#bitfighter IRC Log

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IRC Log for 2013-06-25

Timestamps are in GMT/BST.

00:29:35Flynnn has joined
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00:59:59fordcarslater guys
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06:20:34ozbitfighterlittle monkey has disappeared :(
06:38:24ozbitfighterit's back yeah
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07:26:16ozbitfighterlorddvg littlemonkey is back!
07:26:50LordDVGhi
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09:33:43ChanServ sets mode +o raptor
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09:44:48raptorgood day!
09:45:10bobdaduck_g'day
09:45:50raptorhi
09:45:59bobdaduck Quit (*.net *.split)
09:46:13raptori was looking for you last night - Skybax showed up in IRC and was talking about learning to code
09:46:28raptori tried to steer him into Lua with bitfighter and wanted you to show off your crazy levels.. :)
09:48:06bobdaduck_Which one is skybax...
09:48:18raptorhe's done a lot of weird levels
09:48:22bobdaduck_Yeah
09:48:26bobdaduck_Who's he related to, I mean
09:48:27raptormany clever ones
09:48:34raptoruhh, not sure...
09:48:45raptorbut he's an old player
09:48:57raptorthis is him: http://www.codecademy.com/skybax
09:49:50bobdaduck_hm
09:50:03raptorhe was with bitfighter well before I joined..
09:50:05raptorI think
09:50:27bobdaduck_Well I'll have foot get in touch with him
09:50:35raptorha
09:50:46raptoris she the community glue?
09:50:58bobdaduck_pretty much
09:53:56bobdaduck_Or at least, she knows everyone and has like six different ways to contact any of them at any given time
09:54:43raptori think
09:54:48raptori think i scared someone else away
09:54:55raptori joined a game to play
09:55:03raptorglobal chatted a bit...
09:55:22raptorbut no response... do you think they were trying to talk to me, but doing it through team chat?
09:55:30raptorit was a CTF game..
09:55:54raptorit seems like lots of people are expecting 't' to be global chat..
09:58:25kaenyes
09:58:27kaenso much yes.
09:58:31kaenalso, good morning all
09:58:35raptorhi kaen
09:59:20bobdaduck_We'll have to make sure "t for team chat g for global chat" is in the 019 tutorial
09:59:31bobdaduck_an efficient way to do this would be to have a bot that responds to commands...
09:59:36raptorposted in the forums!
09:59:38kaenno we should just change it to be t and y
10:00:17raptori'm not opposed to changing - in fact, I think it might be for the better because I'm tired of scaring people away...
10:00:35kaenman I watched this one review of bitfighter
10:00:39bobdaduck_assuming the change will be significant.
10:00:41kaenthe guy was literally just swearing
10:00:48raptoroh yeah?
10:00:55kaenabout not being able to figure out how to do basic actions
10:01:12bobdaduck_rofl
10:01:23kaenI feel like violating a basic convention of chat bindings doesn't help that situation
10:01:27raptorit's not like INSTRUCTIONS is the largest item on the main menu or anything...
10:01:30kaenalthough he didn't specifically run into that
10:01:37bobdaduck_lol
10:01:46raptormaybe it should be GET HELP HERE
10:01:52raptoror DONT README OR ELSE!!
10:01:59kaenDO NOT READ THIS
10:02:11raptor^^ yes, that might be great!
10:02:21kaenI'm seriously in favor of that
10:02:26raptorDONT ENTER THIS MENU
10:02:44bobdaduck_lol
10:02:56kaenwe should use the UTF-8 hack
10:03:01kaenand put a skull in at the end
10:03:01bobdaduck_What's the default slipzone coefficient?
10:03:24kaen☠ DO NOT READ ☠
10:03:57raptor0.1f
10:04:29bobdaduck_thanks
10:04:48raptordon't know thwt it actually means...
10:04:52raptor*what
10:05:17bobdaduck_I do
10:05:30raptorI assume 1.0 means normal
10:05:39raptorok
10:05:48bobdaduck_1.0 means the slipzone will do nothing
10:05:58bobdaduck_except it will still be big and green and say caution.
10:06:13bobdaduck_lower numbers mean less friction, and at 0 you have no control period
10:06:14raptorthen you can put scary levelgen traps in there!
10:06:25bobdaduck_No because you can't levelgen slipzones
10:06:37raptorhidden zones underneath...
10:06:43bobdaduck_And at greater than one you get friction zones
10:06:59raptorseems like greater than 1 shouldn't happen...
10:07:30kaenI think it is the proportion of control acceleration that gets applied
10:07:36kaenand greater > 1 amplifies it
10:07:38bobdaduck_Something like that.
10:07:48bobdaduck_If you put it at negative numbers
10:07:49kaenand negative numbers move you in the opposite direction
10:07:51bobdaduck_it will crash in 018
10:08:01kaen... in 019
10:08:03bobdaduck_and in 019 thanks to kaen, it becomes a speed zone that is literally a zone
10:08:09kaenoh
10:08:11kaensure that
10:08:16kaenbob knows more than I would ^^;
10:08:23bobdaduck_acceleration zone, I guess.
10:08:57bobdaduck_I was trying to use that in my doppler map but it didn't work so I made a crude imitation.
10:09:13kaenoh uh
10:09:22kaenI thing there's a bug in my implementation
10:09:30bobdaduck_cool
10:09:35kaenlooks like that factor is applied to the *max* acceleration
10:09:38kaenof the ship
10:09:44kaenso negative number...
10:09:50kaenshould definitely not speed you up
10:10:22bobdaduck_So that would reverse you probably?
10:11:22bobdaduck_I'll test it
10:11:40kaenoh wait, it uses the square in the comparison
10:11:49kaenso the sign actually shouldn't matter...
10:12:11bobdaduck_addLevelLine is an unknown thing and my addslipzone plugin broke
10:12:22kaenindeed
10:12:42kaenaddLevelLine has been deprecated.
10:12:49kaenbehold: evolution of APIs
10:14:36bobdaduck_jerks
10:15:15kaenyeah so negative coefficient
10:15:22kaenis a massive continuous speed zone
10:16:27bobdaduck_perfect
10:16:47kaen*and* trying to move will accelerate you in the opposite direction
10:16:52kaenso we were both right.
10:16:56raptori played *TWO* games with the same person!
10:17:01kaengood job raptor!
10:17:10bobdaduck_yay!
10:17:22kaenI've had good luck chatting with people after I tell them "use G to chat"
10:17:29kaenlike 60% success
10:17:34raptorheh
10:18:00bobdaduck_lol
10:19:02kaenbobdaduck_ are you on 019?
10:19:07kaenjoin my server and check this out
10:19:08bobdaduck_not really.
10:19:09kaenoh
10:19:12kaennevermind lol
10:19:23kaenI closed in a negative slipzone with a wall
10:19:25bobdaduck_20130605-4cc2aee7-w32
10:19:34raptoryeah, you shouldn't start 019... might be hard to stop later
10:19:36kaenbuildbot is still down :<
10:19:37bobdaduck_my latest 019 is quite old
10:19:42raptorthere are even support groups..
10:19:47kaenlol
10:19:51bobdaduck_lol
10:21:18kaenraptor, what are your thoughts on rendering zones under walls?
10:21:36bobdaduck_Well I dunno because I'm going to have to redo like all my levels when 019 comes out
10:21:54kaenyour levelgens you mean?
10:21:58bobdaduck_yeah
10:22:20kaenaddlevelline is the only thing we took out I think
10:22:44bobdaduck_Currently trying DnD in 019 the only part that works is it displays swords and HUD
10:23:09bobdaduck_However, swords can't hit anyone, you can't gain gold, or use shops
10:23:11bobdaduck_or like, anything.
10:23:39kaenit runs, does not crash, and also does not function?
10:23:48bobdaduck_yes
10:24:10kaeninteresting
10:24:20kaencan you pull from hg and rebuild?
10:24:28bobdaduck_Not at work, no
10:24:30kaenah
10:24:31kaenokay
10:24:35raptoroh
10:24:43raptorzones under walls.. hmmm...
10:24:49bobdaduck_I vote no
10:24:51bobdaduck_because why
10:24:52raptori've used the zones-over-walls mechanism before..
10:25:03raptori've seen lots of people use it to hide walls
10:25:04bobdaduck_me too
10:25:22bobdaduck_that's okay though because goalzone mazes suck
10:25:30raptoralso lua API change: 018a: local game = GameInfo()
10:25:40raptor019: local game = levelgen:getGameInfo()
10:25:43bobdaduck_I fixed that
10:25:53raptorno, it's different again
10:26:06raptorit used to be local game = GameInfo.new()
10:26:21raptorbut I clobbered that..
10:26:40kaenwell, I wanted it because it's a big hassle to fit complex zones to complex walls in the event that you *don't* want to cover the walls
10:26:53kaene.g. when trying to stay within intuitive mechanics of the game :)
10:27:15raptori would say if we wanted zones above/below walls, we may need to build a layering mechanism...
10:27:21raptorblech
10:27:37kaenI don't really want to make it configurable
10:27:48kaenbut we just change the rendering sort order of zones
10:27:53kaendone.
10:28:12kaenand break the levels that expect zones to be above
10:28:13raptorI think it might upset more people than not...
10:28:24kaenfair enough
10:29:17raptori think we should sort the server list by player count descending
10:29:23kaenagreed
10:29:35kaenbut then by ping
10:29:37kaen:)
10:29:41raptoryes
10:29:51raptorbut... we don't have code for multiple sorting, i don't think
10:30:51kaenanother system I've seen is having all empty servers sorted to the bottom and then the active and empty servers are sorted by ping independently
10:31:04kaenlike as two separate groups.
10:33:47raptorinteresting
10:36:07sam686 has joined
10:36:07ChanServ sets mode +v sam686
10:38:57bobdaduck_I'm doing something blasphemous
10:39:08raptorlearnign c++ ?
10:39:19bobdaduck_and was just thinking that it might be nice to have an in-editor key to rotate point order on a zone or wall.
10:39:39raptorrotate-point-order? what does taht even mean?
10:40:02bobdaduck_if you have a square zone, one point is point 0, the next is point 1, the next is point 2....
10:40:13Skybax has joined
10:40:18raptoryes
10:40:39bobdaduck_rotate point 0 to where point 1 is, point 1 to where point 2 is, etc.
10:40:39raptorok, and the use case?
10:40:51raptorother than kicks and giggles
10:40:54SkybaxOhai
10:41:01Skybaxgicks and kiggles
10:41:02bobdaduck_when doing blasphemous things using levelgens that make something happen at a certain point in a zone
10:41:14raptorahhh...
10:41:20raptorhi Skybax
10:41:30SkybaxHalla
10:41:39raptoryou want to be able to manipulates an objects specific point?
10:42:01bobdaduck_uh
10:42:04bobdaduck_No I don't think so.
10:42:14bobdaduck_I'm just for each zone making something happen at point 3
10:42:28bobdaduck_and when I make a new zone I have to like, rotate all the points until point 3 is where I want it to be
10:42:37raptorha!
10:43:21bobdaduck_This isn't a "feature plzzz" request, more just a "this would be nice" musing
10:43:31raptorthis doesn't happen to have to do with your globular nexus does it?
10:43:43bobdaduck_I ADMIT NOTHING.
10:44:46bobdaduck_No this is actually for something different at the moment.
10:47:52kaenyou should just write a plugin
10:48:02kaeneasy-squeezy
10:48:03raptoroh yeah!
10:48:11raptoreasy
10:48:15kaenshift the geometry table and set it
10:48:25kaenliterally three lines of code if that
10:48:29kaenno menu needed
10:48:43raptorso i found that if you don't put a menu in a plugin, the plugin is run automatically
10:48:47kaenyes
10:48:51raptorwhich is great!
10:48:55kaenI use that in my simplify plugin
10:49:01kaento keep it simple :)
10:49:06bobdaduck_I don't think I can do that until 019
10:49:10bobdaduck_I can't get selected item
10:49:13bobdaduck_or item of type
10:49:14bobdaduck_right?
10:49:18YoshiSmb has joined
10:49:20kaen99% sure you can
10:49:24raptorsure you can... i think
10:49:31kaen99% sure I have
10:49:36raptorwait
10:49:42raptori think i added that as a plugin already?
10:49:48raptoroh that might need 019..
10:49:58raptorselection of a type, that is
10:50:19kaenworks in 018a
10:50:29raptormy plugin?
10:50:32kaensome of my 019 plugins work in 018a
10:50:41kaenincluding some that use the selected item
10:50:47kaen(s)
10:51:31kaenhi Skybax and YoshiSmb
10:51:37kaengood to see you around :)
10:52:34raptorah Quartz..
10:52:47raptoralways a good response..
10:54:08YoshiSmb Quit (Ping timeout: 250 seconds)
10:55:29raptorSkybax: if your interested in levelgens, you could take a look at thread's level pack here: http://bitfighter.org/forums/viewtopic.php?f=26&t=1948
10:55:32raptor*you're
10:55:57raptorseveral of them employ levelgens
10:58:56bobdaduck_What skybax really needs is to participate in an RTS/Feudalism/DnD party
10:59:48raptorso DnD is better now with the memory, ye?
10:59:49raptoryes?
11:00:07bobdaduck_yeah
11:00:11bobdaduck_still kind of network heavy
11:00:14bobdaduck_but oh well
11:00:18raptorour forums have 283 members!
11:00:21bobdaduck_it doesn't kill ram
11:00:28raptorI remember when we were at 67 or so
11:00:52raptoryeah... you need to make your server wired
11:01:14bobdaduck_When I tried that for the DnD party the entire internet crashed
11:02:20raptoryes, well, that should be set-up/worked out in advance..
11:02:52raptoryou probably connected to the wrong router with your computer
11:03:31raptorit goes: internet -> ISP router -> home router =>> computers
11:03:44raptorbut some people don't ever hook up the extra home router
11:03:56raptorand tinker with the ISP router, which kills internet
11:04:36raptorsome ISPs (internet service provider) give you a decent router that has plenty of ports in the back for your home computers
11:05:58bobdaduck_I just unplugged my mom's comp which is wired and plugged mine in and the internet exploeded
11:06:20raptorthat's it?... that shouldn't matter much, huh..
11:09:03SkybaxWhy do I need to play DnD lol
11:09:19raptorit shows a lot of what levelgens can do
11:09:47bobdaduck_its a level I made in bitfighter
11:11:52SkybaxAhhhkay
11:11:57koda Quit (Read error: Connection reset by peer)
11:12:33SkybaxIs there anyway I can open this in it's own window?
11:12:41bobdaduck has joined
11:12:43raptorIRC?
11:12:49SkybaxYesh
11:12:56raptoryou can use a special client - what OS are you running?
11:13:00SkybaxMac
11:13:17raptorthere are more clients for IRC than almost any another communication system, I think
11:13:46raptorSkybax: here is one: http://colloquy.info/
11:13:46SkybaxOkay
11:14:03raptoralso, if you use Adium, it might support IRC, too
11:15:11SkybaxDownloading colloguy
11:16:47bobdaduckOkay so I'm making a zombies map
11:16:52bobdaduckshould I give it a lives system
11:16:57SkybaxHow do I join this lol
11:17:00bobdaduckOr just a hold out sort of thing?
11:17:16raptorSkybax: the server is: irc.freende.net
11:17:22raptorchannel is #bitfighter
11:18:02raptorbobdaduck: i don't know - fordcars showed me the zombie bots... it was like watching huge space cruisers annihilate themselves
11:18:29bobdaducklol
11:19:51raptorSkybax: there's also limechat: http://limechat.net/mac/
11:19:51SkybaxIt's not working x)
11:19:55SkybaxDo I have to sign out on here first?
11:19:57raptornot sure if it's simpler...
11:19:59raptorSkybax: no
11:20:08raptoryou can connect up to 5 times or so, i think
11:20:21SkybaxI do the "Join Room" and nothing happens
11:20:35raptoris it connected to a server?
11:20:59SkybaxI put in irc.freende.net
11:21:10raptoroh oops
11:21:14raptormy bad... i misspelled it
11:21:18raptorirc.freenode.net
11:21:19SkybaxHa xD
11:21:22bobdaduck_ Quit (*.net *.split)
11:21:46Skybax_ has joined
11:21:52Skybax_There we goooo
11:22:05raptorthere's two of you!
11:22:11SkybaxIndeed
11:22:22SkybaxReminds me of cloning myself in Bitfighter lol
11:22:31Skybax_Yeah that was a good time, wasn't it?
11:22:38raptorha
11:22:48raptori remember sam686's clone bot..
11:22:54bobdaducklolwhat
11:22:59Skybax_Hi Bob!
11:23:03SkybaxHi Bob!
11:23:04raptoryeah, it would do every action you'd do...
11:23:49bobdaduckah
11:24:09Skybax_Kay I'mma do English class now
11:24:45raptorwhy is 'done' not pronouned like 'dwun' when 'one' is like 'wun' ?
11:25:07kaenenglish phonetics...
11:25:11bobdaduckghoti = fish
11:25:24kaenwhat?
11:25:28Skybax_><)))•>°˚
11:25:40kaenimpressive :o
11:26:12raptorimpressive...
11:26:19Skybax_I like the "Novel" theme
11:26:19bobdaduckhttp://en.wikipedia.org/wiki/Ghoti
11:26:35Skybax_Everything is like a story
11:26:41raptorbobdaduck: ha!
11:27:08Skybax_"bobdaduck: ha!," exclaimed raptor.
11:27:30Skybax Quit (Ping timeout: 250 seconds)
11:27:30Skybax_ is now known as Skybax
11:27:41Skybax"bobdaduck: ha!," exclaimed raptor.," said Skybax_
11:27:47bobdaduckbeat me to it
11:27:48bobdaduckxD
11:28:02Skybax""bobdaduck: ha!," exclaimed raptor.," said Skybax_," said Skybax
11:28:26SkybaxSorry
11:29:08kaenthat's what always struck me about russian and spanish
11:29:14kaenhow phonetically invariant they are
11:29:29SkybaxYeah every vowel in Spanish makes exactly the same sounds always
11:30:00raptorexcept for the 'e' in some very unusual cases in latin america...
11:30:04SkybaxMy mom always asks me how to spell spanish words and I just sound them out for her
11:31:44SkybaxIs there gonna be a Zombie gametype?
11:32:18bobdaduckum
11:32:21bobdaduck...Yes.
11:32:33bobdaduckAs much as there is a "DnD" gametype.
11:32:39raptorhaha
11:32:48SkybaxI've been gone for 6 months idk what's going on
11:32:59raptorwell.. it's been quiet
11:33:06bobdaduckYeah you're gonna be so confused when you see anything
11:33:09raptorexcept for the developers and some crazy folk
11:33:20bobdaduck6 months...
11:33:25bobdaduckThat's about the time I became crazy
11:33:32kaenwell
11:33:33SkybaxHaha
11:33:38raptor vouches for that fact
11:33:43kaenabout the time it materialized anyway...
11:33:50raptoroh yeah...
11:34:01bobdaducklol
11:34:01kaenI'm sure there was a gradual degradation of your sanity at first
11:34:09kaenand then it snapped when you got into levelgens
11:34:41bobdaduckrofl
11:34:52kaenI've never before met anyone who so completely met the description of mad genius
11:35:25raptoryeah... and now that he understands (I think) arrays...
11:35:43bobdaduckI understand arrays, yeah.
11:35:48bobdaduckGG
11:36:04bobdaduckStill working on understanding deltaTime but I'm close
11:36:30SkybaxI did a lesson on arrays in JavaScript
11:37:20kaenarrays in javascript are almost identical to arrays (aka tables) in lua except for lua having 1-based indexes
11:37:36kaenand different literal syntax
11:37:45kaenbut only for named keys
11:37:48bobdaduckLua is the loosest language I've ever heard of
11:37:56bobdaduckIts kind of nice
11:38:02kaenoh my friend
11:38:12kaenwait until you start writing functions that take functions as arguments
11:38:27SkybaxI did that in JavaScript too
11:38:30bobdaduckI CAN DO THAT?
11:38:36kaenyep
11:38:37kaenand
11:38:55kaenyou can pass anonymous functions in-line if you don't want to write a formal declaration
11:39:08kaenlike that timer trick to pass arguments to a function
11:39:15SkybaxI feel like I'm so close to understanding what's going on lol
11:39:26bobdaduckSKYBAX WE WILL CONVERT YOU
11:39:32bobdaduckI'm at work though. So like, later tonight.
11:39:45bobdaduckKan you give me an example kaen?
11:39:47kaenonce you understand that concept (lambda functions) you can use advanced techniques in many interpreted languages
11:39:51kaenumm
11:39:52Skybaxlol kay
11:39:58kaenokay I'll write a map function
11:40:08raptorlambda is allowed in c++)x110xwhaevetr right?
11:40:29raptorlambda functions, i mean..
11:40:56kaenyes indeed
11:41:02raptori feel Skybax would have a lot to offer with levelgens...
11:41:02kaenI think you can even bind them to a context
11:41:17bobdaducklol
11:41:18SkybaxWhy
11:41:53raptorjust because... of some of your previous work..
11:41:58bobdaducklol
11:42:03bobdaduckTry joining my server skybax
11:42:05Skybaxlol most of my maps are retarded...
11:42:07bobdaduckit'll be stupidly laggy but
11:42:36bobdaduckif you can join, that is.
11:42:51SkybaxI can't even see it
11:42:58raptorstarts with 63?
11:43:01bobdaduckIt'll be one of the PTO
11:44:27kaenbobdaduck http://pastie.org/8079563
11:44:49kaenmap takes a function to apply to each element of array, and creates a new array from the return values of that function
11:45:34kaenmap is probably the most commonly applicable use of functional programming
11:55:18kaenI've been using eclipse-pdt for PHP stuff...
11:55:22kaenit's been... underwhelming.
11:55:35raptorany good?
11:55:52raptori've never used anything more than an advanced text editor for php..
11:56:30kaenthe "outline" feature is pretty nice
11:56:55kaenI can't get it to understand inheritance though
11:57:16kaennot that I would expect it to understand the ineritance tree of a PHP project through static analysis...
11:57:29raptorit could be that that eclipse variant just doesn't get the attention it needs...
11:58:18kaenindeed
11:58:22kaenI'm trying out phpstorm
11:58:33kaenit says you can get a free license for open source projects...
11:58:43kaennot sure if pleiades would qualify though :/
12:00:04kaenI'm going to stick an MIT license on it just for giggles
12:00:26raptorheh
12:06:07SkybaxWow
12:06:32raptorwelcome to the world of levelgens!
12:06:44bobdaduckI didn't even show him the shops
12:06:55bobdaduckxD
12:07:36kaeninstalling the sun jdk instead of openjre ...
12:07:43Skybaxlevelgen is astoundingly gamechanging lol
12:07:45kaenthis has historically never ended well for me
12:08:03raptorgood luck!
12:08:52raptorSkybax: yeah - at times we think we've given out too much power...
12:09:33bobdaduckanytime I host a server, he means.
12:09:58Skybaxlol it's funny cause I remember bobby as being the one who would shoot down new ideas with "it changes the game too much, let's get back to basics," and now he's doing all this amazing stuff xD
12:10:14raptoryeah, well... power corrupts, it seems
12:10:28bobdaduckI blame engineer
12:10:33SkybaxHA
12:10:49kaenhuh. seems to be working.
12:11:05SkybaxCan you make a levelgen that lets you add walls while playing the game?
12:11:24raptorwalls are a no-go at the moment
12:11:31raptorwalls are special
12:11:35bobdaduckI can make a wall of testitems
12:11:39bobdaduckthat don't move
12:12:02SkybaxMaybe a wall of asteroids that don't move would be better
12:12:15raptordid you show tron?
12:12:21SkybaxYes
12:13:53bobdaduckOr a zone that reverses ship velocity when the ship enters it. That's pretty easy.
12:14:14SkybaxBut they need to be able to be broken as well as created
12:14:18bobdaduckIn fact that was what I was primarily toying with when I made doppler
12:14:33bobdaduckI dunno, what would the condition for "broken" be?
12:14:48SkybaxNo longer existent
12:15:05bobdaduckLike how do you break it
12:15:06kaenwow phpstorm is incredible
12:15:13kaenit's doing static type inference.
12:15:24bobdaduckAre people shooting it? Is there a switch the person throws? Does it only stay for a little while?
12:15:28kaenand the guesses are pretty good.
12:15:35SkybaxShooting it lol
12:16:11bobdaduckAsteroids would work fine then
12:16:46SkybaxLike, give a player the ability to make a wall of [something] that is four shiplength's long and one shiplength wide, and make it immobile, but then give it a health and let it be shot down until it's gone
12:16:46bobdaduckasteroids are weird in levelgens though
12:17:23bobdaduckugh, can't do quite that.
12:17:38raptorinteresting.. phpstorm is built on IntelliJ
12:17:40bobdaduckbecause we can't track bullets. We'd have to use something that already has health, like a turret or projector
12:17:42bobdaduckbrb
12:17:52kaenI'm in love
12:18:34SkybaxCould you make, like, a core but stretch it and squish it so it's rectangular?
12:19:11kaenyou can't modify the fundamental structure of game objects
12:19:16SkybaxKay
12:19:24kaenthere's a select set of attributes you can modify
12:19:29SkybaxCab you shrink things?
12:19:38kaennot that I can think of
12:19:43kaenexcept zones
12:19:55kaenwhich let you set the geometry (like bob's nexus thing)
12:20:00SkybaxYeah
12:21:16SkybaxCould you make a zone that won't let a ship enter it but is "destroyed" upon contact with a resource item and let the player shoot resource items that also kill ships upon contact?
12:21:55SkybaxAnd then let players make that zone in-game xD
12:22:07SkybaxI'm just freewheelin here
12:23:10raptori think bobdaduck actaully has most of the code for something like that
12:23:16raptor*actually
12:24:01raptoryou could tie a zone to a resource item location and move it when the resource item moves
12:24:07SkybaxIt would have to be more than one resource item to "destroy" it though, otherwise it would be too easy to break
12:24:14raptorthen when it hits a ship, kaboom!
12:25:13SkybaxOne of Bob's maps has testitems that kill you upon impact I think, unless that was just him killing me with his levelgen commands lol
12:25:14bobdaduckpretty simple to do
12:25:21bobdaduckrofl
12:25:57SkybaxAll I know is I ran into it and exploded
12:26:11bobdaduckYou could make the resourceItem not move, the zone not move, and then tie them both to an array that has "zone", "item", and "health"
12:26:29bobdaduckand each time you ram into the resourceItem (which you're really ramming into the zone) you could increment the health
12:26:41SkybaxOoooo that sounds interesting
12:26:54SkybaxSo it's like an impact wall that you break with your own ship lol
12:26:58bobdaduckyeah
12:27:36SkybaxAnd could you make that addable in-game?
12:27:43bobdaduckeasily
12:27:46bobdaduckbut not intuitively.
12:27:55bobdaduckYou could use chat commands "deployWall" or something silly like that
12:28:07SkybaxYeah
12:28:13SkybaxOh how I love camelCase
12:28:25bobdaduckbut then you'd also need to figure out some sort of ammo system or something.
12:28:30raptori love not typing it when playing
12:28:38raptorbut it's nice for self-documenting code
12:28:39Skybaxlol
12:28:42bobdaduckYou could make it so it goes off on module use
12:29:06bobdaducksensor, for example. Because spybugs are placed in chunks
12:29:33SkybaxCould you make it so you have to be using Boost to break the wall?
12:29:46bobdaduckYou could use something like shield where for each second shield is going it extends the wall just a bit more
12:30:11bobdaduckWell, you can get the ships velocity when it hits the zone or when it hits the zone test if the module is active
12:30:11bobdaduckyeah
12:31:12SkybaxOkay
12:36:19bobdaduckkaen when I get back from lunch you'll need to explain this mapping function to me
12:36:28kaenokay
12:37:24SkybaxI'm gonna be an English teacher
12:38:14kaenI always wanted to teach english or math
12:38:36kaenbut I'd want to teach AP classes
12:38:38SkybaxI got an online class that gives me three different English certs for $69
12:38:45raptori've thought teaching math would be fun... if it wasn't for the school system... or the other teachers
12:38:49kaenyes
12:38:49raptoror.. the students
12:38:57kaenthat's why I'd want to teach AP :)
12:39:00SkybaxI'm gonna try to be an online teacher xD
12:39:00raptormaybe tutoring..
12:39:01raptorah
12:39:06kaenthe people there *want* to be there
12:39:10raptorye
12:39:12raptors
12:39:14kaenand in fact are paying money for the test...
12:40:09kaenmy AP US History teacher was the coolest guy. Gave a lot of tips for prospective teachers, too.
12:40:22SkybaxThe class is gonna certify me for 1st Language (High School), 2nd Language, and College level English
12:40:37raptoroh cool
12:40:40kaenSo I take it English is not your first language, Skybax?
12:40:46SkybaxIt is xD
12:40:51kaenoh haha xD
12:41:01kaenI was going to say you sound fluent already :P
12:41:24SkybaxI meant that I'm going to be certified to teach it as a first language
12:41:31kaenraptor, phpstorm detects (and marks) overrides
12:41:40kaenoh cool!
12:41:47SkybaxAnd second and college
12:42:15SkybaxOn my last unit in the course :3
12:42:24kaenoverride detection is inexpressibly useful when working with MVC frameworks
12:45:40raptorcool!
12:47:40SkybaxI have over 60 games on Steam
12:48:44Watusimoto has joined
12:48:56SkybaxHi Wat!
12:57:57bobdaduck Quit (Ping timeout: 256 seconds)
13:10:23raptorI can't believe the complexity this editor-luaw proxy issue has brought up...
13:35:46bobdaduck has joined
13:36:58SkybaxHallo
13:37:04raptorhi
13:40:35bobdaduckhai
13:40:44raptori just remember about something
13:40:53raptorwe have bitfighter notifiers...
13:41:21Skybax?
13:41:53bobdaduckyeah
13:41:55raptora while back some Google Code-In students wrote some notifier applets to show when people have come online...
13:41:56bobdaduckI use it everday
13:42:01raptorbobdaduck: really?
13:42:15bobdaduckI have it set to load on system start...
13:42:38raptorwhich one was it, the python one or the .NET one?
13:43:49bobdaduckI dunno
13:44:01bobdaduckbitfightertracker.sln
13:44:24bobdaduckbitfightertracker.vhost.exe
13:44:54bobdaduckI dunno
13:48:45Watusimotomine just started working one day
13:49:06WatusimotoI have the python one
13:49:44raptorhi Watusimoto
13:49:49Watusimotohi
13:50:11raptordid we have some feature requests for the python one somewhere?
13:50:39SkybaxI'm gonna learn Python eventually too
13:50:56raptorwho is ' erinaarested'
13:52:43WatusimotoMy main feature request was faster/smaller/stabler
13:52:54Watusimotobut I think it is more or less feature complete for 1.0
13:53:02raptorsmaller is not an issue on Mac/Linux...
13:53:11raptorsorry *OSX*/Linux
13:53:59bobdaduckIt'd be nice to be able to see all players online at once, rather than just a ding when someone logs on
13:54:23raptorhmmm.... doesn't the python one do that now?
13:54:59bobdaduckI haven't checked
13:55:24raptorhmm maybe it doesn't...
13:55:39raptorbut you can click on it and it launches bitfighter! (at least in Linux..)
13:55:55Watusimotohover over the icon
13:56:06raptoroh duh - there's the player list...
13:56:15Watusimotoactually, it just says 1 player online... we could change it to show the list on hover
13:56:16raptorbobdaduck: you're running the wrong notifier
13:56:34raptorit already does that...
13:56:35WatusimotoI think we should try to get this into the hands of others for testing]
13:56:42raptoryou may be running an older version..
13:56:46WatusimotoI'd like to include it with our next release
13:56:53raptoruhh
13:57:00raptorit's big on windows...
13:58:07bobdaduckif I hover it says "one player online"
13:58:17bobdaduckand when someone logs on it gives a little bubble saying "bobdaduck logged in"
13:58:20bobdaduckor "bobdaduck quit"
13:58:54raptorWatusimoto: are you sure you're running the python one?
13:58:58raptormaybe I should do a new build..
13:59:11Watusimotopretty sure
13:59:25Watusimotobut like I said, it just started working one day, so I'm not really positive
13:59:37WatusimotoI right-click, I see "exit"
13:59:59bobdaduckI right click, I see "exit"
14:00:26WatusimotoI double click, a window appears with a list of players, a needless refresh frequency setting, a pause button, and a checkbox
14:00:49bobdaduckWe've got the same version
14:01:44raptorthat's not the python version
14:03:21bobdaduckNobody gave me a different version?
14:03:53bobdaduckI didn't even know there was another version for windows
14:04:49raptorI unified all notifiers on python
14:05:07raptoryeah, let me get you a new one...
14:05:15raptorit might be worse, i don't remember
14:06:16raptorWatusimoto: old notes on the notifier: http://code.google.com/p/bitfighter/source/browse/bitfighter-notifier/notes.txt?repo=tools
14:08:09Nothing_Much has joined
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14:09:21SkybaxWeeeeeeew
14:17:13bobdaduckweeew?
14:21:46Watusimotothose notes are still relevant!
14:22:19raptorI know i've done one or two of them in the python version..
14:22:59bobdaduckI like number 6
14:23:00raptorwho is 'erinaarested'.. they just left a bug on GC ?
14:23:24Watusimotosome dude writing from jail?
14:23:35bobdaducklol'
14:38:53raptorsetting up windows xp for python development is taking for ev er
14:40:05raptori'll have to do it when i get home..
14:41:44bobdaduckWhy can't bots be instantiated from levelgen?
14:42:00raptorbecause... uhh
14:42:24raptorWatusimoto: what do think about the idea of adding bots via levelgen?
14:43:52Skybaxlol
14:50:08bobdaduckfor index, val in ipairs(array)
14:50:08bobdaduckdo
14:50:13bobdaduckanything wrong with that?
14:50:40raptoryes
14:50:47raptorwait no
14:51:05bobdaduckits not hitting the line immediately after
14:51:09bobdaducka logprint
14:51:33raptortry just 'pairs'... if it is a true array, then it must be ordered by index
14:53:11koda has joined
14:53:29bobdaduckThere's nothing in the array
14:56:38bobdaduckhuh, that's the problem I guess
14:57:17bobdaducklet it be known: If an array is empty it will ignore anything about it
14:58:41Watusimotoadding bots via levelgen? sure, why not?
14:59:26bobdaduckBecause its currently manually disabled
14:59:56raptorWatusimoto: would we want to allow direct bot access or just add/remove with args like in-game commands?
15:00:11bobdaducklevelgen:addItem(robot)
15:00:19raptordirecto bto access: run bot, access it's variables and adjust them from the levelgen..
15:00:25raptor*bot
15:02:32Watusimotowhat would direct bot access look like? oh, that
15:03:16raptorbobdaduck: please add an issue to at least start/stop bots from levelgen... might this be a part of enabling in-game commands from levelgen?
15:03:20WatusimotoI think we need to pass all the params to the bot -- levelgen:addBot(filename, params)
15:03:23Watusimotosomething like that
15:03:28raptoryes ok
15:03:40bobdaduckprobably but
15:03:41WatusimotoI don't see any other way, unless bots have some sort of controller interface
15:03:44Watusimotowhich they don't
15:03:56raptoryeah ok
15:04:10bobdaduckthere's already an issue for allowing levelgens access to in-game commands, so if that is done then /addbot is a legitimate command
15:04:18bobdaduckbut levelgen:addItem(bot) would be nice too.
15:05:04raptori think we would do it like Watusimoto said above: levelgen:addBot(filename, params)
15:07:14raptorsomeone joined!
15:07:24raptori guess my notifier works..
15:07:52Watusimotowe could possibly do bot = robot.new(params); levelgen:addItem(bot)
15:08:19bobdaduckthat's probably the most consistent way
15:08:21raptori don't think so, at least not with how we have it..
15:08:38raptordoing that just adds the object
15:08:40raptornot the brains
15:09:00SkybaxI'm learning more about arrays
15:09:26bobdaduckI mean consistent with how levelgens do other things
15:09:35bobdaduckyou add the object and then give it all the stuff and then add it to the game
15:09:44Watusimotobots are special; it's not unreasonable to add them in a special way. But addItem(bot) could just divert to that special way
15:10:06bobdaduckIn related news, I still totally want you guys to allow levelgen:addItem(ship) too
15:10:23Skybax^^Yes
15:12:38raptor looks the other way
15:13:09bobdaduckI could make a zone that toggles a switch and use a speedzone loop and a neutral ship to CONSTANTLY FLIP THE SWITCH
15:13:13Watusimotoraptor: did you hear any chit chat?
15:13:31bobdaduckAnd then I wouldn't have to move things ontick raptor!
15:13:34WatusimotoI thought I did, but I can't figure out what was making that noise
15:14:03SkybaxThat would be cool for making timing-based maps
15:14:43raptorhahaha
15:14:46bobdaduckWell you could already do that in levelgen but everyone yells at me for having too many onTick() functions
15:15:56raptorwell... in the last case... having something in onTick() was crashing your server...
15:16:56bobdaduckin which case?
15:17:08bobdaduckOh yeah well that wasn't my fault
15:17:09raptorcalling getCurrLoadout
15:17:13bobdaduckI blame the programmer
15:17:14bobdaducks
15:17:42raptoryes, I'll take the blame - but I think it illustrates a good point: onTick() is *dangerous* :)
15:17:56SkybaxI'm making an array of names and then making a loop that calls out all the names
15:18:02bobdaduckBesides levelgen carnival has I think 16 ontick functions last I checked and it runs fine!
15:18:18raptori still think your priority is to get a network cord into your computer...
15:19:02bobdaduckMy computer isn't near a network plug...
15:20:52SkybaxWanna see mah array + for loop?
15:20:52raptori believe you are fully capable of solving that problem
15:21:20bobdaducksure skybax
15:21:32bobdaduckBut daaaddddd
15:21:37bobdaduckEffort!
15:21:37Skybaxvar names = ["Skybax", "raptor", "bobdaduck", "fordcars", "kaen"];
15:21:38Skybaxfor (var i = 0; i < 5; i++) {
15:21:38Skybax console.log("I know someone called " + names[i]);
15:21:38Skybax}
15:23:18kaenfor (var k in names) { if(names.hasOwnProperty(k)) { console.log(names[k]); } }
15:23:24bobdaducklocal names = {"Skybax", "raptor", "bobdaduck", "fordcars", "kaen"}
15:23:24bobdaduckfor i=0, 5 do
15:23:24bobdaducklogprint("I know someone called " .. names[i])
15:23:24bobdaduckend
15:23:37bobdaduckI made it lua!
15:23:47kaennot that you would use for in on an indexed array...
15:24:00kaenbut it's sure to get all of them :)
15:24:02SkybaxSeems pretty similar
15:24:23kaenexcept that it works for named keys instead of just indexed ones
15:24:56bobdaduckI would probably use for index, val in ipairs(names) do logprint("name = " .. val)
15:26:15Watusimotohey kaen
15:26:19kaengreetings.
15:26:43WatusimotoI was thinking of dialing back your long wall test to make the tests run a bit faster... woudl that comprimise anything, do you think?
15:26:49SkybaxI like JavaScript
15:26:54Watusimotoyou are creating a wall with FFFF points
15:27:02Watusimotowhich is... a very long wall
15:27:03raptorfor name in ${ircLurkers}; do echo "$name will send raptor 20 bucks!"; done
15:27:22kaenheh not sure why I picked FFFF
15:27:28kaenI think was going for ... really long
15:27:35kaenbut any go ahead
15:27:39Watusimotoit is quite long!
15:27:43kaenFF should work just the same
15:27:52kaenor anything over the old limit :P
15:28:03Watusimoto17~
15:28:14Watusimoto0x11
15:28:22Watusimotothat's probably a bit too low
15:28:38raptor1FF
15:29:13WatusimotoI'm trying FFF
15:30:21Watusimotothat's still slow... but bearable
15:30:59Watusimotooh, I know how to speed it up... presize the array!
15:31:05Watusimotoor the vector rather
15:31:06kaen:x
15:32:04Watusimotostill slow, but that helps a fair bit
15:37:44raptor3FF
15:38:08bobdaduckFFFFFF
15:38:50bobdaduckI'd be glad to break your test for you
15:38:54Skybaxlol
15:39:12SkybaxI wish I was better at math ._.
15:39:26raptorbobdaduck: that's about 2^24 vertices for a wall
15:39:40raptorthat's 16 million
15:40:05bobdaduckI'm working on a new levelgen that adds a point to a wall every tick
15:40:11bobdaduckI need this functionality
15:40:26SkybaxI just figured out how to make this array + for loop get the answer the lesson wants, but I don't know HOW it got it T.T
15:40:46raptoruh oh... you must find the HOW
15:41:19SkybaxMhm. I've learned that from all my math classes lol.. even if you have the right answer, you need to know how you got it xD
15:41:42bobdaduckwhat answer does the lesson want?
15:42:10Skybax89
15:42:22bobdaduckfrom a loop of names?
15:42:25bobdaduckThat is a tricky how.
15:42:38SkybaxNo it's an array of numbers now
15:42:41SkybaxDifferent code
15:44:29SkybaxIf it was a loop of names still I'd assume there would be a string.length somewhere and that would be easy
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15:46:06SkybaxI think I'm beginning to grasp the concept by staring at it
15:47:28Skybax>.>
15:48:12raptoris it adding the length of all characters in all names?
15:48:15raptoror
15:48:27raptoris each name considers an array of characters?
15:48:38Skybaxvar array = [3, 6, 2, 56, 32, 5, 89, 32];
15:48:39Skybaxvar largest = 0;
15:48:39Skybaxfor (var i = 0; i < 8; i++) {
15:48:39Skybax if (array[i] > largest) {
15:48:39Skybax largest = array[i];
15:48:40Skybax }
15:48:40Skybax}
15:48:40Skybaxconsole.log(largest);
15:48:53raptorohhh
15:48:55raptorit's sorting
15:49:51Skybax89
15:50:12raptorbasically it's going through all the numbers, if the number its at is greater than the one held in 'largest' than hold that in 'largest' instead
15:50:21raptor*then hold
15:50:30SkybaxOhhhhhhh
15:50:41WatusimotoSkybax: you need to learn this trick
15:50:43Watusimotohttp://xkcd.com/759/
15:51:38SkybaxLong division?
15:51:54Watusimotosort of
15:52:08Watusimotohe starts with the question, and knows the answer (27)
15:52:09LordDVG Quit (Remote host closed the connection)
15:52:20Watusimotobut isn't sure how to get from one to the other
15:52:26fordcarswow
15:52:43raptorhahaha
15:52:46Watusimotoso he starts writing some stuff down, then at some point changes the sqrt sign into a long division sign, in order to get the answer
15:53:02Watusimotoeven though his method is total bs
15:53:25bobdaduckfordcars your zombie bot is bad at shielding bursts xD
15:53:30Watusimotothe idea is that sometimes you can fake the work if you know some bits at the beginning and end and can munge the middle
15:53:54Watusimotonot that you should fake your school work
15:53:56Watusimotojust saying
15:54:30SkybaxDoes that work with other numbers..? >.> The first number being able to go into the square of the second number the same amount of times the first number multiplied by the second number is?
15:55:13Watusimotohttp://www.explainxkcd.com/wiki/index.php?title=759:_3x9
15:55:23Watusimotoit doesn't work at all; that's the point
15:55:50Watusimotothe work is total bs
15:56:13Watusimotobut he's hoping that no one will actually look that closely if he has the right answer
15:57:39fordcarsYeah bob I know :PPPPPP
15:57:46fordcarsBut it's not on my side
15:58:50bobdaduck Quit (Remote host closed the connection)
15:59:53Skybaxb x b ÷ a = a x b
15:59:55Skybax?
16:00:18raptorthe issue is transforming the sqrt into div
16:00:42raptortry it for anything other than x * x^2
16:01:52Watusimotothe math doesn't work; that's the point
16:02:09raptorgotta split! back later..
16:02:13raptor Quit ()
16:02:13Watusimotolaters
16:02:50Skybax4 x 4 ÷ 2 = 8... 2 x 4 = 8
16:03:15SkybaxxD
16:03:20Watusimotolucky!
16:03:57Watusimoto6 x 6 / 4 =? 6 x 4
16:04:05Watusimoto9 = 24
16:04:10BFLogBot Commit: da077c4be25d | Author: watusimoto | Message: Create test to ensure calculated width is the same as acutal rendered width. Not sure if this test is really that useful, and it imposes a slight overhead in the normal game, but there you go.
16:04:12BFLogBot Commit: 934ce06bceff | Author: watusimoto | Message: Make test run faster
16:04:13BFLogBot Commit: 5271af4c344d | Author: watusimoto | Message: Theoretically even faster! (But not really noticable...)
16:04:15BFLogBot Commit: dc5cc886165a | Author: watusimoto | Message: Another theoretical speed boost with no practical effect.
16:04:39SkybaxMath has too many coincidences
16:04:57kaenMath has beautifully many coincidences
16:05:34fordcarslater guys, brb
16:06:35SkybaxBai
16:10:02fordcars Quit (Ping timeout: 250 seconds)
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16:13:37Nothing_Much has joined
16:14:28SkybaxErg... loop within a loop..
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16:48:08raptorwe make the false assumption that math somehown describes the world, when in fact, the world describes the math :)
16:48:13raptor*somehow
16:48:46raptorWatusimoto: any quick thoughts on this?: http://bitfighter.org/forums/viewtopic.php?f=4&t=1969
16:50:57WatusimotoI don't oppose the change, if it really is a standard
16:51:05Watusimotobut if its not, it seems counter intutive
16:51:10Watusimotot and g kind of make sense
16:51:16Watusimotoy and t do not
16:51:20raptori think it's become a standard
16:51:26raptorbut i agree with you..
16:51:26Watusimotoin-and-of-themselves
16:51:30kaenI always think of it as "talk" and "your team"
16:51:50kaenand also it is the convention in the vast majority of online games I've played
16:51:57kaenfollowed probably by enter
16:52:00raptoryes, that's the word... convention
16:52:28Watusimototeam fortress uses t and u
16:52:29Watusimotohttp://wiki.teamfortress.com/wiki/List_of_default_keys
16:53:28Watusimotothis game uses j,k,l
16:53:29Watusimotohttp://forums.steampowered.com/forums/showthread.php?t=2143707
16:53:31raptory and u
16:54:30raptorut2004 has t and u
16:54:35raptort is global
16:55:27Watusimotofrom another game
16:55:29Watusimotoform
16:55:31Watusimotoforum
16:55:32Watusimotofollow example from FPS games, where Y = chat, U = teamchat; OR T = talk, Y = teamtalk
16:55:59raptorso we make sense, and no one else does
16:55:59Watusimotoso I don't see a standard emerging... except that g is not commonly used
16:56:34raptori'm seeing a sort-of convention - to use those top row keys: r, t, y, u
16:56:43raptort is always global though
16:56:43Skybaxhttp://www.hilariousjokess.com/nintendos-game-controllers/
16:56:49Watusimotobattlefield uses J, K, and L. All, Team, and Squad chat buttons respectively., according to http://www.gamefaqs.com/boards/960869-/60519078
16:58:27Watusimotoso I guess I'm not really in favor...unless we could come up with some mnemonics
16:58:46Watusimotowhat might help, however, is the following:
16:59:01Watusimotofirst, the inline help will alert players to how to chat
16:59:05raptorteeworlds uses t and y
16:59:28raptorkaen and I think we should change the main menu INSTRUCTIONS to DO NOT READ THIS
16:59:39Watusimotoand second, we could perhaps look for other ways to reveal the chat keys...
16:59:43kaenwith UTF-8 skulls and crossbones
16:59:45Watusimotohow about SECRET INFO
17:00:01WatusimotoSECRETS.TXT
17:00:11kaenCHEAT MENU
17:00:15raptorhahaha
17:00:29WatusimotoI'm up for making the instructinos more enticing!
17:00:31Watusimotosomehow
17:01:19Watusimotowhat if you were typing a team messaeg and you hit ctrl-g to switch it to global, and ctrl-t to switch back to team
17:01:25Watusimoto(or whatever keys we were using)
17:01:40Watusimotothen we could prompt the user with some text while they were composing a message
17:01:52raptor<enter> for global, ctrl+enter for team i've seen somewhere...
17:02:06Watusimotothat's an idea
17:02:31kaenwe what if we supported a bunch of default chat bindings?
17:02:35Watusimotothen we could display that below the chat box
17:02:45kaenI don't know if the engine supports multi-binding actions
17:02:46Watusimotoexample?
17:03:02kaenG-T-Enter all do global, Y-U-Ctrl-Enter all do team
17:03:22kaennot like we're using the keys anyway :P
17:03:22Watusimotodo you really want that? I think it would be confusing
17:03:42Watusimotot for global chat is just peverse
17:04:24WatusimotoI'm falling alseep, sadly, as I alwasy do when the interesting topics come up
17:04:55Watusimotomy suggestion is that we table this for now (add it to the bug list if you don't want to forget it), and we an revisit when the inline help is more mature
17:05:03kaenok
17:05:19raptort for global chat is odd, but i really think most games use t for 'talk' and it's global
17:05:35WatusimotoI'm not opposed to change if there's a good reason (we remapped loadout key a while back to make it harder to hit accidentally)
17:05:48WatusimotoI think it used to be q and we moved it to z
17:06:08Watusimotoif we did a enter/ctrl-enter thing, t would make more sense
17:06:14raptorwell, the reason is that when i've joined new games, people are either 1. silent, or 2. if on the same team are always doing team chat for simple salutory conversation
17:06:30raptornot new games - games with new players
17:06:34raptorin bitfighter
17:06:35Watusimotoright
17:06:47Watusimotowell, that's a good observation
17:07:03raptorso it *seems* to me that 't' is default in the minds of many
17:07:21Watusimotoif so... maybe we should go for it
17:07:57Watusimotoalright... signing off.
17:08:12raptoralien arena t, y, u - global, team, irc (master) chat
17:08:19raptorok
17:08:21raptorgood night!
17:09:25Watusimototribes uses U and Y, btw... u for universal chat
17:09:30Watusimotoy for yeam chat
17:09:35Watusimotoyour team
17:09:44Watusimotook!
17:09:47Watusimotoenough!
17:09:53Watusimoto Quit (Remote host closed the connection)
17:09:53raptorpicky picky picky
17:10:29Watusimoto has joined
17:10:33Watusimotoquick!!!! a girl connected!!!!
17:10:43Watusimoto Quit (Remote host closed the connection)
17:10:54kaen"Juan"
17:11:07raptoroh boy!
17:11:10raptori mean girl!
17:12:03kaendisconnected after one frag :<
17:12:12kaenI always forget not to immediately kill them.
17:12:56kaenup again with a password
17:23:23SkybaxHahaha kaen that's what happens with me
17:23:49SkybaxIt's thundering so hard here the house is shaking. I think the power might go out
17:33:18koda Quit (Read error: Connection reset by peer)
17:33:44koda has joined
17:45:21fordcars has joined
18:05:32Nothing_Much_ is now known as Nothing_Much
18:05:35Nothing_Much Quit (Changing host)
18:05:36Nothing_Much has joined
18:50:22fordcars Quit (Ping timeout: 250 seconds)
19:04:14raptor Quit ()
19:08:03koda Quit (Quit: koda)
19:10:30fordcars has joined
20:05:10amgine1234567890 has joined
20:37:29amgine1234567890*lurk*
20:53:02kaen hello amgine1234567890
20:53:05kaenoops
20:53:22kaenI worked to fix the DB bug in 019 on windows
20:53:34kaenunfortunately the buildbot has been down for over a week :<
20:58:14amgine1234567890hmm
21:05:22kaendo you happen to know how to run cmake, hg, and vc++ ?
21:05:40kaenyou can build from source yourself
21:06:00fordcars Quit (Ping timeout: 250 seconds)
21:06:43amgine1234567890sorry im clueslles on how top use ocmputer stuffs
21:08:49kaenthat's okay
21:09:00kaenapparently my server is back up. now to sift through the ashes...
21:21:16bobdaduck has joined
21:21:23SkybaxHiya
21:21:24bobdaduck_ has joined
21:22:00bobdaduck Quit (Remote host closed the connection)
21:22:06bobdaduck_I'm home finally!
21:22:08Skybaxlol there was two of you
21:23:58bobdaduck_yeah I accidentally opened the client twice
21:24:26bobdaduck_sup everybody?
21:28:33bobdaduck_anyone up for some zombies?
21:28:50SkybaxI still haven't seen how that works
21:28:56bobdaduck_how what works?
21:29:07SkybaxZombies
21:29:20bobdaduck_Oh
21:29:24bobdaduck_well join and we'll play
21:29:31bobdaduck_if kaen is here he can come too
21:29:36bobdaduck_hosting
21:29:48SkybaxKay just a sec
21:33:14Nothing_Much is now known as Nothing
21:33:20Nothing is now known as Nothing_Much
21:37:51bobdaduck_okay so
21:37:57bobdaduck_there's a massive memory leak somewhere in that level.
21:38:04SkybaxIndeed
21:38:21bobdaduck_like massive
21:38:21SkybaxI like the zombie bot
21:38:38SkybaxI have some suggestions tho
21:39:53SkybaxThey should move faster, have more health, only use triple, and not use shield
21:40:32bobdaduck_you can't give bots more health
21:40:38SkybaxDang
21:40:38bobdaduck_also rejoin we're gonna play dnd
21:40:47SkybaxBut I lag too much xD
21:40:53bobdaduck_I fixed it
21:40:53raptor has joined
21:40:53ChanServ sets mode +o raptor
21:41:14bobdaduck_I think.
21:44:59raptortherefore I am
21:58:07amgine1234567890lol
21:59:27amgine1234567890then i htink that im abitfighter forum mod XD
22:17:18kaenfirst thing I see after logging into my VPS after the hack:
22:17:19kaenFilesystem 1K-blocks Used Available Use% Mounted on
22:17:19kaen/dev/simfs 31457280 31457280 0 100% /
22:17:28kaenwas at 10% last time I saw it...
22:17:39raptoroh lovely
22:17:47raptorlook for the warez!
22:19:09kaenhunting them down with du
22:20:20kaen13G in /var
22:20:23kaen12G in /home
22:21:49amgine1234567890hmm mem leak?
22:21:56amgine1234567890nope never mind
22:22:39SkybaxI'm getting better at the whip
22:23:25raptorin /tmp!
22:23:44raptorbrb
22:23:50raptor Quit ()
22:24:02kaen2.6G in /tmp ...
22:29:56BFBuildBot has joined
22:29:58kaen\o/
22:30:04kaenBFBuildBot, dance!
22:30:04BFBuildBotWhat you say!
22:30:07kaenBFBuildBot, dance
22:30:09BFBuildBot<(^.^<)
22:30:10BFBuildBot<(^.^)>
22:30:11BFBuildBot(>^.^)>
22:30:11BFBuildBot(7^.^)7
22:30:13BFBuildBot(>^.^<)
22:30:41SkybaxWhat
22:36:21raptor has joined
22:36:21ChanServ sets mode +o raptor
22:36:55raptorBFBuildBot: you're back! I missed you!
22:36:55BFBuildBotWhat you say!
22:37:15raptorBFBuildBot: destroy
22:37:16BFBuildBot readies phasers
22:37:19SkybaxBFBuildBot: Make me a sandwich
22:37:35SkybaxDarn
22:38:50kaenBFBuildBot, status
22:38:51BFBuildBotbitfighter-linux-x86_64: idle, last build 459h12m59s ago: build successful
22:38:51BFBuildBotbitfighter-osx-i386-cross: idle, last build 459h13m19s ago: build successful
22:38:51BFBuildBotbitfighter-w32-cross: building('make -j2')
22:39:01kaen459 hours ago...
22:39:17raptorha
22:39:19kaenbobdaduck_, amgine1234567890, latest w32 builds should be available here in a minute
22:39:51raptoroh, I need to get the python windows notifier for you guys..
22:40:09kaenhttp://buildbot.bitfighter.org/latest/
22:40:14SkybaxWooooo. Just got to 200 Exercises on CodeAcademy :D
22:42:15Skybaxraptor, did you look into making a Lua course on there? Just wondering
22:42:21raptoryes
22:42:25raptorand it doesn't support Lua
22:42:37SkybaxAh darn
22:42:40raptorbut there is a very good one at http://luatut.com
22:42:45kaenI think they just recently added python
22:42:50raptorbut we need to make some bitfightery ones, too...
22:42:56SkybaxYes
22:43:28kaenI'm so happy to have my server back up
22:43:58raptornow.... backup!
22:44:05raptor:)
22:44:30SkybaxI need to move out and get my own router so I can open my ports xD
22:44:55raptorheh
22:45:39SkybaxMy parents won't give me the password to theirs
22:59:27raptorthey think you may use it for evil
22:59:32Skybax Quit (Quit: Skybax)
23:18:01BFLogBot Commit: d50d9b61663c | Author: buckyballreaction | Message: Better notes on setting up the windows notifier
23:18:02BFBuildBotbuild containing revision(s) [d50d9b6] on bitfighter-w32-cross is complete: Failure [failed] Build details are at http://www.bfbuildbot.com.nu/builders/bitfighter-w32-cross/builds/65 blamelist: buckyballreaction@gmail.com
23:18:03BFBuildBotbuild containing revision(s) [d50d9b6] on bitfighter-linux-x86_64 is complete: Failure [failed] Build details are at http://www.bfbuildbot.com.nu/builders/bitfighter-linux-x86_64/builds/21 blamelist: buckyballreaction@gmail.com
23:18:04BFBuildBotbuild containing revision(s) [d50d9b6] on bitfighter-osx-i386-cross is complete: Failure [failed] Build details are at http://www.bfbuildbot.com.nu/builders/bitfighter-osx-i386-cross/builds/36 blamelist: buckyballreaction@gmail.com
23:18:17raptorha
23:18:25raptorbecause it was to a different repo...
23:20:17kaenoh haha
23:21:59bobdaduck_ Quit (Remote host closed the connection)
23:47:29bobdaduck has joined
23:48:33amgine1234567890zzz
23:49:23bobdaduckwow
23:49:31raptoroh good you're back
23:50:03bobdaduckI think there is a very major memory leak in my zombies map.
23:50:31bobdaduckI was playing with skybax earlier and memory usage was almost a full gig
23:50:36amgine1234567890ratpror add teh night and virus modes people want XD
23:50:53amgine1234567890at least by version 25 lol
23:51:06raptorbitf
23:51:15bobdaduckbut wait its not doing it now.
23:51:16raptoroops wrong window..
23:51:39bobdaduckNEVERMIND
23:51:41bobdaduckI TAKE IT ALL BACK
23:53:00raptorbobdaduck: different notifier: http://sam6.25u.com/upload/bitfighter-notifier-windows.zip
23:53:35raptorit's a bit simpler at the moment, but it has the advantage of being rapidly developed and edited.. (it's the python one)
23:53:41bobdaduckhah
23:54:33bobdaduckokay nevermind
23:54:37bobdaduckI think its a leak in the bots...
23:54:43raptorthere is a bot leak
23:54:57bobdaduckwhat is it?
23:54:58raptorif you /addbots and /kickbots a lot... memory slowly increases
23:55:04raptoruntil you restart the game
23:55:09bobdaduck/addbots 30
23:55:24bobdaduckit was mostly stable. memory usage at 50k
23:55:26raptori mean that would add some RAM, yes, but repeatedly, no
23:55:34raptori mean
23:55:42bobdaduckand then randomly it shot up by 50k more about four minutes in
23:55:46raptornot repeatedly it should add more..
23:55:49raptoroh
23:55:54raptorhuh, that'd be different
23:56:19raptorthat's almost as bad as DnD...
23:56:28bobdaduckuh oh.
23:56:33raptorif you give it another 4 min. what happens?
23:56:35bobdaduckmajor uh oh
23:56:41raptoranother 50?
23:56:41bobdaduckuh, my computer crashes?
23:56:46bobdaduckit dropped to 3 fps
23:57:03bobdaduckuh oh uh oh uh oh uh oh
23:57:15bobdaduckthe memory leak is in my script not the bot
23:57:46bobdaduckhelp help help help
23:58:17raptorhaha
23:58:25raptorWhAT DId YOU DO
23:58:39bobdaduckthis is an extremely simple script...
23:58:47bobdaduckhttp://pastie.org/8081279
23:58:52bobdaduckthere's not even an ontick function.
23:58:56bobdaduckThe leak is in zone touching.
23:59:39raptorare you adding objects with .new() but not calling levelgen:addToGame() on them?

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