#bitfighter IRC Log

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IRC Log for 2013-06-17

Timestamps are in GMT/BST.

00:00:14sam686 Quit (Ping timeout: 245 seconds)
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01:12:36kaen!dance
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01:17:59ozbitfighter:( noone answered my question about authentication.
01:20:33kaenhi ozbitfighter
01:20:50kaenthere are two concepts of "authentication" in bitfighter
01:21:06kaenan authenticated player is logged in to the game using his forum credentials
01:21:13ozbitfighterahhhhhh
01:21:29kaenan authenticated game has at least four players, two or more of which are authenticated
01:21:40kaenauthenticated games are also called "official" games
01:22:09kaenand are a requirement for stats tracking and earning badges
01:22:24ozbitfighterwhere are the badges located though?
01:22:35ozbitfighterHow does one see status then?
01:22:44kaenthey show up on the scoreboard
01:22:45ozbitfighterI've seen the stats page which hmmm
01:22:47kaenor on your stats page
01:22:53kaenon the website
01:22:55ozbitfighteryou organize.
01:23:30kaenit might seem integrated, but it's mostly duct tape and silly putty :P
01:24:01kaenyou've seen the website stats?
01:24:13kaenthis is yours: http://bitfighter.org/stats/player.php?player=ozbitfighter&alltime=&year=2013&month=06
01:24:26kaenhere's mine (with badges) http://bitfighter.org/stats/player.php?player=kaen&alltime=&year=2013&month=06
01:25:49ozbitfighterok I see. Have you filtered out the default
01:25:53ozbitfighterusername of chumpchange?
01:26:34kaennope
01:26:58kaenhuh. chumpchange has a .3 alltime kdr
01:27:01kaenthat's not too bad.
01:29:04ozbitfighterjan to apr 2013 months don't have any authenticated users
01:29:17ozbitfightereven though 2011 is the earliest listed for all time.
01:29:49kaenwhoa
01:30:22kaenthey don't have any data at all!
01:31:11kaenI just need to run my handy sql aggregator...
01:31:20kaenyou should see this monstrosity...
01:32:25kaenhttps://github.com/kaen/bitfighter_stats/blob/master/aggregate_player_stats.sql
01:32:26ozbitfighterwe need a ux designer to spiffy it up. need some beautiful charts.
01:32:30kaenyes we do
01:32:38kaentoo much programmer ui design...
01:32:44kaen(all done by yours truly :) )
01:33:12kaenthat being said, how do you like the design of this: http://bitfighter.org/pleiades/
01:33:21kaen?
01:33:21kaenit's still WIP
01:35:14ozbitfighterseems more a game browser
01:35:18ozbitfighteri mean map browser
01:35:20ozbitfighterthen statistics
01:35:33kaenthat is a map browser :)
01:35:35ozbitfighterfiltering up good aps automatically from players thouhg is a good thing.
01:35:42kaenit's for 019
01:35:44ozbitfighters/maps/aps/
01:35:54kaenyou can upload/download from in the client
01:35:57kaenand also rate
01:36:15ozbitfighterAnyway dinner calls. back in an hour or so.
01:36:17kaenalthough there is no ui for that... just command
01:36:20kaenokay later
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05:24:37ozbitfighterhallo lorddvg
05:25:37LordDVGhellp ozbitfighter
05:25:42LordDVG;)
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07:29:09raptorgood day!
07:29:17raptorbuildbot is back!
07:32:07raptorand so is watusimoto!
07:41:25ozbitfighterwb raptor and watusimoto.
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08:22:31raptorI did it now...
08:22:43raptorI fanned the flames of git vs hg at work
08:30:06kaenuh oh
08:31:41kaengrab your halberd and breast plate.
08:31:46kaentime for a good ol' fashioned holy war.
08:32:56watusimotogood morning, gentlemen
08:33:39watusimotoAs for git vs hg, I think fundamentally, both work pretty well, but could be made much easier to use
08:34:11watusimotogit especially seems to have a lot of unneeded complications (maybe I think that because I use the cmd line more and am exposed to more weirdness)
08:34:54raptorhi watusimoto
08:34:59raptoryou need to read this: http://jordi.inversethought.com/blog/enough-git/
08:35:01raptorit's hilarious
08:35:03watusimotoI think it would be cool for someone to create a more simplified layer on top of git to make it simpler
08:35:28raptorwell, almost all of git's popular tools try desparately to do that
08:35:32watusimotothe opening sentence is great!
08:39:03raptorhi kaen, welcome back :)
08:41:13raptoranyways, I posted that same link to our internal developer list at work
08:41:26raptorso... I await the skewering
08:50:52raptornow i'm caught up in researching medieval weapons...
08:51:15watusimotopokey vs crunchy
08:51:28watusimotothat's usually what they come down to
08:51:46watusimotomaybe with a bit of slicey
08:51:48raptoryeah - even the long swords were crunchy...
08:55:02watusimotomakes me glad we chose hg and not git
08:58:30raptorheh
08:58:54raptorso i've had too many coding failures this week - so I started doing GC issues
08:59:03raptorso so so
09:01:30raptori left you work :)
09:01:46watusimotoI saw your email, if that's what you mean
09:02:01raptori updated several issues: https://code.google.com/feeds/p/bitfighter/issueupdates/basic
09:04:29watusimotoseveral indeed
09:05:23raptorok, maybe i thought it was more in my head...
09:05:37watusimotothe list on the feed is pretty long
09:06:03raptoryeah, latest 20, i think... you'll only need to look at about 10 or so
09:06:41bobdaduck has joined
09:06:46watusimotochrome does not display xml nicely
09:07:03raptorfirefox has a built in feed reader!
09:11:27bobdaduckplease give option to disable goalzone/loadoutzone text
09:11:44watusimotoloadout zones don't have text any more!
09:11:58bobdaduckstep in the right direction!
09:12:05watusimotothey have a gear icon
09:12:11bobdaduckthe word "goal" looks nasty on my goalzone swords
09:12:11watusimotogoal zones will get an icon too
09:12:17bobdaduckBut what I'm actually thinking here
09:12:23watusimotoprobably, for the moment, a big G
09:12:28watusimotoin orbitron font
09:12:30bobdaducka 2x2 goalzone is the classic size for retrieve goalzones
09:12:34raptorbobdaduck: ideas for goal zone word replacement?
09:12:44bobdaduckand the word "Goal" doesn't actually /fit/ on a 2x2 zone.
09:12:58bobdaduckCheckered flag
09:12:59raptoror maybe just a grey flag?
09:13:00bobdaducktrophy
09:13:22watusimotoI think something that looks like an in-game object would be confusing, so no flag
09:13:28bobdaduckyeah
09:13:29watusimotounless it were a differetn flag
09:13:40raptoryes
09:13:47bobdaduckanyway the word "Goal" doesn't fit on a 2x2 block.
09:13:50raptorthe, umm... one used in 'stratego'?
09:13:53bobdaduckThe new icon should do that.
09:13:56watusimotowell, I'd like to change it
09:14:39raptorhmm... that flag has changed since i remember it..
09:14:45bobdaduckWhat if it looked like our in-game object, but was the color of the goalzone and the flag filled the "hole"?
09:14:48watusimotoit's what I remember
09:15:15raptori remember wrongly then
09:15:22raptorbut like that... but just the outline
09:15:56bobdaduckHonestly I liked it without any indicator at all
09:16:01raptorno, i was right!
09:16:24raptorhttps://glimmthegnome.files.wordpress.com/2012/03/stratego_setup.jpg?w=588
09:16:29raptoryou can barely see it there..
09:16:38raptor3rd from the left
09:18:01raptorso something like this: http://www.clipartsfree.net/clipart/18402-waving-white-flag-clipart.html
09:18:34watusimotoI think that would be confusing too
09:18:37watusimotothough less so
09:19:02watusimotoI think a hollow orbitron G would be good, perhaps in a circle
09:19:08watusimotoI'll try it, we can see
09:19:15raptorok
09:19:22raptorthat actually doesn't sound that bad..
09:19:30watusimotoyou can try the flag if you like, and we can compare :-)
09:22:57bobdaduckif I have a red flag and a green flag and a yellow flag
09:23:13bobdaduckin retrieve, if I capture the red flag
09:23:32bobdaduckwill it return to its original position, or will it treat the green and yellow flags as start points and maybe end up there?
09:24:03watusimotoI think it will go back to the red
09:25:07raptorit has a list of start points which include (I think): game starting location (maybe not?), same team flag spawns, neutral flag spawns
09:25:23raptorit'll then pseudo-randomly go back to one
09:25:47bobdaduckokay thanks
09:26:06bobdaduckPlease increase flag functionality
09:26:17watusimotowhen the level loads and finds a flag, it adds a spawn point there
09:26:26raptorplease increase bobdaduck's request functionality
09:26:30bobdaduckxD
09:28:05bobdaduckWill there be suns in 019?
09:28:55bobdaduckI'm trying to get around to making a prototype in levelgen
09:29:20bobdaduckbut I can't make it a repairable item
09:29:53watusimotoyou might be better off trying to do it in c++
09:31:00bobdaduckNo no I can't do that
09:31:10bobdaduckIf I learned C++ I would use it for evil
09:31:29raptori think you have it backwards - it would use you, for evil
09:31:35bobdaduckrofl
09:32:54watusimotoindeed!
09:33:40bobdaduckmake two forcefields in the editor, select them both, then try to move them
09:34:14raptorhaha
09:34:19raptorthat's funny
09:35:28bobdaduckI know about probably every bug in the game but I forget about them because I instinctively work around them at this point. And I forget about them xD
09:35:48raptorplease write that one down - i bet it's been around for a long while..
09:35:55raptor(open an issue on google code)
09:36:05bobdaduck!butg
09:36:08bobdaduck!bug
09:36:08BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List
09:39:34raptorso i'm going to add rotation-about-centroid of an object - shoudl it replace rotation-about-(0,0) ?
09:39:42raptor(in the editor)
09:39:50watusimototry it and see if it works "better"
09:39:56watusimotoI don't think we need both
09:40:05watusimotoI suspect it will feel more natural
09:40:51bobdaduckrotation about centroid?
09:41:33bobdaduckShoot I don't think I can do turret:setHealth()...
09:44:14raptori thought i fixed that..
09:44:56bobdaduckNah turrets and forcefields are still way buggy
09:45:05raptorand you're using 019?
09:45:08bobdaduckstraight up levelgen:addItem(forcefield) will crash it
09:45:09bobdaduck018
09:45:15bobdaducklol
09:45:26bobdaduckI suppose I should try it in 019...
09:45:34raptoruhh
09:45:39raptorhmm
09:45:42raptoruhh
09:45:51raptorLua is a bit broken in the last 8 or so revisions...
09:46:13bobdaducklol
09:46:22raptorand it's totally my fault
09:46:54kaenbuildbot keeps old builds on hand
09:47:09kaenand probably doesn't have the last eight or so revisions :P
09:47:23raptoryou want: adb9eddad2e8
09:47:27raptoror earlier
09:50:18raptorthanks bobdaduck for posting that
09:50:20raptorthe bug
09:50:29raptorthen they'll get remembered
09:50:34raptorand maybe even fixed!
09:51:00bobdaducklol
09:51:14raptoractually, i've used 'rotate about (0,0) before
09:51:37raptorit takes care of things you want to keep symmetrical
09:52:51bobdaduckI use rotate about 0,0 every level?
09:53:12raptoris that a statement or a question we have to guess?
09:54:10bobdaduckevery level!
09:55:24raptorok then
09:56:00raptorand could rotate-about-centroid (center of mass-ish) replace that?
09:56:07raptorso in-place rotation
09:57:04bobdaduckno it couldn't.
09:57:10raptorok
09:58:38raptorso i options like so, bobdaduck: http://pastebin.com/5gMDkbDr
09:58:42raptorseem OK?
09:59:16bobdaduckprobably?
09:59:34raptorkeys seem OK?
09:59:34watusimotomaybe rotate continues to rotate around 0,0, and spin could rotate around centroid?
09:59:51raptor'spin' as a word replacement?
09:59:52watusimotojust to help clarify the two different rotational concepts?
10:00:21watusimotowhat is arbitrary rotate? enter an angle?
10:00:23raptorok, i can use 'spin'.. i think i like that
10:00:25raptorwatusimoto: yes
10:00:31watusimotoand the other one is just 15 degrees?
10:00:40raptoryes
10:01:18watusimotoI think the default rotate (R) should be around 0,0
10:01:25watusimotopersonally
10:01:29kaenI disagree
10:01:37watusimotothough if others disagree I would listen
10:01:39watusimotolike kaen
10:01:50kaenwhen I go to rotate something, I expect it to rotate around the center of mass in general
10:01:59watusimotoor we could use the words rotate and rotate in place
10:02:04kaenand maybe as a special case, revolve around some point
10:02:25bobdaduckThis seems really complicated.
10:02:32raptorok, since I'm horrible at properly naming things, i'll defer to everyone else
10:02:36raptor gets to coding
10:03:05watusimotoif we do r as rotate-in-place/spin, then I would prefer the ctrl modifier make it rotate around (0,0)
10:03:17watusimotothen shift could toggle between 15degs and arbitrary
10:03:39raptordo we need the 15-degree-interval variant?
10:03:51watusimotoso r would spin, shift-r would arbitrary spin, ctrl-r would rotate, ctrl-shift R would rotate arbitary
10:03:55watusimotoI think it's handy myself
10:03:59raptorok
10:04:01bobdaduckits nice to have something where I don't have to define how many degrees every time
10:04:29watusimoto15 gives you lots of nice angles -- 90, 45, 120, etc.
10:04:58watusimotobut is chunky enough you don't need to keep pressing it a zillion times
10:05:17raptorlet's you divide up the circle by 2 3 4 6 8
10:05:26watusimotoexactly
10:05:38watusimotowhich is all you need most of the time
10:05:57raptori've always thought that circles should be 2520 degrees
10:06:05watusimotobut I will concede the R issue to kaen
10:07:51raptorI think we should have some sort of self-reward for adding a feature or fixing a bug in the editor..
10:09:05bobdaducklol
10:09:20bobdaduckbobdaduck can make a map in your honor
10:09:39watusimotomy self-reward is called beer
10:09:48raptorice cream!
10:11:58kaencoffee!
10:12:13kaenalthough I pay myself well in advance of actually fixing the bugs...
10:12:18raptorhaha
10:12:27raptoractually, maybe chips n' salsa
10:12:30raptorhmm..
10:24:38bobdaduckGRAVITY STACKS RETURNS.
10:27:06raptornooooo
10:28:27watusimoto we might need a bit of testing around the use of MoveObjects and warping and setting interpolation and such
10:28:32watusimotoit looks like a real muddle
10:28:51watusimotoi.e. when do we use the warp mask, and does it do the right thing?
10:29:13watusimotoeverything kind of works at the moment, but I think it works right for the wrong reasons
10:29:47watusimotoWarpPositionMask implies an object just appears in a new location, no? with no attempt to interpolate?
10:30:04watusimotowell, something to look at more closely tonight
10:31:07raptorwatusimoto: are you talking about a current bug somewhere?
10:31:19raptoror just our moveObject behavior
10:31:37watusimotojust reading through the code, pondering the source of the burster flicker bug
10:31:44raptorWarp is specifically used for new locations...
10:31:50watusimoto(which I think I see, will try to implement tonight)
10:31:51raptor(I thought)
10:31:59watusimotoyes, that is my understanding as well
10:32:01raptorah
10:32:25watusimotobut, if so, does this code make sense?
10:32:26watusimotovoid MoveItem::setActualPos(const Point &pos)
10:32:26watusimoto{
10:32:26watusimoto if(pos != MoveObject::getActualPos()) // Skip MountableItem, for client side
10:32:26watusimoto {
10:32:26watusimoto setPos(ActualState, pos);
10:32:26watusimoto setMaskBits(WarpPositionMask | PositionMask); // <=== I think we don't want WarpPositionMask here...
10:32:27watusimoto }
10:32:28watusimoto}
10:32:45raptorhuh
10:32:47raptornot really
10:32:49watusimotoi.e. does it make sense to sent WarpPositionMask when we setActualPos?
10:33:08raptorI think it would if there were some server side calculation that determined a large jump
10:33:10watusimotoluckily, we use this thing in so few places, it should eb easy enough to track down
10:33:21watusimotoI think there is, somewhere
10:39:23koda Quit (Ping timeout: 245 seconds)
10:39:32watusimotogentlement, I bid you adieu for the moment
10:39:58bobdaduckgentlement
10:40:05bobdaduckfarewell
10:40:24raptorbye bye
10:40:38watusimoto Quit (Quit: Leaving.)
10:59:13bobdaduckI can't get require to work
10:59:50bobdaduckAlso I can't figure out geom:scale(geom, sx, sy)
11:01:27raptor'require' ?
11:02:17bobdaducklike require raptorHelperfunctions.lua
11:02:25raptorah
11:02:32bobdaduckthat's not as pressing as figuring out scale though
11:02:45raptorthat is case-sensitive, and the .lua should be in the same folder as the scripts (I think)
11:02:57raptorgeom... hmmm
11:03:05bobdaduckhttp://bitfighter.org/luadocs/class_geom.html
11:03:17raptorlooking..
11:08:55raptorbobdaduck: this works: http://pastebin.com/2hWvftu3
11:11:01bobdaduckOkay
11:11:13bobdaduckattempting to test the level produces "invalid packet: broken bstream" or whatever
11:11:28raptoroh..
11:11:30raptorin 018?
11:11:54bobdaduckyes
11:12:06raptorwell...
11:12:12raptori don't know why it's doing that
11:12:13bobdaduckyouuuuu
11:13:39bobdaduckokay
11:13:43bobdaducktested in an old version of 019
11:13:47bobdaduckstill got errror
11:13:56bobdaduckbut its being more specific now because EVERYTHIGN CRACHSED
11:14:21bobdaduckunpackUpdate did not match packUpdate for object of class GoalZone. Expected 377 bits, got 5645 bits
11:14:26raptorwhoa!
11:14:35raptorthat's... that's a huge difference
11:14:43bobdaduckerm
11:14:49bobdaduckI probably stuck an extra number there
11:15:01bobdaduck565 bits sorry xD
11:15:05raptorah ok
11:15:46raptorthere's something more sinister afoot..
11:15:53raptorkaen any ideas?
11:16:04bobdaduckits an older version of 019
11:16:08bobdaduckshould I pastie script?
11:16:20raptori thought you were using my script
11:16:27bobdaduckoh
11:16:28bobdaduckno
11:16:30bobdaduckxD
11:16:45bobdaduckI just looked at it to figure out what I was doing wrong
11:16:56bobdaducksorry I'll test your script now
11:18:38bobdaduckscript runs in 018
11:19:50bobdaduckokay um
11:19:55bobdaduckI dunno what was wrong
11:19:59bobdaduckbut script is working now
11:31:05bobdaduckso how would I make scale not behave weirdly if its not centered on 0,0?
11:31:13raptorread the docs
11:31:16raptorunder scale
11:31:18bobdaduckbesides translating it to 0,0 and then translating it back which is ridiculous
11:31:39raptorwrite your own scale function that does it in one step
11:32:27bobdaduckblehhh.
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11:41:47bobdaduckLooks like I'll have to write my own scale function
11:42:18bobdaduckbecause I refuse to have to count how many grid units there are between the center of the zone and 0,0
11:49:55bobdaduckNope, not gonna happen... Help
11:50:40bobdaduckIs there any way to do this that does not involve counting grid units and translating back and forth?
11:52:04bobdaduckbecause then I'd have to define how much each sun needs to be moved and adding a new sun will be a huge pain
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13:04:52raptorquestion
13:05:01raptorwhat about spinning multiple objects?
13:05:02bobdaduckAnswer!
13:05:21bobdaduckit should try to find the center of mass for all of them.
13:05:24raptorstink
13:05:30bobdaduckOR
13:05:40bobdaduckNevermind
13:09:13bobdaduckWoah
13:09:17bobdaduckSuns are going to be awesome
13:11:09bobdaduckCRAP
13:11:14bobdaduckI need ship:setHealth()
13:20:17raptorc++!
13:27:07raptorhuh
13:27:16raptorour centroid calculation seems a little complex...
13:30:02bobdaducklol
13:36:08bobdaduckSuns are nearly fully operational...
13:38:54raptoraww man
13:39:06raptorwe use R to go CW and Shift+R to go counterclockwise
13:39:06bobdaduckWell actually, they are. I'm just balancing them now
13:39:18raptorbut i need to hijack shift+r
13:39:21raptorfor something else
13:39:37raptordo we want to keep the CW and CCW options? or just use one of them?
13:40:52raptorooo
13:40:56raptorwe can add ALT!
13:41:10raptorCtrl+Shift+Alt+R
13:42:02bobdaduckrofl
13:42:53bobdaduckCtrl+shift+alt+R+tab+number = rotate and change all teams to the number (except neutrals. Neutrals stay the same)
13:43:02bobdaduck...I would actually totally use that all the time.
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13:49:05bobdaduckGuys are you as excited for suns as I am?
13:51:32raptoruhh
13:53:41kaenex�cit�ed [ik-sahy-tid] Show IPA adjective 1.stirred emotionally; agitated
13:53:43kaenyes.
13:54:43bobdaduckrofl
13:55:15raptorok, so my spin about center of mass makes objects disappear...
13:55:21raptorsigh
13:55:48raptoroh wait
13:55:57raptoronly if there are 2 points...
13:56:00raptorinteresting
14:09:14raptorhuh
14:09:26raptori don't think barrier makers return proper centroids..
14:24:02Watusimoto Quit (Ping timeout: 276 seconds)
14:30:08bobdaduckRequest: Zone that is visible but does nothing
14:30:43bobdaduckOr just allow the levelgen zone to have a team affiliation and visible:yes/no attribute
14:32:08bobdaduckbecause my choice of using goalzones for suns heavily restricts the gametype I can use for the actual level.
14:33:16bobdaduckI want to do an HTF for it
14:33:24bobdaduckbut HTFs use goalzones and that would break it
14:33:34bobdaduckand loadoutzones wouldn't really work either
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14:59:16BFLogBot Commit: f5e0df8636aa | Author: watusimoto | Message: Fix bug that has yet to manifest itself
14:59:17BFLogBot Commit: ce48c725f0e9 | Author: watusimoto | Message: Minor
14:59:19BFLogBot Commit: 153ed0a883f6 | Author: watusimoto | Message: Fix visual jumpiness when firing burst
14:59:20BFLogBot Commit: 54db77831da5 | Author: watusimoto | Message: Merge
15:02:50raptorhave to do an errand, but the question of the day:
15:02:52raptorPolylineGeometry::onPointsChanged()
15:03:05raptoruses the poly bounds to find the centroid
15:03:22raptordo we want that? what about using the vertices themselves
15:03:35raptorok gotta run, i'll look back here for insight..
15:04:59bobdaduckI am strongly in favor of anything that increases functionality
15:08:45Watusimotovertices themselves would be better -- we have a method to do just that; I'm surprised it works that way, as other polygon things use real centroids (which can be seen by label placement)
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16:23:46raptorok back
16:28:52bobdaduckyay
16:28:55bobdaduckits nearly time
16:29:13bobdaduckGimme like 5 min
16:37:35bobdaduckOKAY YOU GUYS READY?
16:37:38bobdaduckraptor and kaen?
16:37:44bobdaduckAnd anyone else who is not lurking but is here
16:37:48raptorok
16:37:51raptorwhat am i doing?
16:38:11bobdaduckgetting on 018
16:38:35raptorok
16:50:29raptorkaen: if i grab all the centroids of objects, then grab the centroid of that, theoretically all objects should rotate around and the centroid shouldn't change, right??
16:50:55kaenI'd just use the midpoint of the extents
16:51:19raptorbecause i'm getting some weird spiralling with some objects (barriers)
16:51:54raptormidpoints of extents will cause spiralling
16:52:03raptorbecause extents are always a rectangle
16:52:15raptorand rotation of weird objects will create different extents
17:04:35bobdaduckSuns!
17:07:02raptoroh interesting
17:07:13raptorwhen barriers are moved their centroid is not recalculated...
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17:42:58BFLogBot Commit: 55939fb7d775 | Author: buckyballreaction | Message: Speed up centroid finding method
17:51:04BFLogBot Commit: 5dcdbb488596 | Author: buckyballreaction | Message: Fix bug in finding centroid of a polyline with only two points (happens with barriers)
18:22:32heyub has joined
18:23:37heyubhi
18:36:23raptorhi heyub
18:37:16heyubhows 18b/19 going
18:37:40raptor019
18:37:44raptorslowly...
18:37:53raptorbut we're hoping to round off some rough edges with usability
18:38:02heyubThats good
18:38:07raptorbecause we think we are scaring people away somehow...
18:38:35heyubI feel that way all the time
18:38:41raptorhaha
18:40:05heyubSo what kinda things are you working on to make it more user-friendly?
18:40:14raptorwe add some bot menus
18:40:20raptorand the UI will be a bit different
18:40:50heyubUI is always fun.
18:41:05raptoroh, and an in-game help system
18:41:12raptorthat gets annoying real fast
18:42:47heyubInteresting, like tooltips?
18:43:44raptoryes
18:43:56raptorwatusimoto is coding that..
18:44:51heyubFun
18:47:24heyubSorry I don't drop in more, its been a busy summer.
18:48:47raptorno problem
18:49:48raptoryou still have osx ppc?
18:49:56BFLogBot Commit: e8c14f170f3f | Author: buckyballreaction | Message: Add object rotation-about-centroid in the editor: - 'R' and 'Ctrl+R' do rotate-about-centroid and rotate-about-origin, respectively - Add 'Shift' to rotate the opposite direction, 'Alt' to do arbitrary rotate - Changed levelgen script launching to use 'Ctrl+K' (seemed available)
18:50:01raptorwait, maybe that wasn't you..
18:54:46heyubAnyone else getting a random "N/A" on the bitfighter homepage?
18:55:03heyubUh, I do, but I have an intel now, also.
18:56:02raptorno on the homepage
19:11:51bobdaduck has joined
19:13:28bobdaduckSuns!
19:15:22raptorhave you fixed them?
19:15:38raptorare they supposed to hurt you?
19:16:16bobdaduckthey do
19:16:18bobdaduckcome see?
19:17:55raptorok
19:18:14raptorbad server is not up
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20:11:38BFLogBot Commit: 171470837246 | Author: buckyballreaction | Message: Fix centroid not being recalculated with barriers in editor
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