Timestamps are in GMT/BST.
| 01:03:59 | | BFLogBot 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 |
| 01:06:18 | kaen | nice! |
| 01:07:21 | | raptor has joined |
| 01:07:21 | | raptor Quit (Changing host) |
| 01:07:22 | | raptor has joined |
| 01:07:22 | | ChanServ sets mode +o |
| 01:07:28 | raptor | I am not awake |
| 01:07:54 | kaen | always lurking... |
| 01:08:57 | kaen | I'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 |
| 01:09:06 | kaen | also added a Scripting category to the wiki |
| 01:09:24 | raptor | ok |
| 01:09:37 | kaen | I'll probably be rounding that out for the next little bit and combing over the API |
| 01:09:37 | raptor | so we'd have 'pure' API docs? |
| 01:09:41 | kaen | yes |
| 01:09:43 | raptor | ok |
| 01:09:51 | raptor | if you find any API oddness, let me know |
| 01:09:59 | kaen | will do |
| 01:09:59 | raptor | I can do the implemening.. |
| 01:10:18 | raptor | so I find a 'findClosest' method in the robot_helper_script.lua |
| 01:10:29 | kaen | wow |
| 01:10:41 | raptor | findClosest(tableOfObjTypes, teamIndex) |
| 01:10:46 | raptor | should I move this to Lua? |
| 01:10:49 | raptor | I mean c++ |
| 01:10:55 | raptor | duh, c++, duh |
| 01:11:11 | kaen | yep, looks useful |
| 01:11:33 | raptor | there is a bot:findClosestEnemy, but nothing else |
| 01:11:36 | raptor | ok |
| 01:11:53 | raptor | what should the signature be? the same? |
| 01:12:10 | raptor | i.e. two arguments: table of bfobject types, teamIndex |
| 01:12:16 | raptor | teamIndex can be nil |
| 01:13:16 | kaen | maybe a table or a single type? |
| 01:13:26 | raptor | actually, i'm about to fall unconscious again... |
| 01:13:31 | kaen | ok |
| 01:13:33 | kaen | good night! |
| 01:13:35 | raptor | so... night! |
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| 01:16:15 | | Watusimoto has joined |
| 01:22:48 | kaen | hello! |
| 01:25:55 | | Watusimoto Quit (Ping timeout: 276 seconds) |
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| 09:28:43 | BFLogBot | The dame was hysterical. Dames usually are. -- Calvin as Tracer Bullet |
| 09:39:07 | kaen | I hatelove javascript |
| 09:39:11 | kaen | I hatelove it so much. |
| 09:41:05 | raptor | i don;t think i've learned the -love part of it yet... |
| 09:43:31 | kaen | the progression is like: mild intrigue -> familiarity -> slight annoyance -> genuine anger -> whitehot rage of 10,000 burning suns -> numbness -> grudging acceptance -> love |
| 09:46:50 | raptor | hmmm |
| 09:47:22 | raptor | i've hit the rage part several times now... I usually switch to a different project afterwards.. |
| 10:14:20 | | bobdaduck has joined |
| 10:17:05 | bobdaduck | gentlement |
| 10:17:31 | raptor | buenos |
| 10:38:41 | | Little_Apple has joined |
| 10:38:57 | Little_Apple | 5 hour energy! |
| 10:39:19 | raptor | uh |
| 10:39:23 | raptor | breakfast? |
| 10:39:35 | raptor | or maybe lunch |
| 10:39:52 | Little_Apple | i have a bottle here.. |
| 10:39:55 | Little_Apple | never had one before. |
| 10:41:07 | Little_Apple | hopefully it wont kill me.. |
| 10:42:02 | raptor | sounds like a caffeine drink |
| 10:42:24 | raptor | it's a good starter drug.. |
| 10:42:53 | Little_Apple | "Do not take if you are pregnant or nursin, or under 12 years of age" |
| 10:43:01 | Little_Apple | nursin. lol |
| 10:43:06 | raptor | i'd stop experimenting before you move to cough syrup... |
| 10:43:18 | raptor | ha |
| 10:43:23 | Little_Apple | oh wow it smells bad... |
| 10:43:55 | raptor | there'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 |
| 10:44:11 | Little_Apple | welp... im not pregnant! |
| 10:44:14 | Little_Apple | i should be fine! |
| 10:44:21 | raptor | haha |
| 10:44:39 | Little_Apple | its sugar free! |
| 10:44:59 | raptor | I expect a report after your fingers and eyeballs stop twitching |
| 10:45:04 | Little_Apple | ca |
| 10:48:09 | Little_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." |
| 10:48:17 | Little_Apple | how wonderful.... |
| 10:48:42 | raptor | There are so many people at my work addicted to caffeine drinks |
| 10:49:18 | Little_Apple | spike all of the coffee with engine sludge! |
| 10:50:26 | raptor | gross |
| 10:50:40 | raptor | I thought coffee came that way... not someone spiking it |
| 10:50:42 | Little_Apple | exactly! |
| 10:50:52 | Little_Apple | hahah |
| 10:54:01 | Little_Apple | its sugar free! it must be healthy! |
| 10:54:32 | Little_Apple | this is a really bad idea... |
| 10:55:38 | raptor | i'm not sure i can convince you not to do it... |
| 10:55:55 | raptor | maybe catch a mouse and feed it to the rodent |
| 10:56:08 | Little_Apple | lol |
| 10:58:11 | Little_Apple | hopefully i wont pass out and foam at the mouth... |
| 10:59:47 | Little_Apple | i can smell the caffeine... |
| 11:00:17 | raptor | this is your future: https://www.youtube.com/watch?v=sHzdsFiBbFc |
| 11:00:29 | Little_Apple | do i want to click on that? |
| 11:01:09 | raptor | oops, that was the wrong one... |
| 11:01:21 | Little_Apple | lol |
| 11:01:55 | raptor | this is better, non-video: http://www.trinity.edu/jdunn/spiderdrugs.htm |
| 11:02:57 | Little_Apple | good thing im not a spider! |
| 11:07:32 | Little_Apple | on a related note http://www.youtube.com/watch?v=Qf8pAwGsuF4 |
| 11:09:34 | raptor | wow, i've never seen that before.. |
| 11:09:57 | Little_Apple | c: |
| 11:38:12 | Little_Apple | i drank it... |
| 11:40:12 | Little_Apple | ick. |
| 11:44:35 | Little_Apple | everything got more boring... |
| 11:50:46 | kaen | sounds like a nethack potion |
| 11:50:59 | | Watusimoto has joined |
| 11:55:16 | Little_Apple | so many tabs.. |
| 11:55:30 | raptor | you should go run 10 miles |
| 11:55:34 | raptor | report back in 15.. |
| 11:55:40 | Little_Apple | kbai |
| 12:04:26 | kaen | raptor, check out the level code at http://bitfighter.org/pleiades/levels/view/21 |
| 12:05:16 | kaen | (make sure to ctrl+F5 a few times if you don't see it) |
| 12:05:31 | kaen | oh, bobdaduck too |
| 12:08:14 | bobdaduck | I see a shrink and expand button that does nothing |
| 12:08:30 | bobdaduck | the levelgen script is colored, that's cool |
| 12:08:40 | Little_Apple | RACIST |
| 12:08:42 | kaen | not refreshed enough it sounds like |
| 12:08:56 | kaen | look at the team lines in the level code |
| 12:10:10 | raptor | syntax highlighting! |
| 12:10:28 | kaen | hmm. I made the team names colored with the specified color |
| 12:10:37 | kaen | you guys can't see it? |
| 12:10:57 | bobdaduck | OH THERE IT IS |
| 12:10:58 | bobdaduck | xD |
| 12:11:01 | kaen | lol |
| 12:11:10 | bobdaduck | had to open it in chrome |
| 12:11:12 | bobdaduck | and then deep refresh |
| 12:11:15 | kaen | bummer |
| 12:11:15 | bobdaduck | but it worked xD |
| 12:11:22 | Little_Apple | ooh! |
| 12:11:24 | kaen | it should work in all browsers ._. |
| 12:12:09 | kaen | is that cool/lame/distracting? |
| 12:12:15 | Little_Apple | its pretty. |
| 12:12:28 | kaen | it's not perfect yet |
| 12:12:33 | kaen | multi-word team names are broken |
| 12:12:50 | kaen | and it doesn't always pick the right text color |
| 12:12:53 | bobdaduck | I think the way it is is distracting |
| 12:13:02 | bobdaduck | it should just be the text color |
| 12:13:07 | bobdaduck | and not like, a big chunk around it |
| 12:13:08 | Little_Apple | yes! |
| 12:13:33 | kaen | I think I'll just scrap it. if I set the text color then you could make it impossible to read |
| 12:13:40 | kaen | or maybe do it outside of the level code |
| 12:13:45 | Little_Apple | black team! |
| 12:14:16 | kaen | big thanks to my UX team :) |
| 12:14:48 | Little_Apple | "les UX, a group of Parisians who secretly "improve" Paris in out-of-the-way places" |
| 12:15:11 | Little_Apple | sounds about right. |
| 12:15:32 | kaen | http://en.wikipedia.org/wiki/User_experience |
| 12:15:57 | Little_Apple | :P |
| 12:16:21 | kaen | it's more of a trendy hipster buzz-word in my opinion. it was kind of tongue-in-cheek |
| 12:17:53 | Little_Apple | 5 hour energy! because you dont really need to blink! |
| 12:18:26 | kaen | new proposal: completely hide level and levelgen code by default, and have show code/levelgen buttons |
| 12:18:51 | Little_Apple | sounds good imo.. |
| 12:19:23 | kaen | less 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" |
| 12:20:11 | bobdaduck | yeah do it |
| 12:20:19 | bobdaduck | everyone's just gonna hit the "download" button and be done with it anyway |
| 12:20:20 | Little_Apple | will there be some form of creator notes on the maps? or just the level's description? |
| 12:20:59 | kaen | there's already a place for it |
| 12:21:07 | Little_Apple | oh ok |
| 12:22:15 | raptor | I'm nearing the end of my Lua API changes... anything left? |
| 12:22:52 | raptor | do we really want this?: https://code.google.com/p/bitfighter/issues/detail?id=226 |
| 12:23:58 | kaen | I say no after all |
| 12:24:06 | kaen | there's already a way to disable engineer: |
| 12:24:10 | kaen | remove all the resource items |
| 12:28:11 | raptor | Watusimoto? what do you say? |
| 12:28:18 | raptor | i think i agree with kaen |
| 12:38:31 | Little_Apple | welp. time to listen to the talking heads. |
| 12:57:22 | Little_Apple | is anyone here fluent in russian? |
| 12:57:48 | raptor | i'm not |
| 12:59:25 | Little_Apple | this was a dumb idea... |
| 12:59:57 | Little_Apple | happy 3:00! |
| 13:00:12 | raptor | which? self-'medicating'? |
| 13:00:16 | Little_Apple | yes. |
| 13:00:38 | Little_Apple | makes everything really boring... |
| 13:00:48 | raptor | i bet you can't stand to have a web page open for more than 5 seconds before it gets old |
| 13:00:48 | Little_Apple | anxious about everything |
| 13:00:57 | Little_Apple | yup. |
| 13:01:18 | Little_Apple | cycled through my tabs lots searching for updates. |
| 13:01:33 | Little_Apple | constant balisong flipping |
| 13:01:37 | Little_Apple | aside from typing |
| 13:01:41 | raptor | do you have a bike? |
| 13:01:47 | Little_Apple | yep |
| 13:01:58 | raptor | some physical exertion can help even out the effects |
| 13:02:20 | raptor | or go wrestle the neighbor's dog |
| 13:02:26 | Little_Apple | lol |
| 13:03:06 | raptor | oooo |
| 13:03:10 | raptor | or chase chickens! |
| 13:03:13 | Little_Apple | listening to the vvvvvv soundtrack... |
| 13:03:18 | Little_Apple | no chickens around here... |
| 13:03:26 | raptor | awww |
| 13:04:10 | Little_Apple | i think im bruising my knuckles.. |
| 13:04:39 | raptor | but it's ok lalalalalaala |
| 13:05:33 | Little_Apple | flipping faster than normal.. |
| 13:06:24 | Little_Apple | i think this would be the worst thing to drink if you had a desk job... |
| 13:06:31 | Little_Apple | 5 hour monotony! |
| 13:12:23 | Watusimoto | oh hey, you pinged me |
| 13:12:47 | Little_Apple | hi there! |
| 13:13:52 | Watusimoto | ah, the question was about issue 226? |
| 13:14:01 | raptor | yes |
| 13:14:04 | raptor | hello |
| 13:15:23 | Watusimoto | hi |
| 13:16:11 | Watusimoto | so the use case behidn this is enableing and disabling people's ability to engineer |
| 13:16:32 | Watusimoto | so like engineering is allowed at different phases of the game, or when a certian condition is met |
| 13:16:33 | raptor | yes, with levelgen |
| 13:16:42 | raptor | yes |
| 13:16:45 | Watusimoto | ok |
| 13:16:52 | Watusimoto | maybe kaen's proposal makes sense |
| 13:16:52 | | bobdaduck Quit (Remote host closed the connection) |
| 13:17:12 | Watusimoto | because you could argue that engineer is enabled on a level or not |
| 13:17:15 | | Darrel has joined |
| 13:17:22 | Watusimoto | but maybe it could be disabled temporarily |
| 13:17:26 | raptor | so just remove resources |
| 13:17:37 | raptor | or which proposal? |
| 13:17:40 | kaen | ^ this is my new idea |
| 13:17:44 | Little_Apple | flipping getting sloppier and sloppier.. |
| 13:17:48 | Watusimoto | no kaen proposed disabling the ability to deploy |
| 13:17:52 | kaen | I think we can do a no-build here |
| 13:18:15 | kaen | I've recanted that suggestion I posted on the issue |
| 13:18:17 | Watusimoto | so you coudl retain the engineer module (because engineer was allowed on a level) but it would be temporarily blocked |
| 13:18:24 | Watusimoto | well... I like it ;-) |
| 13:18:27 | kaen | ok :) |
| 13:18:32 | Watusimoto | recalled or otherwise |
| 13:18:34 | kaen | I won't try and stop you |
| 13:19:04 | Watusimoto | then that also resolves the issue of what happens when you are carrying a resource item when engineering is disabled |
| 13:19:16 | Watusimoto | here's a thought |
| 13:19:20 | Little_Apple | will it restrict engineer from all players or only a specific amount? |
| 13:19:27 | Watusimoto | what if we had engineer-prohibition zones |
| 13:20:08 | Watusimoto | well i was thinking they would use the same mecahnism, but that;s not right |
| 13:20:09 | Little_Apple | or have control over modules in general? |
| 13:20:15 | raptor | feature creep |
| 13:20:19 | kaen | feature creep |
| 13:20:25 | kaen | sounds cool though |
| 13:21:00 | Watusimoto | so I think adding and removing engineer from a level via levelgen only makes sense when the level is being initialized |
| 13:21:28 | Watusimoto | so the real question is do we want to be able to suppress the ability to use engineer? |
| 13:21:46 | Watusimoto | without actually removing it from the level |
| 13:22:00 | raptor | my favorite engineer suppression device: phaser |
| 13:22:06 | Watusimoto | if not, a similar effect could be gained by removing the resources, as kaen described |
| 13:22:27 | Watusimoto | if so, we'd still need a way to show players that the module was suppressed |
| 13:22:35 | Watusimoto | perhaps by graying out the module on the indicator |
| 13:22:48 | Watusimoto | and on the loadout menu |
| 13:23:08 | Watusimoto | so actually, implementation of a supression command would be pretty simple |
| 13:23:17 | Watusimoto | s2csuppressEngineer(bool) |
| 13:23:19 | raptor | ship:setHealth(0) |
| 13:23:23 | raptor | suppressed |
| 13:23:34 | Watusimoto | you mean setEnergy? |
| 13:23:42 | raptor | no, i was joking |
| 13:23:49 | Watusimoto | ship:kill() |
| 13:23:51 | raptor | because i just added that method last night |
| 13:23:55 | Watusimoto | ah |
| 13:24:10 | Little_Apple | is there a command to kill everything yet? |
| 13:24:17 | Watusimoto | man, I should probably pay closer attention to what you guys are doing |
| 13:24:30 | raptor | resolving issues! |
| 13:24:47 | Watusimoto | so to me, this question comes down to whether we implement a s2cSuppressEngineer command |
| 13:25:01 | Watusimoto | I'd be willing to try it |
| 13:25:18 | raptor | you should see kaen's fix to one of your checkins last night: https://code.google.com/p/bitfighter/source/detail?r=36446e6b088cb4eec390a76329f31388751f3820 |
| 13:25:27 | raptor | just in case vc++ let's you do it again |
| 13:25:37 | Watusimoto | uh oh |
| 13:26:46 | Watusimoto | seems harmless enough |
| 13:26:56 | Watusimoto | did that not compile for you? |
| 13:27:13 | raptor | nope |
| 13:27:29 | Watusimoto | that just proves that vc++ is the more powerful compiler! |
| 13:27:38 | kaen | heh |
| 13:27:39 | Watusimoto | it compiles anything! |
| 13:27:53 | raptor | haha |
| 13:27:58 | Watusimoto | so... <<< Watusimoto? what do you say? >>> |
| 13:28:20 | Watusimoto | My answer is implement a suppression method |
| 13:28:57 | Watusimoto | but 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 |
| 13:29:40 | raptor | i think we'd pnly have one person use it in one level |
| 13:29:43 | raptor | *only |
| 13:29:44 | Little_Apple | or just disable it via level editor... |
| 13:30:03 | kaen | he wants to disable and re-enable it at runtime, Little_Apple |
| 13:30:17 | Little_Apple | ok... |
| 13:30:26 | kaen | my position is exactly the same as wat's |
| 13:31:11 | Little_Apple | if the option was ever added to disable engineer on the fly, could the same be added for the rest of the modules? |
| 13:31:29 | raptor | i don't particularly want to implement it fir 019 |
| 13:31:34 | Little_Apple | shield free combat! |
| 13:31:38 | kaen | then it's decided |
| 13:31:38 | kaen | whoa |
| 13:31:40 | kaen | la |
| 13:31:41 | kaen | that |
| 13:31:44 | kaen | is an amazing idea |
| 13:31:47 | Little_Apple | lol |
| 13:31:47 | kaen | for 020 :) |
| 13:31:59 | raptor | hahaha |
| 13:32:59 | Watusimoto | I'd prefer something like shield-free combat to be a zone rather than a time-based prohibition |
| 13:33:04 | raptor | actually, i think i would lump it all together with 'disabling modules' |
| 13:33:23 | raptor | and then we should do a consistent game mechanic for it |
| 13:33:31 | Watusimoto | yes |
| 13:33:43 | raptor | (but not for 019..) |
| 13:33:43 | Watusimoto | so for 019 it's disable engineering by removing resources? |
| 13:33:49 | raptor | yep! |
| 13:34:00 | raptor | at least, since the decision fell to me.. i guess |
| 13:34:06 | Watusimoto | :-) |
| 13:34:16 | Watusimoto | you were the last to chime in |
| 13:34:25 | | Watusimoto Quit (Remote host closed the connection) |
| 13:34:53 | | Watusimoto_ has joined |
| 13:34:54 | | Watusimoto has joined |
| 13:35:35 | Watusimoto_ | 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 |
| 13:35:52 | raptor | nom nom |
| 13:36:09 | Little_Apple | if you force yourself to vomit you could have a dog snack! |
| 13:36:17 | Watusimoto_ | thanks for that |
| 13:36:20 | raptor | gross |
| 13:36:26 | raptor | oh the memories... |
| 13:36:30 | Little_Apple | make sure you have a bowl.. |
| 13:37:24 | kaen | !bugs |
| 13:37:24 | BFLogBot | To enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs |
| 13:39:31 | raptor | my last thing on my Lua list was to make sure loadout stuff actually works.. |
| 13:42:26 | raptor | kaen / Watusimoto_/ Watusimoto: this is how loadouts operate at the moment: http://pastie.org/8203598 |
| 13:42:33 | raptor | should we make changes to it? |
| 13:42:44 | Little_Apple | http://www.youtube.com/watch?v=WRu_-9MBpd4 |
| 13:43:48 | raptor | is that you Little_Apple? |
| 13:43:58 | Little_Apple | help.... |
| 13:45:01 | kaen | that looks perfect, raptor |
| 13:45:14 | raptor | kaen: ok |
| 13:45:48 | raptor | so always set the entire loadout first in the script, just like in game |
| 13:46:09 | kaen | hmmm |
| 13:46:30 | kaen | actually I just thought about how that would look if you just wanted to change one weapon |
| 13:46:53 | raptor | yes... |
| 13:47:02 | kaen | are loadout objects passed by reference? |
| 13:47:05 | raptor | i'm not sure what we actually want to allow |
| 13:47:09 | raptor | uh |
| 13:47:28 | kaen | e.g. can I do `bot:getReqLoadout():setWeapon(1, Weapon.Phaser))` |
| 13:47:30 | raptor | a Ship object has a LoadoutTracker member, which holds the loadout |
| 13:47:38 | raptor | ah |
| 13:47:44 | raptor | yes, I think... |
| 13:47:57 | kaen | if that works, then it's ok with me |
| 13:47:57 | raptor | should I rename those? |
| 13:48:12 | kaen | I'm not a big fan of Req and Curr |
| 13:48:38 | raptor | setCurrLoadout doesn't work... should it change loadout immediately? |
| 13:48:55 | kaen | oh, no |
| 13:49:15 | kaen | for some reason I thought that's how you switch to a different weapon |
| 13:49:22 | kaen | can we nix it? |
| 13:49:24 | raptor | yeah, see, we have a broken loadout set-up |
| 13:49:31 | raptor | and i'm willing to rewrite the whole system |
| 13:49:34 | kaen | ok then |
| 13:49:38 | kaen | let's do it big |
| 13:49:42 | raptor | so the question: what *should* it be? |
| 13:50:03 | kaen | bot:setWeapon(1, Weapon.Phaser) |
| 13:50:11 | kaen | bot:getLoadout() |
| 13:50:15 | raptor | i think only repairbot ever used loadouts (and maybe _k's personality bots, but those are so broken..) |
| 13:50:19 | raptor | ok |
| 13:50:47 | raptor | so there is a bot:setWeapon() method |
| 13:50:54 | raptor | but it requires you have it equipped |
| 13:51:08 | kaen | yuck |
| 13:51:16 | kaen | setActiveWeapon() ? |
| 13:51:28 | raptor | change it to that? |
| 13:51:30 | raptor | i like it.. |
| 13:51:34 | kaen | ok |
| 13:52:40 | raptor | so setActiveWeapon changes to the active weapon if it's loaded |
| 13:52:53 | kaen | hmm I'm not 100% on the name yet |
| 13:53:08 | kaen | but yes, that's its behavior |
| 13:53:53 | kaen | maybe activateWeapon? |
| 13:55:32 | raptor | ooo, better! |
| 13:55:42 | kaen | ok, I'm glad you think so |
| 13:55:45 | kaen | I was wavering |
| 13:55:56 | kaen | it's a nice progression |
| 13:56:07 | kaen | setWeapon -> activateWeapon -> fire |
| 13:57:13 | kaen | oh whoa whoa whoa |
| 13:57:23 | kaen | there's already activateModule() |
| 13:57:44 | kaen | which actually fire the module, right? |
| 13:58:57 | kaen | we'll have to either rename it or do something other than `activateWeapon` |
| 13:59:36 | kaen | selectWeapon() ? |
| 14:00:03 | kaen | setWeapon, selectWeapon, fire ; setModule, activateModule |
| 14:01:11 | kaen | how about we just drop setActiveWeapon altogether |
| 14:01:16 | kaen | make fire() take a weapon slot |
| 14:01:26 | kaen | and auto-select that weapon |
| 14:01:35 | kaen | setWeapon, fire ; setModules, activateModule |
| 14:01:46 | kaen | setModule* |
| 14:01:57 | raptor | hmmm |
| 14:01:59 | raptor | messy |
| 14:02:12 | kaen | provides a much cleaner api |
| 14:02:22 | raptor | should we allow bots to switch weapon at will without consideration of a loadout? |
| 14:02:24 | kaen | is it messy to move setActiveWeapon into fire? |
| 14:02:51 | kaen | no |
| 14:03:07 | kaen | make fire take a weapon slot to change to |
| 14:03:16 | kaen | obviating the need for setActiveWeapon |
| 14:04:00 | kaen | and if no slot is specified it can just use the last weapon, I guess |
| 14:04:36 | kaen | that way we'll make the process for equipping/activating weapons and modules very similar |
| 14:04:58 | kaen | we could even rename activateModule to fireModule and fire to fireWeapon |
| 14:05:07 | kaen | then they'd be virtually identical |
| 14:05:12 | kaen | from a scripter's perspective |
| 14:15:58 | Little_Apple | yes! subscriptions! |
| 14:55:59 | Little_Apple | bored bored bored bored. |
| 14:56:19 | raptor | 3 hours left? |
| 14:58:27 | Little_Apple | bleh |
| 15:09:28 | Little_Apple | raptor!!! http://www.moonpie.com |
| 15:09:53 | raptor | munchies? |
| 15:11:05 | Little_Apple | yes!! |
| 15:11:18 | Little_Apple | we have caaaaaake |
| 15:11:29 | Little_Apple | bb's birthday yesterday.. |
| 15:11:41 | raptor | new version of freeorion! |
| 15:11:49 | raptor | oh, happy bday bb |
| 15:13:40 | Little_Apple | he says danke. |
| 15:16:21 | Watusimoto | back... it was a long snack! |
| 15:16:40 | Little_Apple | $5 foot long snack? |
| 15:18:12 | Watusimoto | i think this sig would be useful too |
| 15:18:13 | Watusimoto | http://pastie.org/8203789 |
| 15:18:43 | kaen | agreed! |
| 15:19:25 | Watusimoto | setActiveWeapon() <=== good |
| 15:19:48 | kaen | disagreed :< |
| 15:19:54 | Watusimoto | activateWeapon <=== better |
| 15:20:06 | Watusimoto | (sorry, still reading through) |
| 15:20:09 | kaen | oh ok |
| 15:21:19 | Watusimoto | so, 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? |
| 15:21:33 | Watusimoto | doesn't that just make the programmers job more complicated for no real gain? |
| 15:21:54 | kaen | that's a good question to ask |
| 15:22:37 | kaen | I guess to preserve some sort of fairness for the bot's physical capabilities? |
| 15:22:44 | kaen | I know they can unfairly see some things |
| 15:22:45 | Watusimoto | if you want to simulate a loadout, you can -- just restrict yourself to two mods and 3 weapons |
| 15:22:59 | kaen | and then check for the conditions to change it |
| 15:23:00 | Watusimoto | which in practice all existing bots do |
| 15:23:23 | Watusimoto | but loadouts *could* be handled entirely script-side |
| 15:23:30 | kaen | true |
| 15:23:39 | kaen | I have no counter argument to that |
| 15:24:14 | kaen | doesn't the engine itself require the bots to have a properly configured loadout? |
| 15:24:29 | Watusimoto | maybe; probably at least sort of |
| 15:24:43 | Watusimoto | but we could make the lua fire method creaet whatever projectiles we wanted |
| 15:24:52 | Watusimoto | hell, bots could shoot resource items |
| 15:24:56 | kaen | lol |
| 15:25:09 | Watusimoto | or little mini asteroids |
| 15:25:25 | | Watusimoto_ Quit (Remote host closed the connection) |
| 15:25:31 | kaen | ok, I'm on board |
| 15:26:10 | kaen | but we should keep around getReqLoadout and getCurrLoadout |
| 15:26:39 | kaen | since it's used to communicate configurations to levelgens |
| 15:26:44 | kaen | like in dnd |
| 15:26:54 | kaen | oh |
| 15:26:58 | kaen | there's a snag in fact |
| 15:27:15 | kaen | removing loadouts entirely would break bob's dnd bots |
| 15:28:53 | kaen | so maybe we could just keep the system in place, and then let bots use whatever they want? |
| 15:29:13 | kaen | (I think we should restrict fire to defined weapons and modules ...) |
| 15:29:48 | raptor | hi i'm back! |
| 15:29:51 | | raptor reads... |
| 15:30:32 | raptor | ok, so... get rid of the loadout object entirely? (at least the setter)?? |
| 15:31:19 | raptor | internally, all Ship objects required an active weapon index to fire |
| 15:32:00 | raptor | this means a loadout does need to be loaded for the desired weapon |
| 15:32:32 | raptor | what would the new fire() signature look like for bots? bot:fire(Weapon.Burst) ? |
| 15:34:54 | Watusimoto | that was my thought |
| 15:35:18 | Watusimoto | is there any real disadvantage? |
| 15:35:24 | raptor | then 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() |
| 15:36:01 | raptor | do we want bots to have the same loadout restriction with reloading weapons? |
| 15:36:22 | raptor | like a new weapon requires going to a zone OR dying depending on the level? |
| 15:37:07 | kaen | ok, I think it's fine that bots are technically unfair, but I think we should keep them capably fair |
| 15:37:17 | kaen | like, they can't move faster than a normal player |
| 15:37:22 | raptor | haha |
| 15:37:34 | raptor | maybe we should have a mCheaterFaceBot flag |
| 15:37:47 | kaen | so I think they shouldn't be able to just use all modules and weapons |
| 15:39:07 | kaen | setWeapon -> fireWeapon is a nice enough interface |
| 15:39:30 | kaen | and it's consistent with a player's understanding of the game rules |
| 15:42:21 | raptor | but still no setting of loadout? |
| 15:42:50 | kaen | erm, setWeapon is for setting a slot in the loadout |
| 15:42:58 | raptor | ah |
| 15:43:02 | kaen | there's no call for switching to a weapon |
| 15:43:03 | raptor | not switching to a weapon |
| 15:44:28 | raptor | ok |
| 15:45:02 | raptor | so effectively they'd still have access to all weapons? i'd just set weapon index 0 to whatever is chosen.. |
| 15:45:05 | raptor | each time |
| 15:45:48 | kaen | hm, no I don't think so |
| 15:46:01 | kaen | they'd use setWeapon and setModule to choose a layout |
| 15:46:07 | kaen | then update layout be normal rules |
| 15:46:23 | kaen | then fireWeapon(slotNumber) to choose which one to fire |
| 15:46:57 | raptor | how about Watusimoto's suggestion of chang the layout like so?: bot:setLoadout(Weapon.Phaser, Weapon.Bounce, Weapon.Triple, Module.Shield, Module.Repair) |
| 15:47:05 | raptor | *changing |
| 15:47:23 | kaen | would both be okay? |
| 15:47:31 | kaen | I can think of instances of when I'd use each |
| 15:47:36 | raptor | yes probably |
| 15:48:33 | raptor | could setWeapon(index, weapon) just be standalone, as if you only wanted to change one thing about the loadout? |
| 15:49:28 | kaen | standalone? |
| 15:49:43 | raptor | right now, to change a loadout, you need to fill out an entire loadout |
| 15:49:48 | kaen | oh, yes |
| 15:49:59 | raptor | so calling setWeapon(1, Weapon.Bouncer) |
| 15:50:04 | kaen | in fact Ideally setWeapon would be on bot: |
| 15:50:09 | raptor | yes |
| 15:50:28 | raptor | and just the one weapon would update the loadout? |
| 15:50:33 | kaen | yep |
| 15:50:40 | raptor | ok, thanks for clarifying |
| 15:51:01 | kaen | should be a really nice interface compared to what we have now |
| 15:51:17 | Watusimoto | I agree... both is better |
| 15:52:35 | Watusimoto | so does bot:setWeapon() change the loadout? |
| 15:53:13 | Watusimoto | bot:setLoadout(bot:getLoadout():setWeapon(1, Weapon.AsteroidGun))) |
| 15:53:41 | Watusimoto | if, that is, we had an asteroid gun |
| 15:56:11 | kaen | yes, bot:setWeapon() will effectively call setLoadout() |
| 15:58:40 | raptor | writing up a summary of changes... almost done.. |
| 16:00:29 | Watusimoto | I 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) |
| 16:00:58 | Watusimoto | maybe setLoadout(loadout), setLoadout(weaponIndex, weapon) |
| 16:01:08 | Watusimoto | setLoadout(modIndex, module) |
| 16:01:10 | Watusimoto | ? |
| 16:01:30 | raptor | notes: http://pastie.org/8203857 |
| 16:01:46 | raptor | maybe i should put notes on etherpad.. |
| 16:03:08 | raptor | OK kaen / Watusimoto: editable notes: http://beta.etherpad.org/p/bf_loadout_019 |
| 16:03:49 | | Darrel Quit (Quit: IRC client killed.) |
| 16:05:39 | kaen | etherpad is weird |
| 16:06:22 | kaen | definitely ethereal |
| 16:11:00 | raptor | heh, yep |
| 16:11:43 | raptor | kaen: would you mean fire -> fireWeapon, as well as fireModule ? |
| 16:12:03 | kaen | yes |
| 16:12:04 | raptor | runWeapon/Module, activateWeapon/Module... |
| 16:12:08 | kaen | sure |
| 16:12:11 | kaen | engage |
| 16:12:22 | kaen | fire is shortest |
| 16:12:24 | raptor | energizeWeapon |
| 16:12:41 | kaen | use |
| 16:12:51 | raptor | useWeapon |
| 16:12:54 | raptor | useModule |
| 16:12:56 | raptor | that's nice |
| 16:12:59 | raptor | and concise |
| 16:13:05 | raptor | small as dice |
| 16:13:09 | kaen | heh |
| 16:13:12 | raptor | no need to splice |
| 16:13:27 | kaen | revise-ed thrice |
| 16:13:28 | raptor | ok i'm done... time to eat rice |
| 16:15:58 | raptor | Watusimoto: feel free to comment on the etherpad.. |
| 16:16:31 | raptor | oh, you ar ethere... |
| 16:17:26 | Little_Apple | im off for now |
| 16:17:29 | Little_Apple | *poof* |
| 16:17:33 | | Little_Apple Quit (Quit: Page closed) |
| 16:20:00 | | Watusimoto Quit (Read error: Connection reset by peer) |
| 16:20:20 | | Watusimoto has joined |
| 16:23:58 | Watusimoto | actually, do we need a loadout object at all? |
| 16:24:21 | Watusimoto | could do: (m1, m2, w1, w2, w3) = bot:getLoadout() |
| 16:24:22 | raptor | not necessarily - except to return the loadout with ship:getCurrLoadout |
| 16:24:29 | raptor | or a table, yes.. |
| 16:24:36 | Watusimoto | or just a list of 5 vars |
| 16:25:00 | Watusimoto | which is what I was going for |
| 16:26:33 | raptor | oh |
| 16:26:44 | raptor | uh, how would that be handled by the scripter? |
| 16:26:54 | Watusimoto | just like what I wrote |
| 16:27:08 | raptor | so no table... |
| 16:27:08 | Watusimoto | then they have 5 vars which they could do whatever with |
| 16:27:16 | Watusimoto | maybe not? |
| 16:27:18 | raptor | i didn't know lua had multiple returns like that... |
| 16:27:23 | raptor | why didn't i know that |
| 16:27:24 | Watusimoto | maybe a table is neater |
| 16:27:31 | Watusimoto | I'm 99% sure it does |
| 16:28:04 | Watusimoto | well, whether we use table or loose vars, we probably don't need a loadout object |
| 16:28:40 | raptor | ok |
| 16:29:23 | kaen | it does |
| 16:29:47 | kaen | but I like returning a table a little better |
| 16:31:13 | Watusimoto | if we return a table, we should at least offer the option of setting with a table |
| 16:31:24 | Watusimoto | setLoadout(getLoadout()) should work |
| 16:31:39 | Watusimoto | table does seem somehow cleaner |
| 16:32:00 | kaen | I agree |
| 16:32:03 | Watusimoto | table of 5 items or a table of 2 tables of 3 and 2 items respectively? |
| 16:32:15 | kaen | oh boy ... |
| 16:32:21 | kaen | five items |
| 16:32:25 | raptor | should we let scripters shoot themselves? |
| 16:32:27 | raptor | yes! |
| 16:32:30 | kaen | in the function, just shift and fill |
| 16:32:41 | Watusimoto | yes, I think I agree |
| 16:32:41 | kaen | like, the first module you see goes in slot one |
| 16:32:50 | kaen | then you can see a weapon, then another module |
| 16:33:06 | kaen | that may have been really unclear |
| 16:33:27 | Watusimoto | are you saying we should accept: setLoadout(w1,m1,w2,w3,m2) |
| 16:33:30 | kaen | but basically setLoadout(w1, m1, w2, w3, m2) should be fine |
| 16:33:31 | kaen | yes |
| 16:33:39 | raptor | they're all ints |
| 16:33:45 | raptor | there's no way to tell them apart |
| 16:33:47 | kaen | oh bummer :< |
| 16:33:58 | raptor | this is what i mean my shoot themselves |
| 16:34:01 | raptor | *by |
| 16:34:01 | Watusimoto | though we could remap some of the ints to have no conflicts |
| 16:34:07 | kaen | ^ |
| 16:34:10 | Watusimoto | modules > 10 |
| 16:34:17 | Watusimoto | or modules negative, weapons positive |
| 16:34:26 | kaen | I like that best |
| 16:34:31 | kaen | negative/positive |
| 16:34:33 | Watusimoto | that might be nice because then we retain our numbering |
| 16:34:45 | kaen | that way it's more foot-shot resistant |
| 16:34:59 | raptor | then we'd take a table in any order? |
| 16:35:06 | kaen | (and you don't have to remember the order) |
| 16:35:10 | kaen | yes. |
| 16:35:44 | Watusimoto | added the remapping to the etherpad |
| 16:38:15 | Watusimoto | can we get the NSA to clean up that doc a little? |
| 16:38:22 | raptor | heh |
| 16:38:24 | Watusimoto | maybe the analyst reading it has some ideas |
| 16:38:39 | Watusimoto | feel free to chip in, guys! |
| 16:39:44 | raptor | ChanServ, who are you.... really? |
| 16:40:09 | raptor | oh |
| 16:40:54 | raptor | turn off spell checking, then it's easier to read |
| 16:42:32 | Watusimoto | on a different topic |
| 16:42:43 | Watusimoto | I proposed a way fo showing rank based on number of games played |
| 16:43:04 | Watusimoto | originally it was going to be 1-3 chevrons stacked like seargant stripes |
| 16:43:26 | Watusimoto | with 3 colored tiers |
| 16:43:59 | raptor | green, yellow, red |
| 16:44:00 | Watusimoto | an alternative might be to use something like a die (singular of dice, if thats unclear) with 1-6 dots showing, with perhaps 2 colors |
| 16:44:13 | Watusimoto | those patterns are instantly recognizable |
| 16:44:47 | Watusimoto | I don't think g-y-r would be appropriate here... |
| 16:44:55 | raptor | http://www.twiddla.com/1259618 |
| 16:44:57 | Watusimoto | maybe our bronze/silver/gold |
| 16:45:57 | raptor | with dots, they need to be colors that cannot be confused with each other |
| 17:02:08 | raptor | look like i have lots of loadout work! |
| 17:18:25 | | Little_Apple has joined |
| 17:23:18 | | BFLogBot Commit: 611930e92de3 | Author: kaen | Message: clean up datatype docpage formatting |
| 17:23:19 | | BFLogBot 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 |
| 17:23:21 | | BFLogBot Commit: 9a8e2dab1c9a | Author: kaen | Message: clean up event example |
| 17:23:22 | | BFLogBot 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 |
| 17:39:05 | raptor | interesting... i didn't even know that bug existed.. |
| 17:53:48 | Watusimoto | night |
| 17:55:38 | | Little_Apple Quit (Ping timeout: 250 seconds) |
| 17:59:31 | | Watusimoto Quit (Ping timeout: 268 seconds) |
| 18:23:53 | kaen | I'm writing tutorials |
| 18:24:33 | kaen | and I used it to improve on Hello World with a textitem and a message |
| 18:25:25 | kaen | er, msgreceived handler |
| 18:43:01 | | Little_Apple has joined |
| 18:51:47 | kaen | Little_Apple, is this easy to operate? http://bitfighter.org/pleiades/levels/view/21 |
| 18:52:00 | kaen | and are the color swatches ok now? |
| 18:52:45 | Little_Apple | it downloaded a .zip.html.... |
| 18:53:03 | kaen | :< |
| 18:53:20 | kaen | mine downloads a .zip |
| 18:53:24 | kaen | what browser? |
| 18:53:28 | Little_Apple | safari |
| 18:53:32 | kaen | I'm in chrome |
| 18:53:35 | kaen | that's nuts |
| 18:53:57 | kaen | that aside, the levelcode/levelgen links |
| 18:54:18 | Little_Apple | those work great! |
| 18:54:23 | kaen | cool :) |
| 18:54:27 | kaen | and the swatches? |
| 18:54:44 | Little_Apple | um |
| 18:54:45 | Little_Apple | wat |
| 18:54:56 | kaen | the colors next to team names |
| 18:55:07 | kaen | in the level code |
| 18:55:10 | Little_Apple | oh cool |
| 18:55:27 | kaen | are they ok now or should I still scrap them? |
| 18:55:39 | kaen | I am completely emotionally unattached, btw |
| 18:55:40 | Little_Apple | i think they're fine... |
| 18:55:51 | kaen | ok |
| 18:55:56 | kaen | ellipses ... |
| 18:56:23 | kaen | lol |
| 18:56:24 | kaen | ellipsis |
| 18:56:55 | kaen | does the .zip.html happens on other levels? |
| 18:57:16 | kaen | actually I'm sure it does. I think I need a MIME type |
| 18:57:53 | Little_Apple | checking.. |
| 18:58:03 | Little_Apple | yep |
| 18:58:49 | Little_Apple | does it download levels without levelgens as .zip files too? |
| 18:59:03 | Little_Apple | er.. is it supposed to? |
| 18:59:23 | kaen | it does |
| 18:59:26 | kaen | it probably shouldn't |
| 19:00:14 | kaen | best place to request features and report bugs is https://github.com/kaen/pleiades/issues?milestone=3&state=open |
| 19:00:34 | Little_Apple | so.. 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? |
| 19:00:46 | kaen | it's put directly in there |
| 19:00:46 | Little_Apple | the same with levelgens |
| 19:00:49 | kaen | same |
| 19:00:52 | Little_Apple | awesome |
| 19:00:59 | kaen | also levelgens are auto-uploaded with the file |
| 19:01:11 | kaen | as long as bitfighter can find them, anyway |
| 19:01:44 | Little_Apple | sweet! |
| 19:04:19 | Little_Apple | oh, and will there be thumbnails for pleiades in 019? |
| 19:06:54 | raptor | hello |
| 19:06:57 | raptor | go tutorials! |
| 19:20:51 | raptor | kaen: do you have any further comments on watusimoto's second block of suggestions at: http://beta.etherpad.org/p/bf_loadout_019 ? |
| 19:21:06 | raptor | specifically on what to name the bot:setModule/Weapon() methods? |
| 19:45:18 | raptor | Little_Apple: i agree some of the in-game music should be adjusted |
| 19:45:44 | raptor | it seems like a couple songs are really good and the rest just don't quite fit; close, but not quite.. |
| 19:46:50 | raptor | we got all the music from here: http://modarchive.org/ |
| 19:46:53 | Little_Apple | it could probably be adressed in another update... 019 looks like its going to have a lot of cool things... |
| 19:50:42 | raptor | here is the music: http://pastie.org/pastes/8204287/text |
| 19:50:53 | raptor | we are happy to take suggestions.. |
| 19:51:30 | Little_Apple | is there a skip song function in bitfighter? |
| 19:51:36 | raptor | yes: /next |
| 19:51:38 | Little_Apple | im not sure i've listened to all of the songs |
| 19:51:40 | raptor | err |
| 19:51:44 | raptor | /mnext |
| 19:51:50 | Little_Apple | thank yooou |
| 19:51:58 | raptor | sure, there's also /mprev |
| 19:52:00 | raptor | (I think) |
| 19:52:04 | | raptor looks at the commands again.. |
| 19:52:32 | raptor | yeah that's it |
| 19:53:18 | Little_Apple | ok |
| 20:37:42 | raptor | back in a bit |
| 20:37:44 | | raptor Quit () |
| 20:37:49 | | BFLogBot Commit: 0b6d5c8f24ec | Author: buckyballreaction | Message: Lua API: Remove Ship:getReqLoadout |
| 20:37:51 | | BFLogBot Commit: 190163d4fa87 | Author: buckyballreaction | Message: Add offset to Lua Weapon enum for future weapon/module differentiation |
| 20:39:47 | Little_Apple | off for the night |
| 20:39:48 | | Little_Apple Quit (Quit: Page closed) |
| 22:38:20 | | thread_ has joined |
| 22:38:31 | thread_ | hello gov'na |
| 22:40:46 | | Flynnn has joined |
| 22:48:11 | kaen | greetings |
| 22:49:13 | 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 ? |
| 22:49:40 | kaen | specifically I'm looking for any kinks or distracting/ugly visual elements |
| 22:50:03 | | thread__ has joined |
| 22:50:07 | kaen | my eyes have molded into the shape of this web page so it looks almost blank and white to me. |
| 22:50:09 | kaen | oh |
| 22:50:36 | kaen | thread__, I just highlighted your other nick |
| 22:50:49 | kaen | <kaen> greetings |
| 22:50:49 | kaen | <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 ? |
| 22:50:50 | kaen | <kaen> specifically I'm looking for any kinks or distracting/ugly visual elements |
| 22:51:05 | kaen | I guess now I'm really spamming you ... |
| 22:51:35 | thread__ | its still hard to read the "tags" or "code" text. that font is cool, but too hard to read |
| 22:51:36 | | thread_ Quit (Ping timeout: 250 seconds) |
| 22:51:52 | thread__ | and it's not intuitive that clicking "art" takes me to advanced search |
| 22:52:00 | kaen | that's just a shim |
| 22:52:14 | | thread__ is now known as thread_ |
| 22:52:40 | thread_ | Imma try uploading level if thats ok |
| 22:52:44 | kaen | what would you expect it to take you to? |
| 22:52:47 | kaen | yes, absolutely :) |
| 22:53:02 | kaen | you can download a 019 build and try doing it through the editor |
| 22:53:08 | kaen | (not sure if you're up to speed on all this) |
| 22:53:09 | thread_ | I would expect a list of art levels. probably by most popular |
| 22:53:27 | kaen | ok, it takes you to ann advanced search for levels tagged "art" |
| 22:53:49 | thread_ | yea, but it didn't do the search, it just set up the search and waited for me to press enter |
| 22:53:55 | kaen | whoa really? |
| 22:53:58 | kaen | ok that's a bug :x |
| 22:54:02 | thread_ | nm there are resulte |
| 22:54:09 | thread_ | just not many in tiny db |
| 22:54:12 | thread_ | lol |
| 22:54:27 | kaen | heh |
| 22:54:35 | kaen | still haven't even filled up the front page :P |
| 22:58:55 | thread_ | when I edit and save a level it says "Level Updated" but on a red div, so it looks like an error |
| 22:59:03 | thread_ | when there wan't one |
| 22:59:08 | kaen | bug! |
| 22:59:15 | kaen | how recent is your build? |
| 22:59:19 | | raptor has joined |
| 22:59:19 | | ChanServ sets mode +o |
| 22:59:22 | thread_ | heh, "wan't". new word of the day |
| 22:59:47 | thread_ | ok, now.... go check out my new level. that was a long time in the making |
| 22:59:47 | kaen | <script>alert(0)</script> |
| 22:59:50 | kaen | hehe |
| 22:59:53 | thread_ | It was worth testing |
| 22:59:59 | kaen | looks awesome :) |
| 23:00:13 | kaen | the client automatically takes screenshots for you, tbw |
| 23:00:14 | kaen | btw |
| 23:00:15 | raptor | hello |
| 23:00:33 | thread_ | what happens if I upload a non-image to the screenshot? |
| 23:00:49 | kaen | give it a shot! |
| 23:00:51 | kaen | haven't tested it |
| 23:00:59 | kaen | 99% chance you get an ugly error message |
| 23:02:03 | thread_ | im uploading a song... lets see what happens |
| 23:02:31 | raptor | when 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 |
| 23:02:58 | thread_ | it broke it. It took the upload, and now my awesome level has a broken image symbol |
| 23:03:44 | thread_ | anyways, im off to sleep now. cyao |
| 23:03:46 | kaen | raptor, after ctrl+F5 ? |
| 23:03:50 | kaen | sleep tight |
| 23:04:01 | | thread_ has left #bitfighter |
| 23:04:03 | raptor | same error |
| 23:04:10 | kaen | :< |
| 23:04:23 | raptor | firefox 22 |
| 23:10:51 | kaen | fixed. thanks! |
| 23:11:49 | raptor | forgive me for adding headaches... |
| 23:11:53 | raptor | works! |
| 23:12:04 | kaen | actually you're saving headaches from future |
| 23:12:07 | kaen | future me |
| 23:12:29 | kaen | I grammared very poorly just then. |
| 23:14:38 | kaen | looks awful in firefox, too |
| 23:34:54 | raptor | are you not using a cross-browser compatible UI framework? |
| 23:37:07 | kaen | not yet :/ |
| 23:37:28 | kaen | those code togglers are the only UI stuff I've had to code |
| 23:37:34 | raptor | ah ok |
| 23:37:45 | kaen | and they use special logic to call the highlighters |
| 23:37:51 | kaen | and ajax the code |
| 23:38:10 | kaen | (one time only) |
| 23:42:31 | | bobdaduck has joined |
| 23:42:31 | raptor | hmmm |
| 23:42:36 | raptor | using jquery |
| 23:42:45 | raptor | how about jquery-ui? |
| 23:42:55 | raptor | (it's been a while since I've done anything with JS/CSS...) |
| 23:43:58 | kaen | yes, that is the wisest thing to do |
| 23:44:08 | kaen | I'm sure I'd end up coding more ui stuff otherwise |
| 23:44:20 | raptor | if I remember, it was a bit heavy though... |
| 23:44:38 | kaen | my biggest objection is theming that beast |
| 23:44:49 | raptor | oh yeah, the themes... |
| 23:45:01 | raptor | 20 different ones and i hate them all |
| 23:45:37 | kaen | I have a lot of SASS already, and I've actually done it before |
| 23:45:42 | kaen | I just hated the experience so much |
| 23:46:21 | raptor | i had to look that up... |
| 23:46:28 | kaen | oh no! |
| 23:46:32 | raptor | CSS3 extension, interesting... |
| 23:46:39 | kaen | writing actual CSS is torture |
| 23:46:43 | raptor | oh yeah |
| 23:46:48 | Flynnn | css... god |
| 23:46:59 | Flynnn | would it kill them to have a priority system other than a basic override? |
| 23:47:13 | raptor | it looks like python-ized CSS |
| 23:47:29 | kaen | well, it's just CSS with reusability |
| 23:47:38 | kaen | and some simple helper methods/arithmetic support |
| 23:47:54 | kaen | and then syntactic sugar like nested rules |
| 23:48:04 | Flynnn | oh cool |
| 23:48:07 | Flynnn | so .scss is still SASS |
| 23:48:19 | kaen | I get them mixed up |
| 23:48:42 | Flynnn | I thoguht all the .scss files they showed were .css files xD |
| 23:48:51 | kaen | heh |
| 23:48:53 | Flynnn | but then I saw the mixins and I was like "hmm.. I don't remember that being in css" |
| 23:49:03 | kaen | right, mixins |
| 23:49:04 | kaen | so awesome |
| 23:49:09 | raptor | folks, why are we talking about CSS close to midnight?? |
| 23:49:11 | Flynnn | that actually sounds pretty cool |
| 23:49:20 | Flynnn | because css is just racecar |
| 23:49:26 | Flynnn | that's why |
| 23:49:33 | raptor | heh |
| 23:49:36 | Flynnn | lol |
| 23:49:41 | kaen | it's... spelled the same backwards as it is forwards? |
| 23:49:49 | Flynnn | yeah |
| 23:49:56 | Flynnn | css is css spelled backwards |
| 23:50:01 | raptor | see 'palindrome' is always my first reference when someone says 'racecar' |
| 23:50:10 | kaen | ditto |
| 23:50:12 | kaen | or |
| 23:50:13 | Flynnn | holy smokes |
| 23:50:20 | kaen | go hang a salami I'm a lasagna hog |
| 23:50:22 | Flynnn | racecar is actually a palindrome ._. t |
| 23:50:23 | raptor | hahaha |
| 23:50:31 | raptor | that weird al song... |
| 23:50:31 | Flynnn | haha wow |
| 23:50:32 | raptor | 'bob' |
| 23:50:35 | kaen | rofl |
| 23:50:35 | kaen | yes |
| 23:52:31 | kaen | bobdaduck, raptor |
| 23:52:35 | bobdaduck | no |
| 23:52:37 | raptor | hello |
| 23:52:40 | kaen | I need a "spinner" for pleiades |
| 23:52:44 | kaen | any ideas? |
| 23:52:48 | bobdaduck | Spinner |
| 23:52:54 | bobdaduck | like in board games? |
| 23:52:56 | raptor | the zapdance gif? |
| 23:52:58 | kaen | like, for when something is loading after you click it |
| 23:53:00 | Flynnn | what is a pleaides? |
| 23:53:06 | kaen | I was hoping we could to something different |
| 23:53:07 | bobdaduck | ^^ |
| 23:53:13 | bobdaduck | oh okay |
| 23:53:14 | kaen | bifighter.org/pleiades |
| 23:53:24 | kaen | bitfighter.org/pleiades |
| 23:53:37 | kaen | that other one... don't click it |
| 23:53:55 | Flynnn | lever uploader? |
| 23:53:56 | bobdaduck | have a ship between two mines |
| 23:54:06 | bobdaduck | that regenerate instantly after it blows up |
| 23:54:14 | bobdaduck | and have the ship bouncing between them |
| 23:54:20 | Flynnn | so what is a spinner? xD |
| 23:54:27 | kaen | loading indicator? |
| 23:54:39 | kaen | the spinny kind that shows up during an ajax request |
| 23:54:48 | bobdaduck | or have a ship exploding |
| 23:55:04 | kaen | I like the idea of things exploding |
| 23:55:08 | Flynnn | hmm |
| 23:55:30 | Flynnn | you could spawn ten ships |
| 23:55:31 | raptor | maybe a forward/reverse time loop of being zapped |
| 23:55:31 | kaen | like, "okay, you have to wait a second, but observe this simulated destruction" |
| 23:55:36 | Flynnn | and have them explode at every 10% |
| 23:55:43 | kaen | mini core? |
| 23:56:19 | kaen | can't estimate percentage completion |
| 23:56:25 | Flynnn | oh gotcha |
| 23:56:27 | kaen | it's an HTTP request :P |
| 23:56:30 | Flynnn | oh lol |
| 23:56:35 | Flynnn | you literally meant ajax! |
| 23:56:42 | kaen | yep :) |
| 23:56:43 | Flynnn | then ten ships in a circle |
| 23:56:45 | Flynnn | exploding |
| 23:56:53 | Flynnn | and then reappearing after two more explosions |
| 23:57:02 | Flynnn | so ship A explodes |
| 23:57:04 | Flynnn | then B explodes |
| 23:57:09 | Flynnn | then when C explodes, A comes back |
| 23:57:19 | Flynnn | and A explodes again after the last one explodes |
| 23:57:20 | kaen | oh I see |
| 23:57:23 | kaen | that's cool |
| 23:57:25 | bobdaduck | I like the inverse explosion idea too |
| 23:57:29 | kaen | but ten ships is pretty big |
| 23:57:32 | Flynnn | Yeha, the inverse is pretty cool |
| 23:57:34 | Flynnn | ** yeah |
| 23:57:41 | kaen | like ping-pong looped explosion? |
| 23:57:46 | kaen | that's be pretty cool |
| 23:57:49 | kaen | that'd* |
| 23:58:04 | Flynnn | you could also have a looped gif of one ship shooting another ship |
| 23:58:17 | Flynnn | and then the ship explodes when the HTTP request finishes |
| 23:58:33 | Flynnn | (or maybe the ship firing bullets explodes, for no reason but for fun) |
| 23:58:38 | kaen | oh, that's cool |
| 23:59:04 | kaen | like, have something "spin" and then explode when it completes |
| 23:59:12 | kaen | but I'd want it to explode really quickly |
| 23:59:16 | kaen | like < 75ms |
| 23:59:21 | Flynnn | 75ms? |
| 23:59:29 | Flynnn | that's less than a tenth of a second xD |
| 23:59:33 | kaen | yeah |
| 23:59:44 | Flynnn | that's alos less than the human reaction time xD |
| 23:59:47 | Flynnn | ** also |