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IRC Log for 2013-09-09

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08:02:45Canseco has joined
08:03:11Cansecogood morning
08:03:51raptor has joined
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08:03:59raptorgood day!
08:04:03raptorhi Canseco
08:06:03raptorand welcome
08:07:18CansecoThe port to OpenPandora was easy, but i needed to use a wrapper to convert OpenGL to OpenGL ES
08:08:58raptorok
08:09:10raptori saw the 'glshim'
08:09:26Cansecotrying to found link to source, just a sec
08:09:48raptorI actually try to support GLES in the code base
08:10:00raptora few things were broken, though, like the in-game console
08:11:04Cansecogood to know, it will be more easy to maintain for me
08:11:23raptorso the next release should have better GLES support
08:11:57raptorI'm curious (and I don't know much about pandora) - did you have to change anything to get the controls to work?
08:12:11Cansecohttps://github.com/lunixbochs/glshim
08:14:08Cansecojust changed nubs order, and configured keys, but i like to use external mouse
08:14:21raptorah ok
08:15:55raptordoes pandora support SDL2?
08:16:12Platskies Quit (Quit: Gotta go)
08:16:17Cansecosince yesterday, when new codeblocks was released on repo
08:16:43raptoroh good!
08:17:07raptorSDL2 will be needed for GLES
08:38:07raptordo the dual axes controls still work for the game?
08:39:17Nothing_MuchI'd like that on a pandora when I get one :)
08:42:04Cansecoit's configured with dpad and right nub, only problem is not be able to use Control for binding
08:42:10Cansecofire
08:48:15watusimotohey, canseco!
08:48:40watusimotoI've been trying to figure out how to contact you
08:48:52watusimotoso glad you stopped by
08:49:59Cansecoi try to do it on every "port" i do, hope you can include a link on your homepage
08:50:20watusimotowe can probably find a way to link it :-)
08:50:44Cansecoif you want i can send tar.gz with sources, configs, etc
08:50:51watusimotowhat I mostly wanted to know, is what we can do to make future support easier
08:51:54watusimotowhich probably depends somewhat on what raptor already asked, which is how much code modification you needed to do
08:52:07Cansecomigrate to SDL2 and support GLES, ;)
08:52:15watusimoto(if he actually asked that)
08:52:30watusimoto(if he actually asked that)
08:52:56Cansecono need to modify code, just compiled with glshim, GL to GLES wrapper
08:52:57raptordone!
08:53:00raptoralmost...
08:53:08watusimotoexcellent
08:53:14raptorthe one part that's giving me grief with porting to GLES is oglconsole
08:53:24raptorbeen working all week on it
08:53:35watusimotois the pandora a good platform for bitfighter?
08:53:52watusimoto(I've seen the hardware, but never really worked with it)
08:54:08raptorwatusimoto: would it be bad if I just merged/cleaned-up oglconsole with Console.cpp? I could use font-stash, our own render methods, etc..
08:55:20watusimotoraptor: is Console.cpp our oglconsole wrapper?
08:55:40watusimotoif so, merging would be fine; probably a necessary step on our plan to reform it
08:56:05raptoryes it is
08:56:57raptornote that the 'modularity' of it will be lost, in favor of code readability and performance... :)
08:59:40watusimotowell, the modulartiy has already become somewhat of an act of fiction
09:00:02raptorheh, true
09:04:52CansecoI'm too biased to say if OpenPandora is a good plattform, just see for yourself
09:04:55Cansecohttp://pandoralive.info/?p=1867
09:09:39watusimotoI meant only does the game play well on Pandora -- i.e. is the game a good fit for the platform (I'll take it as a given the platform itself is nice :-)
09:12:22bobdaduck has joined
09:13:26bobdaduckthe LAST server
09:15:36raptorwow! we only have one server up!
09:15:54watusimotoweird... usually there's several
09:16:35bobdaduckWho is the new guy?
09:17:50Nothing_Muchbobdaduck, He's the guy that ported to the Pandora :)
09:17:59bobdaduckoooh
09:18:02bobdaduckcool!
09:18:30Nothing_Muchdual analog controls need some work though, according to him
09:18:35bobdaduckSo he's like, magic, right?
09:18:37raptorback soon
09:18:41raptor Quit ()
09:18:49Nothing_MuchIn non-technical terms, yes
09:19:56bobdaduckI love magic tricks!
09:20:11watusimotoit's a neat bit of hardware
09:20:38Nothing_Muchthough it's a little outdated, it does have a touchscreen and is open source hardware
09:21:08Nothing_Muchlook at those buttons!
09:21:25Nothing_Muchhttp://open-pandora.org/
09:30:15watusimotobitfighter runs at 800x600; the pandora is 800x480
09:40:20kaenmorning all
09:40:26watusimotohi
09:40:46raptor has joined
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09:41:16bobdaduckmorning, gentlekaen
09:47:28Nothing_Muchwe got a new player, come join!
09:53:47Canseco Quit (Quit: Leaving)
10:01:08raptormaybe seeker needs a slightly tighter turning radius
10:01:30watusimotoor maybe a higher fire rate
10:01:57watusimotoas seekers are too awesome to not be used more
10:02:59watusimotowe need to look again at kaen's analysis of weapon strength and try to even things out a bit, accounting for various non-numerical advantages/disadvantes of each weapon type
10:03:15raptorwell, i did a lot of work on evening them out already
10:03:21watusimotoshould probably do that before 019
10:03:23raptorthey just need to be tested
10:03:27watusimotoah, ok
10:03:34raptoralthough i think seeker still needs a little improvement
10:03:50watusimotoyour judgement is usally good in these things
10:04:00watusimoto(maybe in other things as well :-)
10:05:31raptormaybe...
10:05:38raptorbut yeah, seeker need to be used
10:06:12bobdaduckYour fix for seeker was to increase its damage
10:06:23watusimotomaybe it should penetrate shields
10:06:28bobdaduck...but you can still only fire 3 before you run out of energy and become defenseless and your opponent kills you
10:06:33bobdaduckNO
10:06:37bobdaduckNO ROCK PAPER SCISSORS
10:06:39watusimotobecause it's currently so easy to defend against
10:06:39raptorreducing shield bounce code will reduce complexity...
10:07:26watusimotothough it works great, complexity or no
10:08:02watusimotomaybe it can "mirv" -- split into 3 parallel seekers at some point
10:08:17bobdaduckI will argue strongly against making anything penetrate shields
10:08:27watusimotoI know you will, though I don't know why
10:08:37bobdaduckbecause pokemon
10:08:47watusimotoshields are way overpowered
10:08:55watusimotoI think everyone agrees
10:09:05watusimotoand that crowds out our other modules
10:09:21bobdaduckno mostly just all the other modules suck.
10:09:40watusimotoif seekers penetrated shields, it would make seekers more valuable where other weapons fail
10:09:58watusimotoso you'd have to dodge, outrun, or shoot them down
10:09:58bobdaduck...Well it would make the game harder on new players who wouldn't know that.
10:10:16watusimotonot just wait until its about to hit you and flip shields on for a second to turn the seeker back on the shooter
10:10:24watusimotothat's a really powerful thing
10:11:00watusimotoor maybe they could "stick" on shields for a few seconds, to force the shielder to use more energy against them
10:11:21bobdaduckOr maybe you could just make seekers not take a full third of your energy to use.
10:11:24bobdaduckThat would do it too.
10:11:25watusimotoour bounce back still aimed at the target
10:12:06watusimotoactually, that would be pretty easy to try
10:12:19watusimotoI think
10:12:27bobdaduckThe problem with seekers isn't that they're hard to use or easy to defend against or whatever
10:12:44bobdaduckthe problem is if you shoot a single seeker, your opponent immediately has a huge energy advantage over you
10:13:18bobdaduckAnd you can only fire three total, so if the opponent dodges or shoots or blocks or anything, you just lose the fight. The end.
10:13:22watusimotowell, that's one problem, perhaps, but if they don't kill anything, and come right back at you, they're not that powerful
10:13:54bobdaduckSame argument could be used for anything
10:14:05watusimotoif they penetrated shields, the 1/3 energy might be worth it; only bouncers come right back at you
10:14:09watusimotoother shots don't
10:14:36bobdaduckEh, no, it wouldn't be.
10:15:04bobdaduckBecause now that you've hit them for the tiny amount of damage seekers do (assuming you hit them, because like, seekers can't get through phasers) they can just shoot you and kill you
10:15:04raptorfyi, i made shields use more energy for 019
10:15:07watusimotoit seems seekers are too easily defelcted; even if they used 0 energy they might not be useful
10:15:31watusimotohere's an idea
10:15:50watusimotowhat if seekers cost 0 energy, but you had a limited number that you could refill by flying through a loadout zone
10:15:59raptorcomplex
10:16:01bobdaduckmore complexity
10:16:11bobdaduckand not a lot of actualy "making the game better"
10:16:25watusimotoyou'd get your energy free seekers that way
10:16:35raptori already reduced energy of seekers
10:16:39raptorand made them more powerful
10:16:53watusimotowe just need to make them penetrate shiedls and we'er good
10:16:59raptorhmm...
10:17:02watusimotomaybe even 50% damage or something
10:17:03raptori'm not sure
10:18:25bobdaduckAs long as you're discussing novel ways to maybe-buff seekers, I'll throw mine in here
10:19:00bobdaduckMake it so seekers explode. They don't need to do knockback, but area damage would make them dangerous even if you shoot them down or dodge them or anything
10:19:04raptori think it'd like to try to improve seeker before we nerf shields
10:19:16kaenI think the best way to nerf shield is make it consume energy when taking damage (or increase that rate if it already does that)
10:20:02watusimotowhat if mines penetrated shields?
10:20:16bobdaduckWHAT IF
10:20:18raptormines always penetrate my shields... because i never see them
10:20:20bobdaduckSHIELDS PENETRATED SHIELDS
10:20:46watusimotoI just keep my shields on
10:20:57watusimotosince I rarely live longer than about 20 seconds, this usually works
10:21:04kaenhehe
10:21:10raptor+ 5 seconds waiting on spawn...
10:21:18watusimotoold timer!
10:21:31kaenI've gotten to the point where I leave them always off and rely on reflexes to active them (it?) at the right moment
10:21:55raptorafter you mentally take into account the lag, of course... :)
10:22:06kaenumm, I can't do that yet @_@
10:22:13kaenso my system is not...
10:22:15kaenbulletproof
10:22:43Quartz has joined
10:22:47raptoradd in the time it takes for electrical impluses light -> eye -> brain -> fingers
10:23:09watusimotoand the signal to travel from joystick to computer via wire
10:23:38raptorand any delay in the event sytem
10:23:40raptor*system
10:24:44kaenit's easier to get a feel for it than it is to calculate
10:25:36watusimotoart, not science
10:25:50watusimotook, gotta run...
10:25:53watusimotomore later
10:25:54raptorskill, not... still
10:25:59raptorskill
10:26:01raptorbah
10:26:03raptorlater
10:28:53QuartzSo did this guy seriously just suggest that Seekers should penetrate shields
10:29:18raptoryes... I... I think I'd like to try other avenues first
10:29:29QuartzYou don't say.
10:30:10watusimoto Quit (Ping timeout: 245 seconds)
10:30:32Quartz*Chat Log tiem!*
10:34:13Quartz[10:15:04] <raptor> fyi, i made shields use more energy for 019
10:34:16Quartzgj @raptor
10:34:21raptor:)
10:34:40raptornot a huge amount, just like 20-30% more, I think (it was a while ago)
10:35:26Quartzyeah
10:35:29Quartz[10:19:04] <raptor> i think it'd like to try to improve seeker before we nerf shields [10:19:16] <kaen> I think the best way to nerf shield is make it consume energy when taking damage (or increase that rate if it already does that)
10:35:35Quartzagain, nailing it. thanks guys
10:37:01QuartzWell. That was an ... interesting read.
10:37:36QuartzShields ARE overpowered, but making them specifically weaker, or worse yet useless, against specific weapons is a horrible idea.
10:37:57QuartzAs bobdaduck said, rock-paper-scissors mechanics aren't in the game as of yet and as such we should keep it that way.
10:38:11bobdaduckno they already are
10:38:11QuartzFurthermore, exceptions just confuse newbies.
10:38:19QuartzSensor vs. Cloak?
10:38:20bobdaduckbouncer does like more damage against armor.
10:38:26Quartzugh
10:38:36QuartzRandumb.
10:39:32bobdaduckUseless weapon is specifically better against a useless module
10:39:41QuartzYeah that sums it up. xD
10:39:46raptorthat should probably be removed, now that bouncer is considerablly more... bouncer-like
10:40:01raptoralso armor has been improved, too!
10:40:10QuartzLooking forward to that one.
10:40:27QuartzThe "knocked all around hell" is what made Armor particularly useless.
10:41:04raptoryeah, now it's the opposite.. i know this will make the 'cannon' levels not as fun...
10:41:24bobdaduckIt still works somehow
10:41:48bobdaduckI forget how
10:42:00bobdaduckmaybe it was spybug explosions or just pulse or something
10:42:13raptorhmmm...
10:42:32raptorso the 'slippiness' is still there, so if you can get up to speed it'll still be part of it
10:42:39QuartzReal gameplay > novelties though
10:42:46bobdaduckyeah
10:42:49raptorbut explosions are absorbed more, so it's harder to get up to speed
10:43:00QuartzAnd this is coming from the two idiots most responsible for dungeons xD
10:43:05raptorheh
10:43:20bobdaduckheh
10:43:22Quartzheh
10:43:52raptormaybe seekers should have a faster fire-rate, but do less damage?
10:44:32bobdaduckMaybe seekers should just not leave you super vulnerable for choosing to have them in your loadout
10:44:53QuartzA hail of Seekers would indeed make them much more ... viable
10:45:15raptorbobdaduck: maybe you should say why?
10:45:26bobdaduckbecause energy!
10:45:29raptorah yes
10:45:33QuartzBecause no matter what way you cut it; although wat's idea was idiotic, you have to admit his point about "raising shield for .3 seconds to counter seekers" is a valid one.
10:45:39raptori already reduced energy...
10:45:41koda Quit (Ping timeout: 245 seconds)
10:45:42raptorhmmm
10:45:49bobdaduckYeah they're probably already way better in 019
10:46:05QuartzI *do* think you should up the fire rate if you haven't.
10:46:10raptorbetter != viable
10:46:15raptori want them viable..
10:46:50bobdaduckI think that with the changes to triple and armor and all the everything in 019
10:47:07bobdaduckits completely up in the air what's currently in the future viable.
10:47:41raptorkaen: are you for removing the bouncer does more damage to armor?
10:47:50raptorbouncer-does-more-damage-to-armor
10:49:07bobdaduckI think bouncer is still a bit weak
10:49:11bobdaduckbut eh I guess we'll see
10:49:36QuartzDoesn't mean we shouldn't get rid of that half-wit mechanic in the meantime.
10:49:52kaenuh yeah nuke it
10:50:04bobdaduckbecause it will confuse new players, if nothing else.
10:50:16Quartz^
10:50:23bobdaduckOr rather, it won't confuse them, it will just give an advantage to everyone who knows about the code.
10:50:36kaenI'm really on board with preventing rock paper scissors
10:50:37QuartzHeh yeah truly.
10:50:44Quartzkaen is the best
10:50:44raptorok then
10:50:45Quartzhave a cookie
10:52:48kaenso, another thing is that we really have two tiers of weapons
10:52:57kaenthe repeating weapons, and the "missile" weapons
10:53:37bobdaduckand mines.
10:53:37kaenand I think we should balance them within their tiers, because you really shouldn't be using seeker (or burst, or mine) as a main weapon
10:53:52kaenmines are zero-speed missiles :P
10:53:57bobdaducklol okay
10:54:04kaenwithout timers...
10:54:09BFLogBot Commit: b491ddd1e2a0 | Author: buckyballreaction | Message: Remove paper and rock (bouncer advantage on armor)
10:54:09bobdaduckI suppose I understand that because I can levelgen them velocity
10:54:12kaenuh anyway, it will simplify balancing
10:54:20QuartzFair point.
10:54:30QuartzAnd right now, Burst >>>>>>> Seeker
10:54:41kaenburst even better in 019 since it explodes on contact
10:54:44bobdaduckHow do you balance something "within its tier"?
10:54:45raptorbursts uses about twice the energy in 019
10:54:50bobdaducklol
10:54:52kaenit's actually my new favorite weapon in 019
10:54:55QuartzMiiiice
10:55:00Quartz*Nice
10:55:01bobdaduckMICE
10:55:02Quartzlmao
10:55:04QuartzMICE!
10:55:06kaenlike, swooping in on a cluster of s_bots and just driver-by bursting them
10:55:45kaenbobdaduck, so, we should make phaser/triple/bouncer all viable as main weapons
10:56:01Quartzmmmm
10:56:10Quartztrue dat
10:56:10kaenand seeker, burst, mine all useful as situational area-of-effect weapons
10:56:10QuartzI tire of Phaser being the main weapon 100% of the time
10:56:28bobdaduckI suppose its a viable development philosophy
10:56:31kaenand the interesting choice will be in the damage and energy curves
10:56:43kaenbetween the weapons in each respective tier
10:56:46bobdaduckI was going more with "phaser is the main weapon, and everything else is personal style"
10:56:53QuartzYeahhhh
10:56:55QuartzYour opinion sucks.
10:56:58QuartzxD
10:56:58bobdaducklol
10:57:14Quartzit's great because there's no one else I would say that to lmao. ahh the joys of being good friends
10:57:30QuartzUmm but on a serious note.
10:57:40kaenso, thoughts on my tiers idea?
10:57:42Nothing_Muchkaen or raptor, would a slightly modified version of bf exist to help the port for the pandora? or will the screen size be alright for it?
10:57:51QuartzWhile your opinion is valid, seriously, wouldn't more variation be much more interesting?
10:58:01raptorNothing_Much: the screen scales downward just fine
10:58:06kaenwell, my system has structured variation
10:58:09QuartzYour tiers idea is certainly a good way of picking apart game balance and analyzing it.
10:58:11kaenvariation within bounds
10:58:19QuartzYeah, exactly.
10:58:39bobdaduckthe tiers idea would work just fine and give the game more "structure" I suppose, were we to stick with it as a development philosophy. Its not how I personally would prefer it though.
10:58:49raptoroh seeker stats: 700ms delay, 1/5 energy, 1/3 damage
10:58:53raptorfor 019
10:59:08raptorit used to be 700, 1/3, 1/4
10:59:16QuartzBetter but still hella underpowered
10:59:22Nothing_Muchraptor, ah that's good
10:59:29QuartzBut I doubt anyone wants to radically change anything for 019 :\
10:59:32QuartzOr ever ... sigh
10:59:36bobdaduckrofl
10:59:48raptorwell, seeker is used so little, that we can do radical changes
11:00:04raptormaybe 400, 1/10, 1/5 ?
11:00:10QuartzSuffice to say, my opinion is that your idea to make Seeker more of a volley of shots is great
11:00:29kaenyeah, me too
11:01:07raptorwe could do other things, like remove the seeker-seeker collision
11:01:20bobdaduckmake seeker like a triple-shot
11:01:29bobdaducklul
11:01:29Quartzoh lawd xD
11:01:30raptoror acquiring the shooter as target...
11:01:41kaen^ this one makes like no sense
11:01:44bobdaduckWhat about my idea of making it an explosive weapon?
11:01:55kaenbut I do like playing seeker-ball
11:02:11Quartzit should blow up it's true
11:02:11raptoryes, making it a damageArea weapon
11:02:13kaenI say yes to seeker AOE
11:02:25raptorhmm... maybe 1/2 radius of burst?
11:02:28Canseco has joined
11:02:53Quartzor full radius, but no knockback. that's me though
11:02:58bobdaduckI think full radius but no knockback
11:03:19QuartzBecause while Burst and Seeker should be comparable, they certainly shouldn't function the same way
11:03:20bobdaduckWhat if
11:03:23bobdaduckWHAT IF
11:03:25kaenI think 1/2 radius no KB
11:03:29bobdaduckIT EXPLODED IN A CONE
11:03:31QuartzWHAT IF MINES PENETRATED YOUR MOME
11:03:35bobdaduckINSTEAD OF CIRCLE
11:04:04bobdaduckIt should totally explode in a cone.
11:04:05raptorhmmm... elliptical damage in the direction of its velocity?
11:04:07bobdaduckthat'd be sweet.
11:04:09bobdaduckyeah
11:04:17kaenumm
11:04:22bobdaduckbecause like, then its not going to damage you if it gets shot down immediately after firing
11:04:27raptori'm not sure i want to code that math for 019...
11:05:07raptorbecause I'm being super lazy and want the low hanging fruit first... :)
11:05:24bobdaducklol
11:05:25kaenI think 1/2 radius no KB
11:05:37bobdaduckHow hard would the math be...
11:05:39Quartz1/1 radius no KB
11:05:41bobdaduckI think I could do it in levelgens..
11:05:42QuartzGRAHGHGH
11:06:07bobdaduckI think you can even like call getAngle() on seekers
11:06:33raptormath probably wouldn't be that hard, especially since I could just steal code from somewhere..
11:06:37kaenyeah, I think the math could be pretty easy
11:06:48raptorso... 400, 1/10, 1/5 ?
11:07:01raptordelay, energy, damage
11:07:02bobdaduck1/10 is ridiculous
11:07:10kaenin the current explosion code, just add a conditional for the angle between the target and projectile being within the heading range
11:07:11Quartzor badass?
11:07:29bobdaduckdude that's like less energy than a burst takes
11:07:35bobdaduckyou'd be able to rapid-fire seekers like triple
11:07:39bobdaduckinfinitely
11:07:41raptorit's actually the same now...
11:07:48bobdaducklol
11:07:51raptorburst will drain your energy
11:07:54raptornow..
11:08:43QuartzUhmmmmmmmmm. 1/8?
11:08:51raptorok, i'll try that...
11:09:41bobdaduckAlso make it so seekers are affected by solar wind
11:09:43bobdaduckfrom suns
11:11:19Quartzjust made a map who wants to name it
11:11:34kaenepenthesis
11:11:59QuartzOKAY GG IT'S NOW CALLED EPENTHESIS
11:12:04raptorpneumonoultramicroscopicsiliconvolcanoconiosis
11:12:09raptorrats
11:12:13raptortook too long to type
11:12:24kaenI've heard that word was made up by scrablers, raptor
11:12:31raptorit's funny because that's a disease you get when inhaling dust from mining quartz mineral
11:12:41Quartzlmao
11:12:42raptoroh??
11:12:50raptornow i have to check my sources...
11:13:35kaenPneumonoultramicroscopicsilicovolcanoconiosis is, according to the Oxford English Dictionary, "a word invented in imitation of polysyllabic medical terms, alleged to mean �a lung disease caused by the inhalation of very fine sand and ash dust� but occurring only as an instance of a very long word."[1] A condition meeting the word's definition is normally called silicosis.
11:13:40raptorkaen: you're right!
11:13:52raptori've been living a lie since i learned that at age 10 or so...
11:13:54QuartzSilicosis?
11:13:55kaenlol
11:14:01QuartzSo I need to make THAT a map name
11:14:06Quartzfor irony's sake
11:14:11kaenback to antidisestablishmentarionism then
11:14:18raptorsigh
11:14:19raptoryes
11:14:30kaenI know your pain, raptor
11:14:33QuartzLove it
11:14:42kaenafter so much work to memorize it
11:15:25Quartzokay so Silicosis or Epenthesis
11:16:17raptorhaha, i like Epenthesis
11:16:26raptorand i learned a new one: anaptyxis
11:17:13kaenhonestly silicosis is better
11:17:27kaenepenthesis is just the first weird word that came to my brain
11:17:41raptorsilicosis is what you get when playing a map by Quartz
11:18:06bobdaducklol
11:18:13bobdaduckanaptyxis is my favorite of those
11:18:33Quartzahaha
11:19:19kaenI wish wat was here
11:19:24kaenI want to release so bad
11:19:32kaenwe're in like the last 3%
11:19:42bobdaduckWhat's left?
11:19:52QuartzYeah, except you forgot to make Seeker penetrate shields.
11:19:57bobdaducklol
11:19:58kaen1. make the rank symbols not cycle
11:20:02kaen2. balance as needed
11:20:05kaen3. _______
11:20:13Quartz4. PROFIT!!
11:20:21raptor5. sleep!
11:20:49kaeneverything else is ready afaik
11:20:53raptoroh my... seeker is awesome now!
11:20:58bobdaducklol
11:21:00raptorat least it seems that way...
11:21:02kaenpush it and let's play!
11:21:06bobdaduckIt would be even more awesome if it exploded in a cone
11:21:49raptorok, i only adjusts seeker stats
11:21:55raptornow area damage yet
11:21:56BFLogBot Commit: 6e8fcf9bc68b | Author: buckyballreaction | Message: Trying something different with seeker - shoots faster, does less damage, uses less energy
11:22:06raptoralso, i can't host
11:22:20kaenoh :
11:22:21kaenx
11:22:24kaenI can try!
11:22:31raptoroh yay :)
11:22:40kaenbuilding
11:22:57raptori changed one of those ugly header files that makes everything recompile...
11:22:58kaenfull recompile it seems
11:23:03Quartzkaen what happened to your servers?
11:23:21bobdaduckYOU DON'T WANT TO KNOW
11:23:26bobdaduckBUT IT GOT ALL OVER THE CEILING.
11:23:38kaenmy host went down again so I cancelled my account
11:23:44kaenhaven't gotten a new host yet
11:24:06Quartzgotcha
11:24:14QuartzEwwww bob tmi
11:24:42raptorQuartz: you're opinion of the new master lobby?: http://imagebin.org/270378
11:24:45raptor*your
11:25:19QuartzI kinda miss the colors.
11:25:25raptormore color, ok
11:25:34QuartzThe style of the pop up is cool though
11:25:38kaenI don't really miss *those* colors
11:25:41QuartzSimple, but it's something.
11:25:50raptormaybe different colors than puke?
11:25:57kaenoff-puke, at least
11:26:01QuartzWell, at least a color for the selected organization
11:26:07QuartzIt was previously yellow?
11:26:28raptoryes, slightly off-poop
11:26:34Quartzhttp://31.media.tumblr.com/f15bd92cbb910b42b684995c2d8ea3ee/tumblr_msrss9QLMF1r918kto1_400.gif
11:27:22bobdaduckwhat even
11:27:32QuartzWay better than the original
11:27:48bobdaduckMaybe a dark green
11:32:11raptorbobdaduck: are you in a position to test the new seekers if I give you an EXE?
11:32:18raptorQuartz: are you windows or osx?
11:32:19bobdaduckyes
11:32:21Nothing_Much Quit (Ping timeout: 268 seconds)
11:34:11Watusimoto has joined
11:34:13kaengahhhhh
11:34:20raptorok, give me a min...
11:34:28kaenI forgot I was configured for cross building
11:34:32Watusimotohey there... I've got a bit of a problem
11:34:34raptorha
11:34:38raptorhi Watusimoto
11:34:42bobdaduckI see.
11:34:45QuartzOS X
11:34:47Watusimotoin UiManager, we have the following:
11:34:48bobdaduckAnd how does that make you feel?
11:34:48Watusimototemplate <typename T>
11:34:48Watusimotobool isCurrentUI()
11:34:48Watusimoto{
11:34:48Watusimotoreturn mCurrentInterface == getUI<T>();
11:34:49Watusimoto}
11:34:59QuartzI can run Windows XP if I want to though
11:35:15Watusimotobut I need to push this down into UIManagerReal
11:35:18raptorargh, i can't do the osx one - it's most likely broke
11:35:30Watusimotobut there is no way to make a template virtual
11:35:50raptortemplates bite again!
11:35:57Watusimotohmmm... maybe I can find a way to make the implementation work for the real and the fake
11:36:01kaenyou have to push it down? you can't just implement it in the interface?
11:36:02Watusimotobah, I hate this
11:36:07Watusimotomaybe I can
11:36:18Watusimotomaybe I can
11:36:25Watusimotowell, I'll have to!
11:36:35Watusimotoactually, this uses no UI code, so maybe it will work
11:36:36kaenI think that's where it belongs anyway
11:36:56Watusimotowell, I was pushing everything down, then I was going to bring whatever I needed to bring back up
11:37:06Watusimotomaybe this is one such example
11:37:07kaenah, ok
11:39:01bobdaduckI think I'ma head to lunch
11:40:28Quartz Quit (Quit: Page closed)
11:40:36raptorok
11:40:38Watusimotoone problem is that I'll probably now need to create a whole bunch of fake classes to satisfy some of the template code
11:40:45raptorbeta test when you get back
11:40:46Watusimotowhich I do NOT want to do
11:40:58bobdaduckBYE
11:41:00Watusimotobye
11:41:03bobdaduck Quit (Remote host closed the connection)
11:41:12WatusimotoI'm going to have to get creative!
11:41:27Watusimotoexample:
11:41:28Watusimototemplate <typename T>
11:41:33Watusimotooops
11:41:34Watusimototemplate <typename T>
11:41:34Watusimotovoid activate(bool save = true)
11:41:34Watusimoto{
11:41:34Watusimotoactivate(getUI<T>(), save);
11:41:34Watusimoto}
11:41:42Watusimotowait, bad example
11:41:44Watusimotoforget it
11:42:17Watusimotoactually, this is a good example
11:42:18Watusimototemplate <typename T>
11:42:18WatusimotoT *getUI()
11:42:18Watusimoto{
11:42:18Watusimotostatic T ui(mGame); // Uses lazy initialization
11:42:18Watusimotoreturn &ui;
11:42:20Watusimoto}
11:43:01Watusimotonot sure how I can do that in the interface without creating all the potential Ts...
11:43:46kaenit can't use the existing Ts ?
11:44:03kaenare they contained in UIManager?
11:45:11Nothing_Much has joined
11:45:38Watusimotothe Ts are all the different UI classes we have
11:45:54raptorok here is the new beta for the windows users: ftp://ftp.novell.com/outgoing/bitfighter-019-beta-6e8fcf9bc68b.zip
11:46:25WatusimotoI'm trying to resolve some possibly related other issues first, and hoping that a solution will fall into place.
11:46:28Watusimotobut it won't :-)
11:48:59Watusimotoraptor: I know you don't much like template code, but remember how much UIManager junk they let us get rid of? Tons!
11:49:15raptoryes.. too true
11:49:17koda has joined
11:57:56kaenhosting, raptor
11:58:01raptoroh goodie
11:59:55LordDVG has joined
12:06:21raptorwow
12:06:24raptormajor bug
12:06:27kaenthat was fun
12:06:32raptori can't believe it didn't crash
12:06:37kaenme either
12:06:42kaenI tried %s'ing it hard
12:07:10kaenit probably would crash on a compiler without default initialization to zero...
12:07:16kaen eyes vc++
12:07:40LordDVG Quit (Ping timeout: 245 seconds)
12:08:27raptorheh
12:08:27kaenI think our sprintf wrapper needs an assertion against having empty varargs
12:08:41raptoryou think it is within TNL?
12:08:51kaenno, I think it's our use of it
12:09:06raptorhmm... ok
12:09:08kaendoing printf(log_message) instead of printf("%s", log_message)
12:09:13raptorwe need to keep a bug list somewhere again
12:09:18raptorpolish list
12:09:33kaenand our printf should trigger an assert in the former case because that's always wrong
12:10:02kaenand we should probably have a regular fooprint() function for when you don't want formatting
12:10:19raptoryeah
12:10:44raptorok, to wrap up seeker - is the faster fighter/less energy change on the right track?
12:11:11kaenI think so
12:11:18kaenI think it needs to fire faster and take less energy
12:11:52kaennot much faster, though
12:12:08raptorok
12:12:25raptorit's att 400 delay... maybe change to 300?
12:12:37kaenI think so
12:13:14raptorshould seeker-seeker collisions be removed? maybe that's not an issue at this fire rate anymore..
12:14:26kaenI actually I think it's a pretty big issue
12:14:38raptoryou can deplete your energy quickly at 300...
12:14:43raptorok, remove it?
12:14:49kaentwo dense columns of seekers intersect, then they all get destroyed
12:14:50kaenyeah
12:14:58raptorand if they have area damage...
12:15:02kaenright
12:16:18raptorhmm... the 300 rate makes me think people will *have* to have shield
12:16:29kaenahh, good point
12:16:47raptori'll reduce energy, but keep it 400 for now...
12:17:22kaenI was able to land a few solid clusters of them at 400
12:17:42kaenthat's mostly the capability I'm trying to preserve
12:19:34Canseco Quit (Quit: Leaving)
12:20:08kaenin fact, from a strategy perspective it's better the space them out somewhat
12:20:22kaenyou'll require your opponent to shield for a longer period and use less energy per second
12:20:32WatusimotoI'll say that the "have to have shield" to protect from seekers
12:21:05Watusimotosuggests making shields useless against seekers
12:21:07Watusimoto:-)
12:21:22LordDVG has joined
12:21:32Watusimotogot the tests to compile!!!!
12:21:37kaen\o/
12:21:42Watusimotobut 168 link errors
12:21:47Watusimoto:-(
12:21:50raptorhahaha
12:21:54raptori mean... i'm sorry
12:22:28WatusimotoI see... it's trying to link in all the UI classes I tried to exclude
12:23:18LordDVG Quit (Excess Flood)
12:24:39bobdaduck has joined
12:25:55bobdaduckokayI'mback
12:28:12raptorbobdaduck: ftp://ftp.novell.com/outgoing/bitfighter-019-beta-6e8fcf9bc68b.zip
12:28:28bobdaduckkkk
12:33:32raptorkaen: do you think mopad would let us use it?: https://etherpad.mozilla.org/
12:34:24bobdaduckfeels a lot better
12:34:26kaen" for Mozilla related work"
12:34:29kaenI don't think so
12:34:38raptoroh man, it is the old etherpad
12:34:39bobdaduckanything else I should test?
12:35:26kaenI deprecated some lua functions
12:35:32kaenI'm about to push the s_bot changes
12:37:14BFLogBot Commit: 666d8063410b | Author: kaen | Message: update s_bot to use new lua functions
12:38:35BFLogBot Commit: 8e4d1b202be7 | Author: buckyballreaction | Message: Decrease seeker energy usage slightly again
12:40:45raptori'm glad I rewrote BFLogBot into python, it really gave me an appreciation for that language
12:40:45BFLogBotSomeday I'll write my own philosophy book. -- Calvin
12:41:14bobdaducklol
12:42:31kaenma
12:42:32kaenn
12:42:48kaenchanging the energy usage for seeker should not make me recompile barrier.cpp
12:43:21bobdaducklol
12:43:30raptorI agree... is there a way around it with these xmacros?
12:43:43raptoror maybe it's the enums
12:43:49kaenfeels like enums
12:44:21raptorcan't forward declaure enums...
12:44:24raptor*declare
12:44:46kaenright
12:45:00raptorI did it!: http://board.net/p/bf_019_polish
12:45:06kaennice!
12:54:53Watusimotodinner... back later
12:57:10raptorbobdaduck: please add anything that comes to mind here: http://board.net/p/bf_019_polish
12:59:19Watusimoto Quit (Ping timeout: 264 seconds)
13:04:19kaenraptor, I'm cranking through the robots real quick
13:04:56raptorok
13:13:28bobdaduckoh cool
13:13:33bobdaduck/lag crashes the game
13:24:38raptorkaen: last call for seeker-not-hitting-seeker
13:24:42raptorerr everyone
13:24:53raptorbullets hit seeker...
13:26:50kaenoh man
13:26:51kaenuhhh
13:27:13kaenwell I guess seeker should hit seeker after all
13:27:30kaenI mean if bullets hit seekers
13:27:42raptordoes it make sense to be able to shoot them down?
13:27:47kaenyeah
13:27:51raptori kind of think so
13:27:56kaenI really like that defense
13:28:08kaenprevents you from strictly needing shield
13:28:18kaenseeker might as well hit seeker
13:28:19raptoryes, i agree
13:28:22raptorok
13:28:28kaenpreventing/causing collisions is another advantage of skill
13:28:45raptor(I had finally found the place in the code to add it..)
13:29:33kaenraptor, any idea where weaponinfo went?
13:29:50kaenaegis bot uses it...
13:31:37raptoruhh
13:31:44raptorWeapon.Seeker, etc.?
13:32:15raptoroh
13:32:18raptorhmmm...
13:32:21raptorno warning?
13:33:20kaenit's trying to do
13:33:21kaenlocal weap = closestItem:getWeapon()
13:33:21kaenlocal weapInfo = WeaponInfo(weap)
13:33:21kaenlogprint("Targeting " .. weapInfo:getName())
13:33:43raptorhmmm
13:34:05raptoroh
13:34:05bobdaduckI think that if seekers do area damage a seeker hitting something isn't altogether a loss anyway
13:34:07kaenrobots/projectileshooter.bot:53: attempt to call global 'WeaponInfo' (a table value)
13:34:16raptorWeaponInfo[Weapon.Seeker] ?
13:35:27kaenrobots/projectileshooter.bot:54: attempt to call missing or unknown method 'getName' (a nil value)
13:35:36raptor.name
13:35:44kaenohhhh
13:36:05raptorsee: LuaScriptRunner::setGlobalObjectArrays
13:36:26raptorlet me see about loadouts...
13:41:59Watusimoto has joined
13:45:51raptorWatusimoto: http://board.net/p/bf_019_polish
13:47:38Watusimotois it in Polish?
13:47:57raptorTo some English speakers, I bet it's close enough
13:51:01bobdaducklol
13:56:46Watusimotoso why board.net and not etherpad?
13:58:29Nothing_Muchpolish? I thought it was pronounced pah lish, like, extra fixes and whatnot?
13:59:26raptorbeta.etherpad.org
13:59:30raptorhttp://beta.etherpad.org
13:59:35raptoris why
13:59:56raptorso i found a (seemingly) more robust public instance of it
14:00:16raptorboard.net at least says they've been up since 2011 without interruption
14:00:42raptoretherpad has gone down (really down) twice (thrice?) in the last half year
14:06:01Watusimotoah, I see
14:06:06Watusimotomostly just curious
14:09:30Little_Apple has joined
14:09:40Little_Applehello hello
14:11:16kaengreetings
14:11:22raptorhello
14:11:30bobdaduckHail, gentleapple
14:13:03raptor!bugs
14:13:03BFLogBotTo enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs
14:14:06Watusimotoback shortly
14:14:59raptorwho are you calling 'shortly'?
14:15:15bobdaducklol
14:16:16kaenuh
14:16:29kaenis repairbot not a part of the core?
14:16:34raptorno
14:16:36kaenoh ok
14:16:39kaenwell then I'm done :)
14:16:41raptorhe's an evil, evil project of mine
14:17:27raptorI have this grandiose plan to one day have 'personalities' for s_bot
14:17:39raptorbased on favorite weapon/ module
14:17:45Little_Appledude... bots are bad enough as is
14:17:54raptorrepair bot would be an evil incarnation
14:18:09Little_Applemost players just use default shield and boost....
14:18:09BFLogBot Commit: 55a96b565188 | Author: kaen | Message: update bots after lua api changes
14:18:12Little_Applebots with modules....
14:18:15raptorLittle_Apple: still sad about getting beaten by s_bot all the time?
14:18:19kaenrepairbot is not the least evil bot I could think of ...
14:18:22raptorok, that's really me...
14:18:23Little_Applethey would be... unstoppable.
14:18:39kaenmost evil*
14:18:43raptorwhat's the most evil bot? I created TerrorBot
14:18:47raptoras well
14:18:50kaenuh
14:18:53kaenlol what is that?
14:19:12raptoroh you mean, not the least evil that could be coded? or that exists?
14:19:21raptorTerrorBot is the dark side of SentinelBot
14:19:25kaenuh I'm not sure what I meant
14:19:50kaenrepairbot is pretty mean, though
14:19:52raptorLittle_Apple once unleased the full fury of many TerrorBots on me one game
14:20:17raptoror maybe it was BlackBird... who has a different name now?
14:20:18Little_Applehehehehehehhe
14:20:24Little_Appleblackbird
14:21:14Little_Applepreviously known as
14:21:18Little_Apple"NinjaPoo
14:21:19Little_Apple"
14:21:58raptorthat's right
14:22:06raptorblackninja poobird
14:22:18raptorbirdpoo
14:22:29Little_Appleyep!
14:26:21bobdaduckWait bots are difficult?
14:26:33Little_Appleshhhhh
14:26:38raptorquiet
14:26:57bobdaduckDudes there's so many cheats
14:27:07bobdaduckbots don't shield bursts
14:27:15bobdaduckfiring at bots from behind a wall makes them shield to use up their energy
14:27:29bobdaduckyou can just run backwards and be outside their range of fire shooting backwards
14:27:34Little_Appleyeep
14:29:26thread_ has joined
14:29:44Little_AppleACK
14:29:45Little_Apple Quit (Quit: Page closed)
14:30:16raptordid he just complete a TCP SYN...ACK transaction?
14:30:38raptorhandshake
14:30:59thread_did... did I scare little_apple away?
14:31:55bobdaduckNo
14:32:02bobdaduckLittle apple is still where he always is
14:32:09bobdaduckit is the universe that has been scared away from him
14:43:28raptorseeker blast radius?
14:43:38raptorBurst has inner/outer of 100/250
14:43:49raptorwhere if you're in the inner one, you get full damage
14:44:07raptorotherwise damage scales to the outer radius
14:44:31bobdaduck80/230
14:45:02raptorship radius is 24 so ship width is 48
14:45:26raptor80/230... ok
14:45:32raptorthat seems more-or-less reasonable
14:45:37raptorsince it has only 1/5 damage
14:53:30raptorok
14:53:31raptorso
14:54:11raptorunintended consequence of switching Seeker to area damage - kickback is partly based on projectile velocity. This means you get kicked back significantly
14:55:54bobdaduckI thought we sort of agreed on no knockback?
14:56:09bobdaduckAlso I'm still advocating knockback to be constricted to a cone
14:56:11raptoryes well
14:56:18raptorthat's when it hits you
14:56:30raptorthis happens when the *blast* hits you
14:57:40bobdaduckbut like the blast shouldn't hit you?
14:57:46bobdaducker, knock you back
14:58:08bobdaduckThough I can see some interesting implications of this
14:58:11raptorok. Is that what is wanted? This was an unintended consequence afterall...
14:58:23bobdaduckusing the knockback to launch past enemy lines, making armor more valuable, etc
14:58:39bobdaduckI think that knockback only in a cone blast would be good
14:58:44bobdaduckbecause like, boom.
14:59:12BFLogBot Commit: 18f16738ac7d | Author: buckyballreaction | Message: Seeker does area damage. Watch out for the blast kickback!
14:59:56bobdaduckthe large blast kickback in only a cone might work well thematically and gameplaywise
15:00:03bobdaduckbut in a circle, no there shouldn't be knockback.
15:00:12bobdaduckespecially not excessive knockback xD
15:05:29raptorwill seeker area blast damage yourself?
15:05:59raptorstack overflow!
15:08:02bobdaduckthat was part of my "cone explosion" proposal.
15:08:12bobdaduckSo it won't damage you unless its actually after you.
15:18:29thread_All I need is a shotgun
15:20:59bobdaduckAll I need is love
15:21:06bobdaducklove > shotgun
15:21:53thread_shotgun love?
15:22:18bobdaduckSo like, Texas.
15:22:53thread_what if there was a weapon that could effectively one-shot players, but damaged you for half your max hp
15:23:08thread_so its only good for two shots and it kills you
15:23:21bobdaduckI once modded triple to shoot like 20 bullets
15:23:39bobdaduckit would one shot people, if you managed to catch them at point-blank range. Which was ridiculously difficult to do.
15:23:39thread_lol
15:23:46thread_uuuh, like changed the source code? or levelgen?
15:23:51raptori don't understand this stack overflow
15:24:04raptortwo bursts can damage one another and be fine... but not two seekers...
15:24:43thread_two mines are fine too right?
15:24:56raptoryep
15:25:37thread_and you are using the same or similar code?
15:26:03raptoryep
15:26:13thread_huh
15:26:19raptordidn't change the area damaging method at all
15:26:43bobdaduckchanged the source code, yes.
15:26:58raptorhttp://pastie.org/pastes/8312075/text
15:27:34raptorignore stack numbers 1-8
15:28:52thread_uuuuhhh. I don't know.
15:29:05bobdaduckIS IT DIVIDING BY 0?
15:29:55thread_well, I can't say by only looking at the overflow
15:30:39bobdaduckIs it making two explosions in the same spot?
15:30:50bobdaduckIs it trying to knockback the enemy seeker?
15:31:22thread_you know what would be cool? if you could hybrid weapons somehow. Like equip triple and burst, then mix them so its one weapon. shoots three busts
15:31:44bobdaduckmine and burst
15:31:58bobdaduckmakes a mine that's totally visible
15:32:03thread_a burst that sets a mine instead of exploding
15:32:16thread_so romote placing
15:32:26bobdaduckSEEKER BOUNCER
15:32:28bobdaduckMINE BOUNCER
15:32:33thread_yes
15:32:33bobdaduckI swear this is the best ever
15:32:49thread_can we do this?
15:33:15bobdaduckNo, we can't
15:33:26bobdaduckOther devs are not convinced and will need a code demonstration
15:33:35bobdaduckIt wouldn't be as high priority as suns are anyway
15:34:20thread_just sneak some code that constantly spawns bursts on players with their names. then don't tell them where it is until the agree
15:34:37Watusimotoback
15:34:44bobdaduckWE WEREN'T TALKING ABOUT ANYTHING
15:34:45raptorha!
15:34:49raptorI think I found it...
15:34:55thread_ whistles innocently
15:34:57Watusimotoand realized all the work I did since yesterday needs to be chucked :-(
15:36:15thread_sooooo.... 019 soon?
15:38:28Watusimotonot too soon, but we'
15:38:37Watusimotore all working toward it
15:38:45raptorok
15:38:48Watusimotoraptor is starting to carp on anyone who starts a new feature
15:38:49BFLogBot Commit: 2e2a7b6cd905 | Author: buckyballreaction | Message: Fix stack overflow with Seeker
15:38:50Watusimoto:-)
15:38:56raptorCARP CARP CARP
15:39:01Watusimotoso it's mostly bug fixing and polishing
15:39:14Watusimotofinishing stuff we already started
15:39:23Watusimotoand coming up with a couple of new achievements
15:40:07bobdaduckhave a level get more than 10 ratings on pleiades
15:40:11bobdaduck*goes home*
15:40:13bobdaduck Quit (Remote host closed the connection)
15:40:45Watusimotopropose a weapon that penetrates shield
15:40:54Watusimoto*already at home*
15:41:10Watusimotorats, didn't notice that bdd left
15:42:15Watusimotoit turns out my UIManager issue was much simpler than I thought
15:42:25Watusimotono need for interfaces and subclasses and all that guff
15:42:34Watusimoto(saying this as it still isn't working)
15:42:41Watusimotojust swap out the .cpp files
15:42:54Watusimotodifferent implementations of the same class
15:42:57raptorcase of coding-forever-late-at-night-because-brain-is-half-dead?
15:43:03Watusimotonot even
15:43:08Watusimotojust not seeing the obvious
15:44:05BFLogBot Commit: eb65b8a8f88e | Author: buckyballreaction | Message: Remove kickback from Seeker blast
15:47:10thread_raptor: you may have to carp on me for this, but there is another feature I would like if it hasn't already been brought up
15:47:39raptorI don't mind discussing them
15:47:41raptor:)
15:47:49thread_bursts/mines/projectiles should be able to have a lua method for assigning what player owns them
15:47:59raptoralready done :)
15:48:02raptortada!
15:48:03thread_ok
15:48:14raptorfastest feature implemented... ever
15:48:26thread_well, I only have bad ideas for now...
15:48:27raptor*feature request
15:48:43thread_any word on letting me force players to cloak?
15:48:56raptoruhh... I don't think I was in those discussions
15:49:19thread_I think you were. I wanted to make a zone that all players inside were cloaked... like a hiding place of sorts
15:50:20thread_though, to be honest, I don't quite remember what the level design was for that idea
15:51:02raptorah.. i read about that from the logs, i think
15:51:05raptorhmmm
15:51:16raptorI don't have any specific thoughts on that at the moment
15:51:33thread_really, I could see it being useful to force modules on people without energy cost at times... but I can also see it being abused
15:51:55thread_EVERYONE HAS SHIELD ALWAYS!!! sort of thing
15:53:02thread_but hey, that might be too much for 019. Maybe another version
15:53:20raptortoo much for 019 <-- yes
15:53:50raptorbut I don't have thoughts pro or con against that idea, though
15:53:59thread_at least you agree with half my statement ;)
15:54:10thread_ok
15:56:55thread_so, how do you feel about me wanting a new game type for 020?
15:57:42Watusimotoraptor/kaen: Regarding the mocking issues, any thoughts on how to handle lines like this (in the middle of RabbitGameType):
15:57:45Watusimotoreturn boost::shared_ptr<MenuItem>(new CounterMenuItem...
15:58:04Watusimotowe can't include MenuItem stuff because it has lots of rendering code in it
15:58:32Watusimotothe only thing I can think of is to ifdef the code out
15:58:39Watusimotobut... yuck
15:58:47Watusimotowe already have too much of that for the dedicated build
15:58:58raptoroh boy
15:59:40Watusimotoor maybe we can build all that in and just hope it never executes
15:59:45WatusimotoI wonder if that would work
15:59:47raptorheh, yes
16:00:15WatusimotoI already removed all the UI code from the test projects... I guess I can add it back
16:00:23raptoror... maybe we should use the Game abstraction for the Menu stuff, too?
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16:36:26Watusimotowhat do you mean by the game abstraction?
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17:01:28raptoryou know how we started to move all UI code into the Game object and let either ServerGame or ClientGame handle what to do with it? Maybe something similar can be done with UI code in the gametypes
17:01:28WatusimotoTEST COMPILES AND LINKS, AND CRASHES IN A NEW, MORE ADVANCED LOCATION!!!! HOORAY!!!!
17:01:37raptorhooray!!
17:01:55Watusimototurns out it may not matter
17:02:20Watusimotowhich is good because your suggestion will not work
17:02:41Watusimotogametypes are TNL objects, so we can't easily subclass them and have one subclass on client, one on server
17:02:51Watusimotoit would be like subclassing testItems
17:02:54raptorah
17:03:09WatusimotoI've gone through the same thought process a dozen times
17:03:11YoshiSmb Quit (Ping timeout: 250 seconds)
17:03:28Watusimotogametypes are weird things
17:03:52Watusimotoso, I think, we can, in principle, do tests on client/server interaction
17:04:37WatusimotoI won't have a sample working tonight, but maybe tomorrow
17:04:54Watusimotoand, I hope, I can implement some tests for spawndelay
17:04:58Watusimotoand figure out why its broke
17:05:13raptorwhat about it is broke?
17:05:26raptorbecause I think it is broke too, but in a wierd hard-to-dupe way
17:05:46Watusimotoeasy
17:05:55Watusimototype /idle and see
17:06:06Watusimotoyou get the cuontdown before the idle message
17:06:29Watusimotothis is a rather obvious problem; there may be more subtle breakages as well
17:06:52Watusimotohopefully the tests will help us get it sorted once and for all... there are only a limited number of scenarios to consider
17:07:04Watusimotoand I hope the tests will be able to capture those
17:08:28raptorok, i did /idle
17:09:04Watusimotoit should just say press any key to continue, then make you wait 5 secs
17:09:06raptorgot countdown
17:09:06raptorwaited 5 seconds then got 'press any key to spawn'
17:09:07raptorhow is that weird?
17:09:23raptorah ok
17:09:27Watusimotoit should say press any key to spawn, then make you wait the 5 secs as your punishment for idle
17:09:34raptor(I think freenode is delaying, i just got 4 messages instantly)
17:09:44Watusimotobut the signals are somehow getting mixed up
17:10:02WatusimotoI tried to diagnose, but there is so much this calling that that I got totally tripped up
17:10:56Watusimotook, everything builds now... a miracle!
17:11:37raptorwow
17:14:02Watusimotothis will be a monster checkin when it goes...
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17:14:05Watusimoto(tomorrow)
17:14:27raptoruh oh...
17:17:18Watusimotoso
17:17:26WatusimotoI've created two new files...
17:17:38WatusimotoUIManager_Real.cpp and UIManager_Test.cpp
17:17:47Watusimotowith real code/stubs respectively
17:17:57Watusimoto(this may be a question for kaen, not sure)
17:18:04WatusimotoI need to update cmakelists.txt
17:18:19WatusimotoI added UIManager_Real.cpp to the cmakelists in the zap folder
17:18:50Watusimotohow do I get UIManager_Test.cpp to get added to the test project but not the bitfighter projects
17:18:51Watusimoto?
17:23:58raptorhmmm
17:24:08raptorIs there a CMakeLists in the test folder
17:24:11WatusimotoI hosed something bad
17:24:13raptorkaen set that up
17:24:29Watusimotofrom the build folder, I typed
17:24:44Watusimotocmake -G "Visual Studio 10" ..
17:24:50Watusimotoand now I have no project
17:25:15Watusimotoah wait
17:26:36Watusimotofixed that
17:27:54Watusimotook, the cmake project needs to be fixed a little, I'll work with kaen tomorrow to see what needs to happen
17:28:58raptorok
17:29:02raptori'm heading home
17:29:05raptornight!
17:29:17raptorfeel free to add stuff on the polish page
17:29:27Watusimotook, night!
17:29:32raptor Quit ()
17:55:07Watusimoto Quit (Ping timeout: 240 seconds)
18:18:05koda Quit (Quit: k thx bai)
20:22:39amgine1234567890 has joined
20:22:45amgine1234567890hello
20:28:35YoshiSmbhi
20:39:30kaenhello :)
20:45:40Nothing_Much Quit (Quit: bye)
20:54:08amgine1234567890got a new computer now 500% faster
20:54:09YoshiSmb Quit (Ping timeout: 250 seconds)
20:54:25amgine1234567890games run almost to fast now
22:33:34amgine1234567890kaen you here?
23:06:19amgine1234567890 Quit (Ping timeout: 250 seconds)

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