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| 00:59:59 | fordcars | later guys |
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| 06:20:34 | ozbitfighter | little monkey has disappeared :( |
| 06:38:24 | ozbitfighter | it's back yeah |
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| 07:26:16 | ozbitfighter | lorddvg littlemonkey is back! |
| 07:26:50 | LordDVG | hi |
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| 09:44:48 | raptor | good day! |
| 09:45:10 | bobdaduck_ | g'day |
| 09:45:50 | raptor | hi |
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| 09:46:13 | raptor | i was looking for you last night - Skybax showed up in IRC and was talking about learning to code |
| 09:46:28 | raptor | i tried to steer him into Lua with bitfighter and wanted you to show off your crazy levels.. :) |
| 09:48:06 | bobdaduck_ | Which one is skybax... |
| 09:48:18 | raptor | he's done a lot of weird levels |
| 09:48:22 | bobdaduck_ | Yeah |
| 09:48:26 | bobdaduck_ | Who's he related to, I mean |
| 09:48:27 | raptor | many clever ones |
| 09:48:34 | raptor | uhh, not sure... |
| 09:48:45 | raptor | but he's an old player |
| 09:48:57 | raptor | this is him: http://www.codecademy.com/skybax |
| 09:49:50 | bobdaduck_ | hm |
| 09:50:03 | raptor | he was with bitfighter well before I joined.. |
| 09:50:05 | raptor | I think |
| 09:50:27 | bobdaduck_ | Well I'll have foot get in touch with him |
| 09:50:35 | raptor | ha |
| 09:50:46 | raptor | is she the community glue? |
| 09:50:58 | bobdaduck_ | pretty much |
| 09:53:56 | bobdaduck_ | Or at least, she knows everyone and has like six different ways to contact any of them at any given time |
| 09:54:43 | raptor | i think |
| 09:54:48 | raptor | i think i scared someone else away |
| 09:54:55 | raptor | i joined a game to play |
| 09:55:03 | raptor | global chatted a bit... |
| 09:55:22 | raptor | but no response... do you think they were trying to talk to me, but doing it through team chat? |
| 09:55:30 | raptor | it was a CTF game.. |
| 09:55:54 | raptor | it seems like lots of people are expecting 't' to be global chat.. |
| 09:58:25 | kaen | yes |
| 09:58:27 | kaen | so much yes. |
| 09:58:31 | kaen | also, good morning all |
| 09:58:35 | raptor | hi kaen |
| 09:59:20 | bobdaduck_ | We'll have to make sure "t for team chat g for global chat" is in the 019 tutorial |
| 09:59:31 | bobdaduck_ | an efficient way to do this would be to have a bot that responds to commands... |
| 09:59:36 | raptor | posted in the forums! |
| 09:59:38 | kaen | no we should just change it to be t and y |
| 10:00:17 | raptor | i'm not opposed to changing - in fact, I think it might be for the better because I'm tired of scaring people away... |
| 10:00:35 | kaen | man I watched this one review of bitfighter |
| 10:00:39 | bobdaduck_ | assuming the change will be significant. |
| 10:00:41 | kaen | the guy was literally just swearing |
| 10:00:48 | raptor | oh yeah? |
| 10:00:55 | kaen | about not being able to figure out how to do basic actions |
| 10:01:12 | bobdaduck_ | rofl |
| 10:01:23 | kaen | I feel like violating a basic convention of chat bindings doesn't help that situation |
| 10:01:27 | raptor | it's not like INSTRUCTIONS is the largest item on the main menu or anything... |
| 10:01:30 | kaen | although he didn't specifically run into that |
| 10:01:37 | bobdaduck_ | lol |
| 10:01:46 | raptor | maybe it should be GET HELP HERE |
| 10:01:52 | raptor | or DONT README OR ELSE!! |
| 10:01:59 | kaen | DO NOT READ THIS |
| 10:02:11 | raptor | ^^ yes, that might be great! |
| 10:02:21 | kaen | I'm seriously in favor of that |
| 10:02:26 | raptor | DONT ENTER THIS MENU |
| 10:02:44 | bobdaduck_ | lol |
| 10:02:56 | kaen | we should use the UTF-8 hack |
| 10:03:01 | kaen | and put a skull in at the end |
| 10:03:01 | bobdaduck_ | What's the default slipzone coefficient? |
| 10:03:24 | kaen | ☠ DO NOT READ ☠ |
| 10:03:57 | raptor | 0.1f |
| 10:04:29 | bobdaduck_ | thanks |
| 10:04:48 | raptor | don't know thwt it actually means... |
| 10:04:52 | raptor | *what |
| 10:05:17 | bobdaduck_ | I do |
| 10:05:30 | raptor | I assume 1.0 means normal |
| 10:05:39 | raptor | ok |
| 10:05:48 | bobdaduck_ | 1.0 means the slipzone will do nothing |
| 10:05:58 | bobdaduck_ | except it will still be big and green and say caution. |
| 10:06:13 | bobdaduck_ | lower numbers mean less friction, and at 0 you have no control period |
| 10:06:14 | raptor | then you can put scary levelgen traps in there! |
| 10:06:25 | bobdaduck_ | No because you can't levelgen slipzones |
| 10:06:37 | raptor | hidden zones underneath... |
| 10:06:43 | bobdaduck_ | And at greater than one you get friction zones |
| 10:06:59 | raptor | seems like greater than 1 shouldn't happen... |
| 10:07:30 | kaen | I think it is the proportion of control acceleration that gets applied |
| 10:07:36 | kaen | and greater > 1 amplifies it |
| 10:07:38 | bobdaduck_ | Something like that. |
| 10:07:48 | bobdaduck_ | If you put it at negative numbers |
| 10:07:49 | kaen | and negative numbers move you in the opposite direction |
| 10:07:51 | bobdaduck_ | it will crash in 018 |
| 10:08:01 | kaen | ... in 019 |
| 10:08:03 | bobdaduck_ | and in 019 thanks to kaen, it becomes a speed zone that is literally a zone |
| 10:08:09 | kaen | oh |
| 10:08:11 | kaen | sure that |
| 10:08:16 | kaen | bob knows more than I would ^^; |
| 10:08:23 | bobdaduck_ | acceleration zone, I guess. |
| 10:08:57 | bobdaduck_ | I was trying to use that in my doppler map but it didn't work so I made a crude imitation. |
| 10:09:13 | kaen | oh uh |
| 10:09:22 | kaen | I thing there's a bug in my implementation |
| 10:09:30 | bobdaduck_ | cool |
| 10:09:35 | kaen | looks like that factor is applied to the *max* acceleration |
| 10:09:38 | kaen | of the ship |
| 10:09:44 | kaen | so negative number... |
| 10:09:50 | kaen | should definitely not speed you up |
| 10:10:22 | bobdaduck_ | So that would reverse you probably? |
| 10:11:22 | bobdaduck_ | I'll test it |
| 10:11:40 | kaen | oh wait, it uses the square in the comparison |
| 10:11:49 | kaen | so the sign actually shouldn't matter... |
| 10:12:11 | bobdaduck_ | addLevelLine is an unknown thing and my addslipzone plugin broke |
| 10:12:22 | kaen | indeed |
| 10:12:42 | kaen | addLevelLine has been deprecated. |
| 10:12:49 | kaen | behold: evolution of APIs |
| 10:14:36 | bobdaduck_ | jerks |
| 10:15:15 | kaen | yeah so negative coefficient |
| 10:15:22 | kaen | is a massive continuous speed zone |
| 10:16:27 | bobdaduck_ | perfect |
| 10:16:47 | kaen | *and* trying to move will accelerate you in the opposite direction |
| 10:16:52 | kaen | so we were both right. |
| 10:16:56 | raptor | i played *TWO* games with the same person! |
| 10:17:01 | kaen | good job raptor! |
| 10:17:10 | bobdaduck_ | yay! |
| 10:17:22 | kaen | I've had good luck chatting with people after I tell them "use G to chat" |
| 10:17:29 | kaen | like 60% success |
| 10:17:34 | raptor | heh |
| 10:18:00 | bobdaduck_ | lol |
| 10:19:02 | kaen | bobdaduck_ are you on 019? |
| 10:19:07 | kaen | join my server and check this out |
| 10:19:08 | bobdaduck_ | not really. |
| 10:19:09 | kaen | oh |
| 10:19:12 | kaen | nevermind lol |
| 10:19:23 | kaen | I closed in a negative slipzone with a wall |
| 10:19:25 | bobdaduck_ | 20130605-4cc2aee7-w32 |
| 10:19:34 | raptor | yeah, you shouldn't start 019... might be hard to stop later |
| 10:19:36 | kaen | buildbot is still down :< |
| 10:19:37 | bobdaduck_ | my latest 019 is quite old |
| 10:19:42 | raptor | there are even support groups.. |
| 10:19:47 | kaen | lol |
| 10:19:51 | bobdaduck_ | lol |
| 10:21:18 | kaen | raptor, what are your thoughts on rendering zones under walls? |
| 10:21:36 | bobdaduck_ | Well I dunno because I'm going to have to redo like all my levels when 019 comes out |
| 10:21:54 | kaen | your levelgens you mean? |
| 10:21:58 | bobdaduck_ | yeah |
| 10:22:20 | kaen | addlevelline is the only thing we took out I think |
| 10:22:44 | bobdaduck_ | Currently trying DnD in 019 the only part that works is it displays swords and HUD |
| 10:23:09 | bobdaduck_ | However, swords can't hit anyone, you can't gain gold, or use shops |
| 10:23:11 | bobdaduck_ | or like, anything. |
| 10:23:39 | kaen | it runs, does not crash, and also does not function? |
| 10:23:48 | bobdaduck_ | yes |
| 10:24:10 | kaen | interesting |
| 10:24:20 | kaen | can you pull from hg and rebuild? |
| 10:24:28 | bobdaduck_ | Not at work, no |
| 10:24:30 | kaen | ah |
| 10:24:31 | kaen | okay |
| 10:24:35 | raptor | oh |
| 10:24:43 | raptor | zones under walls.. hmmm... |
| 10:24:49 | bobdaduck_ | I vote no |
| 10:24:51 | bobdaduck_ | because why |
| 10:24:52 | raptor | i've used the zones-over-walls mechanism before.. |
| 10:25:03 | raptor | i've seen lots of people use it to hide walls |
| 10:25:04 | bobdaduck_ | me too |
| 10:25:22 | bobdaduck_ | that's okay though because goalzone mazes suck |
| 10:25:30 | raptor | also lua API change: 018a: local game = GameInfo() |
| 10:25:40 | raptor | 019: local game = levelgen:getGameInfo() |
| 10:25:43 | bobdaduck_ | I fixed that |
| 10:25:53 | raptor | no, it's different again |
| 10:26:06 | raptor | it used to be local game = GameInfo.new() |
| 10:26:21 | raptor | but I clobbered that.. |
| 10:26:40 | kaen | well, 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 |
| 10:26:53 | kaen | e.g. when trying to stay within intuitive mechanics of the game :) |
| 10:27:15 | raptor | i would say if we wanted zones above/below walls, we may need to build a layering mechanism... |
| 10:27:21 | raptor | blech |
| 10:27:37 | kaen | I don't really want to make it configurable |
| 10:27:48 | kaen | but we just change the rendering sort order of zones |
| 10:27:53 | kaen | done. |
| 10:28:12 | kaen | and break the levels that expect zones to be above |
| 10:28:13 | raptor | I think it might upset more people than not... |
| 10:28:24 | kaen | fair enough |
| 10:29:17 | raptor | i think we should sort the server list by player count descending |
| 10:29:23 | kaen | agreed |
| 10:29:35 | kaen | but then by ping |
| 10:29:37 | kaen | :) |
| 10:29:41 | raptor | yes |
| 10:29:51 | raptor | but... we don't have code for multiple sorting, i don't think |
| 10:30:51 | kaen | another 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 |
| 10:31:04 | kaen | like as two separate groups. |
| 10:33:47 | raptor | interesting |
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| 10:38:57 | bobdaduck_ | I'm doing something blasphemous |
| 10:39:08 | raptor | learnign c++ ? |
| 10:39:19 | bobdaduck_ | and was just thinking that it might be nice to have an in-editor key to rotate point order on a zone or wall. |
| 10:39:39 | raptor | rotate-point-order? what does taht even mean? |
| 10:40:02 | bobdaduck_ | if you have a square zone, one point is point 0, the next is point 1, the next is point 2.... |
| 10:40:13 | | Skybax has joined |
| 10:40:18 | raptor | yes |
| 10:40:39 | bobdaduck_ | rotate point 0 to where point 1 is, point 1 to where point 2 is, etc. |
| 10:40:39 | raptor | ok, and the use case? |
| 10:40:51 | raptor | other than kicks and giggles |
| 10:40:54 | Skybax | Ohai |
| 10:41:01 | Skybax | gicks and kiggles |
| 10:41:02 | bobdaduck_ | when doing blasphemous things using levelgens that make something happen at a certain point in a zone |
| 10:41:14 | raptor | ahhh... |
| 10:41:20 | raptor | hi Skybax |
| 10:41:30 | Skybax | Halla |
| 10:41:39 | raptor | you want to be able to manipulates an objects specific point? |
| 10:42:01 | bobdaduck_ | uh |
| 10:42:04 | bobdaduck_ | No I don't think so. |
| 10:42:14 | bobdaduck_ | I'm just for each zone making something happen at point 3 |
| 10:42:28 | bobdaduck_ | 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 |
| 10:42:37 | raptor | ha! |
| 10:43:21 | bobdaduck_ | This isn't a "feature plzzz" request, more just a "this would be nice" musing |
| 10:43:31 | raptor | this doesn't happen to have to do with your globular nexus does it? |
| 10:43:43 | bobdaduck_ | I ADMIT NOTHING. |
| 10:44:46 | bobdaduck_ | No this is actually for something different at the moment. |
| 10:47:52 | kaen | you should just write a plugin |
| 10:48:02 | kaen | easy-squeezy |
| 10:48:03 | raptor | oh yeah! |
| 10:48:11 | raptor | easy |
| 10:48:15 | kaen | shift the geometry table and set it |
| 10:48:25 | kaen | literally three lines of code if that |
| 10:48:29 | kaen | no menu needed |
| 10:48:43 | raptor | so i found that if you don't put a menu in a plugin, the plugin is run automatically |
| 10:48:47 | kaen | yes |
| 10:48:51 | raptor | which is great! |
| 10:48:55 | kaen | I use that in my simplify plugin |
| 10:49:01 | kaen | to keep it simple :) |
| 10:49:06 | bobdaduck_ | I don't think I can do that until 019 |
| 10:49:10 | bobdaduck_ | I can't get selected item |
| 10:49:13 | bobdaduck_ | or item of type |
| 10:49:14 | bobdaduck_ | right? |
| 10:49:18 | | YoshiSmb has joined |
| 10:49:20 | kaen | 99% sure you can |
| 10:49:24 | raptor | sure you can... i think |
| 10:49:31 | kaen | 99% sure I have |
| 10:49:36 | raptor | wait |
| 10:49:42 | raptor | i think i added that as a plugin already? |
| 10:49:48 | raptor | oh that might need 019.. |
| 10:49:58 | raptor | selection of a type, that is |
| 10:50:19 | kaen | works in 018a |
| 10:50:29 | raptor | my plugin? |
| 10:50:32 | kaen | some of my 019 plugins work in 018a |
| 10:50:41 | kaen | including some that use the selected item |
| 10:50:47 | kaen | (s) |
| 10:51:31 | kaen | hi Skybax and YoshiSmb |
| 10:51:37 | kaen | good to see you around :) |
| 10:52:34 | raptor | ah Quartz.. |
| 10:52:47 | raptor | always a good response.. |
| 10:54:08 | | YoshiSmb Quit (Ping timeout: 250 seconds) |
| 10:55:29 | raptor | Skybax: 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 |
| 10:55:32 | raptor | *you're |
| 10:55:57 | raptor | several of them employ levelgens |
| 10:58:56 | bobdaduck_ | What skybax really needs is to participate in an RTS/Feudalism/DnD party |
| 10:59:48 | raptor | so DnD is better now with the memory, ye? |
| 10:59:49 | raptor | yes? |
| 11:00:07 | bobdaduck_ | yeah |
| 11:00:11 | bobdaduck_ | still kind of network heavy |
| 11:00:14 | bobdaduck_ | but oh well |
| 11:00:18 | raptor | our forums have 283 members! |
| 11:00:21 | bobdaduck_ | it doesn't kill ram |
| 11:00:28 | raptor | I remember when we were at 67 or so |
| 11:00:52 | raptor | yeah... you need to make your server wired |
| 11:01:14 | bobdaduck_ | When I tried that for the DnD party the entire internet crashed |
| 11:02:20 | raptor | yes, well, that should be set-up/worked out in advance.. |
| 11:02:52 | raptor | you probably connected to the wrong router with your computer |
| 11:03:31 | raptor | it goes: internet -> ISP router -> home router =>> computers |
| 11:03:44 | raptor | but some people don't ever hook up the extra home router |
| 11:03:56 | raptor | and tinker with the ISP router, which kills internet |
| 11:04:36 | raptor | some ISPs (internet service provider) give you a decent router that has plenty of ports in the back for your home computers |
| 11:05:58 | bobdaduck_ | I just unplugged my mom's comp which is wired and plugged mine in and the internet exploeded |
| 11:06:20 | raptor | that's it?... that shouldn't matter much, huh.. |
| 11:09:03 | Skybax | Why do I need to play DnD lol |
| 11:09:19 | raptor | it shows a lot of what levelgens can do |
| 11:09:47 | bobdaduck_ | its a level I made in bitfighter |
| 11:11:52 | Skybax | Ahhhkay |
| 11:11:57 | | koda Quit (Read error: Connection reset by peer) |
| 11:12:33 | Skybax | Is there anyway I can open this in it's own window? |
| 11:12:41 | | bobdaduck has joined |
| 11:12:43 | raptor | IRC? |
| 11:12:49 | Skybax | Yesh |
| 11:12:56 | raptor | you can use a special client - what OS are you running? |
| 11:13:00 | Skybax | Mac |
| 11:13:17 | raptor | there are more clients for IRC than almost any another communication system, I think |
| 11:13:46 | raptor | Skybax: here is one: http://colloquy.info/ |
| 11:13:46 | Skybax | Okay |
| 11:14:03 | raptor | also, if you use Adium, it might support IRC, too |
| 11:15:11 | Skybax | Downloading colloguy |
| 11:16:47 | bobdaduck | Okay so I'm making a zombies map |
| 11:16:52 | bobdaduck | should I give it a lives system |
| 11:16:57 | Skybax | How do I join this lol |
| 11:17:00 | bobdaduck | Or just a hold out sort of thing? |
| 11:17:16 | raptor | Skybax: the server is: irc.freende.net |
| 11:17:22 | raptor | channel is #bitfighter |
| 11:18:02 | raptor | bobdaduck: i don't know - fordcars showed me the zombie bots... it was like watching huge space cruisers annihilate themselves |
| 11:18:29 | bobdaduck | lol |
| 11:19:51 | raptor | Skybax: there's also limechat: http://limechat.net/mac/ |
| 11:19:51 | Skybax | It's not working x) |
| 11:19:55 | Skybax | Do I have to sign out on here first? |
| 11:19:57 | raptor | not sure if it's simpler... |
| 11:19:59 | raptor | Skybax: no |
| 11:20:08 | raptor | you can connect up to 5 times or so, i think |
| 11:20:21 | Skybax | I do the "Join Room" and nothing happens |
| 11:20:35 | raptor | is it connected to a server? |
| 11:20:59 | Skybax | I put in irc.freende.net |
| 11:21:10 | raptor | oh oops |
| 11:21:14 | raptor | my bad... i misspelled it |
| 11:21:18 | raptor | irc.freenode.net |
| 11:21:19 | Skybax | Ha xD |
| 11:21:22 | | bobdaduck_ Quit (*.net *.split) |
| 11:21:46 | | Skybax_ has joined |
| 11:21:52 | Skybax_ | There we goooo |
| 11:22:05 | raptor | there's two of you! |
| 11:22:11 | Skybax | Indeed |
| 11:22:22 | Skybax | Reminds me of cloning myself in Bitfighter lol |
| 11:22:31 | Skybax_ | Yeah that was a good time, wasn't it? |
| 11:22:38 | raptor | ha |
| 11:22:48 | raptor | i remember sam686's clone bot.. |
| 11:22:54 | bobdaduck | lolwhat |
| 11:22:59 | Skybax_ | Hi Bob! |
| 11:23:03 | Skybax | Hi Bob! |
| 11:23:04 | raptor | yeah, it would do every action you'd do... |
| 11:23:49 | bobdaduck | ah |
| 11:24:09 | Skybax_ | Kay I'mma do English class now |
| 11:24:45 | raptor | why is 'done' not pronouned like 'dwun' when 'one' is like 'wun' ? |
| 11:25:07 | kaen | english phonetics... |
| 11:25:11 | bobdaduck | ghoti = fish |
| 11:25:24 | kaen | what? |
| 11:25:28 | Skybax_ | ><)))•>°˚ |
| 11:25:40 | kaen | impressive :o |
| 11:26:12 | raptor | impressive... |
| 11:26:19 | Skybax_ | I like the "Novel" theme |
| 11:26:19 | bobdaduck | http://en.wikipedia.org/wiki/Ghoti |
| 11:26:35 | Skybax_ | Everything is like a story |
| 11:26:41 | raptor | bobdaduck: ha! |
| 11:27:08 | Skybax_ | "bobdaduck: ha!," exclaimed raptor. |
| 11:27:30 | | Skybax Quit (Ping timeout: 250 seconds) |
| 11:27:30 | | Skybax_ is now known as Skybax |
| 11:27:41 | Skybax | "bobdaduck: ha!," exclaimed raptor.," said Skybax_ |
| 11:27:47 | bobdaduck | beat me to it |
| 11:27:48 | bobdaduck | xD |
| 11:28:02 | Skybax | ""bobdaduck: ha!," exclaimed raptor.," said Skybax_," said Skybax |
| 11:28:26 | Skybax | Sorry |
| 11:29:08 | kaen | that's what always struck me about russian and spanish |
| 11:29:14 | kaen | how phonetically invariant they are |
| 11:29:29 | Skybax | Yeah every vowel in Spanish makes exactly the same sounds always |
| 11:30:00 | raptor | except for the 'e' in some very unusual cases in latin america... |
| 11:30:04 | Skybax | My mom always asks me how to spell spanish words and I just sound them out for her |
| 11:31:44 | Skybax | Is there gonna be a Zombie gametype? |
| 11:32:18 | bobdaduck | um |
| 11:32:21 | bobdaduck | ...Yes. |
| 11:32:33 | bobdaduck | As much as there is a "DnD" gametype. |
| 11:32:39 | raptor | haha |
| 11:32:48 | Skybax | I've been gone for 6 months idk what's going on |
| 11:32:59 | raptor | well.. it's been quiet |
| 11:33:06 | bobdaduck | Yeah you're gonna be so confused when you see anything |
| 11:33:09 | raptor | except for the developers and some crazy folk |
| 11:33:20 | bobdaduck | 6 months... |
| 11:33:25 | bobdaduck | That's about the time I became crazy |
| 11:33:32 | kaen | well |
| 11:33:33 | Skybax | Haha |
| 11:33:38 | | raptor vouches for that fact |
| 11:33:43 | kaen | about the time it materialized anyway... |
| 11:33:50 | raptor | oh yeah... |
| 11:34:01 | bobdaduck | lol |
| 11:34:01 | kaen | I'm sure there was a gradual degradation of your sanity at first |
| 11:34:09 | kaen | and then it snapped when you got into levelgens |
| 11:34:41 | bobdaduck | rofl |
| 11:34:52 | kaen | I've never before met anyone who so completely met the description of mad genius |
| 11:35:25 | raptor | yeah... and now that he understands (I think) arrays... |
| 11:35:43 | bobdaduck | I understand arrays, yeah. |
| 11:35:48 | bobdaduck | GG |
| 11:36:04 | bobdaduck | Still working on understanding deltaTime but I'm close |
| 11:36:30 | Skybax | I did a lesson on arrays in JavaScript |
| 11:37:20 | kaen | arrays in javascript are almost identical to arrays (aka tables) in lua except for lua having 1-based indexes |
| 11:37:36 | kaen | and different literal syntax |
| 11:37:45 | kaen | but only for named keys |
| 11:37:48 | bobdaduck | Lua is the loosest language I've ever heard of |
| 11:37:56 | bobdaduck | Its kind of nice |
| 11:38:02 | kaen | oh my friend |
| 11:38:12 | kaen | wait until you start writing functions that take functions as arguments |
| 11:38:27 | Skybax | I did that in JavaScript too |
| 11:38:30 | bobdaduck | I CAN DO THAT? |
| 11:38:36 | kaen | yep |
| 11:38:37 | kaen | and |
| 11:38:55 | kaen | you can pass anonymous functions in-line if you don't want to write a formal declaration |
| 11:39:08 | kaen | like that timer trick to pass arguments to a function |
| 11:39:15 | Skybax | I feel like I'm so close to understanding what's going on lol |
| 11:39:26 | bobdaduck | SKYBAX WE WILL CONVERT YOU |
| 11:39:32 | bobdaduck | I'm at work though. So like, later tonight. |
| 11:39:45 | bobdaduck | Kan you give me an example kaen? |
| 11:39:47 | kaen | once you understand that concept (lambda functions) you can use advanced techniques in many interpreted languages |
| 11:39:51 | kaen | umm |
| 11:39:52 | Skybax | lol kay |
| 11:39:58 | kaen | okay I'll write a map function |
| 11:40:08 | raptor | lambda is allowed in c++)x110xwhaevetr right? |
| 11:40:29 | raptor | lambda functions, i mean.. |
| 11:40:56 | kaen | yes indeed |
| 11:41:02 | raptor | i feel Skybax would have a lot to offer with levelgens... |
| 11:41:02 | kaen | I think you can even bind them to a context |
| 11:41:17 | bobdaduck | lol |
| 11:41:18 | Skybax | Why |
| 11:41:53 | raptor | just because... of some of your previous work.. |
| 11:41:58 | bobdaduck | lol |
| 11:42:03 | bobdaduck | Try joining my server skybax |
| 11:42:05 | Skybax | lol most of my maps are retarded... |
| 11:42:07 | bobdaduck | it'll be stupidly laggy but |
| 11:42:36 | bobdaduck | if you can join, that is. |
| 11:42:51 | Skybax | I can't even see it |
| 11:42:58 | raptor | starts with 63? |
| 11:43:01 | bobdaduck | It'll be one of the PTO |
| 11:44:27 | kaen | bobdaduck http://pastie.org/8079563 |
| 11:44:49 | kaen | map takes a function to apply to each element of array, and creates a new array from the return values of that function |
| 11:45:34 | kaen | map is probably the most commonly applicable use of functional programming |
| 11:55:18 | kaen | I've been using eclipse-pdt for PHP stuff... |
| 11:55:22 | kaen | it's been... underwhelming. |
| 11:55:35 | raptor | any good? |
| 11:55:52 | raptor | i've never used anything more than an advanced text editor for php.. |
| 11:56:30 | kaen | the "outline" feature is pretty nice |
| 11:56:55 | kaen | I can't get it to understand inheritance though |
| 11:57:16 | kaen | not that I would expect it to understand the ineritance tree of a PHP project through static analysis... |
| 11:57:29 | raptor | it could be that that eclipse variant just doesn't get the attention it needs... |
| 11:58:18 | kaen | indeed |
| 11:58:22 | kaen | I'm trying out phpstorm |
| 11:58:33 | kaen | it says you can get a free license for open source projects... |
| 11:58:43 | kaen | not sure if pleiades would qualify though :/ |
| 12:00:04 | kaen | I'm going to stick an MIT license on it just for giggles |
| 12:00:26 | raptor | heh |
| 12:06:07 | Skybax | Wow |
| 12:06:32 | raptor | welcome to the world of levelgens! |
| 12:06:44 | bobdaduck | I didn't even show him the shops |
| 12:06:55 | bobdaduck | xD |
| 12:07:36 | kaen | installing the sun jdk instead of openjre ... |
| 12:07:43 | Skybax | levelgen is astoundingly gamechanging lol |
| 12:07:45 | kaen | this has historically never ended well for me |
| 12:08:03 | raptor | good luck! |
| 12:08:52 | raptor | Skybax: yeah - at times we think we've given out too much power... |
| 12:09:33 | bobdaduck | anytime I host a server, he means. |
| 12:09:58 | Skybax | lol 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 |
| 12:10:14 | raptor | yeah, well... power corrupts, it seems |
| 12:10:28 | bobdaduck | I blame engineer |
| 12:10:33 | Skybax | HA |
| 12:10:49 | kaen | huh. seems to be working. |
| 12:11:05 | Skybax | Can you make a levelgen that lets you add walls while playing the game? |
| 12:11:24 | raptor | walls are a no-go at the moment |
| 12:11:31 | raptor | walls are special |
| 12:11:35 | bobdaduck | I can make a wall of testitems |
| 12:11:39 | bobdaduck | that don't move |
| 12:12:02 | Skybax | Maybe a wall of asteroids that don't move would be better |
| 12:12:15 | raptor | did you show tron? |
| 12:12:21 | Skybax | Yes |
| 12:13:53 | bobdaduck | Or a zone that reverses ship velocity when the ship enters it. That's pretty easy. |
| 12:14:14 | Skybax | But they need to be able to be broken as well as created |
| 12:14:18 | bobdaduck | In fact that was what I was primarily toying with when I made doppler |
| 12:14:33 | bobdaduck | I dunno, what would the condition for "broken" be? |
| 12:14:48 | Skybax | No longer existent |
| 12:15:05 | bobdaduck | Like how do you break it |
| 12:15:06 | kaen | wow phpstorm is incredible |
| 12:15:13 | kaen | it's doing static type inference. |
| 12:15:24 | bobdaduck | Are people shooting it? Is there a switch the person throws? Does it only stay for a little while? |
| 12:15:28 | kaen | and the guesses are pretty good. |
| 12:15:35 | Skybax | Shooting it lol |
| 12:16:11 | bobdaduck | Asteroids would work fine then |
| 12:16:46 | Skybax | Like, 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 |
| 12:16:46 | bobdaduck | asteroids are weird in levelgens though |
| 12:17:23 | bobdaduck | ugh, can't do quite that. |
| 12:17:38 | raptor | interesting.. phpstorm is built on IntelliJ |
| 12:17:40 | bobdaduck | because we can't track bullets. We'd have to use something that already has health, like a turret or projector |
| 12:17:42 | bobdaduck | brb |
| 12:17:52 | kaen | I'm in love |
| 12:18:34 | Skybax | Could you make, like, a core but stretch it and squish it so it's rectangular? |
| 12:19:11 | kaen | you can't modify the fundamental structure of game objects |
| 12:19:16 | Skybax | Kay |
| 12:19:24 | kaen | there's a select set of attributes you can modify |
| 12:19:29 | Skybax | Cab you shrink things? |
| 12:19:38 | kaen | not that I can think of |
| 12:19:43 | kaen | except zones |
| 12:19:55 | kaen | which let you set the geometry (like bob's nexus thing) |
| 12:20:00 | Skybax | Yeah |
| 12:21:16 | Skybax | Could 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? |
| 12:21:55 | Skybax | And then let players make that zone in-game xD |
| 12:22:07 | Skybax | I'm just freewheelin here |
| 12:23:10 | raptor | i think bobdaduck actaully has most of the code for something like that |
| 12:23:16 | raptor | *actually |
| 12:24:01 | raptor | you could tie a zone to a resource item location and move it when the resource item moves |
| 12:24:07 | Skybax | It would have to be more than one resource item to "destroy" it though, otherwise it would be too easy to break |
| 12:24:14 | raptor | then when it hits a ship, kaboom! |
| 12:25:13 | Skybax | One 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 |
| 12:25:14 | bobdaduck | pretty simple to do |
| 12:25:21 | bobdaduck | rofl |
| 12:25:57 | Skybax | All I know is I ran into it and exploded |
| 12:26:11 | bobdaduck | You could make the resourceItem not move, the zone not move, and then tie them both to an array that has "zone", "item", and "health" |
| 12:26:29 | bobdaduck | and each time you ram into the resourceItem (which you're really ramming into the zone) you could increment the health |
| 12:26:41 | Skybax | Ooooo that sounds interesting |
| 12:26:54 | Skybax | So it's like an impact wall that you break with your own ship lol |
| 12:26:58 | bobdaduck | yeah |
| 12:27:36 | Skybax | And could you make that addable in-game? |
| 12:27:43 | bobdaduck | easily |
| 12:27:46 | bobdaduck | but not intuitively. |
| 12:27:55 | bobdaduck | You could use chat commands "deployWall" or something silly like that |
| 12:28:07 | Skybax | Yeah |
| 12:28:13 | Skybax | Oh how I love camelCase |
| 12:28:25 | bobdaduck | but then you'd also need to figure out some sort of ammo system or something. |
| 12:28:30 | raptor | i love not typing it when playing |
| 12:28:38 | raptor | but it's nice for self-documenting code |
| 12:28:39 | Skybax | lol |
| 12:28:42 | bobdaduck | You could make it so it goes off on module use |
| 12:29:06 | bobdaduck | sensor, for example. Because spybugs are placed in chunks |
| 12:29:33 | Skybax | Could you make it so you have to be using Boost to break the wall? |
| 12:29:46 | bobdaduck | You could use something like shield where for each second shield is going it extends the wall just a bit more |
| 12:30:11 | bobdaduck | Well, you can get the ships velocity when it hits the zone or when it hits the zone test if the module is active |
| 12:30:11 | bobdaduck | yeah |
| 12:31:12 | Skybax | Okay |
| 12:36:19 | bobdaduck | kaen when I get back from lunch you'll need to explain this mapping function to me |
| 12:36:28 | kaen | okay |
| 12:37:24 | Skybax | I'm gonna be an English teacher |
| 12:38:14 | kaen | I always wanted to teach english or math |
| 12:38:36 | kaen | but I'd want to teach AP classes |
| 12:38:38 | Skybax | I got an online class that gives me three different English certs for $69 |
| 12:38:45 | raptor | i've thought teaching math would be fun... if it wasn't for the school system... or the other teachers |
| 12:38:49 | kaen | yes |
| 12:38:49 | raptor | or.. the students |
| 12:38:57 | kaen | that's why I'd want to teach AP :) |
| 12:39:00 | Skybax | I'm gonna try to be an online teacher xD |
| 12:39:00 | raptor | maybe tutoring.. |
| 12:39:01 | raptor | ah |
| 12:39:06 | kaen | the people there *want* to be there |
| 12:39:10 | raptor | ye |
| 12:39:12 | raptor | s |
| 12:39:14 | kaen | and in fact are paying money for the test... |
| 12:40:09 | kaen | my AP US History teacher was the coolest guy. Gave a lot of tips for prospective teachers, too. |
| 12:40:22 | Skybax | The class is gonna certify me for 1st Language (High School), 2nd Language, and College level English |
| 12:40:37 | raptor | oh cool |
| 12:40:40 | kaen | So I take it English is not your first language, Skybax? |
| 12:40:46 | Skybax | It is xD |
| 12:40:51 | kaen | oh haha xD |
| 12:41:01 | kaen | I was going to say you sound fluent already :P |
| 12:41:24 | Skybax | I meant that I'm going to be certified to teach it as a first language |
| 12:41:31 | kaen | raptor, phpstorm detects (and marks) overrides |
| 12:41:40 | kaen | oh cool! |
| 12:41:47 | Skybax | And second and college |
| 12:42:15 | Skybax | On my last unit in the course :3 |
| 12:42:24 | kaen | override detection is inexpressibly useful when working with MVC frameworks |
| 12:45:40 | raptor | cool! |
| 12:47:40 | Skybax | I have over 60 games on Steam |
| 12:48:44 | | Watusimoto has joined |
| 12:48:56 | Skybax | Hi Wat! |
| 12:57:57 | | bobdaduck Quit (Ping timeout: 256 seconds) |
| 13:10:23 | raptor | I can't believe the complexity this editor-luaw proxy issue has brought up... |
| 13:35:46 | | bobdaduck has joined |
| 13:36:58 | Skybax | Hallo |
| 13:37:04 | raptor | hi |
| 13:40:35 | bobdaduck | hai |
| 13:40:44 | raptor | i just remember about something |
| 13:40:53 | raptor | we have bitfighter notifiers... |
| 13:41:21 | Skybax | ? |
| 13:41:53 | bobdaduck | yeah |
| 13:41:55 | raptor | a while back some Google Code-In students wrote some notifier applets to show when people have come online... |
| 13:41:56 | bobdaduck | I use it everday |
| 13:42:01 | raptor | bobdaduck: really? |
| 13:42:15 | bobdaduck | I have it set to load on system start... |
| 13:42:38 | raptor | which one was it, the python one or the .NET one? |
| 13:43:49 | bobdaduck | I dunno |
| 13:44:01 | bobdaduck | bitfightertracker.sln |
| 13:44:24 | bobdaduck | bitfightertracker.vhost.exe |
| 13:44:54 | bobdaduck | I dunno |
| 13:48:45 | Watusimoto | mine just started working one day |
| 13:49:06 | Watusimoto | I have the python one |
| 13:49:44 | raptor | hi Watusimoto |
| 13:49:49 | Watusimoto | hi |
| 13:50:11 | raptor | did we have some feature requests for the python one somewhere? |
| 13:50:39 | Skybax | I'm gonna learn Python eventually too |
| 13:50:56 | raptor | who is ' erinaarested' |
| 13:52:43 | Watusimoto | My main feature request was faster/smaller/stabler |
| 13:52:54 | Watusimoto | but I think it is more or less feature complete for 1.0 |
| 13:53:02 | raptor | smaller is not an issue on Mac/Linux... |
| 13:53:11 | raptor | sorry *OSX*/Linux |
| 13:53:59 | bobdaduck | It'd be nice to be able to see all players online at once, rather than just a ding when someone logs on |
| 13:54:23 | raptor | hmmm.... doesn't the python one do that now? |
| 13:54:59 | bobdaduck | I haven't checked |
| 13:55:24 | raptor | hmm maybe it doesn't... |
| 13:55:39 | raptor | but you can click on it and it launches bitfighter! (at least in Linux..) |
| 13:55:55 | Watusimoto | hover over the icon |
| 13:56:06 | raptor | oh duh - there's the player list... |
| 13:56:15 | Watusimoto | actually, it just says 1 player online... we could change it to show the list on hover |
| 13:56:16 | raptor | bobdaduck: you're running the wrong notifier |
| 13:56:34 | raptor | it already does that... |
| 13:56:35 | Watusimoto | I think we should try to get this into the hands of others for testing] |
| 13:56:42 | raptor | you may be running an older version.. |
| 13:56:46 | Watusimoto | I'd like to include it with our next release |
| 13:56:53 | raptor | uhh |
| 13:57:00 | raptor | it's big on windows... |
| 13:58:07 | bobdaduck | if I hover it says "one player online" |
| 13:58:17 | bobdaduck | and when someone logs on it gives a little bubble saying "bobdaduck logged in" |
| 13:58:20 | bobdaduck | or "bobdaduck quit" |
| 13:58:54 | raptor | Watusimoto: are you sure you're running the python one? |
| 13:58:58 | raptor | maybe I should do a new build.. |
| 13:59:11 | Watusimoto | pretty sure |
| 13:59:25 | Watusimoto | but like I said, it just started working one day, so I'm not really positive |
| 13:59:37 | Watusimoto | I right-click, I see "exit" |
| 13:59:59 | bobdaduck | I right click, I see "exit" |
| 14:00:26 | Watusimoto | I double click, a window appears with a list of players, a needless refresh frequency setting, a pause button, and a checkbox |
| 14:00:49 | bobdaduck | We've got the same version |
| 14:01:44 | raptor | that's not the python version |
| 14:03:21 | bobdaduck | Nobody gave me a different version? |
| 14:03:53 | bobdaduck | I didn't even know there was another version for windows |
| 14:04:49 | raptor | I unified all notifiers on python |
| 14:05:07 | raptor | yeah, let me get you a new one... |
| 14:05:15 | raptor | it might be worse, i don't remember |
| 14:06:16 | raptor | Watusimoto: old notes on the notifier: http://code.google.com/p/bitfighter/source/browse/bitfighter-notifier/notes.txt?repo=tools |
| 14:08:09 | | Nothing_Much has joined |
| 14:08:40 | | LordDVG has joined |
| 14:09:21 | Skybax | Weeeeeeew |
| 14:17:13 | bobdaduck | weeew? |
| 14:21:46 | Watusimoto | those notes are still relevant! |
| 14:22:19 | raptor | I know i've done one or two of them in the python version.. |
| 14:22:59 | bobdaduck | I like number 6 |
| 14:23:00 | raptor | who is 'erinaarested'.. they just left a bug on GC ? |
| 14:23:24 | Watusimoto | some dude writing from jail? |
| 14:23:35 | bobdaduck | lol' |
| 14:38:53 | raptor | setting up windows xp for python development is taking for ev er |
| 14:40:05 | raptor | i'll have to do it when i get home.. |
| 14:41:44 | bobdaduck | Why can't bots be instantiated from levelgen? |
| 14:42:00 | raptor | because... uhh |
| 14:42:24 | raptor | Watusimoto: what do think about the idea of adding bots via levelgen? |
| 14:43:52 | Skybax | lol |
| 14:50:08 | bobdaduck | for index, val in ipairs(array) |
| 14:50:08 | bobdaduck | do |
| 14:50:13 | bobdaduck | anything wrong with that? |
| 14:50:40 | raptor | yes |
| 14:50:47 | raptor | wait no |
| 14:51:05 | bobdaduck | its not hitting the line immediately after |
| 14:51:09 | bobdaduck | a logprint |
| 14:51:33 | raptor | try just 'pairs'... if it is a true array, then it must be ordered by index |
| 14:53:11 | | koda has joined |
| 14:53:29 | bobdaduck | There's nothing in the array |
| 14:56:38 | bobdaduck | huh, that's the problem I guess |
| 14:57:17 | bobdaduck | let it be known: If an array is empty it will ignore anything about it |
| 14:58:41 | Watusimoto | adding bots via levelgen? sure, why not? |
| 14:59:26 | bobdaduck | Because its currently manually disabled |
| 14:59:56 | raptor | Watusimoto: would we want to allow direct bot access or just add/remove with args like in-game commands? |
| 15:00:11 | bobdaduck | levelgen:addItem(robot) |
| 15:00:19 | raptor | directo bto access: run bot, access it's variables and adjust them from the levelgen.. |
| 15:00:25 | raptor | *bot |
| 15:02:32 | Watusimoto | what would direct bot access look like? oh, that |
| 15:03:16 | raptor | bobdaduck: please add an issue to at least start/stop bots from levelgen... might this be a part of enabling in-game commands from levelgen? |
| 15:03:20 | Watusimoto | I think we need to pass all the params to the bot -- levelgen:addBot(filename, params) |
| 15:03:23 | Watusimoto | something like that |
| 15:03:28 | raptor | yes ok |
| 15:03:40 | bobdaduck | probably but |
| 15:03:41 | Watusimoto | I don't see any other way, unless bots have some sort of controller interface |
| 15:03:44 | Watusimoto | which they don't |
| 15:03:56 | raptor | yeah ok |
| 15:04:10 | bobdaduck | there's already an issue for allowing levelgens access to in-game commands, so if that is done then /addbot is a legitimate command |
| 15:04:18 | bobdaduck | but levelgen:addItem(bot) would be nice too. |
| 15:05:04 | raptor | i think we would do it like Watusimoto said above: levelgen:addBot(filename, params) |
| 15:07:14 | raptor | someone joined! |
| 15:07:24 | raptor | i guess my notifier works.. |
| 15:07:52 | Watusimoto | we could possibly do bot = robot.new(params); levelgen:addItem(bot) |
| 15:08:19 | bobdaduck | that's probably the most consistent way |
| 15:08:21 | raptor | i don't think so, at least not with how we have it.. |
| 15:08:38 | raptor | doing that just adds the object |
| 15:08:40 | raptor | not the brains |
| 15:09:00 | Skybax | I'm learning more about arrays |
| 15:09:26 | bobdaduck | I mean consistent with how levelgens do other things |
| 15:09:35 | bobdaduck | you add the object and then give it all the stuff and then add it to the game |
| 15:09:44 | Watusimoto | bots are special; it's not unreasonable to add them in a special way. But addItem(bot) could just divert to that special way |
| 15:10:06 | bobdaduck | In related news, I still totally want you guys to allow levelgen:addItem(ship) too |
| 15:10:23 | Skybax | ^^Yes |
| 15:12:38 | | raptor looks the other way |
| 15:13:09 | bobdaduck | I could make a zone that toggles a switch and use a speedzone loop and a neutral ship to CONSTANTLY FLIP THE SWITCH |
| 15:13:13 | Watusimoto | raptor: did you hear any chit chat? |
| 15:13:31 | bobdaduck | And then I wouldn't have to move things ontick raptor! |
| 15:13:34 | Watusimoto | I thought I did, but I can't figure out what was making that noise |
| 15:14:03 | Skybax | That would be cool for making timing-based maps |
| 15:14:43 | raptor | hahaha |
| 15:14:46 | bobdaduck | Well you could already do that in levelgen but everyone yells at me for having too many onTick() functions |
| 15:15:56 | raptor | well... in the last case... having something in onTick() was crashing your server... |
| 15:16:56 | bobdaduck | in which case? |
| 15:17:08 | bobdaduck | Oh yeah well that wasn't my fault |
| 15:17:09 | raptor | calling getCurrLoadout |
| 15:17:13 | bobdaduck | I blame the programmer |
| 15:17:14 | bobdaduck | s |
| 15:17:42 | raptor | yes, I'll take the blame - but I think it illustrates a good point: onTick() is *dangerous* :) |
| 15:17:56 | Skybax | I'm making an array of names and then making a loop that calls out all the names |
| 15:18:02 | bobdaduck | Besides levelgen carnival has I think 16 ontick functions last I checked and it runs fine! |
| 15:18:18 | raptor | i still think your priority is to get a network cord into your computer... |
| 15:19:02 | bobdaduck | My computer isn't near a network plug... |
| 15:20:52 | Skybax | Wanna see mah array + for loop? |
| 15:20:52 | raptor | i believe you are fully capable of solving that problem |
| 15:21:20 | bobdaduck | sure skybax |
| 15:21:32 | bobdaduck | But daaaddddd |
| 15:21:37 | bobdaduck | Effort! |
| 15:21:37 | Skybax | var names = ["Skybax", "raptor", "bobdaduck", "fordcars", "kaen"]; |
| 15:21:38 | Skybax | for (var i = 0; i < 5; i++) { |
| 15:21:38 | Skybax | console.log("I know someone called " + names[i]); |
| 15:21:38 | Skybax | } |
| 15:23:18 | kaen | for (var k in names) { if(names.hasOwnProperty(k)) { console.log(names[k]); } } |
| 15:23:24 | bobdaduck | local names = {"Skybax", "raptor", "bobdaduck", "fordcars", "kaen"} |
| 15:23:24 | bobdaduck | for i=0, 5 do |
| 15:23:24 | bobdaduck | logprint("I know someone called " .. names[i]) |
| 15:23:24 | bobdaduck | end |
| 15:23:37 | bobdaduck | I made it lua! |
| 15:23:47 | kaen | not that you would use for in on an indexed array... |
| 15:24:00 | kaen | but it's sure to get all of them :) |
| 15:24:02 | Skybax | Seems pretty similar |
| 15:24:23 | kaen | except that it works for named keys instead of just indexed ones |
| 15:24:56 | bobdaduck | I would probably use for index, val in ipairs(names) do logprint("name = " .. val) |
| 15:26:15 | Watusimoto | hey kaen |
| 15:26:19 | kaen | greetings. |
| 15:26:43 | Watusimoto | I was thinking of dialing back your long wall test to make the tests run a bit faster... woudl that comprimise anything, do you think? |
| 15:26:49 | Skybax | I like JavaScript |
| 15:26:54 | Watusimoto | you are creating a wall with FFFF points |
| 15:27:02 | Watusimoto | which is... a very long wall |
| 15:27:03 | raptor | for name in ${ircLurkers}; do echo "$name will send raptor 20 bucks!"; done |
| 15:27:22 | kaen | heh not sure why I picked FFFF |
| 15:27:28 | kaen | I think was going for ... really long |
| 15:27:35 | kaen | but any go ahead |
| 15:27:39 | Watusimoto | it is quite long! |
| 15:27:43 | kaen | FF should work just the same |
| 15:27:52 | kaen | or anything over the old limit :P |
| 15:28:03 | Watusimoto | 17~ |
| 15:28:14 | Watusimoto | 0x11 |
| 15:28:22 | Watusimoto | that's probably a bit too low |
| 15:28:38 | raptor | 1FF |
| 15:29:13 | Watusimoto | I'm trying FFF |
| 15:30:21 | Watusimoto | that's still slow... but bearable |
| 15:30:59 | Watusimoto | oh, I know how to speed it up... presize the array! |
| 15:31:05 | Watusimoto | or the vector rather |
| 15:31:06 | kaen | :x |
| 15:32:04 | Watusimoto | still slow, but that helps a fair bit |
| 15:37:44 | raptor | 3FF |
| 15:38:08 | bobdaduck | FFFFFF |
| 15:38:50 | bobdaduck | I'd be glad to break your test for you |
| 15:38:54 | Skybax | lol |
| 15:39:12 | Skybax | I wish I was better at math ._. |
| 15:39:26 | raptor | bobdaduck: that's about 2^24 vertices for a wall |
| 15:39:40 | raptor | that's 16 million |
| 15:40:05 | bobdaduck | I'm working on a new levelgen that adds a point to a wall every tick |
| 15:40:11 | bobdaduck | I need this functionality |
| 15:40:26 | Skybax | I 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 |
| 15:40:46 | raptor | uh oh... you must find the HOW |
| 15:41:19 | Skybax | Mhm. 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 |
| 15:41:42 | bobdaduck | what answer does the lesson want? |
| 15:42:10 | Skybax | 89 |
| 15:42:22 | bobdaduck | from a loop of names? |
| 15:42:25 | bobdaduck | That is a tricky how. |
| 15:42:38 | Skybax | No it's an array of numbers now |
| 15:42:41 | Skybax | Different code |
| 15:44:29 | Skybax | If it was a loop of names still I'd assume there would be a string.length somewhere and that would be easy |
| 15:44:54 | | fordcars has joined |
| 15:46:06 | Skybax | I think I'm beginning to grasp the concept by staring at it |
| 15:47:28 | Skybax | >.> |
| 15:48:12 | raptor | is it adding the length of all characters in all names? |
| 15:48:15 | raptor | or |
| 15:48:27 | raptor | is each name considers an array of characters? |
| 15:48:38 | Skybax | var array = [3, 6, 2, 56, 32, 5, 89, 32]; |
| 15:48:39 | Skybax | var largest = 0; |
| 15:48:39 | Skybax | for (var i = 0; i < 8; i++) { |
| 15:48:39 | Skybax | if (array[i] > largest) { |
| 15:48:39 | Skybax | largest = array[i]; |
| 15:48:40 | Skybax | } |
| 15:48:40 | Skybax | } |
| 15:48:40 | Skybax | console.log(largest); |
| 15:48:53 | raptor | ohhh |
| 15:48:55 | raptor | it's sorting |
| 15:49:51 | Skybax | 89 |
| 15:50:12 | raptor | basically 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 |
| 15:50:21 | raptor | *then hold |
| 15:50:30 | Skybax | Ohhhhhhh |
| 15:50:41 | Watusimoto | Skybax: you need to learn this trick |
| 15:50:43 | Watusimoto | http://xkcd.com/759/ |
| 15:51:38 | Skybax | Long division? |
| 15:51:54 | Watusimoto | sort of |
| 15:52:08 | Watusimoto | he starts with the question, and knows the answer (27) |
| 15:52:09 | | LordDVG Quit (Remote host closed the connection) |
| 15:52:20 | Watusimoto | but isn't sure how to get from one to the other |
| 15:52:26 | fordcars | wow |
| 15:52:43 | raptor | hahaha |
| 15:52:46 | Watusimoto | so 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 |
| 15:53:02 | Watusimoto | even though his method is total bs |
| 15:53:25 | bobdaduck | fordcars your zombie bot is bad at shielding bursts xD |
| 15:53:30 | Watusimoto | the idea is that sometimes you can fake the work if you know some bits at the beginning and end and can munge the middle |
| 15:53:54 | Watusimoto | not that you should fake your school work |
| 15:53:56 | Watusimoto | just saying |
| 15:54:30 | Skybax | Does 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? |
| 15:55:13 | Watusimoto | http://www.explainxkcd.com/wiki/index.php?title=759:_3x9 |
| 15:55:23 | Watusimoto | it doesn't work at all; that's the point |
| 15:55:50 | Watusimoto | the work is total bs |
| 15:56:13 | Watusimoto | but he's hoping that no one will actually look that closely if he has the right answer |
| 15:57:39 | fordcars | Yeah bob I know :PPPPPP |
| 15:57:46 | fordcars | But it's not on my side |
| 15:58:50 | | bobdaduck Quit (Remote host closed the connection) |
| 15:59:53 | Skybax | b x b ÷ a = a x b |
| 15:59:55 | Skybax | ? |
| 16:00:18 | raptor | the issue is transforming the sqrt into div |
| 16:00:42 | raptor | try it for anything other than x * x^2 |
| 16:01:52 | Watusimoto | the math doesn't work; that's the point |
| 16:02:09 | raptor | gotta split! back later.. |
| 16:02:13 | | raptor Quit () |
| 16:02:13 | Watusimoto | laters |
| 16:02:50 | Skybax | 4 x 4 ÷ 2 = 8... 2 x 4 = 8 |
| 16:03:15 | Skybax | xD |
| 16:03:20 | Watusimoto | lucky! |
| 16:03:57 | Watusimoto | 6 x 6 / 4 =? 6 x 4 |
| 16:04:05 | Watusimoto | 9 = 24 |
| 16:04:10 | | BFLogBot 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. |
| 16:04:12 | | BFLogBot Commit: 934ce06bceff | Author: watusimoto | Message: Make test run faster |
| 16:04:13 | | BFLogBot Commit: 5271af4c344d | Author: watusimoto | Message: Theoretically even faster! (But not really noticable...) |
| 16:04:15 | | BFLogBot Commit: dc5cc886165a | Author: watusimoto | Message: Another theoretical speed boost with no practical effect. |
| 16:04:39 | Skybax | Math has too many coincidences |
| 16:04:57 | kaen | Math has beautifully many coincidences |
| 16:05:34 | fordcars | later guys, brb |
| 16:06:35 | Skybax | Bai |
| 16:10:02 | | fordcars Quit (Ping timeout: 250 seconds) |
| 16:11:27 | | Nothing_Much Quit (Ping timeout: 252 seconds) |
| 16:13:23 | | Nothing_Much has joined |
| 16:13:37 | | Nothing_Much Quit (Changing host) |
| 16:13:37 | | Nothing_Much has joined |
| 16:14:28 | Skybax | Erg... loop within a loop.. |
| 16:18:12 | | Nothing_Much_ has joined |
| 16:18:57 | | Nothing_Much Quit (Ping timeout: 240 seconds) |
| 16:45:25 | | raptor has joined |
| 16:45:25 | | ChanServ sets mode +o raptor |
| 16:48:08 | raptor | we make the false assumption that math somehown describes the world, when in fact, the world describes the math :) |
| 16:48:13 | raptor | *somehow |
| 16:48:46 | raptor | Watusimoto: any quick thoughts on this?: http://bitfighter.org/forums/viewtopic.php?f=4&t=1969 |
| 16:50:57 | Watusimoto | I don't oppose the change, if it really is a standard |
| 16:51:05 | Watusimoto | but if its not, it seems counter intutive |
| 16:51:10 | Watusimoto | t and g kind of make sense |
| 16:51:16 | Watusimoto | y and t do not |
| 16:51:20 | raptor | i think it's become a standard |
| 16:51:26 | raptor | but i agree with you.. |
| 16:51:26 | Watusimoto | in-and-of-themselves |
| 16:51:30 | kaen | I always think of it as "talk" and "your team" |
| 16:51:50 | kaen | and also it is the convention in the vast majority of online games I've played |
| 16:51:57 | kaen | followed probably by enter |
| 16:52:00 | raptor | yes, that's the word... convention |
| 16:52:28 | Watusimoto | team fortress uses t and u |
| 16:52:29 | Watusimoto | http://wiki.teamfortress.com/wiki/List_of_default_keys |
| 16:53:28 | Watusimoto | this game uses j,k,l |
| 16:53:29 | Watusimoto | http://forums.steampowered.com/forums/showthread.php?t=2143707 |
| 16:53:31 | raptor | y and u |
| 16:54:30 | raptor | ut2004 has t and u |
| 16:54:35 | raptor | t is global |
| 16:55:27 | Watusimoto | from another game |
| 16:55:29 | Watusimoto | form |
| 16:55:31 | Watusimoto | forum |
| 16:55:32 | Watusimoto | follow example from FPS games, where Y = chat, U = teamchat; OR T = talk, Y = teamtalk |
| 16:55:59 | raptor | so we make sense, and no one else does |
| 16:55:59 | Watusimoto | so I don't see a standard emerging... except that g is not commonly used |
| 16:56:34 | raptor | i'm seeing a sort-of convention - to use those top row keys: r, t, y, u |
| 16:56:43 | raptor | t is always global though |
| 16:56:43 | Skybax | http://www.hilariousjokess.com/nintendos-game-controllers/ |
| 16:56:49 | Watusimoto | battlefield uses J, K, and L. All, Team, and Squad chat buttons respectively., according to http://www.gamefaqs.com/boards/960869-/60519078 |
| 16:58:27 | Watusimoto | so I guess I'm not really in favor...unless we could come up with some mnemonics |
| 16:58:46 | Watusimoto | what might help, however, is the following: |
| 16:59:01 | Watusimoto | first, the inline help will alert players to how to chat |
| 16:59:05 | raptor | teeworlds uses t and y |
| 16:59:28 | raptor | kaen and I think we should change the main menu INSTRUCTIONS to DO NOT READ THIS |
| 16:59:39 | Watusimoto | and second, we could perhaps look for other ways to reveal the chat keys... |
| 16:59:43 | kaen | with UTF-8 skulls and crossbones |
| 16:59:45 | Watusimoto | how about SECRET INFO |
| 17:00:01 | Watusimoto | SECRETS.TXT |
| 17:00:11 | kaen | CHEAT MENU |
| 17:00:15 | raptor | hahaha |
| 17:00:29 | Watusimoto | I'm up for making the instructinos more enticing! |
| 17:00:31 | Watusimoto | somehow |
| 17:01:19 | Watusimoto | what 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 |
| 17:01:25 | Watusimoto | (or whatever keys we were using) |
| 17:01:40 | Watusimoto | then we could prompt the user with some text while they were composing a message |
| 17:01:52 | raptor | <enter> for global, ctrl+enter for team i've seen somewhere... |
| 17:02:06 | Watusimoto | that's an idea |
| 17:02:31 | kaen | we what if we supported a bunch of default chat bindings? |
| 17:02:35 | Watusimoto | then we could display that below the chat box |
| 17:02:45 | kaen | I don't know if the engine supports multi-binding actions |
| 17:02:46 | Watusimoto | example? |
| 17:03:02 | kaen | G-T-Enter all do global, Y-U-Ctrl-Enter all do team |
| 17:03:22 | kaen | not like we're using the keys anyway :P |
| 17:03:22 | Watusimoto | do you really want that? I think it would be confusing |
| 17:03:42 | Watusimoto | t for global chat is just peverse |
| 17:04:24 | Watusimoto | I'm falling alseep, sadly, as I alwasy do when the interesting topics come up |
| 17:04:55 | Watusimoto | my 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 |
| 17:05:03 | kaen | ok |
| 17:05:19 | raptor | t for global chat is odd, but i really think most games use t for 'talk' and it's global |
| 17:05:35 | Watusimoto | I'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) |
| 17:05:48 | Watusimoto | I think it used to be q and we moved it to z |
| 17:06:08 | Watusimoto | if we did a enter/ctrl-enter thing, t would make more sense |
| 17:06:14 | raptor | well, 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 |
| 17:06:30 | raptor | not new games - games with new players |
| 17:06:34 | raptor | in bitfighter |
| 17:06:35 | Watusimoto | right |
| 17:06:47 | Watusimoto | well, that's a good observation |
| 17:07:03 | raptor | so it *seems* to me that 't' is default in the minds of many |
| 17:07:21 | Watusimoto | if so... maybe we should go for it |
| 17:07:57 | Watusimoto | alright... signing off. |
| 17:08:12 | raptor | alien arena t, y, u - global, team, irc (master) chat |
| 17:08:19 | raptor | ok |
| 17:08:21 | raptor | good night! |
| 17:09:25 | Watusimoto | tribes uses U and Y, btw... u for universal chat |
| 17:09:30 | Watusimoto | y for yeam chat |
| 17:09:35 | Watusimoto | your team |
| 17:09:44 | Watusimoto | ok! |
| 17:09:47 | Watusimoto | enough! |
| 17:09:53 | | Watusimoto Quit (Remote host closed the connection) |
| 17:09:53 | raptor | picky picky picky |
| 17:10:29 | | Watusimoto has joined |
| 17:10:33 | Watusimoto | quick!!!! a girl connected!!!! |
| 17:10:43 | | Watusimoto Quit (Remote host closed the connection) |
| 17:10:54 | kaen | "Juan" |
| 17:11:07 | raptor | oh boy! |
| 17:11:10 | raptor | i mean girl! |
| 17:12:03 | kaen | disconnected after one frag :< |
| 17:12:12 | kaen | I always forget not to immediately kill them. |
| 17:12:56 | kaen | up again with a password |
| 17:23:23 | Skybax | Hahaha kaen that's what happens with me |
| 17:23:49 | Skybax | It's thundering so hard here the house is shaking. I think the power might go out |
| 17:33:18 | | koda Quit (Read error: Connection reset by peer) |
| 17:33:44 | | koda has joined |
| 17:45:21 | | fordcars has joined |
| 18:05:32 | | Nothing_Much_ is now known as Nothing_Much |
| 18:05:35 | | Nothing_Much Quit (Changing host) |
| 18:05:36 | | Nothing_Much has joined |
| 18:50:22 | | fordcars Quit (Ping timeout: 250 seconds) |
| 19:04:14 | | raptor Quit () |
| 19:08:03 | | koda Quit (Quit: koda) |
| 19:10:30 | | fordcars has joined |
| 20:05:10 | | amgine1234567890 has joined |
| 20:37:29 | amgine1234567890 | *lurk* |
| 20:53:02 | kaen | hello amgine1234567890 |
| 20:53:05 | kaen | oops |
| 20:53:22 | kaen | I worked to fix the DB bug in 019 on windows |
| 20:53:34 | kaen | unfortunately the buildbot has been down for over a week :< |
| 20:58:14 | amgine1234567890 | hmm |
| 21:05:22 | kaen | do you happen to know how to run cmake, hg, and vc++ ? |
| 21:05:40 | kaen | you can build from source yourself |
| 21:06:00 | | fordcars Quit (Ping timeout: 250 seconds) |
| 21:06:43 | amgine1234567890 | sorry im clueslles on how top use ocmputer stuffs |
| 21:08:49 | kaen | that's okay |
| 21:09:00 | kaen | apparently my server is back up. now to sift through the ashes... |
| 21:21:16 | | bobdaduck has joined |
| 21:21:23 | Skybax | Hiya |
| 21:21:24 | | bobdaduck_ has joined |
| 21:22:00 | | bobdaduck Quit (Remote host closed the connection) |
| 21:22:06 | bobdaduck_ | I'm home finally! |
| 21:22:08 | Skybax | lol there was two of you |
| 21:23:58 | bobdaduck_ | yeah I accidentally opened the client twice |
| 21:24:26 | bobdaduck_ | sup everybody? |
| 21:28:33 | bobdaduck_ | anyone up for some zombies? |
| 21:28:50 | Skybax | I still haven't seen how that works |
| 21:28:56 | bobdaduck_ | how what works? |
| 21:29:07 | Skybax | Zombies |
| 21:29:20 | bobdaduck_ | Oh |
| 21:29:24 | bobdaduck_ | well join and we'll play |
| 21:29:31 | bobdaduck_ | if kaen is here he can come too |
| 21:29:36 | bobdaduck_ | hosting |
| 21:29:48 | Skybax | Kay just a sec |
| 21:33:14 | | Nothing_Much is now known as Nothing |
| 21:33:20 | | Nothing is now known as Nothing_Much |
| 21:37:51 | bobdaduck_ | okay so |
| 21:37:57 | bobdaduck_ | there's a massive memory leak somewhere in that level. |
| 21:38:04 | Skybax | Indeed |
| 21:38:21 | bobdaduck_ | like massive |
| 21:38:21 | Skybax | I like the zombie bot |
| 21:38:38 | Skybax | I have some suggestions tho |
| 21:39:53 | Skybax | They should move faster, have more health, only use triple, and not use shield |
| 21:40:32 | bobdaduck_ | you can't give bots more health |
| 21:40:38 | Skybax | Dang |
| 21:40:38 | bobdaduck_ | also rejoin we're gonna play dnd |
| 21:40:47 | Skybax | But I lag too much xD |
| 21:40:53 | bobdaduck_ | I fixed it |
| 21:40:53 | | raptor has joined |
| 21:40:53 | | ChanServ sets mode +o raptor |
| 21:41:14 | bobdaduck_ | I think. |
| 21:44:59 | raptor | therefore I am |
| 21:58:07 | amgine1234567890 | lol |
| 21:59:27 | amgine1234567890 | then i htink that im abitfighter forum mod XD |
| 22:17:18 | kaen | first thing I see after logging into my VPS after the hack: |
| 22:17:19 | kaen | Filesystem 1K-blocks Used Available Use% Mounted on |
| 22:17:19 | kaen | /dev/simfs 31457280 31457280 0 100% / |
| 22:17:28 | kaen | was at 10% last time I saw it... |
| 22:17:39 | raptor | oh lovely |
| 22:17:47 | raptor | look for the warez! |
| 22:19:09 | kaen | hunting them down with du |
| 22:20:20 | kaen | 13G in /var |
| 22:20:23 | kaen | 12G in /home |
| 22:21:49 | amgine1234567890 | hmm mem leak? |
| 22:21:56 | amgine1234567890 | nope never mind |
| 22:22:39 | Skybax | I'm getting better at the whip |
| 22:23:25 | raptor | in /tmp! |
| 22:23:44 | raptor | brb |
| 22:23:50 | | raptor Quit () |
| 22:24:02 | kaen | 2.6G in /tmp ... |
| 22:29:56 | | BFBuildBot has joined |
| 22:29:58 | kaen | \o/ |
| 22:30:04 | kaen | BFBuildBot, dance! |
| 22:30:04 | BFBuildBot | What you say! |
| 22:30:07 | kaen | BFBuildBot, dance |
| 22:30:09 | BFBuildBot | <(^.^<) |
| 22:30:10 | BFBuildBot | <(^.^)> |
| 22:30:11 | BFBuildBot | (>^.^)> |
| 22:30:11 | BFBuildBot | (7^.^)7 |
| 22:30:13 | BFBuildBot | (>^.^<) |
| 22:30:41 | Skybax | What |
| 22:36:21 | | raptor has joined |
| 22:36:21 | | ChanServ sets mode +o raptor |
| 22:36:55 | raptor | BFBuildBot: you're back! I missed you! |
| 22:36:55 | BFBuildBot | What you say! |
| 22:37:15 | raptor | BFBuildBot: destroy |
| 22:37:16 | | BFBuildBot readies phasers |
| 22:37:19 | Skybax | BFBuildBot: Make me a sandwich |
| 22:37:35 | Skybax | Darn |
| 22:38:50 | kaen | BFBuildBot, status |
| 22:38:51 | BFBuildBot | bitfighter-linux-x86_64: idle, last build 459h12m59s ago: build successful |
| 22:38:51 | BFBuildBot | bitfighter-osx-i386-cross: idle, last build 459h13m19s ago: build successful |
| 22:38:51 | BFBuildBot | bitfighter-w32-cross: building('make -j2') |
| 22:39:01 | kaen | 459 hours ago... |
| 22:39:17 | raptor | ha |
| 22:39:19 | kaen | bobdaduck_, amgine1234567890, latest w32 builds should be available here in a minute |
| 22:39:51 | raptor | oh, I need to get the python windows notifier for you guys.. |
| 22:40:09 | kaen | http://buildbot.bitfighter.org/latest/ |
| 22:40:14 | Skybax | Wooooo. Just got to 200 Exercises on CodeAcademy :D |
| 22:42:15 | Skybax | raptor, did you look into making a Lua course on there? Just wondering |
| 22:42:21 | raptor | yes |
| 22:42:25 | raptor | and it doesn't support Lua |
| 22:42:37 | Skybax | Ah darn |
| 22:42:40 | raptor | but there is a very good one at http://luatut.com |
| 22:42:45 | kaen | I think they just recently added python |
| 22:42:50 | raptor | but we need to make some bitfightery ones, too... |
| 22:42:56 | Skybax | Yes |
| 22:43:28 | kaen | I'm so happy to have my server back up |
| 22:43:58 | raptor | now.... backup! |
| 22:44:05 | raptor | :) |
| 22:44:30 | Skybax | I need to move out and get my own router so I can open my ports xD |
| 22:44:55 | raptor | heh |
| 22:45:39 | Skybax | My parents won't give me the password to theirs |
| 22:59:27 | raptor | they think you may use it for evil |
| 22:59:32 | | Skybax Quit (Quit: Skybax) |
| 23:18:01 | | BFLogBot Commit: d50d9b61663c | Author: buckyballreaction | Message: Better notes on setting up the windows notifier |
| 23:18:02 | BFBuildBot | build 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 |
| 23:18:03 | BFBuildBot | build 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 |
| 23:18:04 | BFBuildBot | build 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 |
| 23:18:17 | raptor | ha |
| 23:18:25 | raptor | because it was to a different repo... |
| 23:20:17 | kaen | oh haha |
| 23:21:59 | | bobdaduck_ Quit (Remote host closed the connection) |
| 23:47:29 | | bobdaduck has joined |
| 23:48:33 | amgine1234567890 | zzz |
| 23:49:23 | bobdaduck | wow |
| 23:49:31 | raptor | oh good you're back |
| 23:50:03 | bobdaduck | I think there is a very major memory leak in my zombies map. |
| 23:50:31 | bobdaduck | I was playing with skybax earlier and memory usage was almost a full gig |
| 23:50:36 | amgine1234567890 | ratpror add teh night and virus modes people want XD |
| 23:50:53 | amgine1234567890 | at least by version 25 lol |
| 23:51:06 | raptor | bitf |
| 23:51:15 | bobdaduck | but wait its not doing it now. |
| 23:51:16 | raptor | oops wrong window.. |
| 23:51:39 | bobdaduck | NEVERMIND |
| 23:51:41 | bobdaduck | I TAKE IT ALL BACK |
| 23:53:00 | raptor | bobdaduck: different notifier: http://sam6.25u.com/upload/bitfighter-notifier-windows.zip |
| 23:53:35 | raptor | it's a bit simpler at the moment, but it has the advantage of being rapidly developed and edited.. (it's the python one) |
| 23:53:41 | bobdaduck | hah |
| 23:54:33 | bobdaduck | okay nevermind |
| 23:54:37 | bobdaduck | I think its a leak in the bots... |
| 23:54:43 | raptor | there is a bot leak |
| 23:54:57 | bobdaduck | what is it? |
| 23:54:58 | raptor | if you /addbots and /kickbots a lot... memory slowly increases |
| 23:55:04 | raptor | until you restart the game |
| 23:55:09 | bobdaduck | /addbots 30 |
| 23:55:24 | bobdaduck | it was mostly stable. memory usage at 50k |
| 23:55:26 | raptor | i mean that would add some RAM, yes, but repeatedly, no |
| 23:55:34 | raptor | i mean |
| 23:55:42 | bobdaduck | and then randomly it shot up by 50k more about four minutes in |
| 23:55:46 | raptor | not repeatedly it should add more.. |
| 23:55:49 | raptor | oh |
| 23:55:54 | raptor | huh, that'd be different |
| 23:56:19 | raptor | that's almost as bad as DnD... |
| 23:56:28 | bobdaduck | uh oh. |
| 23:56:33 | raptor | if you give it another 4 min. what happens? |
| 23:56:35 | bobdaduck | major uh oh |
| 23:56:41 | raptor | another 50? |
| 23:56:41 | bobdaduck | uh, my computer crashes? |
| 23:56:46 | bobdaduck | it dropped to 3 fps |
| 23:57:03 | bobdaduck | uh oh uh oh uh oh uh oh |
| 23:57:15 | bobdaduck | the memory leak is in my script not the bot |
| 23:57:46 | bobdaduck | help help help help |
| 23:58:17 | raptor | haha |
| 23:58:25 | raptor | WhAT DId YOU DO |
| 23:58:39 | bobdaduck | this is an extremely simple script... |
| 23:58:47 | bobdaduck | http://pastie.org/8081279 |
| 23:58:52 | bobdaduck | there's not even an ontick function. |
| 23:58:56 | bobdaduck | The leak is in zone touching. |
| 23:59:39 | raptor | are you adding objects with .new() but not calling levelgen:addToGame() on them? |