Timestamps are in GMT/BST.
| 00:06:11 | bobdaduck | AHH |
| 00:06:28 | raptor | vote! if you haven't... |
| 00:06:35 | raptor | i'm still caught up on something.. |
| 00:17:35 | bobdaduck | Oh man |
| 00:17:38 | bobdaduck | Vote changing to tie it up |
| 00:17:45 | bobdaduck | awesome xD |
| 00:17:49 | raptor | what |
| 00:17:57 | bobdaduck | Someone changed their vote |
| 00:18:00 | bobdaduck | its a 3 way tie now |
| 00:18:00 | raptor | you'll like this next commit.. |
| 00:18:10 | | BFLogBot Commit: 3b978e6c4b6d | Author: buckyballreaction | Message: Lua API: Allow getting/setting the owner of a BfObject, like projectiles. Note that :setOwner() MUST be called after adding the object to the game (via addItem()) |
| 00:18:38 | bobdaduck | hah, cool. |
| 00:18:39 | raptor | oops, capitalized MUST instead of AFTER |
| 00:19:20 | raptor | ok, now to the vote page.. |
| 00:19:34 | | raptor is not amused |
| 00:19:44 | raptor | well... |
| 00:19:56 | raptor | does this mean I do round 3 without vote changing? |
| 00:20:04 | bobdaduck | or give out three badges |
| 00:20:21 | raptor | 8 votes? |
| 00:20:35 | raptor | but we had 40 last time... which means min 10 people |
| 00:21:31 | raptor | wait another day? |
| 00:22:10 | raptor | pull rank and just say ZOMG BROWNIESS!!!111 |
| 00:22:12 | bobdaduck | we had 40 what? |
| 00:22:17 | bobdaduck | rofl |
| 00:22:19 | raptor | 40 votes in round one |
| 00:22:42 | bobdaduck | wait what |
| 00:22:51 | bobdaduck | oh |
| 00:22:55 | bobdaduck | Yeah but you could vote for multiple |
| 00:23:02 | raptor | 40 / 4 votes each == minimum 10 people voted |
| 00:23:25 | bobdaduck | I blame LA |
| 00:23:34 | raptor | maybe vote changing was a bad idea.. |
| 00:23:43 | raptor | yeah, bad idea |
| 00:24:43 | bobdaduck | IT WASN'T ME THIS TIME |
| 00:26:31 | raptor | well... what should I do |
| 00:26:37 | raptor | I suppose my failure means another round |
| 00:26:42 | bobdaduck | pray |
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| 00:29:17 | bobdaduck | Yeah I dunno. Probably have to do another round of voting xD |
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| 00:33:35 | raptor | ok, round 3, sigh |
| 00:35:19 | raptor | ok, good night all! |
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| 09:03:27 | raptor | good morning! |
| 09:03:40 | bobdaduck | GOODMORNINGAZ |
| 09:12:44 | bobdaduck | What does setGeom() do for a point item? |
| 09:13:32 | raptor | I think just set the point |
| 09:13:55 | raptor | equivalent (or close to) doing setLoc() |
| 09:28:31 | bobdaduck | AUGH MY BRAEN |
| 09:29:21 | bobdaduck | So I'm trying to work with this array |
| 09:29:25 | bobdaduck | and everything just short circuited |
| 09:29:26 | raptor | too much candy? |
| 09:29:30 | raptor | for breakfast? |
| 09:29:38 | bobdaduck | everything I know about arrays is just gone |
| 09:29:58 | raptor | good bye arrays |
| 09:30:10 | bobdaduck | I mean, not permanently |
| 09:30:24 | bobdaduck | but like ow ow ow I have no idea why nothing is connecting |
| 09:31:05 | raptor | stand up, walk around the hallways, take deep breaths, drink some water, stare at wildlife - then you can figure it out |
| 09:33:00 | bobdaduck | All my everything is fried and I have no idea whyyyy |
| 09:33:58 | raptor | you forgot to eat breakfast |
| 09:34:09 | raptor | or it didn't have whole grains in it |
| 09:34:13 | bobdaduck | xD |
| 09:34:34 | bobdaduck | Okay things are starting to reconnect again. That was really weird. |
| 09:50:42 | bobdaduck | stupid errors that make no sense |
| 09:51:03 | raptor | mostly solved by changing a . into a : |
| 09:51:19 | bobdaduck | no its saying that a variable isn't declared |
| 09:51:26 | bobdaduck | when I very clearly declare it two lines above |
| 09:51:55 | raptor | spelling! |
| 09:52:02 | bobdaduck | I COPY PASTED |
| 09:52:03 | raptor | or.. maybe it's already used elsewhere |
| 09:52:47 | bobdaduck | nope... |
| 09:55:17 | bobdaduck | http://pastie.org/8187089#11,13 |
| 09:55:39 | bobdaduck | both the errors are about variables not being declared yet |
| 09:56:23 | raptor | that's because they're not! |
| 09:56:32 | raptor | see: local normalizedDirectionVector |
| 09:56:38 | raptor | that is inside an if/else block |
| 09:56:42 | raptor | it doesn't exist outside |
| 09:57:21 | bobdaduck | Well that's depressing. |
| 10:17:00 | bobdaduck | ARG. |
| 10:17:03 | bobdaduck | I BLAME YOU. |
| 10:17:06 | bobdaduck | YOU AND YOUR TAU. |
| 10:17:08 | bobdaduck | YOU DID THIS TO ME. |
| 10:17:23 | raptor | but it makes circles easy! |
| 10:18:01 | bobdaduck | ITS NOT SYMETRICAL. |
| 10:18:10 | bobdaduck | IT LOOKS HIDEOUS. |
| 10:18:40 | bobdaduck | I'm trying to make 10 items in a circle |
| 10:18:46 | bobdaduck | AND ITS ALL OFFSET AND STUFF |
| 10:40:58 | bobdaduck | hey does anyone need some busy work? |
| 10:44:02 | | Skybax has joined |
| 10:44:10 | Skybax | Merp |
| 10:46:17 | bobdaduck | NERP. |
| 10:46:24 | Skybax | FLERP!!! |
| 10:47:00 | kaen | sounds like your TAU isn't precise enough |
| 10:47:30 | Skybax | Wut |
| 10:47:54 | kaen | bob's having math problems. |
| 10:48:29 | Skybax | bob, are you bad at the maths? |
| 10:49:02 | bobdaduck | Not necessarily |
| 10:49:05 | bobdaduck | I just never learned it |
| 10:49:06 | bobdaduck | xD |
| 10:49:31 | raptor | he's finally learning that maths are useful... something our secondary school system doesn't always seem to teach.. |
| 10:50:00 | Skybax | I've always known maths are very important for coding xD which is why I didn't take a video game design class |
| 10:52:38 | Skybax | They did two weeks of just math worksheets |
| 10:52:50 | raptor | ha |
| 10:53:09 | bobdaduck | I know maths are useful |
| 10:53:21 | bobdaduck | but they aren't used until post-highschool |
| 10:53:29 | bobdaduck | So like, I'm out of practise |
| 10:53:32 | bobdaduck | practice |
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| 11:06:34 | bobdaduck | I strong-armed it into working |
| 11:08:59 | Skybax | Time for Minecraft |
| 11:10:50 | bobdaduck | NO |
| 11:10:56 | bobdaduck | IT IS NEVER TIME FOR MINECRAFT. |
| 11:11:12 | bobdaduck | MINECRAFT IS THE EXACT OPPOSITE OF HAVING TIME FOR SOMETHING. |
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| 11:37:16 | | thread_ has joined |
| 12:01:39 | raptor | hi thread_ |
| 12:01:45 | raptor | sorry didn't see your PM |
| 12:02:32 | raptor | I wasn't party to that discussion (at least not mentally), but I know bobdaduck and watusimoto (and kaen?) were talking about it |
| 12:02:41 | kaen | about which? |
| 12:02:51 | kaen | er, what |
| 12:02:54 | raptor | Lua API method to enable/disable engineer |
| 12:03:20 | kaen | my compromise was toggling the ability to *deploy*, thread_ |
| 12:03:48 | kaen | I'm not sure if that would satisfy your needs, but it would be a fraction of the effort to code |
| 12:03:51 | thread_ | ah, ok |
| 12:03:54 | thread_ | that works |
| 12:04:05 | kaen | still have to see what wat says though |
| 12:04:10 | thread_ | I knew in making that request is was going to get hairy |
| 12:04:11 | kaen | but it should be easy |
| 12:04:49 | kaen | that's okay. hairy requests are fine |
| 12:04:56 | kaen | thanks for using the google code tracker, btw |
| 12:05:05 | kaen | it's nice to have everything centralized and recorded |
| 12:05:12 | raptor | ah ha! you're erinaarested! |
| 12:05:20 | thread_ | yes |
| 12:06:57 | thread_ | While I have your guy's attention, I should ask now: The reason I made that request is for a level, where I have a defined time period |
| 12:07:01 | thread_ | for defending the base |
| 12:07:14 | thread_ | after which, I would like to take all engineered items, and replace them |
| 12:07:22 | thread_ | with their perminant counterparts |
| 12:07:35 | thread_ | is this going to be possible? even in 019? |
| 12:07:50 | kaen | in 019 it should be |
| 12:07:52 | raptor | good question!\ |
| 12:08:08 | kaen | you'll be able to query by item type, and the replacement is trivial |
| 12:08:45 | thread_ | I just wan't sure since turrets and projectors are listed under EngineeredItem and if I make a new one, I don't know if it would be perminant or not |
| 12:08:57 | kaen | maybe we could even have a setEngineered() method? |
| 12:09:09 | thread_ | sure. want me to make another request in the bug tracker |
| 12:09:46 | kaen | that'd be great :) |
| 12:12:47 | | bobdaduck has joined |
| 12:15:07 | thread_ | done |
| 12:22:23 | | BFLogBot Commit: de91cc977537 | Author: watusimoto | Message: Save QueryServer sort column and order in INI -- does this satisfy issue 193? |
| 12:22:25 | | BFLogBot Commit: 1ca063c4660f | Author: watusimoto | Message: Merge |
| 12:23:40 | thread_ | Does it ever bother you guys that I'm always pushing the limit of what levelgens do? |
| 12:23:48 | kaen | ehehe |
| 12:23:50 | kaen | hehehehheh |
| 12:23:55 | kaen | you've seen dnd right? |
| 12:23:59 | raptor | define 'bother' |
| 12:24:20 | kaen | at least your levels have some respect for the fact that bitfighter is a space game. |
| 12:24:23 | thread_ | It just seems like every day I get on the IRC and ask how to do a new and probably not possible thing |
| 12:24:34 | raptor | heh |
| 12:24:43 | raptor | I have no problem with that |
| 12:24:49 | kaen | also I generally think your levels are innovative, and I find your pushing of the limits very tasteful |
| 12:26:10 | kaen | (not hating on dnd by the way, it's just the level that made me start seriously considering what I'm okay with regarding levelgens) |
| 12:26:35 | kaen | and ultimately, since we exposed the API we really can't gripe about what you do with it :) |
| 12:26:57 | thread_ | aaallright then. No complaining when I make a giant minesweeper level |
| 12:27:03 | thread_ | :P |
| 12:27:57 | kaen | wait until you see what I'm about to release :) |
| 12:28:55 | bobdaduck | about to? |
| 12:28:55 | raptor | uh oh... |
| 12:28:57 | kaen | I'm a minesweeper pro, btw |
| 12:29:03 | thread_ | Awesome. |
| 12:29:09 | kaen | about to ~= this week |
| 12:29:27 | kaen | hmm just realized that means "not equal" |
| 12:29:30 | raptor | i used to restart minesweeper over and over again on 'beginner' until I got the one-click win... |
| 12:29:37 | kaen | I meant "approximately equal" |
| 12:29:51 | kaen | lol |
| 12:29:53 | bobdaduck | lol |
| 12:30:33 | thread_ | I hereby declare "about" to be the symbol ~~ |
| 12:31:24 | raptor | shame on Lua! |
| 12:33:13 | thread_ | btw, in 019 can I use levelgens to set player's energy level? It would be awesome if I can take away energy for taking the shortest path |
| 12:36:10 | raptor | not sure.. |
| 12:36:26 | thread_ | *marches back to the bug tracker* |
| 12:40:52 | bobdaduck | I'm pretty sure I've requested that multiple times. |
| 12:41:37 | thread_ | well. Its been requested again |
| 12:41:41 | thread_ | O.O |
| 12:42:43 | raptor | setHealth/setEnergy |
| 12:42:56 | raptor | yeah that was requested... i don't remember what we said about ti |
| 12:44:44 | bobdaduck | I think you said "yes" |
| 12:44:46 | bobdaduck | and then ignored it |
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| 12:45:32 | raptor | and by that you mean i said 'put it on the issues list' and you ignored it? :) |
| 12:45:50 | raptor | (I honestly don't remember...) |
| 12:47:06 | bobdaduck | Nah I'm pretty sure I was just like "can I have this" and you were like "sure" and then neither of us spoke of it again |
| 12:47:07 | bobdaduck | xD |
| 12:47:41 | raptor | haha |
| 12:48:29 | raptor | did watusimoto or kaen say anything on the matter? I remember vaguely that changing a player's energy/health might be an evil... |
| 12:48:57 | raptor | but maybe it rested on the fact that Lua API should just let you do anything anyways.. |
| 12:50:21 | thread_ | Sorry another thing I would like: sometimes i make a zone of some type and don't want the text. Is it going to be possible to make a variable for that? |
| 12:50:27 | thread_ | Or should I just live with it? |
| 12:51:07 | raptor | a. probably live with it |
| 12:51:12 | raptor | b. we are replacing the text with icons |
| 12:51:27 | thread_ | D: ok |
| 12:52:52 | raptor | bobdaduck: you should see my latest icon for goal zone: http://imgur.com/dQ0RsOd |
| 12:54:06 | thread_ | When I use goal zones for coloring the level, icons are less preferable to text |
| 12:54:08 | raptor | although they look the same from the c-map: http://img560.imageshack.us/img560/1889/kjbf.png |
| 12:54:43 | raptor | coloring the level, huh? |
| 12:55:09 | thread_ | Yea. since all walls are the same, I have made a habbit of sometimes making colers via goalzones |
| 12:55:23 | thread_ | though I'm still restricted to team colors |
| 12:55:39 | thread_ | e.g. no yellow without a team Yellow |
| 12:56:36 | raptor | this was always my favorite map (by Little_Apple) that used zones to color: http://imgur.com/BVcdvWx |
| 12:57:17 | thread_ | yea, the text gets in the way, but you see what I mean by using color. |
| 12:57:34 | bobdaduck | oooh |
| 12:57:55 | thread_ | Maybe you could add an attribute to walls so they han have color? |
| 12:58:15 | bobdaduck | that icon for goalzones is good |
| 12:58:48 | bobdaduck | does look too similar to loadout zones though... But maybe that's okay? |
| 12:58:57 | bobdaduck | force you to explore the level to orient yourself |
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| 13:00:17 | raptor | kaen: what do you think of my goalzone icon? |
| 13:00:17 | raptor | thread_: coloring of walls has been a topic of the past... |
| 13:00:43 | raptor | trying to find the forum thread on it.. |
| 13:00:50 | bobdaduck | I think my solution is the best |
| 13:01:23 | bobdaduck | Allow people to put teams to the "Zone" object. |
| 13:01:32 | bobdaduck | and then if there's a team make it show up. |
| 13:01:44 | raptor | you mean trigger zones? |
| 13:01:53 | bobdaduck | Yeah. |
| 13:01:56 | raptor | interesting... |
| 13:02:02 | bobdaduck | If there's a team, it shows up. No text. |
| 13:02:35 | bobdaduck | Still restricts people from abusing it, but also allows people to make art without the text and icons |
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| 13:12:08 | bobdaduck | "Any of your scripts can print a stack trace with the _stackTracer() command" |
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| 13:35:03 | koda | hi people |
| 13:35:51 | raptor | hello |
| 13:37:52 | bobdaduck | hai |
| 13:38:07 | raptor | koda: I took a look at your log and I didn't see anything special that would describe your problem; although this line "Unable to find a valid protocol line or build_version in config file" seems that you compiled in some classes you shouldn't have |
| 13:38:16 | raptor | in fact |
| 13:38:19 | raptor | in fact... |
| 13:38:33 | koda | :O |
| 13:38:37 | raptor | I wonder if you compiled in a different main() (like from the 'master' directory) |
| 13:38:45 | | koda checks |
| 13:39:14 | koda | umh |
| 13:39:16 | koda | zap/main.cpp |
| 13:39:22 | raptor | that's good |
| 13:39:25 | koda | ok |
| 13:39:36 | raptor | see here for the correct client sources: http://code.google.com/p/bitfighter/source/browse/zap/CMakeLists.txt |
| 13:40:17 | raptor | you do *not* want to compile anything from the 'master' subdirectory except the two classes mentioned in that CML.txt |
| 13:40:30 | raptor | lines 96/97 |
| 13:42:25 | koda | ok so no MASTER_PHPBB_SOURCES |
| 13:42:49 | koda | what else |
| 13:42:52 | koda | no atobscroller... |
| 13:42:57 | raptor | taht is client |
| 13:43:00 | raptor | that is ok |
| 13:44:50 | raptor | you need: lua-vec, tnl, tomcrypt |
| 13:45:09 | raptor | 'alure' if you're doing sound, but i don't remember if we disabled it for now.. |
| 13:45:17 | raptor | probably |
| 13:45:43 | koda | i have them all in place |
| 13:47:17 | koda | so both graphics and sources seem correct :\ |
| 13:47:35 | raptor | ok |
| 13:50:59 | koda | yeah it's like it's compiling the server rather than the client |
| 13:51:47 | raptor | make sure you're not setting the 'ZAP_DEDICATED' flag |
| 13:54:54 | koda | umhhhh |
| 13:55:05 | koda | i added a breakpoint in main.cpp main() |
| 13:55:12 | koda | (the one next to zapmain) |
| 13:55:15 | koda | and it didn't stop... |
| 13:55:18 | koda | wth |
| 13:55:38 | koda | hm |
| 13:55:48 | koda | bt says it's at master/master.cpp? |
| 13:56:03 | raptor | are you sure you're not compilng in another main() somewhere like master/master.cpp? |
| 13:56:07 | raptor | heh |
| 13:56:54 | koda | all master/* stuff should _not_ be compiled in right? |
| 13:57:10 | raptor | according to the CMakeLists.txt, only compile in 2 classes from master/ : database.cpp and masterInterface.cpp |
| 13:57:19 | raptor | yeah, nothing else |
| 13:58:11 | koda | yay it works |
| 13:58:14 | | bobdaduck_ has joined |
| 13:58:24 | raptor | a different type of 'it works' ? |
| 13:58:39 | koda | yes :D |
| 13:58:44 | koda | no games online |
| 13:58:47 | raptor | hooray! |
| 13:59:15 | koda | strange though, why didn't i get a two _main symbols defined |
| 13:59:16 | koda | :s |
| 13:59:32 | koda | augh, the keyboard pops out immediately |
| 13:59:40 | raptor | heh |
| 13:59:50 | koda | and most importantly it doesn't work :\ |
| 14:00:17 | koda | since when the music changed? :o |
| 14:00:26 | raptor | :) |
| 14:00:34 | raptor | last release? a nice menu music |
| 14:00:38 | raptor | *nicer |
| 14:00:43 | koda | who reintroduced the quit message! |
| 14:00:54 | raptor | quit message? |
| 14:00:57 | koda | LOL the credits sources |
| 14:01:01 | koda | music |
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| 14:01:03 | raptor | :) |
| 14:01:06 | koda | :D |
| 14:01:14 | raptor | you're the first one who noticed! |
| 14:01:15 | koda | can i vote for the old music for the credits? :p |
| 14:01:28 | raptor | what was the old music? no music? |
| 14:02:04 | koda | the psyco synth music of 17a |
| 14:02:20 | koda | the menu one is nice indeed |
| 14:02:28 | raptor | heh |
| 14:04:45 | koda | calmer and quieter |
| 14:04:54 | koda | raptor: does the android version work at all right now? |
| 14:05:09 | raptor | it needs to be updated like iOS |
| 14:05:13 | raptor | with missing clases, etc.. |
| 14:05:24 | koda | i c |
| 14:05:27 | raptor | but |
| 14:05:35 | raptor | it actually would crash |
| 14:05:41 | raptor | it had some openGL + threading issue |
| 14:05:47 | raptor | I could never solve it |
| 14:05:53 | koda | maybe with the newer sdl it is fixed |
| 14:06:14 | raptor | oh yeah... i didn't try with SDL2.. |
| 14:06:23 | koda | so what should be done for polygons? |
| 14:06:38 | koda | can i send broken stuff hoping that someone can fix it? :D |
| 14:06:50 | raptor | heh |
| 14:07:06 | raptor | you mean a patch with any client source changes? |
| 14:07:27 | koda | no i split my patches in several parts |
| 14:07:40 | koda | the only one that changes rendering in a wrong way is the polygons one |
| 14:09:03 | bobdaduck_ | Why are we working on an android version? |
| 14:10:03 | koda | bobdaduck_: if you use opengles on desktop your performance will skyrocket |
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| 14:12:33 | raptor | yes, being GLES compliant is a good thing |
| 14:12:48 | raptor | but we'll still have the issue of not actually being able to move the ship... |
| 14:12:52 | raptor | :) |
| 14:13:50 | raptor | koda: send me the diff with any graphics changes |
| 14:14:05 | raptor | I'll take a look... maybe getting the android build to compile will help out.. |
| 14:22:10 | bobdaduck | raptor did you ever figure out what caused Robbie the Resource to disappear to -1, #IND? |
| 14:23:29 | bobdaduck | I'm trying to use it in a level... |
| 14:23:44 | raptor | i think kaen may have... it had something to do with the NaN number |
| 14:24:21 | raptor | i don't remember, did you narrow it to a particular test case with some Lua API method? |
| 14:24:31 | bobdaduck | I didn't |
| 14:26:22 | bobdaduck | how do I get objType? |
| 14:26:55 | raptor | someObject:getClassId() |
| 14:27:40 | bobdaduck | uhhh |
| 14:29:06 | bobdaduck | No that's not it |
| 14:29:09 | bobdaduck | that returns a number |
| 14:29:27 | raptor | "my responses are limited. you must ask the right questions" |
| 14:29:37 | bobdaduck | like, ObjType.GoalZone |
| 14:29:42 | bobdaduck | how do I test for that? |
| 14:29:43 | raptor | yep |
| 14:30:00 | raptor | if someObject:getClassId() == ObjType.GoalZone |
| 14:31:33 | bobdaduck | ah. |
| 14:38:21 | koda | raptor: so i'll push my changes except the polygon stuff |
| 14:38:29 | koda | it will help you in the android stuff too |
| 14:38:42 | raptor | okey doke |
| 14:39:01 | koda | http://dl.dropbox.com/u/24468/somepolygons.patch |
| 14:41:38 | koda | 2336 changesets found |
| 14:41:47 | koda | i haven't been pushing for a while :D |
| 14:41:48 | raptor | we've been busy! |
| 14:59:18 | koda | still uploading... |
| 15:03:22 | raptor | wait waht? Are you added a large size? |
| 15:03:28 | raptor | *adding |
| 15:11:08 | raptor | oh hey Watusimoto is here.. |
| 15:11:19 | raptor | Watusimoto: do you ever get this bug?: http://code.google.com/p/bitfighter/issues/detail?id=207 |
| 15:12:29 | Watusimoto | I never have... I can try it later when I'm done debugging this megafrustating case |
| 15:12:50 | raptor | megafrustating... sounds intense |
| 15:13:12 | Watusimoto | I wish |
| 15:13:24 | Watusimoto | I'm trying to fix the editor snapping bug |
| 15:13:35 | Watusimoto | and I'm seeing things I just don't understand |
| 15:14:09 | raptor | ah... I wanted to ask you if you thought that bug even needs fixing... |
| 15:14:57 | raptor | koda: what have you done to my .plist? |
| 15:15:03 | Watusimoto | apparently I do |
| 15:15:50 | raptor | you're talking about this one?: http://code.google.com/p/bitfighter/issues/detail?id=205 |
| 15:16:01 | koda | raptor: umh nothing important i read, just moved a few sections? |
| 15:16:17 | koda | actually i didn't do it manually, it got changed on its own :| |
| 15:20:15 | Watusimoto | raptor: yes, that one |
| 15:21:28 | raptor | what did you decide was the fix? disabling snapping with multiple items being moved? |
| 15:22:02 | Watusimoto | no; move the items normally (i.e. no special snapping) then snap each item at its new destination |
| 15:22:14 | Watusimoto | well, that's not quite right |
| 15:22:20 | Watusimoto | basicaly snap everything |
| 15:23:11 | Watusimoto | and it works quite well excpet in one situation that defies all logic and debugging |
| 15:25:29 | bobdaduck | xD |
| 15:25:38 | bobdaduck | What situation is that? |
| 15:25:38 | raptor | !bugs |
| 15:25:38 | BFLogBot | To enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs |
| 15:27:09 | Watusimoto | moving away from a wall |
| 15:27:15 | Watusimoto | someimtes the objects shift around weirdly |
| 15:27:27 | Watusimoto | when they really should stay in the same relative position |
| 15:27:36 | raptor | because the snap doesn't 'release' soon enough? |
| 15:28:15 | Watusimoto | I'm really not sure |
| 15:28:34 | Watusimoto | I did some printfs that prove that what I'm seeing on the screen differs from what the code is saying |
| 15:28:40 | raptor | I think you have to move a certain distance from the walls before the snap gives way |
| 15:33:28 | Watusimoto | yes, of course; that's not the issue |
| 15:38:06 | bobdaduck | Dang, I can't get the machine time. |
| 15:38:10 | Watusimoto | I wish I could explain it because it's really odd |
| 15:38:12 | bobdaduck | Just had the idea for a clock level... |
| 15:40:03 | raptor | you can use os.time |
| 15:43:04 | Watusimoto | here's a patch |
| 15:43:05 | Watusimoto | http://pastebin.com/MZBCKMSB |
| 15:44:02 | Watusimoto | basically, I record the original location of each item |
| 15:44:08 | Watusimoto | and we are already calculating an offset |
| 15:44:36 | Watusimoto | so if I am moving two items, the difference between their original locations should always be fixed |
| 15:44:47 | Watusimoto | and they should aways move in tandem |
| 15:44:59 | Watusimoto | (assuming they are both selected) |
| 15:45:12 | Watusimoto | and my elaborate printfs show that is true |
| 15:45:32 | Watusimoto | but when I apply a constant offset to both of them, they sometimes move relative to one another |
| 15:45:40 | Watusimoto | and this makes no sense |
| 15:51:50 | raptor | im sorry, i have to go! |
| 15:51:52 | | raptor Quit () |
| 15:57:12 | | LordDVG Quit (Read error: Connection reset by peer) |
| 16:04:07 | koda | umh can i has merge? |
| 16:04:50 | Watusimoto | Yes, I suppose so |
| 16:04:59 | Watusimoto | I'm about to checkin if this test works |
| 16:05:25 | Watusimoto | so hold on just a sec and we'll see if I'm ready |
| 16:07:29 | Watusimoto | ok am checking in |
| 16:08:14 | | BFLogBot Commit: 4c9e83553a03 | Author: watusimoto | Message: Fix bug when moving multiple engineered items in editor |
| 16:08:18 | Watusimoto | koda: my checkins are in |
| 16:08:25 | Watusimoto | I'm not planning anything else for a while |
| 16:08:35 | Watusimoto | so go and do your stuff in peace! |
| 16:10:01 | | bobdaduck Quit (Ping timeout: 264 seconds) |
| 16:16:14 | kaen | koda do you have push access? |
| 16:16:31 | kaen | or do you need someone to merge your work? |
| 16:17:33 | koda | i don't have push access but i have a nice clone |
| 16:18:02 | koda | https://code.google.com/r/vittoriogiovara-bitfighter-again/source/browse |
| 16:18:52 | koda | gn |
| 16:18:54 | | koda Quit (Quit: koda) |
| 16:28:21 | | thread_ Quit (Ping timeout: 250 seconds) |
| 16:29:42 | Watusimoto | for raptor: |
| 16:30:32 | Watusimoto | in the latest build, I cannot reproduce htat error. I set WindowMode=Fullscreen and it starts up, though it does do some weird screen mode stuff. But works. |
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| 18:46:37 | | ChanServ sets mode +o |
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| 19:20:25 | raptor | "You are VERY VERY VERY farty" is online |
| 19:20:30 | raptor | favorite name of the month |
| 19:20:37 | Skybax | Awesome |
| 19:37:32 | raptor | looks like farty comes from the same IP as 'Toshiba' |
| 19:38:04 | raptor | and 'DadPC' |
| 19:38:14 | raptor | and 'Player2' |
| 19:38:24 | raptor | we might have a family playing! |
| 20:48:24 | Skybax | Except player2 never plays lol |
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| 21:26:40 | raptor | hi |
| 21:29:09 | bobdaduck | hi |
| 21:29:25 | bobdaduck | "hi" he said again, just because he knew it would annoy the reporters. |
| 21:34:47 | Skybax | Intruiging |
| 21:49:49 | raptor | ok, on to Lua API fixes! |
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