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| 09:38:39 | raptor | good dya! |
| 09:39:01 | raptor | ok voting closed |
| 09:39:03 | raptor | top 3 or top 5? |
| 09:39:58 | raptor | i favor top 5 because... chilled monkey brain |
| 09:42:52 | watusimoto | that made my top 3 :-) |
| 09:43:17 | watusimoto | you can do top 5, but the danger is too many options |
| 09:43:24 | | Sinistar has joined |
| 09:43:26 | raptor | yes |
| 09:43:33 | raptor | experiment! |
| 09:43:37 | watusimoto | do it! |
| 09:44:10 | watusimoto | you've obviously decided what you are going to do; I appreciate being asked, but know that you are going to do 5 regardless... so go for it! |
| 09:44:12 | Sinistar | Hello. |
| 09:44:15 | watusimoto | hi |
| 09:44:20 | kaen | hello |
| 09:44:20 | raptor | ha! |
| 09:44:22 | kaen | morning all |
| 09:44:24 | raptor | hi Sinistar |
| 09:44:25 | raptor | hi kaen |
| 09:44:55 | kaen | I'm kind of bummed progrematic didn't stick around... |
| 09:45:03 | raptor | i am always willing to be convinced otherwise... |
| 09:45:25 | raptor | kaen: did he say he was leaving? or just that he hasn't continued to ask questions, etc.? |
| 09:45:52 | Sinistar | Gah, I wish this torrent would finish already. |
| 09:46:06 | raptor | Sinistar: you're torrenting bitfighter? :) |
| 09:46:22 | Sinistar | Nah, but that is currently downloading. |
| 09:46:46 | Sinistar | Heard it was the spiritual successor to Zap and I became interested. |
| 09:46:57 | raptor | welcome! |
| 09:46:57 | kaen | he didn't say anything about leaving, but he made no report about his attempt to compile and hasn't said anything since then |
| 09:47:10 | kaen | so I guess I'm just assuming that he bailed :P |
| 09:47:21 | kaen | maybe he looked at UIEditor.cpp too soon... |
| 09:47:25 | raptor | hmm... he did register.. |
| 09:47:26 | raptor | haha |
| 09:47:40 | Sinistar | Never really was all that good at the game but I still enjoyed it. |
| 09:47:46 | kaen | well, hopefully I'm wrong :P |
| 09:47:53 | Sinistar | Same with all the other games at IA before it closed down. |
| 09:47:54 | kaen | Sinistar, I know the feeling :) |
| 09:49:42 | kaen | so |
| 09:49:43 | kaen | guys |
| 09:49:53 | kaen | can we start writing up a release checklist for 019 yet? |
| 09:50:57 | kaen | sorry for using the R word, but I'm getting antsy! |
| 09:51:27 | bobdaduck | Ooh Sinstar came from Z.A.P.? |
| 09:51:43 | Sinistar | Yeah. |
| 09:51:51 | raptor | I'm working on my Lua API TODO list... |
| 09:51:55 | | thread_ has joined |
| 09:52:01 | bobdaduck | I'M SO SORRY. |
| 09:52:08 | Sinistar | ? |
| 09:52:12 | raptor | I guess I've sort of decided to own that in my head |
| 09:52:30 | bobdaduck | Just the general consensus is that Z.A.P. was one of the worst games we'd ever seen |
| 09:52:30 | bobdaduck | xD |
| 09:52:38 | thread_ | uuuuhhh... wrong moment to join the conversation |
| 09:52:50 | | kaen thinks Z.A.P was cool |
| 09:52:54 | kaen | including the graphics |
| 09:52:58 | bobdaduck | lol |
| 09:52:59 | Sinistar | I enjoyed ZAP though. |
| 09:53:03 | Sinistar | What was so bad about it? |
| 09:53:11 | kaen | bob hates GL shaders or something |
| 09:53:19 | Sinistar | AH. |
| 09:53:21 | bobdaduck | They took everything bad about Zap! and amplified it |
| 09:53:21 | kaen | ergo worst game ever made |
| 09:53:51 | Sinistar | I see. |
| 09:54:01 | kaen | I made a clone of bitfighter with shader support (for Z.A.P-style graphics) and bob nearly had an aneurysm |
| 09:54:01 | bobdaduck | Okay, just because the graphics made us sick |
| 09:54:05 | | raptor still can't keep his Z.ap.!s straight... |
| 09:54:17 | bobdaduck | Zap! > Z.A.P. > bitfighter |
| 09:54:29 | kaen | ouch. |
| 09:54:32 | Sinistar | Boba, I came from Zap! |
| 09:54:34 | raptor | that can't possibly be the code path |
| 09:54:48 | bobdaduck | Z.A.P was the instant action version |
| 09:54:50 | raptor | there was no bubbly graphics with opentnl |
| 09:54:53 | Sinistar | Oh, I see. |
| 09:54:56 | bobdaduck | Zap! was the version before it |
| 09:55:01 | Sinistar | Then yeah, I came from there. |
| 09:55:11 | bobdaduck | because they made it into a fancy acronym for "Zero all productivity" for some reason. |
| 09:55:41 | kaen | my guess is licensing |
| 09:55:52 | bobdaduck | I especially liked how they made it so repair takes no energy and instaheals everything |
| 09:56:02 | bobdaduck | And that all bots can use like all the modules at once |
| 09:56:07 | bobdaduck | That part was cool |
| 09:56:31 | Sinistar | Excuse me for being forgetful but what exactly was the reason for IA shutting down again? |
| 09:56:45 | bobdaduck | Funding, I assume |
| 09:56:47 | raptor | bobdaduck has equiped his sarcasm module |
| 09:57:01 | bobdaduck | No, I'm like 90% serious |
| 09:57:07 | bobdaduck | And bots had infinite energy |
| 09:57:21 | bobdaduck | And you had all weapons at once |
| 09:57:37 | Sinistar | I don't remember healing being done instantly |
| 09:57:39 | bobdaduck | so you had to press E four times to get to mine |
| 09:58:11 | Sinistar | I really do not remember ANYTHING that you're mentioning. |
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| 09:58:29 | bobdaduck | The bot stuff was more "feels like bots were this way" |
| 09:58:34 | bobdaduck | but you definitely had all five weapons at once |
| 09:58:41 | Skybax | Goodmorning |
| 09:58:53 | bobdaduck | And almost all the bots automatically had repair and shield and it felt like they could hold down boost indefinitely at the same time |
| 09:58:54 | raptor | good morning |
| 09:58:55 | kaen | morning |
| 09:59:19 | bobdaduck | Oh, and the bots shield timing was *perfect*, so they didn't actually lose any energy. |
| 09:59:51 | bobdaduck | (You had to play with bots because the game died to about 10 players after about a week) |
| 09:59:56 | kaen | see, those all seem like small flaws that are fixable in a minor version bump |
| 10:00:09 | kaen | except the last |
| 10:00:15 | kaen | which bitfighter itself struggles with... |
| 10:00:24 | raptor | voting round 2 is open... |
| 10:00:41 | kaen | I was glad to see so much use of levelgens |
| 10:00:53 | kaen | there must be at least three or four scripters now! |
| 10:00:54 | raptor | me too! |
| 10:00:58 | bobdaduck | I like how Zap!'s motto was "Don't let graphics get in the way of your gameplay" and then they turn around and try to make it halo |
| 10:01:01 | Sinistar | OH GOD I DON'T REMEMBER HOW TO PLAY THIS AT ALL |
| 10:01:07 | bobdaduck | rofl |
| 10:02:27 | Skybax | xD |
| 10:03:08 | bobdaduck | Anyway, Z.A.P quite directly took the worst features of Zap! and focused on them, while ignoring the good aspects. |
| 10:03:17 | bobdaduck | Or getting rid of them, in many cases. |
| 10:03:18 | watusimoto | bitfighter did the opposite! |
| 10:03:28 | watusimoto | only good aspects! |
| 10:03:47 | bobdaduck | Jury is still out on engineer |
| 10:03:50 | bobdaduck | BUT SURE. |
| 10:04:06 | Skybax | I love engineer |
| 10:04:21 | kaen | Engineered Teleporters were definitely a good move |
| 10:04:32 | kaen | I'm undecided on the rest of it |
| 10:05:01 | bobdaduck | Ooh! Ooh! |
| 10:05:09 | bobdaduck | And don't forget Z.A.P's lack of a map editor. |
| 10:05:20 | Skybax | Yeah that was lame |
| 10:05:26 | raptor | (just don't look at the code of bitfighter's...) |
| 10:05:29 | bobdaduck | So you were forced to play their eight stock maps over and over with yourself |
| 10:05:38 | kaen | your eyes will spontaneously combust |
| 10:05:43 | Skybax | bobdaduck played with himself a lot |
| 10:05:44 | kaen | and your mind will auto-pretzelize |
| 10:06:15 | raptor | auto-pretzelize is the perfect verb for that... |
| 10:06:21 | bobdaduck | rofl |
| 10:06:23 | kaen | I totally just made it up |
| 10:06:33 | Skybax | xD |
| 10:08:01 | bobdaduck | can we replace |
| 10:08:02 | bobdaduck | http://bitfighter.org/wiki/index.php/History_of_Bitfighter |
| 10:08:04 | bobdaduck | with my fanfic? |
| 10:08:42 | raptor | Maybe add it to the bottom as the 'true' story of bitfigher.. |
| 10:08:55 | kaen | I'm not sure everybody grasps the full meaning of the allegory |
| 10:10:00 | Sinistar | Breaking news: I learned I am worse than I remembered I was. |
| 10:10:15 | Skybax | Cool story |
| 10:10:19 | kaen | bots are ridiculously hard |
| 10:10:29 | kaen | to me anyway |
| 10:10:48 | kaen | are you playing online? |
| 10:10:51 | kaen | I want to play right now |
| 10:10:52 | raptor | our bots have decision-making problems.. but they sure know how to shoot! |
| 10:11:17 | Skybax | The bots suck at avoiding phaser trails, so if one starts chasing you, just fly away and shoot at it. They won't even shoot back |
| 10:11:20 | Sinistar | Yeah I noticed when the bot on my team just decided he would faze back and forth throughout the entirety of the match. |
| 10:11:55 | bobdaduck | lol |
| 10:12:03 | Skybax | Well I'm out of the contest xD |
| 10:12:35 | raptor | shhh! |
| 10:15:10 | bobdaduck | Is vote changing enabled? |
| 10:15:35 | raptor | yes |
| 10:15:40 | bobdaduck | Okay |
| 10:15:48 | bobdaduck | I'll go ahead and tentatively vote then |
| 10:15:48 | bobdaduck | xD |
| 10:15:52 | Skybax | Hay get on the contest server |
| 10:16:06 | bobdaduck | I'M SLEEPING. |
| 10:16:10 | bobdaduck | er |
| 10:16:11 | bobdaduck | WORKING. |
| 10:16:15 | raptor | k |
| 10:23:03 | | Sinistar Quit (Quit: Page closed) |
| 10:29:41 | | thread_ Quit (Ping timeout: 250 seconds) |
| 10:30:58 | Skybax | Quartz was online that whole time and didn't join us |
| 10:31:04 | Skybax | Maybe he was mapmaking |
| 10:31:17 | Skybax | If only Bitfighter made a noise when someone connected... |
| 10:32:01 | bobdaduck | yeah he's mapmaking |
| 10:32:02 | bobdaduck | he does that |
| 10:32:19 | Skybax | I know |
| 10:32:37 | Skybax | I was hinting |
| 10:38:08 | raptor | SDL2 RC4 is up |
| 10:47:24 | raptor | watusimoto: what do you think about enabling/disabling engineer in-game via the Lua API? |
| 10:47:32 | raptor | this issue: http://code.google.com/p/bitfighter/issues/detail?id=226 |
| 10:49:12 | watusimoto | probably |
| 10:49:21 | watusimoto | should do that |
| 10:50:04 | watusimoto | the problem would be enabling/disabling mid-game |
| 10:50:24 | watusimoto | if you are carrying a resource item and the engineer gets disabled... or you are changing your loadout... etc. |
| 10:50:39 | watusimoto | maybe that could be enabled only at the beginning of the game? |
| 10:50:46 | bobdaduck | then its useless |
| 10:50:52 | bobdaduck | Just enable it from the editor |
| 10:51:03 | watusimoto | why is it only useful to change mid-game? |
| 10:51:20 | watusimoto | is there a compelling use case that makes it worth the hassle and confusion? |
| 10:51:33 | kaen | how about only disabling the ability to *deploy*? |
| 10:51:43 | watusimoto | well... actually, hold your thoughts, and tell me when I come back on |
| 10:51:44 | kaen | surely that's much simple? |
| 10:51:47 | kaen | +r |
| 10:52:00 | watusimoto | or hash it out amonst yourselves and tell me what we've decided :-) |
| 10:52:07 | watusimoto | back ater! |
| 10:52:09 | watusimoto | bye! |
| 10:53:18 | raptor | bye |
| 10:53:28 | bobdaduck | bye |
| 10:54:29 | raptor | see i brought this up (I think thread_ is asking for it?) because I have no idea if it's a good addition or not |
| 10:55:04 | bobdaduck | So my first thought is just "delete engineer so its a nonissue" |
| 10:55:08 | bobdaduck | but I'm willing to look at this. |
| 10:55:46 | bobdaduck | It has obvious applications in dungeons, where a player has to find the "zone of engineering" in order to make a teleporter to get past a challenge |
| 10:55:48 | bobdaduck | or whatever |
| 10:56:16 | bobdaduck | perhaps a level where people can only engineer in certain places? |
| 10:56:25 | bobdaduck | Though that would be hard to manage with a global toggle |
| 10:56:31 | raptor | kaen / bobdaduck, can either of you see a reason to a Lua method 'getAllObjects' in levelgens or bots? It's available to editor plugins.. |
| 10:56:51 | bobdaduck | uh |
| 10:56:54 | kaen | getAllObjects? |
| 10:56:55 | bobdaduck | That would be nice |
| 10:57:12 | kaen | I thought there was a findAllObjects somewhere... |
| 10:57:15 | raptor | yeah, it just returns a list of *every* game object |
| 10:57:20 | | watusimoto Quit (Ping timeout: 248 seconds) |
| 10:57:22 | kaen | maybe I'm just "remembering" |
| 10:57:31 | raptor | but it's used only in plugins |
| 10:57:33 | kaen | like bob "remembers" Z.A.P :p |
| 10:57:42 | bobdaduck | YOU NEVER PLAYED IT |
| 10:57:45 | bobdaduck | IT REALLY WAS THAT BAD. |
| 10:58:03 | kaen | I can see how it wa |
| 10:58:04 | kaen | was |
| 10:58:17 | kaen | like, those ship trails |
| 10:58:26 | kaen | I like all the particles though |
| 10:58:30 | raptor | seems like it could be done with other methods - like findObjectByType or findObjectById |
| 10:58:31 | kaen | also lighting effects |
| 10:59:34 | bobdaduck | Also teleporters. |
| 11:00:23 | kaen | how about |
| 11:00:27 | kaen | unify them |
| 11:01:14 | raptor | i can't tell who is talking about what.. |
| 11:02:46 | kaen | findObjects |
| 11:02:47 | kaen | takes a type, id, or nil |
| 11:02:47 | kaen | for the behavior of *ByType, *ById, and getAllObjects respectively |
| 11:02:47 | kaen | raptor, ^ |
| 11:03:10 | kaen | "<kaen> how about" onward is regarding the findObjects* methods |
| 11:03:31 | bobdaduck | Okay how about this |
| 11:03:41 | bobdaduck | we can do particle effects and stupid showy stuff for no reason |
| 11:03:50 | bobdaduck | if you give me a lua method to findAllParticles |
| 11:03:50 | raptor | ok, just got your messages kaen |
| 11:03:57 | bobdaduck | and let me setVel. |
| 11:03:58 | raptor | (I think your connection is bad?) |
| 11:04:06 | kaen | quite possible |
| 11:04:23 | raptor | hmm... unifying them.. |
| 11:04:43 | raptor | I'm still not sure how i feel about returning *every* object in game.. |
| 11:04:44 | kaen | I guess there's a quirk in that ById should only return a single object |
| 11:05:14 | kaen | scripters are responsible for their own shenanigans imo |
| 11:05:33 | raptor | heh, yes - we seem to keep coming back to that.. |
| 11:05:34 | kaen | if you make a script that crashes or locks the server, you have more learning to do |
| 11:05:51 | kaen | I know it's like a slippery slope... |
| 11:06:10 | kaen | but the way I see it you should either not do it, or do it well |
| 11:06:27 | bobdaduck | ZOMG Brownies |
| 11:06:53 | bobdaduck | And engineer |
| 11:07:59 | kaen | honestly, I can't find a purpose for finding all objects in the game either |
| 11:08:16 | kaen | maybe you just want to clear the level and regenerate it? |
| 11:08:30 | bobdaduck | Or maybe I want to shift the entire level over by ten grid units |
| 11:09:36 | kaen | but we should make an orthogonal API, and since we can get objects filtered by some criteria, it would be logical to assume we could get all of the objects |
| 11:09:43 | bobdaduck | or... Give everything velocity or something? |
| 11:09:59 | kaen | since we can get all of the objects, it would just be even less performant than having an API method |
| 11:10:01 | bobdaduck | Yeah, just call the function a bunch of times for each object type |
| 11:12:01 | kaen | bobdaduck, I think you'll have much better results if you only animate things that have built-in velocity |
| 11:12:14 | kaen | velocity data is expensive when it's non-zero |
| 11:12:20 | bobdaduck | Wall:setVel() |
| 11:13:43 | bobdaduck | turret:setVel() |
| 11:13:59 | raptor | ah, that brings up a good point: getAllObjects would return walls.. and probably mostly walls, which you cannot manipulate |
| 11:14:41 | kaen | function (uselessFeature) if bobdaduck:hasTheCash() then kaen:implement(uselessFeature) else keepDreaming() end end |
| 11:15:03 | bobdaduck | rofl |
| 11:21:11 | | koda Quit (Read error: Connection reset by peer) |
| 11:48:33 | | Flynnn has joined |
| 11:50:30 | bobdaduck | Flynn |
| 11:50:41 | bobdaduck | What happened with the runes levelgen? |
| 11:50:42 | Flynnn | hmm yes? |
| 11:50:52 | Flynnn | I assumed you were not interested in it |
| 11:51:06 | bobdaduck | I'd still like the code, if that's possible |
| 11:51:11 | Flynnn | I thought I gave it to you? |
| 11:51:16 | bobdaduck | nope |
| 11:51:38 | kaen | I've started putting my levelgens and plugins in a git repo |
| 11:51:54 | bobdaduck | also raptor: Burst:assignPlayer(bobdaduck) would be really useful in my DnD level |
| 11:51:55 | kaen | well, in separate git repos actually |
| 11:52:23 | kaen | perhaps Projectile:assignOwner(playerInfo) |
| 11:52:31 | kaen | althoguh |
| 11:52:45 | kaen | iirc, Burst doesn't inherit from Projectile :< |
| 11:52:57 | raptor | nope |
| 11:53:03 | bobdaduck | yeah something like that |
| 11:53:24 | kaen | madness |
| 11:53:35 | bobdaduck | nothing inherits from projectile |
| 11:53:40 | Flynnn | one sed bob |
| 11:53:41 | bobdaduck | you can't even do phaser:setVel() |
| 11:53:42 | Flynnn | **sec |
| 11:53:52 | bobdaduck | I'm doing lunch pretty soon here.. |
| 11:54:13 | raptor | you would know it, but i've already tried twice to clean-up the projectile stuff... |
| 11:54:20 | raptor | *wouldn't |
| 12:09:38 | | bobdaduck Quit (Remote host closed the connection) |
| 13:03:35 | raptor | kaen: if you would like to add to my Lua TODO, check it out here: http://beta.etherpad.org/p/019Lua |
| 13:04:40 | | BFLogBot Commit: df73cd43f0f0 | Author: buckyballreaction | Message: Lua API: Handle deprecation of TeamInfo() |
| 13:09:46 | Flynnn | whoa |
| 13:09:50 | Flynnn | when did etherpad come back to life? |
| 13:12:40 | | koda has joined |
| 13:21:27 | raptor | i've always used it for quite notes in contests, etc |
| 13:34:12 | | Watusimoto has joined |
| 13:35:52 | | Flynnn Quit (Ping timeout: 264 seconds) |
| 13:38:21 | Watusimoto | hi |
| 13:41:18 | | bobdaduck has joined |
| 13:41:57 | bobdaduck | Sup dawgs |
| 13:43:06 | raptor | hi Watusimoto |
| 13:43:27 | raptor | Watusimoto: I started a Lua API TODO list for myself (since I've decided to 'own' this piece of 019..) |
| 13:43:31 | raptor | here: http://beta.etherpad.org/p/019Lua |
| 13:43:36 | Watusimoto | lucky you! |
| 13:43:37 | raptor | feel free to comment, make additions |
| 13:47:32 | | Watusimoto Quit (Read error: Connection reset by peer) |
| 13:47:55 | | Watusimoto has joined |
| 13:48:19 | Watusimoto | getTeamIndx --> there was a reason I chose this name... probably not needed any more... renaming is fine |
| 13:48:35 | Watusimoto | a couple of quick hits on the discussion items |
| 13:49:11 | Watusimoto | getCPUTime is useful if you want to know how long it's been since something happened... perhaps letting you build custom timer like things |
| 13:49:24 | raptor | we already have getMachineTime |
| 13:49:24 | Watusimoto | I don't knwo what getTime does... time left in game? |
| 13:49:32 | Watusimoto | ok, we only need one |
| 13:49:39 | Watusimoto | subscribe should be on bf |
| 13:49:52 | raptor | getTime is: getCurrentMove().time |
| 13:50:23 | Watusimoto | probably not needed... I think that value is passed to the onTick handler |
| 13:50:34 | Watusimoto | and that's the only place where it really makes sense to use it |
| 13:52:04 | raptor | ok |
| 13:52:19 | raptor | bobdaduck, please chang your color |
| 13:52:33 | Watusimoto | messaging should be made consistent -- I guess it makes sense on the bf object... bf:teamMsg(bot:getTeam(), msg)? though bot:teamMsg(msg) is kind of nice... |
| 13:52:36 | bobdaduck | uh okey |
| 13:52:42 | raptor | beautiful, thanks! |
| 13:53:14 | Watusimoto | remove levelgen:addLevelLine -- I think yes, or at least leave it as is and remove from the documentation |
| 13:53:36 | Watusimoto | bobdaduck: everything can be added "manually" now |
| 13:53:47 | bobdaduck | nope |
| 13:53:48 | bobdaduck | slipzones |
| 13:53:50 | Watusimoto | I think every object has a constructor -- one of the students did that last summer |
| 13:53:51 | bobdaduck | and worms |
| 13:53:54 | bobdaduck | and walls |
| 13:54:08 | Watusimoto | I'm sure walls do |
| 13:54:15 | bobdaduck | and any projectile other than phaser and burst |
| 13:54:18 | raptor | oh yeah... |
| 13:54:20 | Watusimoto | slipzones missing can be considered a bug |
| 13:54:20 | raptor | uhh |
| 13:54:29 | Watusimoto | and worms, too, probably |
| 13:54:39 | bobdaduck | Worms can be considered a bug |
| 13:54:40 | bobdaduck | in general |
| 13:54:44 | Watusimoto | I agree |
| 13:55:10 | bobdaduck | I mean they're almost cool but not of any real value as a seperate entity. I can see levelgens doing some cool things with them |
| 13:55:17 | Watusimoto | so those are my answers to your questions |
| 13:55:26 | Watusimoto | at least my first take |
| 13:55:52 | Watusimoto | did you guys come to any conclusions about the levelgen question? |
| 13:55:54 | raptor | for messaging: bot:teamMsg goes right to its own team, but levelgen:teamMsg requires an argument for which team |
| 13:56:00 | bobdaduck | Which question was that? |
| 13:56:25 | Watusimoto | bobdaduck: should levelgens be able to activate engineer |
| 13:56:29 | bobdaduck | oh right. |
| 13:56:38 | Watusimoto | raptor: definitely move levelgen: to bf: |
| 13:56:40 | bobdaduck | No we should just remove engineer in the first place. |
| 13:56:46 | bobdaduck | But uh |
| 13:56:57 | bobdaduck | I guess I can see uses for it but its hard as a global toggle |
| 13:56:59 | Watusimoto | maaaaaybe we keep the ones on bot? |
| 13:57:15 | bobdaduck | If we could enable engineer on certain ships... Now THAT would be interesting. |
| 13:57:20 | Watusimoto | I think it would make sense to limit toggle to startup phase |
| 13:57:25 | bobdaduck | But I dont' see a whole lot of use for it other than dungeons |
| 13:58:23 | Watusimoto | levelgens seem tailor made for dungeons |
| 13:58:41 | Watusimoto | I'll make a deal with you bobdaduck: I'll remove engineer if I can also remove dungeons |
| 13:58:48 | bobdaduck | Deal |
| 13:58:52 | bobdaduck | Get rid of all of them |
| 13:58:53 | Watusimoto | what? |
| 13:59:03 | Watusimoto | you might want to sober up and reassess |
| 13:59:14 | bobdaduck | What no. I hate playing dungeons xD |
| 13:59:40 | bobdaduck | Dungeons are fun to make because you think outside the box and design challenges and stuff, but playing them? Ugh. |
| 14:00:48 | bobdaduck | Anyway, I don't see a whole lot of use for levelgen toggles of engineer except for dungeons. |
| 14:01:14 | Watusimoto | my thought was that a levelgen should be able to basically control the game parameters |
| 14:01:27 | Watusimoto | engineer ability being one |
| 14:01:40 | bobdaduck | if you could do it on a ship-to-ship basis, you could restrict engineer to certain areas and stuff |
| 14:01:59 | bobdaduck | No wait, I see one map case: |
| 14:02:22 | bobdaduck | Every 2 minutes, forcefields close up each base, and engineer is enabled to build bases |
| 14:02:37 | bobdaduck | and then after the 2 minutes engineer is disabled and each team fights each other. |
| 14:03:24 | raptor | Watusimoto: there is one levelgen method that i'm not sure about moving: lua_addWall |
| 14:03:37 | Watusimoto | adds a wall! |
| 14:03:44 | bobdaduck | wut. |
| 14:03:51 | bobdaduck | That exists? xD |
| 14:03:56 | raptor | which only works in start-up phase |
| 14:04:00 | Watusimoto | what do you mean unsure about moving/ |
| 14:04:04 | raptor | it is what replaces addLevelLine |
| 14:04:19 | Watusimoto | I thought you could add walls any time |
| 14:04:39 | raptor | oh wait |
| 14:04:41 | raptor | yeah... |
| 14:04:57 | raptor | using WallItem.new() then bf:addItem() |
| 14:05:00 | bobdaduck | You can but they won't show up |
| 14:05:03 | raptor | so we don't need addWall |
| 14:05:07 | bobdaduck | right? |
| 14:05:08 | raptor | can I remove? |
| 14:05:13 | raptor | bobdaduck: right |
| 14:06:02 | Watusimoto | get rid of it or hide it for backward compatibility |
| 14:06:07 | Watusimoto | hell, just kill it |
| 14:06:46 | raptor | i've been killing stuff that is rarely used or unused completely - i figure out which ones by searching the forums and testing bobdaduck's knowledge :) |
| 14:07:00 | bobdaduck | lol |
| 14:07:16 | raptor | oh yuk |
| 14:07:21 | raptor | mazeracer uses gridsize |
| 14:07:29 | bobdaduck | lawl |
| 14:08:52 | Watusimoto | it can probably unuse it |
| 14:15:37 | | Flynnn has joined |
| 14:16:11 | bobdaduck | Hey again Flynn |
| 14:16:15 | Flynnn | hello |
| 14:16:16 | | Nothing_Much Quit (Read error: Connection reset by peer) |
| 14:16:37 | | Nothing_Much has joined |
| 14:16:43 | bobdaduck | Did you forum pm the runes levelgen to me? |
| 14:16:47 | Flynnn | no |
| 14:19:04 | Flynnn | http://pastebin.com/9De0PqGr |
| 14:20:13 | bobdaduck | YOU HAVE FUNCTIONS THAT DO NOTHING BUT PRINT GLOBALMSGS. |
| 14:20:43 | bobdaduck | xD |
| 14:20:46 | Flynnn | I do not see any functions excusively dedicated to calling globalmsg |
| 14:20:47 | bobdaduck | thanks! |
| 14:21:02 | bobdaduck | they're all the stuff at the top |
| 14:21:12 | Flynnn | oh, those are example functions |
| 14:21:27 | Flynnn | fill them with whatever you want to happen when the rune executes |
| 14:21:33 | bobdaduck | yeah |
| 14:23:40 | | BFLogBot Commit: bc035fab690f | Author: buckyballreaction | Message: Lua API: Remove levelgen:addWall and levelgen:addLevelLine. Use standard bf:addItem() with a WallItem.new() now. Mazeracer is quite broken now.. |
| 14:24:24 | BFBuildBot_ | build containing revision(s) [bc035fa] on bitfighter-linux-x86_64 is complete: Failure [failed build] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-linux-x86_64/builds/95 blamelist: buckyballreaction@gmail.com |
| 14:24:36 | BFBuildBot_ | build containing revision(s) [bc035fa] on bitfighter-osx-i386-cross is complete: Failure [failed shell_1] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-osx-i386-cross/builds/110 blamelist: buckyballreaction@gmail.com |
| 14:25:13 | raptor | oh crud what did i do |
| 14:25:56 | bobdaduck | xD |
| 14:26:22 | bobdaduck | Interesting programming style! Gonna be fun to disect |
| 14:26:36 | Flynnn | thankyou, I did a bit of a fail though |
| 14:26:46 | Flynnn | "DetectPlayers" should be closer to the top |
| 14:26:53 | | BFLogBot Commit: 856b70979d07 | Author: buckyballreaction | Message: Finish removing addLevelLine and addWall |
| 14:27:09 | Flynnn | as that would more closely replicate the call order |
| 14:27:17 | bobdaduck | hah |
| 14:27:49 | BFBuildBot_ | build containing revision(s) [856b709] on bitfighter-linux-x86_64 is complete: Success [build successful] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-linux-x86_64/builds/96 |
| 14:28:04 | Flynnn | but I used a lot of functional design |
| 14:28:13 | bobdaduck | I like how main() is in the middle |
| 14:28:18 | Flynnn | I separated the algorithm into approximately three subsections |
| 14:28:24 | BFBuildBot_ | build containing revision(s) [856b709] on bitfighter-osx-i386-cross is complete: Success [build successful] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-osx-i386-cross/builds/111 |
| 14:28:27 | Flynnn | the topmost subsection is your configuration section |
| 14:28:38 | Flynnn | It requires zero programming, and you can add, remove, modify runes |
| 14:28:47 | bobdaduck | yeah |
| 14:28:51 | Flynnn | I view those functions at the top as "variables" |
| 14:29:02 | raptor | Flynnn: when did you start scripting?? |
| 14:29:05 | Flynnn | below the "static variables (including those functions" comes the p |
| 14:29:07 | raptor | (another scripter on the loose!!) |
| 14:29:11 | Flynnn | Raptor: back in 2008 |
| 14:29:21 | Flynnn | xD sorry raptor |
| 14:29:25 | raptor | I meant for bitfighter... |
| 14:29:27 | raptor | heh |
| 14:29:36 | Flynnn | oh for bitfighter |
| 14:29:43 | bobdaduck | As far as I know, just the one script for me? |
| 14:29:50 | Flynnn | Yeah, pretty much |
| 14:30:00 | Flynnn | I have toyed with some bots in the past, but nothing substantial |
| 14:30:29 | Flynnn | anywho, below the static vars, |
| 14:30:33 | Flynnn | you have your main program |
| 14:30:38 | bobdaduck | yeah |
| 14:30:39 | Flynnn | which consists of two parts |
| 14:30:40 | raptor | so that means our scripters-on-the-loose now include thread, bobdaduck, fordcars, quartz?, Little_Apple?, and Flynnn |
| 14:30:55 | Flynnn | lol, what is a scripter on the loose? |
| 14:30:55 | bobdaduck | Pretty much just thread and me. |
| 14:31:07 | Flynnn | fordcars has done some interesting stuff |
| 14:31:12 | Flynnn | I'd count him in too |
| 14:31:19 | raptor | we better release 019 before more people use things i've removed from 018a... |
| 14:31:24 | bobdaduck | ford just does bots, little_apple has only done like one or two, quartz doesn't, and flynn hasn't really anything yet |
| 14:31:50 | Flynnn | well I have theorized about creating a ninja bot |
| 14:32:00 | Flynnn | which creates a large polygon area around it |
| 14:32:14 | Flynnn | and then uses some line-intersection to "delete" portions of the polygon |
| 14:32:18 | Flynnn | along hte paths of bullets |
| 14:32:23 | Flynnn | all bullets currently flying |
| 14:32:31 | Flynnn | then teleporting to the nearest location where the polygon is not deleted |
| 14:33:05 | Flynnn | the problem is it doesnt take time into account, so as far as actually dodging something, instead of just teleporting to a "safespot" it could end up crossing paths with a bullet before it gets anywhere |
| 14:33:05 | bobdaduck | How do you define these runes here flynn? |
| 14:33:15 | bobdaduck | {{90-45}, {-1,0.3, 0.1}, |
| 14:33:38 | Flynnn | alright, so, I think I have alot of the runes commented out for some reason |
| 14:33:47 | Flynnn | but |
| 14:33:52 | Flynnn | --{{90}, {-1,0.3, 0.1}, {180}, {0,0.5,0.1}, {270}, {0.1,0.5,0.1}, {360}, {0.1,0.5,0.1}, {90}, {0.1,0.5,0.1}, MightyDiamondOfPower}, let's look at this syntax |
| 14:34:24 | Flynnn | hmm |
| 14:34:26 | Flynnn | aha |
| 14:34:26 | Flynnn | yes |
| 14:34:34 | Flynnn | okay, so you have it grouped by a couple of things |
| 14:34:38 | Flynnn | basically, that is your dataset |
| 14:34:43 | Flynnn | the dataset is organized like this: |
| 14:34:51 | Flynnn | S, T, S, T, S, T, F |
| 14:35:12 | Flynnn | where S is a status |
| 14:35:14 | Flynnn | and T is a timing |
| 14:35:24 | Flynnn | basically, you have to keep the right timing T between each status S |
| 14:35:31 | Flynnn | and those are organized chronologically |
| 14:35:37 | Flynnn | so that when you get to the last bit, F gets activated |
| 14:36:02 | Flynnn | so a status just represents what your ship needs to look like |
| 14:36:07 | Flynnn | there are two kinds of data that a status can rely on |
| 14:36:11 | Flynnn | Type one: a relative data |
| 14:36:14 | Flynnn | Type two: a static data |
| 14:36:24 | Flynnn | your ship's rotation is a static data, because it does not rely on the status that came before it |
| 14:36:39 | Flynnn | however, there exists another type of "status" |
| 14:36:45 | Flynnn | in fact, there are three |
| 14:37:07 | Flynnn | there is only one static status type, and that is the rotation of your ship |
| 14:37:16 | Flynnn | the other ones are relative, and are relative to the previous status |
| 14:37:17 | Flynnn | these are: |
| 14:37:28 | Flynnn | Distance from where ship was when previous status was reached |
| 14:37:40 | Flynnn | Positional angle from swhere ship was when previous status was reached |
| 14:37:55 | Flynnn | and there also may be exact X-Y relative coords, but I may have removed that |
| 14:38:08 | Flynnn | but angle and distance are definitely in there |
| 14:38:16 | Flynnn | you CANNOT use a relative datatype for the first status in a sequence |
| 14:38:27 | Flynnn | you also CANNOT have a timing before the first status, because timings are relative to the last status |
| 14:38:35 | Flynnn | both are relative to the last status |
| 14:38:42 | Flynnn | that's why these sequences always start with a status |
| 14:38:46 | Flynnn | anyways |
| 14:38:54 | Flynnn | let me explain timings |
| 14:39:32 | raptor | Watusimoto: i'm not sure if i can deprecate getTeamIndx() without breaking scripts... it's on the BfObject |
| 14:39:59 | Flynnn | so basically, here is how it works |
| 14:40:00 | raptor | so any child with getTeamIndx() would have to be handled, too... |
| 14:40:04 | Flynnn | each timing is a set of three values |
| 14:40:08 | raptor | maybe I should just break scripts.. |
| 14:40:15 | Flynnn | raptor: go for it |
| 14:40:19 | bobdaduck | just break scripts |
| 14:40:24 | bobdaduck | adding an e is not hard |
| 14:40:25 | Flynnn | raptor: it'll give the scripters something to do |
| 14:40:45 | bobdaduck | if you could, give me like a personalized error message "getTeamIndx() needs an E now dude" |
| 14:41:00 | raptor | that what I mean... |
| 14:41:00 | bobdaduck | so that I remember 2 months from now when 019 is released |
| 14:41:02 | raptor | I can't really do that |
| 14:41:07 | raptor | because so many objects use it |
| 14:41:26 | Flynnn | raptor: so the internal systems use it too? |
| 14:41:36 | raptor | since it's object oriented |
| 14:41:42 | Flynnn | makes sense |
| 14:41:43 | Flynnn | hmm |
| 14:41:47 | raptor | it's on the parent BfObject:getTeamIndx() |
| 14:41:52 | Watusimoto | I don't see why you can't... you create the new method, then have the old one print a message then reidrect to the new one |
| 14:42:19 | raptor | so you can use it on anything like: ResourceItem:getTeamIndx() or FlagItem:getTeamIndx() |
| 14:42:48 | Watusimoto | yes... I'm not sure I see the problem? |
| 14:42:56 | Flynnn | Raptor: since it's implemented at the toplevel, changing it at the top level should change it for all objects? |
| 14:43:00 | Watusimoto | is the problem in the bf code, or in the fact that lots of scripts use it? |
| 14:43:19 | raptor | ok, maybe I'm misunderstanding something.. |
| 14:43:35 | Watusimoto | or maybe I am... |
| 14:43:37 | raptor | in Lua, if I print a deprecation warning for BfObject:getTeamIndx() |
| 14:43:57 | raptor | will that correctly catch calling getTeamIndx() on *any* game object? |
| 14:44:10 | raptor | all in Lua here - nothing c++ ish |
| 14:44:18 | Flynnn | hmm |
| 14:44:22 | Watusimoto | unless an object overrides it, it will catch any object |
| 14:44:43 | Flynnn | give it a shot and see what happens maybe? |
| 14:45:02 | Flynnn | I'm not sure if lua will respect the object oriented nature of the definition |
| 14:45:08 | Watusimoto | write a test case! :-) |
| 14:45:14 | Watusimoto | lua might not, but c++ will |
| 14:45:32 | Watusimoto | lua doesn't understand c++ obj hiearchy |
| 14:45:47 | Watusimoto | and mostly doesn't need to |
| 14:47:04 | Flynnn | still here, bob? |
| 14:47:36 | bobdaduck | yes |
| 14:47:44 | Flynnn | So, do you follow everything so far? |
| 14:48:04 | bobdaduck | I understand the concepts |
| 14:48:11 | Flynnn | alright |
| 14:48:15 | Flynnn | but? |
| 14:48:29 | raptor | yes, but i'd need to keep the method around in c++... which I don't want to |
| 14:48:55 | bobdaduck | 90-45 though |
| 14:48:55 | bobdaduck | what is that. |
| 14:48:55 | bobdaduck | 45? |
| 14:48:55 | bobdaduck | xD |
| 14:48:55 | bobdaduck | what the actual numbers do I don't see yet. |
| 14:49:09 | Flynnn | yeah, 90-45 is 45 lol |
| 14:49:17 | bobdaduck | why not just say 45? |
| 14:49:30 | Flynnn | because 90-45 helped me think spacially, and helps stay true to what I'm actially doing |
| 14:49:36 | Flynnn | which is rotating backward from 90 |
| 14:49:41 | bobdaduck | oh okay xD |
| 14:50:09 | Flynnn | anyways |
| 14:50:16 | Flynnn | Each timing is made up of three values |
| 14:50:21 | Flynnn | the first value is the "early" terminator |
| 14:50:27 | Flynnn | the second value is the "late" terminator |
| 14:50:38 | Flynnn | and the third value is the "minimum" progressor |
| 14:50:46 | Flynnn | Let's say you are at STATE_1 |
| 14:51:01 | Flynnn | if you go to STATE_2 sooner than the "early" terminator, you fail |
| 14:51:15 | Flynnn | if you go to STATE_2 later than the "late" terminator, you fail |
| 14:51:31 | bobdaduck | okay |
| 14:51:40 | Flynnn | and if you do not stay at STATE_1 longer than the "minimum" progressor, you do not progress, but you do not fail |
| 14:52:04 | Flynnn | so you have to stay at STATE_1 for at least as long as the third value, constantly |
| 14:52:24 | Flynnn | after that, you can only move to STATE_2 after the early terminator, and before the late terminator |
| 14:52:28 | bobdaduck | got it |
| 14:52:30 | Flynnn | okay |
| 14:52:38 | Flynnn | so between every state, there is a timing |
| 14:52:44 | Flynnn | and we just explained timings |
| 14:52:48 | Flynnn | so, time to explain states |
| 14:53:05 | Flynnn | basically, |
| 14:53:18 | Flynnn | each state is made up of three numbers |
| 14:53:29 | Flynnn | it *looks* like some of them are made up of only one |
| 14:53:30 | bobdaduck | if you are at the third point of a rune you are in state_3 |
| 14:53:40 | Flynnn | but all of them are actually made up of three numbers |
| 14:53:47 | Flynnn | well, here |
| 14:53:48 | Flynnn | --{{90}, {-1,0.3, 0.1}, {180}, {0,0.5,0.1}, {270}, {0.1,0.5,0.1}, {360}, {0.1,0.5,0.1}, {90}, {0.1,0.5,0.1}, MightyDiamondOfPower}, |
| 14:54:03 | Flynnn | {90} is the STATE_1 descriptor |
| 14:54:11 | Flynnn | {-1,0.3, 0.1} is the TIMING_1 descriptor |
| 14:54:18 | Flynnn | {180}, is the STATE_2 descriptor |
| 14:54:26 | Flynnn | {0,0.5,0.1} is the TIMING_2 descriptor |
| 14:54:31 | Flynnn | see how that works? |
| 14:54:35 | raptor | why am i seeing words like 'MightyDiamondOfPower' in a bitfighter level script? |
| 14:54:38 | bobdaduck | oh okay |
| 14:54:51 | Flynnn | I made a levelgen that adds runes to the game lol |
| 14:54:57 | bobdaduck | I'm working on a global script with Flynn that implements a magic system into the game |
| 14:55:01 | bobdaduck | Don't worry bout it |
| 14:55:15 | raptor | haha... hehe... aaaaa |
| 14:55:40 | Flynnn | don't look at me, he's the one who requested it lol |
| 14:55:43 | Flynnn | anywho |
| 14:55:46 | bobdaduck | Bitfighter needs spellcasting |
| 14:55:51 | bobdaduck | Anyway. |
| 14:55:54 | Flynnn | do you see how that works? |
| 14:55:56 | bobdaduck | Yeah |
| 14:55:59 | Flynnn | alright |
| 14:56:02 | Flynnn | so, |
| 14:56:06 | raptor | i see bobdaduck has bent you to his will... |
| 14:56:08 | Flynnn | pick a random state descriptor |
| 14:56:18 | Flynnn | raptor: I was admittedly curious about an algorithm I had been theorizing |
| 14:56:20 | bobdaduck | Well my first iteration of it wasn't working for some reason |
| 14:56:28 | Flynnn | raptor: this was a perfect opportunity for me to test my pattern matching algorithm |
| 14:56:55 | bobdaduck | All I wanted Flynn to do was fix my script. He disappears for a bit, tinkering in his cave, and comes out with... This... This. |
| 14:56:57 | Flynnn | bob: I completely deleted whatever you had |
| 14:56:58 | bobdaduck | xD |
| 14:57:14 | Flynnn | xD bob, you realize I shoed you this script a month ago, right? |
| 14:57:18 | Flynnn | ** showed |
| 14:57:20 | bobdaduck | yeah |
| 14:57:26 | Flynnn | lol alright, |
| 14:57:26 | raptor | haha, wow |
| 14:57:46 | Flynnn | I did not realize you jsut wated me to fix it xD |
| 14:57:50 | Flynnn | I wanted to try a new algorithm |
| 14:57:52 | Flynnn | lol sorry |
| 14:57:54 | bobdaduck | Nah |
| 14:57:57 | bobdaduck | yours is better |
| 14:57:59 | Flynnn | I just really wanted to try my patternmatcher |
| 14:58:20 | Flynnn | xD well, thankyou, I'm sure it's not all that great, but anyhow! |
| 14:58:25 | Flynnn | {0,0.5,0.1} |
| 14:58:28 | Flynnn | erm |
| 14:58:30 | Flynnn | why did I paste that |
| 14:58:31 | Flynnn | unkown |
| 14:58:34 | Flynnn | anyways |
| 14:58:46 | Flynnn | can you grab a random little state descriptor from the above definition? :) |
| 14:58:49 | Flynnn | any will do |
| 14:58:52 | Flynnn | just grab it and paste it xD |
| 14:59:12 | bobdaduck | Except for all the programmer terms. I do much better with brospeak. |
| 14:59:16 | bobdaduck | BUT STILL. |
| 14:59:27 | bobdaduck | {{90-45}, |
| 14:59:30 | bobdaduck | that? |
| 14:59:40 | Flynnn | yessir! although technically, {90-45} is the descriptor array |
| 14:59:50 | bobdaduck | yeah yeah yeah |
| 14:59:56 | Flynnn | xD sorry, my apologies |
| 15:00:05 | bobdaduck | Brospeak! |
| 15:00:05 | bobdaduck | xD |
| 15:00:07 | Flynnn | I'm tryign to be a clear as possible, I don't meant to knit-pick |
| 15:00:12 | bobdaduck | Nah its okay |
| 15:00:24 | Flynnn | thankyo uxD I will tone it down a bit |
| 15:00:38 | Flynnn | alright so {90-45} comes out as {45} |
| 15:00:42 | Flynnn | {45} is a state descriptor |
| 15:00:49 | Flynnn | all state descriptors are made up of 3 numbers |
| 15:01:06 | Flynnn | yes, {45} is three numbers |
| 15:01:19 | Flynnn | no, I am not high |
| 15:01:24 | bobdaduck | lol |
| 15:01:31 | Flynnn | {45} = {45, nil, nil} in lua |
| 15:01:36 | Flynnn | the last two numbers are nil |
| 15:01:41 | Flynnn | so we can just ignore them altogether |
| 15:01:47 | bobdaduck | yeah |
| 15:01:51 | Flynnn | alright! good good |
| 15:01:53 | Flynnn | so, |
| 15:02:03 | Flynnn | the first number describes the static state variable |
| 15:02:07 | Flynnn | which is the required ship rotation |
| 15:02:15 | Flynnn | the next two are relative to the previous status |
| 15:03:16 | Flynnn | but I'm ahead of myself |
| 15:03:18 | Flynnn | basically, |
| 15:03:24 | bobdaduck | I've commented down here |
| 15:03:34 | Flynnn | lol |
| 15:03:35 | bobdaduck | --angle, angle relative, or distance from previous spot |
| 15:03:46 | Flynnn | oh I see |
| 15:03:55 | Flynnn | when any of those three slots are nil, that means it's ignored |
| 15:04:05 | Flynnn | all of the non-nil conditions have to be true |
| 15:04:12 | bobdaduck | yeah |
| 15:04:12 | Flynnn | now the second two "numbers" are actually four numbers |
| 15:04:21 | Flynnn | here is an example of a full state descriptor: |
| 15:04:46 | raptor | i have re-found the joys of 'netcat' |
| 15:04:56 | Flynnn | {ship_rotation, {minimum_relative_angle, maximum_relative_angle}, {minimum_relative_distance, maximum_relative_distance}} |
| 15:05:00 | Flynnn | IE, |
| 15:05:16 | Flynnn | {90, {45,90}, {100, 10000}} |
| 15:05:29 | Flynnn | would require that your ship be facing rotation 90 |
| 15:05:41 | Flynnn | and that it had moved in a direction between 45 and 90 from its previous state |
| 15:05:48 | Flynnn | and that it had moved a minimum distance of 100 from that state |
| 15:05:54 | bobdaduck | yeah |
| 15:06:00 | Flynnn | and that's it |
| 15:06:04 | Flynnn | that's how you define a rune |
| 15:06:30 | Flynnn | now, as I said, the program is spearated into "three" parts |
| 15:06:41 | bobdaduck | yeah |
| 15:06:42 | Flynnn | the first part, are the static vars, which I just explained. those include the functions at the top |
| 15:06:47 | Flynnn | the second part |
| 15:06:50 | Flynnn | is where all the other parts are |
| 15:06:53 | Flynnn | that is the main program |
| 15:06:58 | Flynnn | the main program is separated into two sections |
| 15:07:03 | Flynnn | the patternmatch algorithm |
| 15:07:10 | Flynnn | and the patternmatch syntax specifiers |
| 15:07:23 | Flynnn | the patternmatch algorithm can accept *ANY* data |
| 15:07:29 | Flynnn | all the patternmatch algorith cares about is timing |
| 15:07:46 | Flynnn | it takes all the state specifiers, and gives them to a *different* algorithm, to see if your ship ahs matched those states |
| 15:08:02 | Flynnn | so you can put *anything* into those state specifiers, as long as you rewrite the status algorithms accordingly |
| 15:08:33 | bobdaduck | I have no idea what you just said, but I won't use it anyway so we're good |
| 15:08:33 | Flynnn | function WriteStatusData(playerinfo) specified what data should be saved, whenever a player attains a certain state |
| 15:08:37 | raptor | bobdaduck: you OK with me break getTeamIndx...? |
| 15:08:37 | Flynnn | oh, okay |
| 15:08:59 | bobdaduck | raptor: I'd prefer you give me some sort of "hey doofus, you forgot to add the new e in getTeamIndex()" |
| 15:09:03 | bobdaduck | so that I know what to fix |
| 15:09:07 | bobdaduck | but other than that, sure. |
| 15:09:27 | Flynnn | hmm |
| 15:09:28 | raptor | hmm.. |
| 15:09:30 | Flynnn | okay, I am done talking |
| 15:09:34 | Flynnn | I must get back to my studies |
| 15:09:35 | bobdaduck | hmm |
| 15:09:40 | bobdaduck | Alright |
| 15:09:44 | Flynnn | I will not send the script again, so be sure to save it |
| 15:09:51 | bobdaduck | yeah |
| 15:10:05 | bobdaduck | I'll work on it when I get home, and I'll call you again when I get lost! |
| 15:10:07 | bobdaduck | ^.^ |
| 15:10:39 | bobdaduck | But thanks! This is going to work really well. |
| 15:10:55 | Flynnn | I am glad :) |
| 15:11:00 | Flynnn | just be warned |
| 15:11:04 | Flynnn | the beta test was a mess |
| 15:11:06 | bobdaduck | lol |
| 15:11:07 | Flynnn | spam was everywhere |
| 15:11:12 | Flynnn | I got more wtfs than an acronym splicer |
| 15:11:19 | bobdaduck | rofl |
| 15:11:23 | bobdaduck | yeah I remember |
| 15:11:33 | Flynnn | it really only works when one person is in the server |
| 15:11:38 | Flynnn | otherwise the messages are too confusing |
| 15:11:43 | Flynnn | well, |
| 15:11:44 | Flynnn | specifically |
| 15:11:57 | bobdaduck | In my *final* version, I'll probably hide the messages and/or only enable them on the tutorial level |
| 15:11:57 | Flynnn | you can only *TEACH* people when there is one person in the server |
| 15:12:04 | Flynnn | be careful |
| 15:12:10 | Flynnn | some of the messages need to remain |
| 15:12:15 | Flynnn | otherwise you will find yourself shooting in the dark |
| 15:12:34 | Flynnn | if everyone in the server knows how to use the runes, then you can have as many peope as you want |
| 15:12:38 | bobdaduck | yeah |
| 15:12:39 | Flynnn | but if a newcommer joins a room with five people... |
| 15:12:46 | bobdaduck | lol yeah |
| 15:12:59 | Flynnn | that's why a pvmsg would be so very nice |
| 15:13:10 | Flynnn | globalmsg is just too... spammy xD |
| 15:13:14 | bobdaduck | yeahhh |
| 15:13:19 | Flynnn | but privatemsg would allow each player to receive only their own stuff |
| 15:13:40 | Flynnn | if somebody can get the xcode revision working, I'll see about adding privatemsg myself |
| 15:13:52 | Flynnn | but I don't have time to deal with either of those thigns tbh xD |
| 15:14:00 | Flynnn | I don't even have time to be here! what am I doing |
| 15:14:13 | Flynnn | the people in ##math are ignoring me xD |
| 15:14:35 | Flynnn | they are all really sucked into something |
| 15:15:11 | bobdaduck | There is a #math irc channel. lol |
| 15:15:19 | Flynnn | yes lol |
| 15:15:29 | Flynnn | (fx)*(hx) = (fhx^2), right? |
| 15:15:35 | Flynnn | I know, simple question |
| 15:15:46 | Flynnn | but this guy I'm watching said (fx)*(hx) = (fhx) |
| 15:16:01 | raptor | ha |
| 15:16:04 | bobdaduck | lol |
| 15:16:12 | bobdaduck | I might even be able to do that one! |
| 15:16:21 | Flynnn | and I'm trying to figure out if I'm crazy or not xD |
| 15:16:26 | bobdaduck | Foil right? |
| 15:16:36 | Flynnn | Yeah, or distributive property |
| 15:16:50 | Flynnn | we're multiplying (fx + g)(hx + j) |
| 15:16:55 | Flynnn | which becomes |
| 15:17:04 | Flynnn | (fx)(hx + j) + (g)(hx + j) |
| 15:17:06 | Flynnn | which becomes |
| 15:17:18 | Flynnn | (fx)(hx) + (fx)(j) + (g)(hx) + (g)(j) |
| 15:17:21 | Flynnn | which becomes |
| 15:17:41 | Flynnn | fhx^2 + fxj + ghx + gj |
| 15:17:47 | Flynnn | but the guy on this video says it becomes |
| 15:17:50 | Flynnn | fhx + fxj + ghx + gj |
| 15:18:03 | raptor | maybe it's a different kind of math.. |
| 15:18:08 | bobdaduck | Yeah |
| 15:18:11 | Flynnn | same kind of math, definitely |
| 15:18:19 | bobdaduck | Yeah um |
| 15:18:42 | bobdaduck | I'm pretty sure (fx)(hx) does not beome fhx |
| 15:18:52 | bobdaduck | like... There are two xs there. |
| 15:18:54 | Flynnn | right |
| 15:18:57 | Flynnn | now, |
| 15:19:03 | Flynnn | fx + hx would be: x(f+h) |
| 15:19:05 | Flynnn | but that's different |
| 15:20:00 | Flynnn | meanwhile, everyone else is asking things like: |
| 15:20:05 | Flynnn | "Algebraist, is it possible then to say that 1/x is infinitely discontinuous as x *approaches* 0? or how can I classify this function?" |
| 15:20:07 | bobdaduck | rofl |
| 15:20:13 | bobdaduck | I see that. |
| 15:20:19 | Flynnn | lol did you join #math? |
| 15:20:22 | bobdaduck | yeah |
| 15:20:26 | Flynnn | oh yes I see that you did |
| 15:20:56 | Flynnn | lol my favorite quite is: |
| 15:21:00 | Flynnn | "infinitely many infinities" |
| 15:21:10 | bobdaduck | rofl |
| 15:21:11 | Flynnn | ** quote |
| 15:21:20 | Flynnn | and that is a butterfly proof, or whatever |
| 15:21:23 | Flynnn | or something |
| 15:21:29 | Flynnn | butterfly derivative |
| 15:21:30 | Flynnn | gah I dunno |
| 15:21:43 | bobdaduck | It doesn't even matter man. Once you have infinitely many infinites |
| 15:21:47 | Flynnn | I remember half of htis crap, I just want to know if my instructor is crazy or not |
| 15:21:50 | Flynnn | well apparently it does, |
| 15:21:53 | bobdaduck | math has accomplished its purpose and is no longer useful to humanity. |
| 15:21:55 | Flynnn | but you see, infinity is undefined |
| 15:22:05 | Flynnn | well this is apparently basic calculus |
| 15:22:09 | Flynnn | which they use a ton in electronics xD |
| 15:22:21 | bobdaduck | Infinitely many infinites. Like what even. |
| 15:22:30 | Flynnn | well as you approach infinity |
| 15:22:37 | Flynnn | although actually |
| 15:22:41 | Flynnn | it probably has to do with set theory |
| 15:22:47 | Flynnn | a set of infinit sets, each set containing infinite numbers |
| 15:22:55 | Flynnn | I dunno |
| 15:23:19 | bobdaduck | It sounds more like I have infinitely many infinites of infinitely many infinitely many infinites. |
| 15:23:31 | bobdaduck | like at that point, it is just stupid and you should quit school. |
| 15:23:41 | Flynnn | that sounds like a 5D set xD |
| 15:23:47 | Flynnn | which is apparently useful in string theory |
| 15:24:07 | Flynnn | string theory postulates that hte universe has about 11 dimensions |
| 15:24:16 | Flynnn | or at least string theory uses that postulation |
| 15:24:21 | bobdaduck | Someone needs to go ahead and disprove string theory already |
| 15:24:24 | Flynnn | whyyy am I beking a knowitall sorry |
| 15:24:56 | BFLogBot | As a math atheist, I think I should be excused from this. -- Calvin, to Hobbes |
| 15:25:14 | bobdaduck | wow. |
| 15:25:16 | raptor | wow |
| 15:25:24 | Flynnn | what are the odds |
| 15:25:36 | bobdaduck | improbability formula, complete! |
| 15:25:36 | Flynnn | did. |
| 15:25:39 | Flynnn | did that just happen? |
| 15:25:47 | Flynnn | who programmed that bot? |
| 15:25:52 | Flynnn | math math math math math math math |
| 15:26:10 | Flynnn | there must be a timeout |
| 15:26:20 | raptor | i programmed it |
| 15:26:24 | Flynnn | oh I see |
| 15:26:31 | Flynnn | did you add anything to watch the context of conversation? |
| 15:26:37 | bobdaduck | nope xD |
| 15:26:52 | Flynnn | like, if a word shows up a bunch, find a quote with that word in it? xD |
| 15:26:52 | raptor | it parses a fortune file to serve up calvin and hobbes quotes when ever you mention its name or it receives a ping request |
| 15:26:58 | raptor | they're random |
| 15:27:01 | Flynnn | wow |
| 15:27:18 | Flynnn | BFLogbot is sentient |
| 15:27:18 | BFLogBot | If you care, you just get disappointed all the time. If you don't care nothing matters so you are never upset. -- Calvin |
| 15:28:24 | Flynnn | Bflogbot, can you hear me? |
| 15:28:24 | BFLogBot | I have plenty of common sense, I just choose to ignore it. -- Calvin |
| 15:28:32 | raptor | haha |
| 15:28:36 | Flynnn | lol |
| 15:28:48 | Flynnn | Bflogbot, what do you think about sadness? |
| 15:28:48 | BFLogBot | Know what I pray for? The strength to change what I can, the inability to accept what I can't and the incapacity to tell the difference. -- Calvin |
| 15:29:45 | Flynnn | Bflogbot, are you god? |
| 15:29:45 | BFLogBot | You don't get to be mom if you can't fix everything just right. -- Calvin |
| 15:30:06 | raptor | it's not really eliza |
| 15:30:37 | Flynnn | xD I'm just asking purposefully calvin related questions to see if I get aresponse by accident that makes any sense |
| 15:30:40 | Flynnn | but I'll stop annoying |
| 15:30:49 | Flynnn | damnit what do I do |
| 15:30:54 | Flynnn | this instructor's entire lesson |
| 15:30:58 | raptor | you can see the source code here: http://code.google.com/p/bitfighter/source/browse/?repo=tools#hg%2Fbitfighter-logbot |
| 15:31:00 | Flynnn | revolves around the fact |
| 15:33:17 | Flynnn | !log |
| 15:33:29 | Flynnn | BFLogBot |
| 15:33:29 | BFLogBot | That's the problem with science. You've got a bunch of empiricists trying to describe things of unimaginable wonder. -- Calvin |
| 15:33:41 | Flynnn | if (message.equals(getNick().toLowerCase())) { |
| 15:33:41 | Flynnn | sendAndLogMessage(channel, "I'm a real boy.... I think?"); |
| 15:33:52 | Flynnn | getNick() returns "BfLogBot" does it not? |
| 15:33:52 | BFLogBot | That's the problem with nature, something's always stinging you or oozing mucous all over you. Let's go and watch TV. -- Calvin |
| 15:34:05 | raptor | you can private message the bot and test things, too.. |
| 15:34:10 | Flynnn | sorry, |
| 15:34:15 | raptor | :) |
| 15:34:16 | BFLogBot | My life needs a rewind/erase button. -- Calvin |
| 15:34:27 | raptor | yes, getNick() should be its current name |
| 15:34:44 | Flynnn | it seems to not want to say "I'm a real boy.... I think?" |
| 15:35:07 | raptor | heh - that might be broken.. |
| 15:35:23 | Flynnn | oh xD sorry hmm |
| 15:35:29 | raptor | oh wai |
| 15:35:36 | raptor | you're looking in the wrong place |
| 15:35:40 | raptor | that is the old java-based bot |
| 15:35:41 | Flynnn | hmm? oh dear |
| 15:35:44 | Flynnn | oooh |
| 15:35:46 | Flynnn | this is old code |
| 15:35:54 | raptor | the one named 'bitfighter-logbot' is the one |
| 15:35:59 | Flynnn | got it, okay, thanks |
| 15:36:03 | raptor | the new, shiny python bot! |
| 15:36:48 | Flynnn | hehe |
| 15:38:55 | BFLogBot | Mom and dad say I should make my life an example of the principles I believe in. But every time I do, they tell me to stop it. -- Calvin |
| 15:47:45 | Flynnn | ! |
| 15:48:01 | raptor | ? |
| 15:48:24 | Flynnn | I wanted to see if it would still private message me if I sent an invalid command if I senti t in a public channel |
| 15:49:04 | raptor | one thing to remember is that a PRIVMSG (private message) command is actually *any* message to a channel or person |
| 15:49:19 | Flynnn | I see |
| 15:49:31 | Flynnn | here's what I don't get, |
| 15:49:48 | Flynnn | def on_pubmsg(self, c, e): |
| 15:49:51 | Flynnn | we append to the log |
| 15:49:58 | Flynnn | then we do command if it beigns with ! |
| 15:50:17 | Flynnn | I've checked append_to_log, and I see nothing that sends a calvin and hobbes message |
| 15:51:47 | raptor | :) |
| 15:51:54 | raptor | i did some trickyness |
| 15:52:01 | raptor | look in the modules folder |
| 15:52:11 | raptor | i basically register a module on bot startup |
| 15:52:18 | raptor | then it duplicates the event to the module |
| 15:52:36 | raptor | so there's an equivalent on_pubmsg in the module |
| 15:53:07 | Flynnn | I see |
| 15:53:43 | Flynnn | so you created some kind of... amalgamated object? |
| 15:53:50 | Flynnn | with both Fortune, and BfLogBot in it? |
| 15:53:50 | BFLogBot | "The dynamics of inter-being and mono logical imperatives in Dick and Jane: A study in psychic transrelational gender modes". Academia, here I come. -- Calvin |
| 15:54:11 | Flynnn | such that when on_pubmsg gets called, both classes receive the call? |
| 15:54:15 | raptor | yes |
| 15:54:22 | Flynnn | interesting |
| 15:54:23 | raptor | well |
| 15:54:48 | raptor | basically, the bot receives the on_pubmsg event, then it sends it off to *any* modules that are registered |
| 15:54:58 | raptor | and it will handle it itself, too, of course |
| 15:54:59 | raptor | so |
| 15:55:21 | Flynnn | oh on_pubmsg is an event, not a function |
| 15:55:28 | raptor | i tried to make it relatively easy to expand logbot to do other nifty things if wanted |
| 15:55:42 | raptor | it is a function |
| 15:55:50 | Flynnn | hmm |
| 15:55:50 | raptor | but it's tied to the event |
| 15:55:55 | Flynnn | I see |
| 15:56:04 | Flynnn | so BFLogBot listens to an event from client |
| 15:56:04 | BFLogBot | Weekends don't count unless you spend them doing something completely pointless. -- Calvin |
| 15:56:06 | Flynnn | and so does Fortune |
| 15:56:12 | raptor | yes |
| 15:56:22 | Flynnn | fascinating |
| 15:56:26 | BFLogBot | But Calvin is no kind and loving god! He's one of the old gods! He demands sacrifice! -- Calvin |
| 15:56:28 | BFLogBot | Sometimes one should just look at things and think about things without doing things. -- Calvin |
| 15:57:07 | raptor | so theoretically you can add other modules that do different things on any IRC event |
| 15:57:23 | raptor | all in the same bot |
| 15:57:36 | raptor | i thought it was nifty.. |
| 15:57:38 | raptor | :) |
| 15:58:28 | bobdaduck | I dunno enough about coding bots to be impressed |
| 15:58:44 | bobdaduck | sorry xD |
| 15:58:48 | Flynnn | it's more about object oriented design |
| 15:58:50 | Flynnn | than bots |
| 15:58:57 | Flynnn | and, impressive design, yes |
| 15:59:02 | bobdaduck | Well... I don't know enough about that either! |
| 15:59:11 | raptor | i steal code from the best! |
| 16:00:30 | bobdaduck | lol |
| 16:00:36 | Flynnn | lol |
| 16:00:55 | raptor | alright bobdaduck.. i have coded in a warning for the getTeamIndx... |
| 16:01:01 | raptor | it will get quite annoying, too |
| 16:01:06 | raptor | which is good.. |
| 16:01:11 | bobdaduck | lol? |
| 16:03:43 | raptor | yeah, because people use getTeamIndx in onTick().. so... a deprecation warning will be very noisy in onTick() |
| 16:03:58 | bobdaduck | oh. |
| 16:04:03 | bobdaduck | lol |
| 16:04:13 | bobdaduck | Well great! |
| 16:05:07 | | Nothing_Much Quit (Quit: l8r) |
| 16:05:34 | Watusimoto | faaaaling asleeeeep |
| 16:05:39 | Watusimoto | goooood niggghhht |
| 16:05:47 | raptor | night |
| 16:05:49 | | Watusimoto Quit (Remote host closed the connection) |
| 16:06:00 | raptor | i think that was his head hitting the keyboard.. |
| 16:06:09 | bobdaduck | lol |
| 16:06:37 | bobdaduck | Um |
| 16:06:39 | bobdaduck | Shy request |
| 16:06:44 | bobdaduck | Can I have a dedicated button? |
| 16:07:14 | raptor | explain |
| 16:07:16 | bobdaduck | like, H or something |
| 16:07:30 | bobdaduck | And when the player presses it, then *all* it does, is notify the levelgen. |
| 16:07:41 | raptor | ?? |
| 16:07:52 | bobdaduck | But then in levelgen, I have an onLevelgenButtonPressed() method |
| 16:07:53 | raptor | explain |
| 16:07:57 | raptor | ohhh |
| 16:08:00 | raptor | ha |
| 16:08:12 | bobdaduck | My original solution to this was the flag drop key |
| 16:08:19 | raptor | hmm.. |
| 16:08:19 | bobdaduck | but um, that isn't tracked by levelgens either. |
| 16:08:46 | bobdaduck | And then my final solution was the runes system that I am now working on. |
| 16:09:04 | bobdaduck | But there's no real way to communicate directly with the levelgens for the player, short of either chat commands |
| 16:09:11 | bobdaduck | or stealing a module. |
| 16:09:53 | raptor | so a client key that is just 'do something' that sends an event to the server which then makes it available to levelgens.. |
| 16:10:06 | bobdaduck | Yeah. |
| 16:10:22 | raptor | it sounds intriguing... |
| 16:10:29 | raptor | i'd run it by watusimoto, too.. |
| 16:10:38 | raptor | seems like that might be good to debug with |
| 16:11:36 | bobdaduck | I didn't think of that |
| 16:11:48 | bobdaduck | I was thinking more like, actually doing things with. |
| 16:12:10 | bobdaduck | like if I wanted someone to be able to have like, some speed launcher boost thing, but it only activates when they pull the ripcord |
| 16:12:27 | bobdaduck | So they get all into position and then hit H and then they go flying |
| 16:12:50 | bobdaduck | Rather than using either timers, chat commands, or module use |
| 16:14:20 | bobdaduck | Or when I implement quests into DnD in 019, have a "chat with NPC" key |
| 16:14:43 | bobdaduck | But... Yeah I guess it would be good for debugging |
| 16:15:39 | Skybax | Sounds nifty |
| 16:16:29 | raptor | haha |
| 16:17:35 | bobdaduck | Also wizards in DnD kind of suck and need to be able to cast fireball. |
| 16:17:40 | bobdaduck | BUT THAT'S BESIDES THE POINT. |
| 16:18:00 | bobdaduck | Heading out |
| 16:18:02 | bobdaduck | seeyall |
| 16:18:05 | | bobdaduck Quit (Remote host closed the connection) |
| 16:30:44 | raptor | gotta go! |
| 16:30:47 | | raptor Quit () |
| 16:32:54 | | thread_ has joined |
| 16:37:09 | | thread_ Quit (Ping timeout: 250 seconds) |
| 16:38:17 | | Wuzzy Quit (Quit: Wuzzy) |
| 16:39:23 | Flynnn | What about localscripts with the ability to send an arbitrary message to server? |
| 16:39:36 | Flynnn | levelgen that runs on client |
| 16:40:00 | Flynnn | but that cannot create objects like a normal levelgen |
| 16:40:08 | Flynnn | and on the flipside, has access to kepresses and other things |
| 16:40:20 | kaen | hmm |
| 16:40:37 | kaen | that sounds nicer, but it would require adding yet another script context |
| 16:40:39 | Flynnn | possibly too complicated, but it would be an end-all-be-all solution |
| 16:40:41 | Flynnn | right |
| 16:40:41 | kaen | and methods for it |
| 16:40:55 | kaen | tough call |
| 16:41:07 | kaen | if it were up to me, I'd thumbs-down the whole issue |
| 16:41:10 | kaen | at least for 019 |
| 16:41:17 | Flynnn | Yeah, better to keep things clean |
| 16:41:23 | | BFLogBot Commit: e3c7967e226f | Author: buckyballreaction | Message: Lua API: Deprecate :getTeamIndx() on PlayerInfo and BfObject objects. Use :getTeamIndex(), with an 'e', instead |
| 16:41:26 | kaen | there's just so much going into 019 already |
| 16:41:53 | Flynnn | no, I agree. things like this can screw up a major endeavor |
| 16:43:04 | kaen | I'd be interested to hear what wat thinks, though |
| 16:43:26 | kaen | he's been hard to read on the whole issue levelgens letting you almost write your own game |
| 16:44:01 | Flynnn | it might be better to generalize them as "serverscripts" as they don't really do levelgen anymore xD |
| 16:44:08 | Flynnn | but yeah, it's a tough call |
| 16:44:24 | Flynnn | a game can lose its identity if there is *too much* creative power |
| 16:44:49 | kaen | I like the idea of building something flexible enough to be able to do it with |
| 16:45:11 | Flynnn | well, you could go down the mechanical rout |
| 16:45:14 | Flynnn | ** route |
| 16:45:20 | kaen | but bitfighter is a space game. it has ships. you crash into asteroids. your main weapon is a phaser |
| 16:45:24 | kaen | you shouldn't be able to add in swords |
| 16:45:35 | Flynnn | it's complicated, but if you gave people the ability to add "circuits" |
| 16:45:47 | Flynnn | which, could open doors, or soemthing |
| 16:45:54 | Flynnn | all you need is a wire, and a NOT gate |
| 16:46:01 | Flynnn | and people could build entire CPUs |
| 16:46:17 | Flynnn | but again, that makes it something different |
| 16:46:18 | kaen | I've actually had this exact thought |
| 16:46:22 | Flynnn | interesting |
| 16:46:35 | Flynnn | well the biggest problem, besides the game kind of changing attitudes, is the physics |
| 16:46:43 | Flynnn | you'd want to be able to make walls be attatched to joints |
| 16:46:49 | Flynnn | rigidbody walls, basically |
| 16:47:19 | Flynnn | that would take a revamo of the entire engine xD |
| 16:47:38 | kaen | have you seen the contest entries? |
| 16:47:47 | kaen | there's a soft body simulation in one of the levels |
| 16:47:53 | Flynnn | oh wow, that's interesting |
| 16:47:56 | kaen | with resource items |
| 16:48:02 | kaen | Dough |
| 16:48:08 | Flynnn | haha |
| 16:48:23 | Flynnn | so you're thinking entire walls and levels made out of resource items? |
| 16:48:34 | Flynnn | or maybe some kind of "wallsphere" that can be moved by code? |
| 16:48:41 | Flynnn | ** wallcircle |
| 16:49:07 | kaen | actually it was more of a counterpoint to making bitfighter a sandbox |
| 16:49:23 | Flynnn | it performed terribly? xD |
| 16:49:32 | kaen | like, it's cool that scripters can do that stuff, but that's not at all what bitfighter was meant to be |
| 16:49:39 | Flynnn | right |
| 16:49:42 | | bobdaduck has joined |
| 16:49:42 | kaen | it does okay under about 50 particles |
| 16:49:48 | kaen | it would look better on a local machine |
| 16:49:59 | Flynnn | definitely |
| 16:50:23 | kaen | but back to my point, it's actually bad for both parties when stuff like that happens |
| 16:50:40 | Flynnn | bitfighter gets confusing and loses its vision |
| 16:50:48 | kaen | it chips away at bitfighter's distinct character, but also, bitfighter is a terrible engine for that sort of thing |
| 16:51:10 | kaen | there are legitimate game libraries for lua or javascript that would require less effort and yield better results |
| 16:51:22 | Flynnn | I actualy spent many years with a game that went down this route |
| 16:51:26 | Flynnn | it completely lost its personality |
| 16:51:35 | kaen | so my thought really is just that we should keep bitfighter bifightery |
| 16:51:38 | Flynnn | but none of the members are willing to let go of custom worlds. programming wasn't even allowed! |
| 16:51:43 | Flynnn | but the worlds weren't force-themed |
| 16:51:50 | kaen | heh |
| 16:52:03 | Flynnn | Yeah, I do agree |
| 16:52:08 | Flynnn | not that I should have any say in it anyways |
| 16:52:21 | Flynnn | I'm just suggesting ideas, and offering opinions xD but don't lose your game character, ever |
| 16:52:29 | Flynnn | ** your game's character |
| 16:52:35 | kaen | it's nice to have some input |
| 16:53:02 | kaen | exposing myself to a wide variety of perspectives has forced me to evolve my opinions on the topic |
| 16:53:27 | Flynnn | that's good! |
| 16:53:38 | kaen | I went from "sandbox everything" to "no game mechanic violations" to "let's make a whip out of goal zones" to where I am now. |
| 16:53:51 | | bobdaduck checks logs |
| 16:53:52 | Flynnn | haha |
| 16:56:25 | bobdaduck | I... I still don't understand what is being discussed. |
| 16:56:58 | Flynnn | how far back did you read? |
| 16:57:13 | bobdaduck | from when I left work |
| 16:57:42 | kaen | lua API |
| 16:57:52 | kaen | how potentially ridiculous it is |
| 16:58:03 | kaen | also how to make it more ridiculous |
| 16:58:08 | Flynnn | possible sandbox directions for bitfighter, negative reprecautions |
| 16:58:29 | Flynnn | huhuh becuzz there cun bee positiive rebrecussions |
| 16:58:39 | Flynnn | sorry xD mawking myself |
| 16:58:41 | Flynnn | ** mocking |
| 16:59:00 | bobdaduck | heh |
| 16:59:04 | bobdaduck | I used to be super against such things. |
| 16:59:09 | bobdaduck | I appear to have embraced it. |
| 16:59:18 | Flynnn | it's a fun novelty for a while |
| 16:59:20 | bobdaduck | As a positive argument though |
| 16:59:27 | bobdaduck | I have used it for good. |
| 16:59:28 | kaen | I myself made the opposite transformation |
| 16:59:39 | | bobdaduck hosts gladiators server |
| 16:59:52 | Flynnn | custom game modes *would* be cool |
| 16:59:56 | Flynnn | and not too sandboxy |
| 17:00:04 | Flynnn | and actually |
| 17:00:05 | bobdaduck | Come take a look at this server I've got here. |
| 17:00:10 | Flynnn | doesn't the levelgen api allow for that? |
| 17:00:14 | Flynnn | xD sorry I have to keep doing math |
| 17:00:17 | kaen | a little occupied atm |
| 17:00:24 | kaen | new game modes? no |
| 17:00:25 | bobdaduck | oh aight |
| 17:00:30 | kaen | game modes are written in c++ |
| 17:00:43 | bobdaduck | Dungeons/emperors revenges/mothership/DnD |
| 17:00:46 | kaen | I made my own game mode once. like a PvE survival game |
| 17:01:20 | Flynnn | can a server script set the location for a player? |
| 17:01:24 | kaen | like, it was a real game mode in c++ |
| 17:01:25 | bobdaduck | easily |
| 17:01:29 | Flynnn | excellent |
| 17:02:42 | bobdaduck | bahaha |
| 17:02:45 | bobdaduck | I thought we found all those |
| 17:02:55 | bobdaduck | map "waluigi" on kaen test |
| 17:03:01 | Flynnn | found all what? xD |
| 17:03:03 | bobdaduck | is one of the ones that crashes the server |
| 17:03:08 | Flynnn | lol |
| 17:03:16 | kaen | whoa. it *still* crashes the server? |
| 17:03:31 | bobdaduck | yeah |
| 17:03:35 | kaen | bummer |
| 17:03:47 | bobdaduck | no that was funny |
| 17:03:52 | bobdaduck | nobody plays kaen test anymore anyway |
| 17:04:00 | kaen | good |
| 17:04:03 | kaen | good... |
| 17:04:10 | kaen | hehe |
| 17:04:12 | kaen | hehehahahah |
| 17:04:16 | kaen | aHAHAHAHHAHAHAHAH |
| 17:04:18 | kaen | MUAHAHAHAHHAHAHHAHAH |
| 17:04:23 | bobdaduck | rofl |
| 17:06:45 | Flynnn | ._. what justh appened? xD |
| 17:07:08 | bobdaduck | Nothing |
| 17:07:19 | Flynnn | excellent :) |
| 17:07:23 | bobdaduck | that server just makes people go a little nutsy |
| 17:07:33 | Flynnn | hehehehhehe |
| 17:07:36 | Flynnn | I see |
| 17:08:15 | | Flynnn Quit (Quit: Leaving) |
| 17:08:37 | | bobdaduck Quit (Remote host closed the connection) |
| 17:36:41 | | Nothing_Much has joined |
| 17:55:38 | | raptor has joined |
| 17:55:38 | | ChanServ sets mode +o |
| 17:56:13 | raptor | kaen's master plan to get people to not play on kaen test: just keep it alive long enough for people to get tired? |
| 17:56:59 | | bobdaduck has joined |
| 17:57:45 | bobdaduck | What do I do about sleazy mechanics? |
| 17:59:49 | raptor | uhh... this is bitfighter.. |
| 18:01:49 | bobdaduck | uh |
| 18:02:04 | bobdaduck | what do I do about sleazy... Game... Developers...? |
| 18:02:37 | bobdaduck | There! Now its on topic. |
| 18:04:41 | raptor | uhh.. what's your definition of sleazy? |
| 18:05:34 | bobdaduck | It doesn't matter. Whatever definition you use. |
| 18:06:54 | bobdaduck | because this guy is sleazy for pretty much all meanings of the word. |
| 18:07:11 | raptor | ChumpChange? |
| 18:07:21 | bobdaduck | sure. |
| 18:07:35 | raptor | I admit that I do not know what you are talking about |
| 18:07:43 | | raptor goes back to Lua API fixes |
| 18:07:51 | bobdaduck | Sleazy car mechanics! |
| 18:07:54 | bobdaduck | I don't know what to do! |
| 18:08:53 | | BFLogBot Commit: 4c1ec185e3cb | Author: buckyballreaction | Message: Lua API: Remove bot:getTime() and bot:getCPUTime(). They were never used and are unneeded since we getMachineTime() |
| 18:09:59 | bobdaduck | raptor come see this new level |
| 18:11:36 | bobdaduck | Well I mean, I guess whenever you're ready. |
| 18:12:14 | raptor | k |
| 18:28:02 | | bobdaduck Quit (Remote host closed the connection) |
| 18:35:06 | | Skybax Quit (Quit: Skybax) |
| 19:02:05 | | Nothing_Much Quit (Quit: l8r) |
| 19:34:23 | kaen | #3 watusim...@bitfighter.org |
| 19:34:23 | kaen | Ah yes, I could have been clearer! (and see kaen, I AM using google code for bugs now!) |
| 19:34:29 | kaen | heh. I missed that gem |
| 19:34:47 | raptor | haha |
| 19:39:33 | kaen | hmm. level db screenshots seem completely broken now |
| 19:40:23 | raptor | watusimoto made some change to those... |
| 19:40:40 | kaen | yep. looking through them right now |
| 19:40:51 | kaen | I sure could use a blame-annoted view of this file right now |
| 19:41:00 | raptor | haha |
| 19:41:20 | raptor | actually... do those exist? |
| 19:41:28 | raptor | because that would be awesome! |
| 19:42:45 | raptor | oh hey.. mercurial supports that.. |
| 19:43:16 | raptor | hg blame |
| 19:43:22 | raptor | neat!! |
| 19:45:58 | kaen | not sure if you saw the -u flag |
| 19:46:00 | kaen | it's awesome |
| 19:46:36 | raptor | perfect! |
| 19:47:13 | raptor | i can now point fingers to my heart's content |
| 19:48:14 | raptor | this is so cool |
| 19:50:48 | raptor | i likw -luw |
| 19:50:53 | raptor | *like |
| 19:52:16 | raptor | actually -l seems a bit useless |
| 20:24:08 | | koda Quit (Quit: koda) |
| 20:50:40 | | Nothing_Much has joined |
| 20:50:40 | | Nothing_Much Quit (Changing host) |
| 20:50:40 | | Nothing_Much has joined |
| 20:54:22 | | Flynnn has joined |
| 20:54:24 | | Flynnn Quit (Client Quit) |
| 20:55:01 | | Flynnn has joined |
| 21:14:01 | raptor | kaen: what should our convention be with regards to spaces/tabs for lua scripts distributed with bitfighter |
| 21:14:13 | raptor | because right now, everything i've written has one tab for an indent |
| 21:14:31 | raptor | and everything watusimoto has written has a mixture of 2, 3, and 4 spaces for indent.. |
| 21:15:16 | raptor | and i'm going crazy.. |
| 21:59:32 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 22:15:14 | | BFLogBot Commit: 86a68982af37 | Author: buckyballreaction | Message: I found and returned the missing 'e's |
| 22:15:15 | | BFLogBot Commit: b94e3f02539f | Author: buckyballreaction | Message: Fix mazeracer |
| 22:17:31 | | Flynnn has joined |
| 22:22:49 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 22:42:24 | | BFLogBot Commit: 114c17613602 | Author: buckyballreaction | Message: Be consistent with neutral and hostile team indices in Lua. Fixes issue 224 |
| 22:56:24 | | Flynnn has joined |
| 23:24:21 | | BFLogBot Commit: 7c689b0ad869 | Author: buckyballreaction | Message: Don't break deprecated getTeamIndx() methods with newly changed Team.Neutral and Team.Hostile |
| 23:38:54 | raptor | night |
| 23:38:57 | | raptor Quit () |
| 23:45:51 | | Flynnn Quit (Remote host closed the connection) |