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IRC Log for 2013-08-03

Timestamps are in GMT/BST.

01:03:59BFLogBot Commit: d83218e5ced6 | Author: buckyballreaction | Message: Lua API: Add setHealth and setEnergy to Ship. Handle crediting negative energy to the client. Also fix crashes with a NULL damaging object to Ship. Completes issue 230
01:06:18kaennice!
01:07:21raptor has joined
01:07:21raptor Quit (Changing host)
01:07:22raptor has joined
01:07:22ChanServ sets mode +o
01:07:28raptorI am not awake
01:07:54kaenalways lurking...
01:08:57kaenI'm taking the static stuff out of the doxygen. I think it's better to have API docs there, and general information, examples, tutorials, on the wiki
01:09:06kaenalso added a Scripting category to the wiki
01:09:24raptorok
01:09:37kaenI'll probably be rounding that out for the next little bit and combing over the API
01:09:37raptorso we'd have 'pure' API docs?
01:09:41kaenyes
01:09:43raptorok
01:09:51raptorif you find any API oddness, let me know
01:09:59kaenwill do
01:09:59raptorI can do the implemening..
01:10:18raptorso I find a 'findClosest' method in the robot_helper_script.lua
01:10:29kaenwow
01:10:41raptorfindClosest(tableOfObjTypes, teamIndex)
01:10:46raptorshould I move this to Lua?
01:10:49raptorI mean c++
01:10:55raptorduh, c++, duh
01:11:11kaenyep, looks useful
01:11:33raptorthere is a bot:findClosestEnemy, but nothing else
01:11:36raptorok
01:11:53raptorwhat should the signature be? the same?
01:12:10raptori.e. two arguments: table of bfobject types, teamIndex
01:12:16raptorteamIndex can be nil
01:13:16kaenmaybe a table or a single type?
01:13:26raptoractually, i'm about to fall unconscious again...
01:13:31kaenok
01:13:33kaengood night!
01:13:35raptorso... night!
01:13:41raptor Quit ()
01:16:15Watusimoto has joined
01:22:48kaenhello!
01:25:55Watusimoto Quit (Ping timeout: 276 seconds)
01:30:44LordDVG has joined
05:46:35LordDVG Quit (Remote host closed the connection)
08:12:55raptor has joined
08:12:55ChanServ sets mode +o
09:04:38Skybax Quit (Quit: Skybax)
09:28:43BFLogBotThe dame was hysterical. Dames usually are. -- Calvin as Tracer Bullet
09:39:07kaenI hatelove javascript
09:39:11kaenI hatelove it so much.
09:41:05raptori don;t think i've learned the -love part of it yet...
09:43:31kaenthe progression is like: mild intrigue -> familiarity -> slight annoyance -> genuine anger -> whitehot rage of 10,000 burning suns -> numbness -> grudging acceptance -> love
09:46:50raptorhmmm
09:47:22raptori've hit the rage part several times now... I usually switch to a different project afterwards..
10:14:20bobdaduck has joined
10:17:05bobdaduckgentlement
10:17:31raptorbuenos
10:38:41Little_Apple has joined
10:38:57Little_Apple5 hour energy!
10:39:19raptoruh
10:39:23raptorbreakfast?
10:39:35raptoror maybe lunch
10:39:52Little_Applei have a bottle here..
10:39:55Little_Applenever had one before.
10:41:07Little_Applehopefully it wont kill me..
10:42:02raptorsounds like a caffeine drink
10:42:24raptorit's a good starter drug..
10:42:53Little_Apple"Do not take if you are pregnant or nursin, or under 12 years of age"
10:43:01Little_Applenursin. lol
10:43:06raptori'd stop experimenting before you move to cough syrup...
10:43:18raptorha
10:43:23Little_Appleoh wow it smells bad...
10:43:55raptorthere's actually a simple rule I like to follow with regards to consumption: if it's bad for a pregnant/nursing lady, it's probably bad for me
10:44:11Little_Applewelp... im not pregnant!
10:44:14Little_Applei should be fine!
10:44:21raptorhaha
10:44:39Little_Appleits sugar free!
10:44:59raptorI expect a report after your fingers and eyeballs stop twitching
10:45:04Little_Appleca
10:48:09Little_Apple"CAUTION: Contains caffeine comparable to a cup of the leading premium coffee. Limit caffeine products to avoid nervousness, sleeplessness and occasional rapid heartbeat. You may experience a Niacin Flush (hot feeling, skin redness) that lasts a few minutes. This is caused by increased blood flow near the skin."
10:48:17Little_Applehow wonderful....
10:48:42raptorThere are so many people at my work addicted to caffeine drinks
10:49:18Little_Applespike all of the coffee with engine sludge!
10:50:26raptorgross
10:50:40raptorI thought coffee came that way... not someone spiking it
10:50:42Little_Appleexactly!
10:50:52Little_Applehahah
10:54:01Little_Appleits sugar free! it must be healthy!
10:54:32Little_Applethis is a really bad idea...
10:55:38raptori'm not sure i can convince you not to do it...
10:55:55raptormaybe catch a mouse and feed it to the rodent
10:56:08Little_Applelol
10:58:11Little_Applehopefully i wont pass out and foam at the mouth...
10:59:47Little_Applei can smell the caffeine...
11:00:17raptorthis is your future: https://www.youtube.com/watch?v=sHzdsFiBbFc
11:00:29Little_Appledo i want to click on that?
11:01:09raptoroops, that was the wrong one...
11:01:21Little_Applelol
11:01:55raptorthis is better, non-video: http://www.trinity.edu/jdunn/spiderdrugs.htm
11:02:57Little_Applegood thing im not a spider!
11:07:32Little_Appleon a related note http://www.youtube.com/watch?v=Qf8pAwGsuF4
11:09:34raptorwow, i've never seen that before..
11:09:57Little_Applec:
11:38:12Little_Applei drank it...
11:40:12Little_Appleick.
11:44:35Little_Appleeverything got more boring...
11:50:46kaensounds like a nethack potion
11:50:59Watusimoto has joined
11:55:16Little_Appleso many tabs..
11:55:30raptoryou should go run 10 miles
11:55:34raptorreport back in 15..
11:55:40Little_Applekbai
12:04:26kaenraptor, check out the level code at http://bitfighter.org/pleiades/levels/view/21
12:05:16kaen(make sure to ctrl+F5 a few times if you don't see it)
12:05:31kaenoh, bobdaduck too
12:08:14bobdaduckI see a shrink and expand button that does nothing
12:08:30bobdaduckthe levelgen script is colored, that's cool
12:08:40Little_AppleRACIST
12:08:42kaennot refreshed enough it sounds like
12:08:56kaenlook at the team lines in the level code
12:10:10raptorsyntax highlighting!
12:10:28kaenhmm. I made the team names colored with the specified color
12:10:37kaenyou guys can't see it?
12:10:57bobdaduckOH THERE IT IS
12:10:58bobdaduckxD
12:11:01kaenlol
12:11:10bobdaduckhad to open it in chrome
12:11:12bobdaduckand then deep refresh
12:11:15kaenbummer
12:11:15bobdaduckbut it worked xD
12:11:22Little_Appleooh!
12:11:24kaenit should work in all browsers ._.
12:12:09kaenis that cool/lame/distracting?
12:12:15Little_Appleits pretty.
12:12:28kaenit's not perfect yet
12:12:33kaenmulti-word team names are broken
12:12:50kaenand it doesn't always pick the right text color
12:12:53bobdaduckI think the way it is is distracting
12:13:02bobdaduckit should just be the text color
12:13:07bobdaduckand not like, a big chunk around it
12:13:08Little_Appleyes!
12:13:33kaenI think I'll just scrap it. if I set the text color then you could make it impossible to read
12:13:40kaenor maybe do it outside of the level code
12:13:45Little_Appleblack team!
12:14:16kaenbig thanks to my UX team :)
12:14:48Little_Apple"les UX, a group of Parisians who secretly "improve" Paris in out-of-the-way places"
12:15:11Little_Applesounds about right.
12:15:32kaenhttp://en.wikipedia.org/wiki/User_experience
12:15:57Little_Apple:P
12:16:21kaenit's more of a trendy hipster buzz-word in my opinion. it was kind of tongue-in-cheek
12:17:53Little_Apple5 hour energy! because you dont really need to blink!
12:18:26kaennew proposal: completely hide level and levelgen code by default, and have show code/levelgen buttons
12:18:51Little_Applesounds good imo..
12:19:23kaenless junk on pages by default, I can save bandwidth, and it solves the problem of scrolling through ten pages of level code because "it's too late to turn back for that shrink button now"
12:20:11bobdaduckyeah do it
12:20:19bobdaduckeveryone's just gonna hit the "download" button and be done with it anyway
12:20:20Little_Applewill there be some form of creator notes on the maps? or just the level's description?
12:20:59kaenthere's already a place for it
12:21:07Little_Appleoh ok
12:22:15raptorI'm nearing the end of my Lua API changes... anything left?
12:22:52raptordo we really want this?: https://code.google.com/p/bitfighter/issues/detail?id=226
12:23:58kaenI say no after all
12:24:06kaenthere's already a way to disable engineer:
12:24:10kaenremove all the resource items
12:28:11raptorWatusimoto? what do you say?
12:28:18raptori think i agree with kaen
12:38:31Little_Applewelp. time to listen to the talking heads.
12:57:22Little_Appleis anyone here fluent in russian?
12:57:48raptori'm not
12:59:25Little_Applethis was a dumb idea...
12:59:57Little_Applehappy 3:00!
13:00:12raptorwhich? self-'medicating'?
13:00:16Little_Appleyes.
13:00:38Little_Applemakes everything really boring...
13:00:48raptori bet you can't stand to have a web page open for more than 5 seconds before it gets old
13:00:48Little_Appleanxious about everything
13:00:57Little_Appleyup.
13:01:18Little_Applecycled through my tabs lots searching for updates.
13:01:33Little_Appleconstant balisong flipping
13:01:37Little_Appleaside from typing
13:01:41raptordo you have a bike?
13:01:47Little_Appleyep
13:01:58raptorsome physical exertion can help even out the effects
13:02:20raptoror go wrestle the neighbor's dog
13:02:26Little_Applelol
13:03:06raptoroooo
13:03:10raptoror chase chickens!
13:03:13Little_Applelistening to the vvvvvv soundtrack...
13:03:18Little_Appleno chickens around here...
13:03:26raptorawww
13:04:10Little_Applei think im bruising my knuckles..
13:04:39raptorbut it's ok lalalalalaala
13:05:33Little_Appleflipping faster than normal..
13:06:24Little_Applei think this would be the worst thing to drink if you had a desk job...
13:06:31Little_Apple5 hour monotony!
13:12:23Watusimotooh hey, you pinged me
13:12:47Little_Applehi there!
13:13:52Watusimotoah, the question was about issue 226?
13:14:01raptoryes
13:14:04raptorhello
13:15:23Watusimotohi
13:16:11Watusimotoso the use case behidn this is enableing and disabling people's ability to engineer
13:16:32Watusimotoso like engineering is allowed at different phases of the game, or when a certian condition is met
13:16:33raptoryes, with levelgen
13:16:42raptoryes
13:16:45Watusimotook
13:16:52Watusimotomaybe kaen's proposal makes sense
13:16:52bobdaduck Quit (Remote host closed the connection)
13:17:12Watusimotobecause you could argue that engineer is enabled on a level or not
13:17:15Darrel has joined
13:17:22Watusimotobut maybe it could be disabled temporarily
13:17:26raptorso just remove resources
13:17:37raptoror which proposal?
13:17:40kaen^ this is my new idea
13:17:44Little_Appleflipping getting sloppier and sloppier..
13:17:48Watusimotono kaen proposed disabling the ability to deploy
13:17:52kaenI think we can do a no-build here
13:18:15kaenI've recanted that suggestion I posted on the issue
13:18:17Watusimotoso you coudl retain the engineer module (because engineer was allowed on a level) but it would be temporarily blocked
13:18:24Watusimotowell... I like it ;-)
13:18:27kaenok :)
13:18:32Watusimotorecalled or otherwise
13:18:34kaenI won't try and stop you
13:19:04Watusimotothen that also resolves the issue of what happens when you are carrying a resource item when engineering is disabled
13:19:16Watusimotohere's a thought
13:19:20Little_Applewill it restrict engineer from all players or only a specific amount?
13:19:27Watusimotowhat if we had engineer-prohibition zones
13:20:08Watusimotowell i was thinking they would use the same mecahnism, but that;s not right
13:20:09Little_Appleor have control over modules in general?
13:20:15raptorfeature creep
13:20:19kaenfeature creep
13:20:25kaensounds cool though
13:21:00Watusimotoso I think adding and removing engineer from a level via levelgen only makes sense when the level is being initialized
13:21:28Watusimotoso the real question is do we want to be able to suppress the ability to use engineer?
13:21:46Watusimotowithout actually removing it from the level
13:22:00raptormy favorite engineer suppression device: phaser
13:22:06Watusimotoif not, a similar effect could be gained by removing the resources, as kaen described
13:22:27Watusimotoif so, we'd still need a way to show players that the module was suppressed
13:22:35Watusimotoperhaps by graying out the module on the indicator
13:22:48Watusimotoand on the loadout menu
13:23:08Watusimotoso actually, implementation of a supression command would be pretty simple
13:23:17Watusimotos2csuppressEngineer(bool)
13:23:19raptorship:setHealth(0)
13:23:23raptorsuppressed
13:23:34Watusimotoyou mean setEnergy?
13:23:42raptorno, i was joking
13:23:49Watusimotoship:kill()
13:23:51raptorbecause i just added that method last night
13:23:55Watusimotoah
13:24:10Little_Appleis there a command to kill everything yet?
13:24:17Watusimotoman, I should probably pay closer attention to what you guys are doing
13:24:30raptorresolving issues!
13:24:47Watusimotoso to me, this question comes down to whether we implement a s2cSuppressEngineer command
13:25:01WatusimotoI'd be willing to try it
13:25:18raptoryou should see kaen's fix to one of your checkins last night: https://code.google.com/p/bitfighter/source/detail?r=36446e6b088cb4eec390a76329f31388751f3820
13:25:27raptorjust in case vc++ let's you do it again
13:25:37Watusimotouh oh
13:26:46Watusimotoseems harmless enough
13:26:56Watusimotodid that not compile for you?
13:27:13raptornope
13:27:29Watusimotothat just proves that vc++ is the more powerful compiler!
13:27:38kaenheh
13:27:39Watusimotoit compiles anything!
13:27:53raptorhaha
13:27:58Watusimotoso... <<< Watusimoto? what do you say? >>>
13:28:20WatusimotoMy answer is implement a suppression method
13:28:57Watusimotobut I also don't really care, so if you guys think that removing resource items is enough of an implementation, I'm find with that too
13:29:40raptori think we'd pnly have one person use it in one level
13:29:43raptor*only
13:29:44Little_Appleor just disable it via level editor...
13:30:03kaenhe wants to disable and re-enable it at runtime, Little_Apple
13:30:17Little_Appleok...
13:30:26kaenmy position is exactly the same as wat's
13:31:11Little_Appleif the option was ever added to disable engineer on the fly, could the same be added for the rest of the modules?
13:31:29raptori don't particularly want to implement it fir 019
13:31:34Little_Appleshield free combat!
13:31:38kaenthen it's decided
13:31:38kaenwhoa
13:31:40kaenla
13:31:41kaenthat
13:31:44kaenis an amazing idea
13:31:47Little_Applelol
13:31:47kaenfor 020 :)
13:31:59raptorhahaha
13:32:59WatusimotoI'd prefer something like shield-free combat to be a zone rather than a time-based prohibition
13:33:04raptoractually, i think i would lump it all together with 'disabling modules'
13:33:23raptorand then we should do a consistent game mechanic for it
13:33:31Watusimotoyes
13:33:43raptor(but not for 019..)
13:33:43Watusimotoso for 019 it's disable engineering by removing resources?
13:33:49raptoryep!
13:34:00raptorat least, since the decision fell to me.. i guess
13:34:06Watusimoto:-)
13:34:16Watusimotoyou were the last to chime in
13:34:25Watusimoto Quit (Remote host closed the connection)
13:34:53Watusimoto_ has joined
13:34:54Watusimoto has joined
13:35:35Watusimoto_ok, back in a little bit... time for my I-ate-a-huge-lunch-so-I-decided-not-to-make-dinner-but-now-i'm-hungry-and-wish-I-had snack
13:35:52raptornom nom
13:36:09Little_Appleif you force yourself to vomit you could have a dog snack!
13:36:17Watusimoto_thanks for that
13:36:20raptorgross
13:36:26raptoroh the memories...
13:36:30Little_Applemake sure you have a bowl..
13:37:24kaen!bugs
13:37:24BFLogBotTo enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs
13:39:31raptormy last thing on my Lua list was to make sure loadout stuff actually works..
13:42:26raptorkaen / Watusimoto_/ Watusimoto: this is how loadouts operate at the moment: http://pastie.org/8203598
13:42:33raptorshould we make changes to it?
13:42:44Little_Applehttp://www.youtube.com/watch?v=WRu_-9MBpd4
13:43:48raptoris that you Little_Apple?
13:43:58Little_Applehelp....
13:45:01kaenthat looks perfect, raptor
13:45:14raptorkaen: ok
13:45:48raptorso always set the entire loadout first in the script, just like in game
13:46:09kaenhmmm
13:46:30kaenactually I just thought about how that would look if you just wanted to change one weapon
13:46:53raptoryes...
13:47:02kaenare loadout objects passed by reference?
13:47:05raptori'm not sure what we actually want to allow
13:47:09raptoruh
13:47:28kaene.g. can I do `bot:getReqLoadout():setWeapon(1, Weapon.Phaser))`
13:47:30raptora Ship object has a LoadoutTracker member, which holds the loadout
13:47:38raptorah
13:47:44raptoryes, I think...
13:47:57kaenif that works, then it's ok with me
13:47:57raptorshould I rename those?
13:48:12kaenI'm not a big fan of Req and Curr
13:48:38raptorsetCurrLoadout doesn't work... should it change loadout immediately?
13:48:55kaenoh, no
13:49:15kaenfor some reason I thought that's how you switch to a different weapon
13:49:22kaencan we nix it?
13:49:24raptoryeah, see, we have a broken loadout set-up
13:49:31raptorand i'm willing to rewrite the whole system
13:49:34kaenok then
13:49:38kaenlet's do it big
13:49:42raptorso the question: what *should* it be?
13:50:03kaenbot:setWeapon(1, Weapon.Phaser)
13:50:11kaenbot:getLoadout()
13:50:15raptori think only repairbot ever used loadouts (and maybe _k's personality bots, but those are so broken..)
13:50:19raptorok
13:50:47raptorso there is a bot:setWeapon() method
13:50:54raptorbut it requires you have it equipped
13:51:08kaenyuck
13:51:16kaensetActiveWeapon() ?
13:51:28raptorchange it to that?
13:51:30raptori like it..
13:51:34kaenok
13:52:40raptorso setActiveWeapon changes to the active weapon if it's loaded
13:52:53kaenhmm I'm not 100% on the name yet
13:53:08kaenbut yes, that's its behavior
13:53:53kaenmaybe activateWeapon?
13:55:32raptorooo, better!
13:55:42kaenok, I'm glad you think so
13:55:45kaenI was wavering
13:55:56kaenit's a nice progression
13:56:07kaensetWeapon -> activateWeapon -> fire
13:57:13kaenoh whoa whoa whoa
13:57:23kaenthere's already activateModule()
13:57:44kaenwhich actually fire the module, right?
13:58:57kaenwe'll have to either rename it or do something other than `activateWeapon`
13:59:36kaenselectWeapon() ?
14:00:03kaensetWeapon, selectWeapon, fire ; setModule, activateModule
14:01:11kaenhow about we just drop setActiveWeapon altogether
14:01:16kaenmake fire() take a weapon slot
14:01:26kaenand auto-select that weapon
14:01:35kaensetWeapon, fire ; setModules, activateModule
14:01:46kaensetModule*
14:01:57raptorhmmm
14:01:59raptormessy
14:02:12kaenprovides a much cleaner api
14:02:22raptorshould we allow bots to switch weapon at will without consideration of a loadout?
14:02:24kaenis it messy to move setActiveWeapon into fire?
14:02:51kaenno
14:03:07kaenmake fire take a weapon slot to change to
14:03:16kaenobviating the need for setActiveWeapon
14:04:00kaenand if no slot is specified it can just use the last weapon, I guess
14:04:36kaenthat way we'll make the process for equipping/activating weapons and modules very similar
14:04:58kaenwe could even rename activateModule to fireModule and fire to fireWeapon
14:05:07kaenthen they'd be virtually identical
14:05:12kaenfrom a scripter's perspective
14:15:58Little_Appleyes! subscriptions!
14:55:59Little_Applebored bored bored bored.
14:56:19raptor3 hours left?
14:58:27Little_Applebleh
15:09:28Little_Appleraptor!!! http://www.moonpie.com
15:09:53raptormunchies?
15:11:05Little_Appleyes!!
15:11:18Little_Applewe have caaaaaake
15:11:29Little_Applebb's birthday yesterday..
15:11:41raptornew version of freeorion!
15:11:49raptoroh, happy bday bb
15:13:40Little_Applehe says danke.
15:16:21Watusimotoback... it was a long snack!
15:16:40Little_Apple$5 foot long snack?
15:18:12Watusimotoi think this sig would be useful too
15:18:13Watusimotohttp://pastie.org/8203789
15:18:43kaenagreed!
15:19:25WatusimotosetActiveWeapon() <=== good
15:19:48kaendisagreed :<
15:19:54WatusimotoactivateWeapon <=== better
15:20:06Watusimoto(sorry, still reading through)
15:20:09kaenoh ok
15:21:19Watusimotoso, I don't necessarily agree with this statement, but... what is the advantage to forcing bots to contend with a loadout? why not let them have all weapons/modules?
15:21:33Watusimotodoesn't that just make the programmers job more complicated for no real gain?
15:21:54kaenthat's a good question to ask
15:22:37kaenI guess to preserve some sort of fairness for the bot's physical capabilities?
15:22:44kaenI know they can unfairly see some things
15:22:45Watusimotoif you want to simulate a loadout, you can -- just restrict yourself to two mods and 3 weapons
15:22:59kaenand then check for the conditions to change it
15:23:00Watusimotowhich in practice all existing bots do
15:23:23Watusimotobut loadouts *could* be handled entirely script-side
15:23:30kaentrue
15:23:39kaenI have no counter argument to that
15:24:14kaendoesn't the engine itself require the bots to have a properly configured loadout?
15:24:29Watusimotomaybe; probably at least sort of
15:24:43Watusimotobut we could make the lua fire method creaet whatever projectiles we wanted
15:24:52Watusimotohell, bots could shoot resource items
15:24:56kaenlol
15:25:09Watusimotoor little mini asteroids
15:25:25Watusimoto_ Quit (Remote host closed the connection)
15:25:31kaenok, I'm on board
15:26:10kaenbut we should keep around getReqLoadout and getCurrLoadout
15:26:39kaensince it's used to communicate configurations to levelgens
15:26:44kaenlike in dnd
15:26:54kaenoh
15:26:58kaenthere's a snag in fact
15:27:15kaenremoving loadouts entirely would break bob's dnd bots
15:28:53kaenso maybe we could just keep the system in place, and then let bots use whatever they want?
15:29:13kaen(I think we should restrict fire to defined weapons and modules ...)
15:29:48raptorhi i'm back!
15:29:51raptor reads...
15:30:32raptorok, so... get rid of the loadout object entirely? (at least the setter)??
15:31:19raptorinternally, all Ship objects required an active weapon index to fire
15:32:00raptorthis means a loadout does need to be loaded for the desired weapon
15:32:32raptorwhat would the new fire() signature look like for bots? bot:fire(Weapon.Burst) ?
15:34:54Watusimotothat was my thought
15:35:18Watusimotois there any real disadvantage?
15:35:24raptorthen internally, i'll have to switch the loadout on the fly (if the weapon isn't there) then switch to the index, and call fire()
15:36:01raptordo we want bots to have the same loadout restriction with reloading weapons?
15:36:22raptorlike a new weapon requires going to a zone OR dying depending on the level?
15:37:07kaenok, I think it's fine that bots are technically unfair, but I think we should keep them capably fair
15:37:17kaenlike, they can't move faster than a normal player
15:37:22raptorhaha
15:37:34raptormaybe we should have a mCheaterFaceBot flag
15:37:47kaenso I think they shouldn't be able to just use all modules and weapons
15:39:07kaensetWeapon -> fireWeapon is a nice enough interface
15:39:30kaenand it's consistent with a player's understanding of the game rules
15:42:21raptorbut still no setting of loadout?
15:42:50kaenerm, setWeapon is for setting a slot in the loadout
15:42:58raptorah
15:43:02kaenthere's no call for switching to a weapon
15:43:03raptornot switching to a weapon
15:44:28raptorok
15:45:02raptorso effectively they'd still have access to all weapons? i'd just set weapon index 0 to whatever is chosen..
15:45:05raptoreach time
15:45:48kaenhm, no I don't think so
15:46:01kaenthey'd use setWeapon and setModule to choose a layout
15:46:07kaenthen update layout be normal rules
15:46:23kaenthen fireWeapon(slotNumber) to choose which one to fire
15:46:57raptorhow about Watusimoto's suggestion of chang the layout like so?: bot:setLoadout(Weapon.Phaser, Weapon.Bounce, Weapon.Triple, Module.Shield, Module.Repair)
15:47:05raptor*changing
15:47:23kaenwould both be okay?
15:47:31kaenI can think of instances of when I'd use each
15:47:36raptoryes probably
15:48:33raptorcould setWeapon(index, weapon) just be standalone, as if you only wanted to change one thing about the loadout?
15:49:28kaenstandalone?
15:49:43raptorright now, to change a loadout, you need to fill out an entire loadout
15:49:48kaenoh, yes
15:49:59raptorso calling setWeapon(1, Weapon.Bouncer)
15:50:04kaenin fact Ideally setWeapon would be on bot:
15:50:09raptoryes
15:50:28raptorand just the one weapon would update the loadout?
15:50:33kaenyep
15:50:40raptorok, thanks for clarifying
15:51:01kaenshould be a really nice interface compared to what we have now
15:51:17WatusimotoI agree... both is better
15:52:35Watusimotoso does bot:setWeapon() change the loadout?
15:53:13Watusimotobot:setLoadout(bot:getLoadout():setWeapon(1, Weapon.AsteroidGun)))
15:53:41Watusimotoif, that is, we had an asteroid gun
15:56:11kaenyes, bot:setWeapon() will effectively call setLoadout()
15:58:40raptorwriting up a summary of changes... almost done..
16:00:29WatusimotoI find that a bit confusing, as it conflates setting the loadout with the concept of setting an active weapon (which isn't really a bot thing anymore, but is a game thing, so might be misleading)
16:00:58Watusimotomaybe setLoadout(loadout), setLoadout(weaponIndex, weapon)
16:01:08WatusimotosetLoadout(modIndex, module)
16:01:10Watusimoto?
16:01:30raptornotes: http://pastie.org/8203857
16:01:46raptormaybe i should put notes on etherpad..
16:03:08raptorOK kaen / Watusimoto: editable notes: http://beta.etherpad.org/p/bf_loadout_019
16:03:49Darrel Quit (Quit: IRC client killed.)
16:05:39kaenetherpad is weird
16:06:22kaendefinitely ethereal
16:11:00raptorheh, yep
16:11:43raptorkaen: would you mean fire -> fireWeapon, as well as fireModule ?
16:12:03kaenyes
16:12:04raptorrunWeapon/Module, activateWeapon/Module...
16:12:08kaensure
16:12:11kaenengage
16:12:22kaenfire is shortest
16:12:24raptorenergizeWeapon
16:12:41kaenuse
16:12:51raptoruseWeapon
16:12:54raptoruseModule
16:12:56raptorthat's nice
16:12:59raptorand concise
16:13:05raptorsmall as dice
16:13:09kaenheh
16:13:12raptorno need to splice
16:13:27kaenrevise-ed thrice
16:13:28raptorok i'm done... time to eat rice
16:15:58raptorWatusimoto: feel free to comment on the etherpad..
16:16:31raptoroh, you ar ethere...
16:17:26Little_Appleim off for now
16:17:29Little_Apple*poof*
16:17:33Little_Apple Quit (Quit: Page closed)
16:20:00Watusimoto Quit (Read error: Connection reset by peer)
16:20:20Watusimoto has joined
16:23:58Watusimotoactually, do we need a loadout object at all?
16:24:21Watusimotocould do: (m1, m2, w1, w2, w3) = bot:getLoadout()
16:24:22raptornot necessarily - except to return the loadout with ship:getCurrLoadout
16:24:29raptoror a table, yes..
16:24:36Watusimotoor just a list of 5 vars
16:25:00Watusimotowhich is what I was going for
16:26:33raptoroh
16:26:44raptoruh, how would that be handled by the scripter?
16:26:54Watusimotojust like what I wrote
16:27:08raptorso no table...
16:27:08Watusimotothen they have 5 vars which they could do whatever with
16:27:16Watusimotomaybe not?
16:27:18raptori didn't know lua had multiple returns like that...
16:27:23raptorwhy didn't i know that
16:27:24Watusimotomaybe a table is neater
16:27:31WatusimotoI'm 99% sure it does
16:28:04Watusimotowell, whether we use table or loose vars, we probably don't need a loadout object
16:28:40raptorok
16:29:23kaenit does
16:29:47kaenbut I like returning a table a little better
16:31:13Watusimotoif we return a table, we should at least offer the option of setting with a table
16:31:24WatusimotosetLoadout(getLoadout()) should work
16:31:39Watusimototable does seem somehow cleaner
16:32:00kaenI agree
16:32:03Watusimototable of 5 items or a table of 2 tables of 3 and 2 items respectively?
16:32:15kaenoh boy ...
16:32:21kaenfive items
16:32:25raptorshould we let scripters shoot themselves?
16:32:27raptoryes!
16:32:30kaenin the function, just shift and fill
16:32:41Watusimotoyes, I think I agree
16:32:41kaenlike, the first module you see goes in slot one
16:32:50kaenthen you can see a weapon, then another module
16:33:06kaenthat may have been really unclear
16:33:27Watusimotoare you saying we should accept: setLoadout(w1,m1,w2,w3,m2)
16:33:30kaenbut basically setLoadout(w1, m1, w2, w3, m2) should be fine
16:33:31kaenyes
16:33:39raptorthey're all ints
16:33:45raptorthere's no way to tell them apart
16:33:47kaenoh bummer :<
16:33:58raptorthis is what i mean my shoot themselves
16:34:01raptor*by
16:34:01Watusimotothough we could remap some of the ints to have no conflicts
16:34:07kaen^
16:34:10Watusimotomodules > 10
16:34:17Watusimotoor modules negative, weapons positive
16:34:26kaenI like that best
16:34:31kaennegative/positive
16:34:33Watusimotothat might be nice because then we retain our numbering
16:34:45kaenthat way it's more foot-shot resistant
16:34:59raptorthen we'd take a table in any order?
16:35:06kaen(and you don't have to remember the order)
16:35:10kaenyes.
16:35:44Watusimotoadded the remapping to the etherpad
16:38:15Watusimotocan we get the NSA to clean up that doc a little?
16:38:22raptorheh
16:38:24Watusimotomaybe the analyst reading it has some ideas
16:38:39Watusimotofeel free to chip in, guys!
16:39:44raptorChanServ, who are you.... really?
16:40:09raptoroh
16:40:54raptorturn off spell checking, then it's easier to read
16:42:32Watusimotoon a different topic
16:42:43WatusimotoI proposed a way fo showing rank based on number of games played
16:43:04Watusimotooriginally it was going to be 1-3 chevrons stacked like seargant stripes
16:43:26Watusimotowith 3 colored tiers
16:43:59raptorgreen, yellow, red
16:44:00Watusimotoan alternative might be to use something like a die (singular of dice, if thats unclear) with 1-6 dots showing, with perhaps 2 colors
16:44:13Watusimotothose patterns are instantly recognizable
16:44:47WatusimotoI don't think g-y-r would be appropriate here...
16:44:55raptorhttp://www.twiddla.com/1259618
16:44:57Watusimotomaybe our bronze/silver/gold
16:45:57raptorwith dots, they need to be colors that cannot be confused with each other
17:02:08raptorlook like i have lots of loadout work!
17:18:25Little_Apple has joined
17:23:18BFLogBot Commit: 611930e92de3 | Author: kaen | Message: clean up datatype docpage formatting
17:23:19BFLogBot Commit: 545287b33748 | Author: kaen | Message: fix luadoc.pl to not choke when a carriage return sits between the '\' and actual newline of an enum entry
17:23:21BFLogBot Commit: 9a8e2dab1c9a | Author: kaen | Message: clean up event example
17:23:22BFLogBot Commit: 23bc2842ba56 | Author: kaen | Message: set geom mask after TextItem:setText() is called. Fixes text items not changing client-side when setText() is called outside of main
17:39:05raptorinteresting... i didn't even know that bug existed..
17:53:48Watusimotonight
17:55:38Little_Apple Quit (Ping timeout: 250 seconds)
17:59:31Watusimoto Quit (Ping timeout: 268 seconds)
18:23:53kaenI'm writing tutorials
18:24:33kaenand I used it to improve on Hello World with a textitem and a message
18:25:25kaener, msgreceived handler
18:43:01Little_Apple has joined
18:51:47kaenLittle_Apple, is this easy to operate? http://bitfighter.org/pleiades/levels/view/21
18:52:00kaenand are the color swatches ok now?
18:52:45Little_Appleit downloaded a .zip.html....
18:53:03kaen:<
18:53:20kaenmine downloads a .zip
18:53:24kaenwhat browser?
18:53:28Little_Applesafari
18:53:32kaenI'm in chrome
18:53:35kaenthat's nuts
18:53:57kaenthat aside, the levelcode/levelgen links
18:54:18Little_Applethose work great!
18:54:23kaencool :)
18:54:27kaenand the swatches?
18:54:44Little_Appleum
18:54:45Little_Applewat
18:54:56kaenthe colors next to team names
18:55:07kaenin the level code
18:55:10Little_Appleoh cool
18:55:27kaenare they ok now or should I still scrap them?
18:55:39kaenI am completely emotionally unattached, btw
18:55:40Little_Applei think they're fine...
18:55:51kaenok
18:55:56kaenellipses ...
18:56:23kaenlol
18:56:24kaenellipsis
18:56:55kaendoes the .zip.html happens on other levels?
18:57:16kaenactually I'm sure it does. I think I need a MIME type
18:57:53Little_Applechecking..
18:58:03Little_Appleyep
18:58:49Little_Appledoes it download levels without levelgens as .zip files too?
18:59:03Little_Appleer.. is it supposed to?
18:59:23kaenit does
18:59:26kaenit probably shouldn't
19:00:14kaenbest place to request features and report bugs is https://github.com/kaen/pleiades/issues?milestone=3&state=open
19:00:34Little_Appleso.. with 019, when downloading a level through the application itself, will you have to find the file yourself or is it put directly in the levels file?
19:00:46kaenit's put directly in there
19:00:46Little_Applethe same with levelgens
19:00:49kaensame
19:00:52Little_Appleawesome
19:00:59kaenalso levelgens are auto-uploaded with the file
19:01:11kaenas long as bitfighter can find them, anyway
19:01:44Little_Applesweet!
19:04:19Little_Appleoh, and will there be thumbnails for pleiades in 019?
19:06:54raptorhello
19:06:57raptorgo tutorials!
19:20:51raptorkaen: do you have any further comments on watusimoto's second block of suggestions at: http://beta.etherpad.org/p/bf_loadout_019 ?
19:21:06raptorspecifically on what to name the bot:setModule/Weapon() methods?
19:45:18raptorLittle_Apple: i agree some of the in-game music should be adjusted
19:45:44raptorit seems like a couple songs are really good and the rest just don't quite fit; close, but not quite..
19:46:50raptorwe got all the music from here: http://modarchive.org/
19:46:53Little_Appleit could probably be adressed in another update... 019 looks like its going to have a lot of cool things...
19:50:42raptorhere is the music: http://pastie.org/pastes/8204287/text
19:50:53raptorwe are happy to take suggestions..
19:51:30Little_Appleis there a skip song function in bitfighter?
19:51:36raptoryes: /next
19:51:38Little_Appleim not sure i've listened to all of the songs
19:51:40raptorerr
19:51:44raptor/mnext
19:51:50Little_Applethank yooou
19:51:58raptorsure, there's also /mprev
19:52:00raptor(I think)
19:52:04raptor looks at the commands again..
19:52:32raptoryeah that's it
19:53:18Little_Appleok
20:37:42raptorback in a bit
20:37:44raptor Quit ()
20:37:49BFLogBot Commit: 0b6d5c8f24ec | Author: buckyballreaction | Message: Lua API: Remove Ship:getReqLoadout
20:37:51BFLogBot Commit: 190163d4fa87 | Author: buckyballreaction | Message: Add offset to Lua Weapon enum for future weapon/module differentiation
20:39:47Little_Appleoff for the night
20:39:48Little_Apple Quit (Quit: Page closed)
22:38:20thread_ has joined
22:38:31thread_hello gov'na
22:40:46Flynnn has joined
22:48:11kaengreetings
22:49:13kaenthread_, I don't mean to spam you about this, but can you give any feedback on http://bitfighter.org/pleiades/levels/view/21 ?
22:49:40kaenspecifically I'm looking for any kinks or distracting/ugly visual elements
22:50:03thread__ has joined
22:50:07kaenmy eyes have molded into the shape of this web page so it looks almost blank and white to me.
22:50:09kaenoh
22:50:36kaenthread__, I just highlighted your other nick
22:50:49kaen<kaen> greetings
22:50:49kaen<kaen> thread_, I don't mean to spam you about this, but can you give any feedback on http://bitfighter.org/pleiades/levels/view/21 ?
22:50:50kaen<kaen> specifically I'm looking for any kinks or distracting/ugly visual elements
22:51:05kaenI guess now I'm really spamming you ...
22:51:35thread__its still hard to read the "tags" or "code" text. that font is cool, but too hard to read
22:51:36thread_ Quit (Ping timeout: 250 seconds)
22:51:52thread__and it's not intuitive that clicking "art" takes me to advanced search
22:52:00kaenthat's just a shim
22:52:14thread__ is now known as thread_
22:52:40thread_Imma try uploading level if thats ok
22:52:44kaenwhat would you expect it to take you to?
22:52:47kaenyes, absolutely :)
22:53:02kaenyou can download a 019 build and try doing it through the editor
22:53:08kaen(not sure if you're up to speed on all this)
22:53:09thread_I would expect a list of art levels. probably by most popular
22:53:27kaenok, it takes you to ann advanced search for levels tagged "art"
22:53:49thread_yea, but it didn't do the search, it just set up the search and waited for me to press enter
22:53:55kaenwhoa really?
22:53:58kaenok that's a bug :x
22:54:02thread_nm there are resulte
22:54:09thread_just not many in tiny db
22:54:12thread_lol
22:54:27kaenheh
22:54:35kaenstill haven't even filled up the front page :P
22:58:55thread_when I edit and save a level it says "Level Updated" but on a red div, so it looks like an error
22:59:03thread_when there wan't one
22:59:08kaenbug!
22:59:15kaenhow recent is your build?
22:59:19raptor has joined
22:59:19ChanServ sets mode +o
22:59:22thread_heh, "wan't". new word of the day
22:59:47thread_ok, now.... go check out my new level. that was a long time in the making
22:59:47kaen<script>alert(0)</script>
22:59:50kaenhehe
22:59:53thread_It was worth testing
22:59:59kaenlooks awesome :)
23:00:13kaenthe client automatically takes screenshots for you, tbw
23:00:14kaenbtw
23:00:15raptorhello
23:00:33thread_what happens if I upload a non-image to the screenshot?
23:00:49kaengive it a shot!
23:00:51kaenhaven't tested it
23:00:59kaen99% chance you get an ugly error message
23:02:03thread_im uploading a song... lets see what happens
23:02:31raptorwhen i click on the level to see the code I get: SyntaxError: invalid regular expression flag 1 @ http://bitfighter.org/pleiades/js/pleiades.js:53
23:02:58thread_it broke it. It took the upload, and now my awesome level has a broken image symbol
23:03:44thread_anyways, im off to sleep now. cyao
23:03:46kaenraptor, after ctrl+F5 ?
23:03:50kaensleep tight
23:04:01thread_ has left #bitfighter
23:04:03raptorsame error
23:04:10kaen:<
23:04:23raptorfirefox 22
23:10:51kaenfixed. thanks!
23:11:49raptorforgive me for adding headaches...
23:11:53raptorworks!
23:12:04kaenactually you're saving headaches from future
23:12:07kaenfuture me
23:12:29kaenI grammared very poorly just then.
23:14:38kaenlooks awful in firefox, too
23:34:54raptorare you not using a cross-browser compatible UI framework?
23:37:07kaennot yet :/
23:37:28kaenthose code togglers are the only UI stuff I've had to code
23:37:34raptorah ok
23:37:45kaenand they use special logic to call the highlighters
23:37:51kaenand ajax the code
23:38:10kaen(one time only)
23:42:31bobdaduck has joined
23:42:31raptorhmmm
23:42:36raptorusing jquery
23:42:45raptorhow about jquery-ui?
23:42:55raptor(it's been a while since I've done anything with JS/CSS...)
23:43:58kaenyes, that is the wisest thing to do
23:44:08kaenI'm sure I'd end up coding more ui stuff otherwise
23:44:20raptorif I remember, it was a bit heavy though...
23:44:38kaenmy biggest objection is theming that beast
23:44:49raptoroh yeah, the themes...
23:45:01raptor20 different ones and i hate them all
23:45:37kaenI have a lot of SASS already, and I've actually done it before
23:45:42kaenI just hated the experience so much
23:46:21raptori had to look that up...
23:46:28kaenoh no!
23:46:32raptorCSS3 extension, interesting...
23:46:39kaenwriting actual CSS is torture
23:46:43raptoroh yeah
23:46:48Flynnncss... god
23:46:59Flynnnwould it kill them to have a priority system other than a basic override?
23:47:13raptorit looks like python-ized CSS
23:47:29kaenwell, it's just CSS with reusability
23:47:38kaenand some simple helper methods/arithmetic support
23:47:54kaenand then syntactic sugar like nested rules
23:48:04Flynnnoh cool
23:48:07Flynnnso .scss is still SASS
23:48:19kaenI get them mixed up
23:48:42FlynnnI thoguht all the .scss files they showed were .css files xD
23:48:51kaenheh
23:48:53Flynnnbut then I saw the mixins and I was like "hmm.. I don't remember that being in css"
23:49:03kaenright, mixins
23:49:04kaenso awesome
23:49:09raptorfolks, why are we talking about CSS close to midnight??
23:49:11Flynnnthat actually sounds pretty cool
23:49:20Flynnnbecause css is just racecar
23:49:26Flynnnthat's why
23:49:33raptorheh
23:49:36Flynnnlol
23:49:41kaenit's... spelled the same backwards as it is forwards?
23:49:49Flynnnyeah
23:49:56Flynnncss is css spelled backwards
23:50:01raptorsee 'palindrome' is always my first reference when someone says 'racecar'
23:50:10kaenditto
23:50:12kaenor
23:50:13Flynnnholy smokes
23:50:20kaengo hang a salami I'm a lasagna hog
23:50:22Flynnnracecar is actually a palindrome ._. t
23:50:23raptorhahaha
23:50:31raptorthat weird al song...
23:50:31Flynnnhaha wow
23:50:32raptor'bob'
23:50:35kaenrofl
23:50:35kaenyes
23:52:31kaenbobdaduck, raptor
23:52:35bobdaduckno
23:52:37raptorhello
23:52:40kaenI need a "spinner" for pleiades
23:52:44kaenany ideas?
23:52:48bobdaduckSpinner
23:52:54bobdaducklike in board games?
23:52:56raptorthe zapdance gif?
23:52:58kaenlike, for when something is loading after you click it
23:53:00Flynnnwhat is a pleaides?
23:53:06kaenI was hoping we could to something different
23:53:07bobdaduck^^
23:53:13bobdaduckoh okay
23:53:14kaenbifighter.org/pleiades
23:53:24kaenbitfighter.org/pleiades
23:53:37kaenthat other one... don't click it
23:53:55Flynnnlever uploader?
23:53:56bobdaduckhave a ship between two mines
23:54:06bobdaduckthat regenerate instantly after it blows up
23:54:14bobdaduckand have the ship bouncing between them
23:54:20Flynnnso what is a spinner? xD
23:54:27kaenloading indicator?
23:54:39kaenthe spinny kind that shows up during an ajax request
23:54:48bobdaduckor have a ship exploding
23:55:04kaenI like the idea of things exploding
23:55:08Flynnnhmm
23:55:30Flynnnyou could spawn ten ships
23:55:31raptormaybe a forward/reverse time loop of being zapped
23:55:31kaenlike, "okay, you have to wait a second, but observe this simulated destruction"
23:55:36Flynnnand have them explode at every 10%
23:55:43kaenmini core?
23:56:19kaencan't estimate percentage completion
23:56:25Flynnnoh gotcha
23:56:27kaenit's an HTTP request :P
23:56:30Flynnnoh lol
23:56:35Flynnnyou literally meant ajax!
23:56:42kaenyep :)
23:56:43Flynnnthen ten ships in a circle
23:56:45Flynnnexploding
23:56:53Flynnnand then reappearing after two more explosions
23:57:02Flynnnso ship A explodes
23:57:04Flynnnthen B explodes
23:57:09Flynnnthen when C explodes, A comes back
23:57:19Flynnnand A explodes again after the last one explodes
23:57:20kaenoh I see
23:57:23kaenthat's cool
23:57:25bobdaduckI like the inverse explosion idea too
23:57:29kaenbut ten ships is pretty big
23:57:32FlynnnYeha, the inverse is pretty cool
23:57:34Flynnn** yeah
23:57:41kaenlike ping-pong looped explosion?
23:57:46kaenthat's be pretty cool
23:57:49kaenthat'd*
23:58:04Flynnnyou could also have a looped gif of one ship shooting another ship
23:58:17Flynnnand then the ship explodes when the HTTP request finishes
23:58:33Flynnn(or maybe the ship firing bullets explodes, for no reason but for fun)
23:58:38kaenoh, that's cool
23:59:04kaenlike, have something "spin" and then explode when it completes
23:59:12kaenbut I'd want it to explode really quickly
23:59:16kaenlike < 75ms
23:59:21Flynnn75ms?
23:59:29Flynnnthat's less than a tenth of a second xD
23:59:33kaenyeah
23:59:44Flynnnthat's alos less than the human reaction time xD
23:59:47Flynnn** also

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