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IRC Log for 2013-06-29

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01:19:58BFLogBot Commit: 591ba94eb665 | Author: kaen | Message: document Event handler signatures for luadocs
03:33:59BFLogBot Commit: aa5958cfa4bf | Author: watusimoto | Message: Fix dedicated build
03:34:01BFLogBot Commit: 58ea672fcc2f | Author: watusimoto | Message: No paced help items in the last 20 seconds of the game. Also created a passthrough function for remaining game time.
03:34:02BFLogBot Commit: 4fa4c6a90046 | Author: watusimoto | Message: Merge
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09:35:18ChanServ sets mode +o raptor
09:35:55raptorgood day!
09:36:38SkybaxHi!
09:45:45Watusimoto has joined
09:55:22raptorcommits!
10:04:38raptorWatusimoto: kaen and I have been discussing Lua API clean-up and I'd like to bounce a few ideas off of you
10:05:47raptor1. There are many methods shared between levelgen: and bot: (like findObjects, findObjectById, etc.) and I was thinking of putting those things into a parent class
10:06:03raptorso we don't duplicate them in each of bot: and levelgen:
10:06:44raptorwe think the parent class could be called 'GameScript' and be a child of 'LuaScriptRunner', and maybe use namespace of 'game'
10:07:19raptorso game:findObjectById()
10:08:52raptor2. The GameInfo object is a little weird - much of it is GameType specific instead of Game specific. I was thinking of splitting out the GameType stuff into its own object as well
10:11:33raptor3. making minor API changes like :getTeamIndx() to getTeam() or getTeamIndex()
11:28:13Watusimoto Quit (Ping timeout: 264 seconds)
11:30:06raptorthanks for listening!
11:30:10raptor Quit ()
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13:00:18Watusimotohi
13:00:24Watusimotosorry I missed your comment before
13:02:47Watusimoto1. Not sure about the namespace, but a common scripting parent makes sense... so much sense we already have one! LuaScriptRunner
13:04:35Watusimoto2. The distinction between game and gametype has always been a bit fuzzy... but there is no reason to carry that over into the lua world. I would only be in favor of this if it made things clearer for the programmer (who may well not be well versed in the Bitfighter internal object hiearchy)
13:06:01Watusimoto3. Yes, I would support that sort of thing. Some of those goofball names were chosen so as to not conflict with already existing internal methods, but we now have a way of handnling those conflicts, so we could change the names if we can do so in a way that doesn't break too many scripts, or make it too painful to fix the scripts we do break
14:04:52Watusimotothis is a declaration I've never used before... didn't even know it was valid before I tried it out of frustration (and it worked!)
14:04:54Watusimotoconst char * const *messages
14:05:11Watusimotocoding while angry
14:05:20Watusimotono better strategy!
14:13:44SkybaxI'm goin out on a boat todai
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14:23:09kaena const pointer to a const char?
14:23:59kaenwhoa. pointer to a const pointer to a const char?
14:24:07kaenouch my brain
14:32:43SkybaxHahaha
14:32:52Skybax Quit (Quit: Skybax)
14:44:42Watusimotokaen: not sure. but the compiler must know because it compiles!
14:45:20kaenWatusimoto, did you look at the event callback signature docs?
14:45:35kaenand do you have any feedback?
14:45:41Watusimotoalso, I if you didn;t see, I answereed raptor's questions he asked me earlier related to a conversation he and you were having at some earlier time
14:45:45Watusimotono, I did not look
14:45:57Watusimotoare they online somewhere, or should i generate them locally?
14:46:06kaenpull and regenerate
14:46:30Watusimotook, will do in a few minutes, when I have my code under control again
14:46:34kaenok
14:46:52WatusimotoI'm sure I'll like them though :-)
15:10:57Watusimototurns out I had already pulled the code... building luatdocs now
15:13:54Watusimotois this the page you worked on?
15:13:57Watusimotodoc/html/group___event_enum.html
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15:32:25raptorhello!
15:36:10kaenyes, that's the one
15:36:24kaenand hello!
15:42:23Watusimotolooks good!
15:43:04WatusimotoI don't remember what was there before, but I'm sure this is better
15:43:57kaenjust a list of the events
15:47:26BFLogBot Commit: 97c764cb74f3 | Author: watusimoto | Message: Comment
15:47:28BFLogBot Commit: bc43482c532c | Author: watusimoto | Message: Systemitize addition of inline help items for select gameObjects; replaces growing list of if-then code
15:47:29BFLogBot Commit: 78e7369120d0 | Author: watusimoto | Message: Add a little more text to lua event docs
15:47:40WatusimotoI wonder if this would be the right place to add information about how to subscribe to events and such?
15:48:30raptorbetter than having the doc here in the IRC channel! :)
15:48:54kaenI think we should just describe the api in the appropriate class docs, have the enum page be a simple list of data, and put task-centric tutorials as pages or examples in doxygen
15:49:08raptor^^ that sounds good
15:50:28Watusimotowhen it comes to documentation, I like redundancy... I hate having to spend hours sifting thorugh links to find the tidbit I need. That comment neither supports nor refutes your statement.
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16:01:04raptormaybe add a note that points to the subscribe
16:01:21Watusimotodone in last commit
16:01:37Watusimotothough I didn't put in a link
16:01:51raptora link, that's what i meant
16:03:17Watusimotothe current help we have for those (on robot and levelgen) is pretty pathetic
16:03:53BFLogBot Commit: 54821cfe1580 | Author: watusimoto | Message: Formatting
16:03:54BFLogBot Commit: eb74415d39b2 | Author: watusimoto | Message: Redo systemic addition of inline help for select gameObjects (earlier commit). Not quite as elegant in some ways, but no longer uses information from BfObject (i.e. more self-contained), and properly handles showing different messages based on whether item is friendly or enemy or whatever. This should cover a number of unimplemented help items.
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16:11:00amgine1234567890hi whats up.
16:11:55amgine1234567890so the starnge plugin crahes seem to be confined to one area of code even though the nubemr and a times it crashes seems to be random it seems to be limited to luawrapper H; 320 -323 maybe that will help
16:13:54raptorWatusimoto: in response to your response to my earlier Lua questions -
16:14:51raptor1. I toyed with putting all the common methods in LuaScriptRunner, but we have some that I don't think should be exposed to some subset e.g. addItem() we want for plugin: and levelgen: but not bot (I assume).
16:15:39BFLogBot Commit: 31037eb27fc3 | Author: watusimoto | Message: Add links; can't figure out how to link to a section of the front page... :-(
16:15:54Watusimotoso you want to create a child of scriptRunner, but parent of bot and levelgen
16:16:00Watusimotobasically slotting in another layer there
16:16:15raptor2. fair enough with not carrying over our internal structure of GameType and Game into lua.. it was just simpler to think about them separately from a developers perspective..
16:16:38Watusimoto2. I agree it's easier for us, but I think it makes it harder for scripters
16:17:22raptor1. that was the idea unless a. we just keep duplicating methods in both bot: and levelgen: or b. there is some other way to share beetween two and exlude one..
16:18:15Watusimoto1. ok, go for it. I agree reducing code duplication is a worthy goal. If using scriptRunner really won't work, then go for it
16:19:00raptorI can use LSR if there is a way to exclude some call path - can you think of a way?
16:19:04Watusimoto1. I'm not in love with GameScript, it sounds a bit like we've invented our own language
16:19:16raptoryeah, the name could be anything..
16:19:24amgine1234567890how about combine level gens and levevls together XD
16:20:07Watusimoto1. ScriptableObject? LuaObject (seems to be available again)?
16:20:24WatusimotoI don't fully understand what you mean about excluding call paths
16:20:41raptorLSR seems to have 4 pathways - editor: bot: levelgen: and console..
16:20:51raptorso for instance
16:20:54Watusimotoah, I see
16:21:11raptorif i put in addItem(BfObject *) in LSR, then bot: has access
16:22:09Watusimotoso you want a layer that's specific to bots and levelgens?
16:22:37raptorwell, that's the idea - some layer to share code
16:22:41Watusimotomaybe we could do it as a mixin class rather than slotting into the inheritance
16:22:49raptorbecause both have findObjects() findObjectById()
16:23:03raptorWatusimoto: what do you mean? another parent class?
16:23:20Watusimotothough those could be accessible by all scripts, no?
16:23:25Watusimotoand yes, another parent class
16:23:49raptorthose are accessible because we've coded separate methods in each of levelgen: bot: and plugin:
16:24:14WatusimotocreateObject is the only method you want to restrict (i.e. no bots). are there any others?
16:24:26Watusimotosorry, addItem
16:24:42raptorlet me look again..
16:24:50raptori did, can't remember
16:25:46Watusimotoit would get messy if we had methods accessible to editor and levelgen, and others accessible to everyone but console, and...
16:25:55raptoryes..
16:26:16Watusimotoit might be best to let everyone do everything?
16:26:22Watusimotomaybe?
16:26:38raptorhmm... i'm starting to be convinced of that..
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16:27:03Watusimotoor we could blot out a method (such as addItem) by overriding it in the bot or levelgen-specific lua functions
16:27:22raptorthen we're just duplicating method code again..
16:27:35Watusimotoso make addItem available to everyone, but in robot-functions (or whatever it's called) we set it to nil so it's not actually available
16:28:04Watusimotono duplication -- method is only coded once
16:28:05raptorsounds like giving yourself a cut just because you want a bandaid
16:28:35raptorhmm...
16:28:42WatusimotoI don't follow that, but it reminds me of your guresome cut story... which I don't want to think about
16:28:50raptoryeah i suppose that'd work
16:28:52raptorwhich story?
16:29:04raptorthe one with my index finger and a bandsaw?
16:29:06Watusimotothe one where you had to krazy glue your finger together
16:29:12raptoroh yeah.. haha
16:29:16WatusimotoI don't know that one, and don't want to hear it now
16:29:21raptorhehe, ok
16:29:27Watusimotomaybe antoerh time, though
16:29:50WatusimotoI saw a scene on a show yesterday that has me a bit squeamish about severed appendages
16:29:56raptorblech
16:30:01Watusimotoindeed
16:30:28raptorseems like every show has gotten a bit more gory in the last 5-10 years
16:30:38raptorthanks Lord of The Rings!
16:30:51Watusimotoprobably...
16:31:12Watusimotoanyway, I think what I suggested would let us have clean code on the C++ side, and give us method control on the Lua side
16:31:20raptorok
16:31:28raptorso i can put everything into LuaScriptRunner
16:31:33Watusimotothen we can eliminate duplicate code, and don't need a new layer to do it
16:31:39raptoras virtual methods
16:31:45raptorand override when absolutely necessary
16:32:11Watusimotowait... what do you mean by everything. Everything?
16:32:25raptorno no, just common methods
16:32:27Watusimotoor only those methods that are accessible my multiple scripts that are curretnly dublicated
16:32:30Watusimotook
16:32:31raptoryes
16:33:11Watusimotoif you conclude it would be cleaner to segregate that code from the other stuff luascriptrunner does, then I might be ok with a new layer just to keep it independent. But I'm not sure that's necessary, or even beneficial
16:33:25raptoryeah, you've convinced me...
16:33:29WatusimotoI am referring to using a class as a code organizational tool
16:33:46raptoroh, another question - LuaScriptRunner just has static methods like logprint() that don't use our lua_whatever() convention
16:33:56Watusimotoyes
16:34:00raptorand therefore they don't have a namespace
16:34:16Watusimotothe 2nd does not follow from the 1st
16:34:31Watusimotoeventually all methods should be in the lua_xxx() format
16:34:31raptorsorry, i mean namespace like levelgen: or bot:
16:34:38raptoryes, you're right
16:34:54Watusimotodo you really want to do levelgen:logprint(hello)?
16:35:04raptorthey weren't converted because they were never put into a LUA_DECLARE thingy
16:35:09raptor(that's why associated them in my head)
16:35:14Watusimotoah, I see
16:35:23raptorbut anyways - should they?
16:35:34raptorand what would it be? 'script:' ?
16:35:40Watusimotoare you asking if we should require levelgen:logprint(hello)?
16:35:50raptorno nono that would be horrid
16:35:58Watusimotoyes
16:36:08Watusimotoso what are you asking?
16:36:17raptori'm thinking about these new methods that are shared but need to be overridden
16:36:26raptorlike lua_addItem()
16:36:52Watusimotodoes that work differently for different script types?
16:37:16WatusimotoI suppose it would have to -- adding in the editor is probably different than adding in game
16:38:15Watusimotowe do have different implementations for editor and script
16:38:21raptori'm wondering if they should have a namespace at all..
16:38:49raptorlevelgen:addItem -> just addItem() ?
16:39:26WatusimotoI started out trying to make as many things "loose" (i.e. without namespace) as possible
16:39:39Watusimotobecause I rather like that sense of the language feeling adapted to the game
16:39:50Watusimotobut then I started to pull back
16:40:10Watusimotobut for things that are kind of "fundamental" I still think it makes sense (like logprint)
16:40:19WatusimotoaddItem may be in that camp as well
16:40:22raptoryes I agree...
16:40:35Watusimotothough it also makes sense to add an item to the editor, or to a levelgen
16:40:37raptorthe 'loose' functions right now, however, have nothing to do with in-game stuff..
16:40:45Watusimotoeditor:addItem()
16:40:49Watusimotolevelgen:addItem()
16:41:16WatusimotoI think I prefer those to just
16:41:17WatusimotoaddItem()
16:41:39raptori don't think I like findObjectById() in bot: thought
16:41:41Watusimotobecause they are related to the editor/levelgen objects conceptually
16:41:43raptor*though
16:41:53Watusimotobot:findObjectById()
16:41:58Watusimotono, I agree
16:42:10WatusimotofindObjectById(124)
16:42:13raptoryes
16:42:14Watusimotomight be better
16:42:29raptorand should that have a namespace at all?
16:42:35Watusimotolevelgen:findObjectById(999)
16:42:39raptoror is it on the same level as logprint ?
16:42:45raptorseems kind of in the middle
16:42:46Watusimotoeditor:findObjectById(999)
16:42:56WatusimotoI'm thinking on the same level as logpring
16:43:03raptorok
16:43:08Watusimotowhat do you think?
16:43:47raptoryes-ish - it's just that all methods at that 'loose' level have no access to the Game at the moment, so adding one there that does feels fundamentally different somehow
16:44:44raptorbut that can break
16:44:59raptorman, architectural conversations can take a while...
16:46:17Watusimotoindeed
16:46:40WatusimotoI am feeling a bit of an imbalance between addItem and findObject
16:46:54raptorit's my fault!
16:46:56Watusimotowhy should one be levelgen:find and the other be just add
16:47:10Watusimotothey seem sort of two sides of the same coin
16:47:47Watusimotoalso... we can code the functions as not loose from the c++ side, and remap them in the bot/levelgen lua files
16:48:09Watusimotoso that they seem loose to the scripter... if that makes things easier
16:48:18raptorah yes
16:48:26raptorgood point
16:48:40raptorin fact, that is already done with bot:findObject...
16:48:43Watusimotothose lua files give us some flexibility in implementation
16:48:46bobdaduck has joined
16:48:51Watusimotoyes, I thought so
16:49:11raptorremapped in robot_helpers.lua...
16:49:39raptorrobot_helper_functions
16:51:16raptorok, so we make all the LuaScriptRunner ones not loose in a different namespace? (and what would it be called?)
16:51:34raptor'bfluascriptreallyshortnamespace'
16:51:44Watusimoto:-)
16:52:06Watusimotoyou mean replace bot:blah with something else?
16:52:11raptorno
16:52:30bobdaduckI'M HERE
16:52:34bobdaduckAND I'M SO SUNBURNED.
16:52:35raptori mean put findObjects into script:findObjects then remap it to findObjects()
16:52:44bobdaduckShips should be able to get sunburned
16:52:50Watusimotoah, I see
16:52:53Watusimotosure, we coudl do that
16:53:10Watusimotoperhaps the script: namespace?
16:53:11bobdaduckAwesome
16:53:21raptorbobdaduck: sunscreen is your friend until the waterproof kind gets in your eye
16:53:36bobdaduckI used sunscreen... Just I was out there from 8 to 3
16:53:46bobdaducktotally worth it, by the way
16:53:55bobdaduckeven if I can't close my hands enough to type well
16:54:00raptorwait is it july 4th already?
16:54:20bobdaducklol not quite
16:54:23raptorWatusimoto: would 'script:' be too generic
16:54:43raptormaybe bitscript
16:54:44Watusimotoperhaps
16:54:48Watusimotobitfighter:
16:54:53raptorbitfighter: !!
16:54:54raptorduh
16:54:58Watusimoto:-)
16:54:59raptorthat makes so much sense...
16:55:27Watusimotoor perhaps just bf:
16:55:43Watusimotoor scriptrunner:
16:56:01Watusimotobut the user will never see it, so I suppose it doesn't matter at all
16:56:11raptorbf is good
16:56:22Watusimotook, then go for it!
16:56:38Watusimotokind of lines up with BfObject -- our fundamental thing
16:56:51raptorok, just to wrap up
16:56:59raptori move loosey functions into bf:
16:57:40raptormap them to have no namespace in the helper_functions.lua
16:57:52raptorallow override in bot: or editor: etc?
17:00:53bobdaduck Quit (Remote host closed the connection)
17:01:06Watusimotothere's 4 dudes online, but I can't find their game
17:01:20raptorhttp://bitfighter.org/bitfighterStatus.json
17:01:29raptorwe have another locked server!
17:01:34raptorcalled 'Meh'
17:01:41Watusimotowhat do you menan by allow override?
17:01:55raptoryou want bot:addItem to return nil, right?
17:02:21Watusimotoit should probably just not exist
17:02:24Watusimotoi.e. be nil
17:02:42Watusimotoso somewhere bot:additem = nil
17:03:01raptorthat could be done in thos helper_functions.lua files... but then a smart user will exploit that
17:03:10raptor looks at bobdaduck
17:04:21Watusimotowell, a smart user can really exploit anything
17:04:27Watusimotothey have full access to the source
17:04:34raptorok
17:04:37Watusimotothey could recompile and let bots do anything
17:04:48raptorso overrides in the helper_functions.lua would be enough?
17:04:54Watusimotoyes, I think so
17:05:08raptorwell ok then
17:05:11Watusimotoit's not the end of the world if a bot adds an item
17:05:12raptorthat solves a lot of things
17:05:24Watusimotothe script author could do the same with a levelgen
17:05:26raptori suppose the world didn't end with bobdaduck's DnD..
17:05:33Watusimotonot yet
17:05:37Watusimotobut it's not done
17:06:07Watusimotoin fact, the smart user could have their bot send a message to the levelgen to add whatever they wanted added
17:06:14Watusimotowith no hacks at all
17:06:42WatusimotoI consider the scripting API to be a set of recommendations
17:07:04raptorhaha
17:07:10raptorok
17:11:36raptormy oldest thought I switched his piece of cheese with his brother's and now refuses to eat his piece he wanted so badly, despite my assurances it was the exact same one he handed me to open..
17:11:48fordcars has joined
17:13:43Watusimotokids are psycho
17:14:19Watusimotobtw, why did you switch his cheese, and why are you denying it?
17:14:23raptorand the two pieces are identical, of course
17:14:29raptorhaha
17:14:36amgine1234567890lol
17:15:01Watusimotonow is when you eat all the cheese
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17:18:40Watusimotohi Rotten_Flesh
17:21:11amgine1234567890so kaen any new buidsl on teh buildbot link?
17:21:54raptorRotten_Flesh: welcome!
17:22:35Rotten_Fleshhi
17:23:56amgine1234567890any new builds for me to test even if its onl like 1 chage if i test asa we go i think that would be good.
17:25:32raptoramgine1234567890: I think you can check at http://buildbot.bitfighter.org
17:26:09amgine1234567890ok btw the last build has a crash where using plugins randomly cuases Bf to crash with no patternen of occurence
17:26:17amgine1234567890the last build bot
17:26:48amgine1234567890it always seems to be somwhere in luawrapper H; 320 321 322 or 323
17:26:50raptorwell, we can't work on it unless you can make it non-random (duplicatable) somehow
17:27:06amgine1234567890thats the commen thread its always teh same three lines =p
17:27:10raptorthere is a known LuaWrapper bug that I'm 'working' on which might fix it
17:27:24amgine1234567890then its probably realted
17:28:52amgine1234567890as its always one of three lines h 320 -323
17:33:51Watusimotogetting closer to finishing the in-game help
17:34:09Watusimotothat will be a happy day!
17:34:52raptorhooray!!
17:35:46raptorI'm still trying to think about a good way to fix the editor plugin dangling proxy pointer problem
17:36:35raptorbecause just passing in a boolean to have luaW_push hold the object with out a proxy requires every ->push(L) we call in-game to determine if it was called from an editor plugin..
17:46:04BFLogBot Commit: 6b29d08e8a05 | Author: watusimoto | Message: Add support for another helpItem!
17:46:17Watusimotothe problem is how to prevent the editor from creating a proxy?
17:46:25raptoryes
17:46:32raptorsigh - seems like no easy way..
17:46:44Watusimotook, well, I need to go to bed, but I'll think about that and see if I have any ideas tomorrow
17:47:02raptormaybe add another member to every class: bool mNoLuaProxy
17:47:15Watusimotothat was what I was just going to say
17:47:21Watusimotonot to every class
17:47:23raptorfor reals?
17:47:31Watusimotobut maybe to the script runner
17:47:31raptorwell in the constructor initializations
17:47:35Watusimotoit's not class by class
17:47:40Watusimotoit's editor vs. bot
17:47:54Watusimoto(for example)
17:48:05Watusimotoso the solution lies at the scriptrunner level
17:48:08raptorthen how does the wrapper get it if it isn't passed in via ->push(L), etc.?
17:48:16raptoror do you mean to add it to push()
17:48:24Watusimotohow indeed
17:48:26raptordefault false (== yes, proxy)
17:48:36raptorbecause we have a lot of push() everywhere...
17:48:41Watusimotoright
17:48:54raptormaybe it isn't so bad changing all of the signatures..
17:49:24Watusimotoit will take us another step away from luaw stock
17:49:46Watusimotocan we override push to haev a different push variant in editor?
17:49:55WatusimotoI have to look to be sure
17:50:59Watusimotoor... it could be set in the lua environment
17:51:11amgine1234567890is kaen afk now?
17:51:11raptorit's messy... everything is filtered into various push() methods
17:51:19raptorok, well, sleep
17:51:24Watusimotowhen the scripting environment is created, have a createProxy = true or = false variable
17:51:30raptortwo architectural discussions in one day hurts the head
17:51:31WatusimotoluaW could access that
17:51:50raptorhmmm
17:52:03raptori'll keep thinking..
17:52:06Watusimotook, well, we can continue this tomorrow
17:52:09amgine1234567890im so confused on how to use the beizer and the subdivide plugins to crwate my level
17:52:10WatusimotoI will too
17:52:17Watusimotogood night all!
17:52:20raptornight!
17:52:24Watusimoto Quit (Remote host closed the connection)
17:52:25amgine1234567890noght!
17:53:08amgine1234567890im so confused on how the beizer plugin works any advice?
17:53:16raptoryou'll have to ask kaen
17:53:54amgine1234567890wait what did i do osmthing i logged into Bf and unless i ckiked somthing woiut looking cause i was in the options =p
17:58:14kaenamgine1234567890
17:58:24kaenmake a barrier wall
17:58:25amgine1234567890oh hi kaen
17:58:27kaenselect it
17:58:33kaenrun the plugin
17:58:43amgine1234567890yeah but im trying to figure out what values do what
17:58:56amgine1234567890somne with subdivide
17:59:02kaenpick the number of subdivisions (aka pieces, more means smoother)
17:59:28kaenpick the bezier fitting factor (I'd start with like 50)
17:59:49kaenit controls how strongly the curve is fit to the old barrier
18:00:03kaen0 means it just takes the barrier and cuts into smaller pieces
18:00:29amgine1234567890ok
18:00:55amgine1234567890 what about sub divide? (btw i would clairy the settings with better names XD*
18:00:56kaen100 is full fitting to barrier's shape (if your barrier makes a loop, the curve should overlap it frequently at 100)
18:01:26amgine1234567890wait i could edit the plugin text with notepade right?
18:01:32kaenyeah
18:01:56amgine1234567890ok maybe ill work on the plugins and give better names for hte settings for you XD
18:02:21kaensubdivide is simpler: you pick the maximum size of the pieces, and if you set "subdivide completely" to "yes" then it will break the barrier down until all pieces are smaller than that size
18:02:38kaenchoosing "no" just does one subdivision if pieces are bigger than the threshold
18:03:05kaenand then I think it has "smoothing" factor, which should be obvious :P
18:03:12amgine1234567890hmm im having difficuly with beizer it does fit propely im losing like 2/3ds of my wall maybe ill subdiive first
18:03:26kaenprefer subdivide
18:03:48kaenthe bezier algorithm has a bug for now: if your barrier does connect at the ends, it will be made shorter
18:03:53amgine1234567890ok got the shape lost part of my wall
18:03:57kaenright
18:04:01kaenthat's a known limitation
18:04:10kaenI have to learn more math before I can fix it :P
18:04:28amgine1234567890lua match or like calcues 2 math
18:04:45kaenumm
18:04:53kaenlike calculus applied to geometry
18:05:12kaenI honestly don't even know what this branch of math is called
18:05:18kaenI've read the term "graph theory"
18:05:42amgine1234567890might be somwhere inbetween tirgimotry calcues and geomerty
18:05:49kaenyes
18:05:58kaenI've used all three while writing these
18:06:17amgine1234567890hmm maybe ill look at the math for the plugin problem is i dont know lua
18:06:38kaenlua is one of the easiest languages one could learn
18:06:49kaenmy 12 year old brother taught himself lua
18:07:05amgine1234567890true porbbly easier then C++ or java or flash
18:07:10kaencertainly
18:07:41amgine1234567890C++ can be nightnmre if you dont write it properly
18:07:56amgine1234567890i have somone in my fmaily who is in progrmming twith C++
18:09:36kaenthat's certainly true
18:10:47amgine1234567890ah the subdivide code isnt spaced
18:12:13amgine1234567890uh how would i space it wihout wihout breaking it so i can read it
18:13:13kaenhmm
18:13:19amgine1234567890would it be possible to code a very difficult prgram that whwn runs duplicates the barries with a enlargment and spaces them? (makes tunnels)
18:13:25kaentry opening it with notepad++
18:13:35kaenexplain a bit more?
18:13:38amgine1234567890i used just plain old notepaf
18:14:26amgine1234567890for example lets say you havd a sright poly wall you would run the program and it would duplicate the items and space them (makes tunnels out of shapes)
18:14:50kaenamgine1234567890, get notepad++ from here as a .zip
18:14:51kaenhttp://notepad-plus-plus.org/download/v6.4.1.html
18:14:52amgine1234567890a tirangle would become a tiranuler tunnel a civle a ring ect
18:14:57kaenand use that to edit
18:15:18kaeninteresting idea
18:15:21kaenI'll think about it
18:16:09amgine1234567890anyways i dont know lua but i know math decent (got As in calcules ab and bc) but its been a year since ive used it.)
18:17:07amgine1234567890unfornetly i memory issues o i probably wont remeber anything =p
18:18:50amgine1234567890errors on notepad install for liek every file!
18:19:03amgine1234567890i gave up after clicking ignore like 500 times XD
18:27:37raptornothing.is(new easier(new than(new java)));
18:28:13raptor(just joking, of course)
18:53:12Rotten_Flesh Quit (Ping timeout: 250 seconds)
18:59:22raptorgood bye Rotten_Flesh, we hardly knew ye
19:04:58amgine1234567890lol
19:08:47koda Quit (Quit: koda)
20:36:35Rotten_Flesh has joined
20:54:58Rotten_Flesh Quit (Ping timeout: 250 seconds)
22:00:03Skybax has joined
22:02:32amgine1234567890 Quit (Quit: Page closed)
22:59:27Skybax Quit (Quit: Skybax)
23:03:55fordcarswow, if amgine is working on plug-ins text, watch for typos ;)
23:04:28fordcarsHaha Rotten-Flash
23:04:38fordcars*Rotten-Flesh
23:04:46raptorhi fordcars
23:04:49fordcarshi
23:05:16fordcarssorry, I was laughing at irc logs
23:05:27fordcarsRotten_Flesh is my bro!
23:06:28fordcarswow, I still use Notepad for all my bots, not Notepad ++
23:09:38raptoroh really?
23:09:48raptorlike brother in your family?
23:20:50fordcarsyeah!
23:21:02fordcarsSkylark knows him from Zap I think
23:31:10raptorkaen: still up?
23:51:24raptor Quit ()

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