#bitfighter IRC Log

Index Search ←Prev date Next date→

IRC Log for 2013-08-24

Timestamps are in GMT/BST.

01:41:59Nothing_Much Quit (Remote host closed the connection)
01:44:19Nothing_Much has joined
01:57:17Nothing_Much Quit (Read error: Connection reset by peer)
03:36:29koda has joined
06:51:59Wuzzy has joined
10:24:35Nothing_Much has joined
10:24:35Nothing_Much Quit (Changing host)
10:24:35Nothing_Much has joined
10:27:27Nothing_Much Quit (Read error: Connection reset by peer)
10:27:55Nothing_Much has joined
11:07:45raptor has joined
11:07:46ChanServ sets mode +o
11:23:53raptor Quit ()
12:23:10raptor has joined
12:23:10ChanServ sets mode +o
12:48:27BFLogBotMiss Wormwood: What state do you live in? Calvin: Denial. Miss Wormwood: I don't suppose I can argue with that...
13:36:19LordDVG has joined
13:56:20LordDVG Quit (Remote host closed the connection)
13:57:09koda Quit (Quit: koda)
14:34:48YoshiSmb has joined
15:02:26raptorok, next on the list..
15:02:29raptorbackwards..
15:02:31raptor!bugs
15:02:31BFLogBotTo enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs
15:04:37raptorkaen: should I attempt to synchronize the asteroid spawn client-side with a timer?
15:04:43raptor(I really really really don't want to...)
16:16:05raptorYoshiSmb: yes, I've compiled for android, but it doesn't run very well (no controls) and it crashes
16:17:24YoshiSmbhhmmm, a unstable version and is not completed.
16:17:33raptorprobably will be that way for a long time
16:18:01raptorbecause I don't have a good android device to test on, or the time to dedicate work on that port
16:18:09YoshiSmbyep
16:19:42BFLogBot Commit: 1bc48c625267 | Author: buckyballreaction | Message: Change asteroid spawn indicator to be brighter green and render it more efficiently
16:40:59YoshiSmb Quit (Ping timeout: 250 seconds)
16:47:57BFLogBot Commit: a18f4c39d825 | Author: buckyballreaction | Message: Use CLAMP
16:47:58BFLogBot Commit: 39b225bab8ad | Author: buckyballreaction | Message: Add font context for chat/server messages. Try the same font for input and messages
16:52:01YoshiSmb has joined
17:35:18Little_Apple has joined
17:35:29Little_AppleTHE STARS ARE GONE
17:35:46raptorhi
17:35:49raptorwhich stars?
17:37:07Little_AppleALL OF THEM
17:37:35Little_Applehttp://bitfighter.org
17:38:07raptori see stars
17:41:04Little_Applehttp://i.imgur.com/3HwcHE3.png
17:41:07raptorLittle_Apple: thoughts on this chat font?: http://imagebin.org/268681
17:41:22raptorwhoa
17:41:26Little_Applelooksgood
17:41:29Little_AppleNO STARS.
17:41:31Little_AppleWHY.
17:41:53raptorlooks like you're in The Void
17:42:17Little_Appleoh man.
17:42:39raptorthat was a creepy star trek episod
17:42:42raptore
17:43:11Little_Appletng?
17:43:16raptorvoyager
17:43:24Little_Appleah
17:43:26raptorthere was one tng one, too..
17:43:44raptori tried another browser - i see stars
17:44:41Little_Applemust be my safari being a dingus.
17:44:47Little_Applefirefox has stars
17:46:42koda has joined
18:28:40Little_Apple Quit (Quit: Page closed)
18:37:41koda Quit (Quit: koda)
18:46:24amgine1234567890 has joined
18:47:11amgine1234567890hello
18:47:20amgine1234567890im back from being gone
18:55:55raptorhi
18:59:33amgine1234567890any new builds to test
18:59:41amgine1234567890my build may be 1 week old
18:59:57raptoryou can always get the latest build from the buildbot
18:59:59raptor!latest
18:59:59BFLogBothttp://buildbot.bitfighter.org:8010/latest/
19:04:24amgine1234567890ok do you want me to test anything?
19:04:37raptornothing specific at the moment, no
19:04:42raptorwe're just polishing up things
19:06:12amgine1234567890i did find one bugi dont know if oyu saw it on the last build i had mazeracer was broken
19:06:28raptoryes, that is fixed
19:06:30raptorthanks
19:06:59amgine1234567890i also suggested a solution to the scorebaord problem if you saw that
19:07:26raptorwhich problem?
19:07:37raptorthe scoreboard has been updated - you should look at it now
19:07:54amgine1234567890the to many players on a scorebaord problem
19:20:47amgine1234567890is the level editor coding in C++ or lua
19:20:58amgine1234567890im thinking about tyring to make my first plugin ever
19:21:11raptorplugins are in Lua
19:22:55amgine1234567890i dont think theres a api for my plugin though
19:23:58raptorkaen has written several, you might want to take a look at how he did them. Knowledge of Lua is expected
19:24:16raptorsee here: https://github.com/kaen/kaentools/
19:29:54raptorbrb
19:30:57YoshiSmb : this place is so cold, i can't take it anymore, omg, i can't!
19:35:55amgine1234567890arg
19:47:43amgine1234567890i forget how do you conjoin poly walls
19:48:25amgine1234567890nevermind
19:53:01amgine1234567890i like how you finnaly did my sugestion of having a fixed point roatation
19:53:12amgine1234567890makes the old one not needed now ;)
19:55:19Nothing_Much Quit (Read error: Operation timed out)
19:56:03Nothing_Much has joined
19:56:28amgine1234567890although i would adjust hte inputs for the commands sliltgly as they are messy
19:59:50amgine1234567890can i suggest a alternate commands for the rotate series they arnt as user friendly as they could be
20:03:40raptoryou can suggest - but we tested them a lot and the current ones seem to make the most sense
20:04:03amgine1234567890actully they make no sense im sorry
20:04:11raptorheh
20:04:17raptorno problem :)
20:04:35amgine1234567890its very unuser friendly ill see if i can do better before i complain though ;)
20:10:49amgine1234567890ok here is what i think it should be
20:16:09raptorok kaen, I used the 'custom community' theme, which has been the easiest of all of them so far
20:16:22amgine1234567890??
20:16:29raptorI also installed a lightbox plugin for the pictures
20:18:02amgine1234567890ok here is what i think
20:19:28amgine1234567890rotate clockwise fixed is ctrl r counterclockwise is alt rotate amount is ctrl alt r
20:19:56amgine1234567890remove the roate arounbd 1,1 its not needed and makes the user interface to ocmplicated
20:20:04amgine1234567890if yhat makes sense
20:20:14amgine1234567890alt r
20:20:26raptorsome people still wanted rotate about 0,0
20:21:12amgine1234567890trust me its not user friendly you will never need it it makes the interface to hard to use and is uless when you get farth away from 0,0
20:21:17raptorand we use shift+R because the shift key is used in other places to do an opposite effect. we wanted to make it consistent
20:21:57amgine1234567890well ctrl is clockwise alt is counter clockwise and inpout amount is shift or ctrl plus alt
20:23:03amgine1234567890i garentee that removing the rotate around 1,1 is better as it makes the user interface harder to understand and is unreaiable because if you move away from 1,1 the object jumps very far and you have to scroll to find the item
20:23:42amgine1234567890but thats jsut my twocenseits your choice in the end
20:24:35YoshiSmb Quit (Ping timeout: 250 seconds)
20:24:37amgine1234567890im sorry for my terrible typing its impossible to understand
20:24:57amgine1234567890i need to learn to type more proper
20:26:38YoshiSmb has joined
20:28:05amgine1234567890wish there was away i could test it
20:28:49amgine1234567890raptor you therei might of found a bug
20:29:01raptorhi
20:30:31amgine1234567890strange bug i played a level and it loaded but nothing loaded
20:30:38amgine1234567890it was jsut ships
20:30:50amgine1234567890il have to see if i can dupe it
20:45:04amgine1234567890add in the instructions that pressing f9 brings up the plugin panel (alo i think pressing it again hsould close it not pressing f8)
20:46:34amgine1234567890and remove or change these special keys are usually active to special commands are.... or something like that
20:47:06amgine1234567890is there somwhere where i can suggest ideas to polish BF link
20:49:04amgine1234567890*cough* deadchat *cough*
20:49:20YoshiSmb has left #bitfighter
20:49:34YoshiSmb has joined
20:57:54raptor Quit ()
21:02:31amgine1234567890kaen r u afk
21:04:54kaenhi amgine1234567890
21:05:02kaenbeen afk all day but I'm here-ish now
21:05:29YoshiSmbso afk all the day? man, what boring duty of begin afk
21:05:30amgine1234567890ok i see a few non user friendly problems for BF that could be polished
21:05:47kaenhttp://beta.etherpad.org/p/bf_019_polish
21:05:53kaenhehe
21:06:08kaenif you can believe it, YoshiSmb, sometimes I work on things other than bitfighter :)
21:06:55amgine1234567890;)
21:07:25YoshiSmbahh.
21:08:34amgine1234567890kaen i think the roate system needs to be fixed to be ctrl+r is fixed rotate clockwise alt + r is fixed rotate counterclockwise and shift + r is rotate a amount remove arbitrary rotate its uless and makes the interface hard to use
21:09:19amgine1234567890and its usless teh further away you get from 0,0 it becomes worse as you have to scroll very far to find the object
21:09:48amgine1234567890raptor is there a way to suggest changes for BF
21:09:52amgine1234567890er kaen
21:10:36kaenhttp://beta.etherpad.org/p/bf_019_polish
21:10:39kaenor
21:10:40kaen!bugs
21:10:40BFLogBotTo enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs
21:10:42kaenor
21:10:44kaen!ideas
21:10:44BFLogBotTo enter a feature request: http://tinyurl.com/bfnewfeature -- To view all feature requests: http://tinyurl.com/bffeatures
21:11:52kaenamgine1234567890, rotate around origin is useful to make levels with rotational symmetry
21:12:12kaenit rotates the objects correctly *and* puts them in the right spot
21:13:06amgine1234567890not really you can just copy paste and roate then place besides it doesnt always place it corectly and it beocmes innacurate away form 0,0
21:13:39amgine1234567890besides roatate amount does that =p
21:15:50amgine1234567890and you must C@P regardless
21:16:22kaenanyway, we're keeping it :)
21:16:31kaenI kind of sympathize about the key bindings though
21:17:17amgine1234567890question is moving a polywall over another part of a polywall and there being a outline and a incorrectly filled area normal?
21:17:41kaenincorrectly filled?
21:17:49kaenthat happens if the geometry of the polywall is broken
21:18:12kaene.g. two points on top of each other
21:18:41kaenthe outline is normal for two overlapping polywalls
21:18:46kaenbut only in the editor
21:19:04kaenalso, the plugins I made that raptor linked to are kind of broken
21:21:55amgine1234567890http://i42.tinypic.com/2heavyq.png
21:22:00amgine1234567890jsut checking
21:22:39amgine1234567890check that
21:26:41amgine1234567890theres a probem the windows display becomes messed up when you scroll the box on a windows computer fixes when movment stops
21:29:04kaenamgine1234567890, that polywall is "self-intersecting"
21:29:12kaen(it has lines that cross)
21:29:32kaenso the polywall is broken.
21:30:53amgine1234567890 Quit (Ping timeout: 250 seconds)
21:54:31YoshiSmbkaen are you there?
21:54:36kaenyes
21:54:37kaenhello.
21:55:59YoshiSmbsince im using the latest version (both: 018b and 019) in version 019, in editor, why does say: Upload to DB?
21:57:57YoshiSmbin the editor menu?
22:00:03YoshiSmbkaen?
22:00:16kaenhehehe
22:00:23kaenyou have not seen the level DB yet?
22:00:33YoshiSmbno.
22:00:37kaenhttp://bitfighter.org/pleiades/levels/view/71
22:01:14YoshiSmboh, worked.
22:01:29kaenI wrote it all myself ^^
22:01:58YoshiSmbwow, how wonderfull, it's worked, i submited a map, can you see it?
22:02:02kaenyes
22:02:59kaenand I just downloaded it into my client :)
22:03:24YoshiSmbmy map?
22:03:31kaenyes
22:03:36BFBuildBot Quit (Ping timeout: 264 seconds)
22:04:08YoshiSmbyay, now it's easy to find maps here.
22:04:42kaenthat was the idea
22:05:56YoshiSmbdo you like my map?
22:08:57kaenyeah!
22:09:07kaenit's a really good bitmatch map
22:10:59YoshiSmbthanks!
22:11:34YoshiSmbalso, 019 is compatible with 018b stuff? (like bot's and maps)
22:12:21Nothing_Muchwhy wouldn't it? (hello everyone)
22:13:03YoshiSmbhello.
22:13:37kaenactually
22:13:39Nothing_Muchis 019 like a major, major change?
22:13:49kaenwe had to rewrite the stock bots
22:13:59kaenmaps per se should work fine
22:14:12kaenbut levelgens have also changed, and possibly broken
22:14:31kaenthough we did try to maintain some small amount of backwards compatibility
22:14:36Nothing_Muchlevelgens? you mean custom maps?
22:14:45kaenmaps with lua scripts
22:15:12kaenlike
22:15:20kaenbobdaduck wrote a levelgen where you swordfight
22:15:47kaenI wrote one with a soft-body physics simulation of dough in outer space using resource items
22:15:57kaen(second place in the last level contest :D)
22:16:19kaenand, more sanely, watusimoto wrote a maze generator
22:17:22kaenit's a matter of some philosophical division within the core community ...
22:17:26Nothing_Muchcool
22:17:48kaenin 019 we took a leap and added ship:setHealth
22:18:06kaenso levelgens can instakill/make you effectively invincible
22:18:14kaeni.e. they are game-breaking
22:19:03Nothing_Muchgame breaking?
22:19:08kaenlike
22:19:09Nothing_Muchisn't that a bad thing? o.o
22:19:14kaenyeah.
22:19:24kaenbut I mean the counter argument is that you don't have to use them
22:19:35kaenso it's more like level-breaking
22:19:37kaenor
22:19:42kaenpotentially level-breaking
22:20:17kaenbecause it should theoretically be possible to write a levelgen that contributes to a level's playability in the style of bitfighter
22:20:32kaenhowever, this has been only rarely observed in the wild
22:20:38YoshiSmb updates bitfighter 019 with 018b maps and bots.
22:20:52kaenthread made some really cool maps that tastefully use levelgens
22:21:15kaenthat's actually the only example I can think of ...
22:21:39YoshiSmbgood bye.
22:21:42kaenlater
22:21:43Nothing_Muchbye
22:21:52Nothing_Muchlevelgen..
22:21:53Nothing_Muchoh dear
22:22:03Nothing_MuchI should clarify that I'm not a developer or programmer :(
22:22:15Nothing_Muchbecause most of what you said I didn't understand, sorry]
22:22:42kaenthat's ok :)
22:22:54kaenI'm mostly just rambling.
22:23:21Nothing_Muchand I haven't been keeping up on a lot of things.. ah okay
22:23:44Nothing_Muchhow's the development been though??
22:23:45Nothing_Much*?
22:24:06kaenit's been happening in spurts
22:24:23kaenin the last two weeks we finally entered "okay we should probably release soon" mode
22:24:35kaenso we're in a semi-formal beta period
22:24:47Nothing_Muchhah, that's neat!
22:25:30kaenwe have a small team of ~six testers plus the three active devs and an etherpad to track the todo items :)
22:25:55YoshiSmb Quit (Ping timeout: 250 seconds)
22:26:04Nothing_Muchnice
22:26:14Nothing_Muchetherpad?
22:27:07kaenlike an online notepad that everyone can edit
22:27:08kaenlike a
22:27:16kaenoops, errant paste
22:27:20kaenhttp://beta.etherpad.org/p/bf_019_polish
22:28:25Nothing_Muchwhoa, is that a new website by you guys or is it like a well known place? (no offense)
22:29:07kaenhehe, it's not by us
22:29:12kaenit's really really cool though
22:29:28kaenI think wat found it one day
22:30:29Nothing_Muchncie
22:30:31Nothing_Much*nice
22:53:19raptor has joined
22:53:19ChanServ sets mode +o
22:59:14raptorI think...
22:59:23raptorI think I was woken up by critters in the air ducts
22:59:37raptorand now my heart is pounding
23:01:13raptorand now i wait to bait the mice with peanut butter and cyanide
23:04:58Wuzzy Quit (Ping timeout: 245 seconds)
23:08:10Wuzzy has joined
23:09:16raptoroooo... a 50/50 mix of dry cement powder and corn flour...
23:12:16raptorthat's ingenious!
23:19:37kaenrofl
23:19:50raptoroh hello
23:20:24kaencritters in the air ducts, eh?
23:20:35raptoryeah...
23:20:50raptorfeeding off the morsels the kids leave around, no doubt
23:32:45Wuzzy Quit (Read error: Operation timed out)
23:37:04kaenI'm 99% done implementing Robot.new
23:37:17raptorooooo
23:37:25kaenonly thing is that after robot:removeFromGame(), there's a dangling pointer in the idle list
23:37:40kaeneven though unlinkFromIdleList is executed
23:37:58kaenbecause for some reason, when it's executed, its list pointers are null
23:38:03kaenbut is still in the list
23:38:28kaenso I discovered that, and took a really long nap to unpretzelize my brain
23:38:37kaenand here I am.
23:39:04raptorheh
23:39:27kaenso the game crashes when traversing the idle list :/
23:40:02kaengdb needs like a full-immersion VR interface
23:40:31kaenwhere you can run around the program's memory and visually inspect data
23:41:46kaenI feel like if I could just explore the program's state like in a video game then this sort of thing would be easier
23:43:16kaenthat would be the best call graph visualizer ever.
23:43:24raptorhaha
23:46:32raptori wonder how much processing power is saved using the idlelist logic..
23:51:21kaenthat sounds like a good question
23:52:28kaenmy guess is not a lot, because the only time I could imagine it saves processing is for exploding objects and objects without idle() logic
23:52:44kaenI can not think of an object which doesn't use idle() except for perhaps walls?
23:53:20kaenmaybe zones don't, since their logic is handled elsewhere
23:53:37raptorhmm..
23:53:56raptorit was a major change that sam686 did once. he said it helped.
23:54:02raptorbut it sure added complexity..
23:54:22kaenbut the amount of those types of objects would probably be negligible compared to projectiles alone
23:54:26kaenoh wow...
23:55:37kaenI feel like adding a subsystem like that would justify some benchmarks
23:55:46kaenor some profiling data demonstrating a bottleneck...
23:56:05raptori'll have to look at the logs..
23:57:03kaengridDB is one thing -- dynamic binning can often reduce processing by an order of magnitude
23:58:00kaenbut this idle list thing is something I've never heard of
23:59:31raptor45af6fc45f90?
23:59:59raptornope, not that one..

Index Search ←Prev date Next date→

These logs were automatically created by BFLogBot on irc.freenode.net.