#bitfighter IRC Log

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IRC Log for 2013-09-16

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11:00:39bobdaduckHELP
11:00:50bobdaduckkaen around?
11:02:31bobdaducknope. Dang
11:03:46bobdaduckoh well. Um, raptor?
11:06:46kaenI'm here now bobdaduck
11:06:50bobdaduckoh
11:07:08bobdaduckUh, backstory or just the facts?
11:07:15kaenfacts first
11:07:30bobdaduckI'm trying to understand and change extrudezoneFromLine
11:07:39bobdaduckhttp://pastie.org/8330713
11:07:56kaenoh, this beast
11:08:48bobdaduckcurrently it makes a diamondish shape and I want to use it to make a basic rectangle
11:10:30kaenok
11:14:34kaensorry girlfriend was making me watch "regular show" ...
11:14:39kaenback now
11:15:26kaenbobdaduck, the parts you need to modify are the `angleOffsetList` definition and the result[0] = ...
11:16:40bobdaduckright
11:16:46bobdaduckbut I don't understand the math part behind it
11:16:56kaenyou don't really need to
11:17:01kaenI wrote that function really badly, btw
11:17:20bobdaduckhah
11:17:51bobdaduckI don't know how to find the points mathmatically
11:18:36kaenit would be easier to show you geometrically
11:19:07bobdaducktwidda?
11:20:37kaenI'm working on it
11:24:21bobdaduckIt would probably help if I gave backstory
11:25:21bobdaduckIn DnD you can, um, buy walls
11:25:23bobdaduckbut they're invisible
11:25:24kaenok, since this is taking a nontrivial amount of time
11:25:29bobdaduckso I want to ring them with a line item
11:25:37bobdaduckso people know where the wall is.
11:33:38kaenhttp://www.twiddla.com/1310243
11:41:06bobdaducksec doing work stuff
11:43:07raptorhey ho the merry-o
11:43:38kaenhi raptor
11:43:43raptorhi
11:43:56kaenI got the polys through recast
11:44:01raptoroh really?
11:44:06kaenyeah, it works ok
11:44:08kaennot great though
11:44:11raptorif i remember right... recast was *ugly*
11:44:42raptornot only was it hard to hook into, but watusimoto changed it from 2d to 3d
11:44:52kaenfrom 3d to 2d
11:44:56kaen?
11:44:57raptorerr, yes... that
11:45:03kaenI found that out the hard way :P
11:45:41kaenwhile trying to reconstruct a Vector<Vector<Point> > from a rcPolyMesh ...
11:45:51raptorblech
11:46:02kaenwhich we now have a convenient function for :P
11:46:06kaenso
11:46:19kaenI'm actually going to expose three new methods to lua I think
11:46:21kaenclipPolygons
11:46:22kaentriangulate
11:46:28kaenmergeToConvexPolys
11:46:54bobdaduckaha
11:46:57kaenand if you make holes in clipPolygons, you get back the triangles
11:46:58bobdaduckI found the original rope.levelgen
11:47:09bobdaduckwhich used square links instead of diamond ones
11:47:26kaen(if you don't make holes, clipPolygons works great)
11:47:31raptorcool!
11:47:31bobdaduckStill wanna understand what's going on though
11:51:34kaenok, well bobdaduck here's the short version: you find the direction from p1 to p2 (call it angle). for each corner you want to make, you need an angleOffset from the angleOffsetList. you find a unit vector pointing from the corner's root point (p1 or p2) in the direction of where the new point will be. You multiply that unit vector times `offset` so that it's offset away from its root, and you store the result. then, you add each result (which are cor
11:51:34kaennerOffsets) to the corresponding root point, and you have your new corner's position
11:53:29kaenbobdaduck, you should try learning some vector math stuff, then this sort of thing will be simple to you
11:55:00bobdaduckright because I can just *do* that
11:55:01bobdaduckxD
11:55:33bobdaduckWell I mean I can but that takes efforts and stuff
11:57:26bobdaduckOkay so
11:57:32bobdaduckp1 to p2 is angle
11:57:52bobdaduckand then angleOffsetList has an angle from that angle
11:58:08bobdaduckand then goes offset away from it
11:58:14bobdaduckfrom the point that is plussed to it?
12:00:15kaenexactly!
12:00:33kaencornerPos is offset away from it's root point along (angle + angleOffset)
12:01:00kaen^ that's the calculation being performed
12:01:08kaenI can rewrite that function to take a number of points to use
12:01:45bobdaduckwhat good would that be?
12:01:54Nothing_Much Quit (Read error: Connection reset by peer)
12:02:56kaenit might actually make it clearer
12:02:59kaenif you don't care, I don't
12:03:00kaenalso
12:03:24bobdaduckalso!
12:03:25kaenyou could write this function once you understand the material in this vector math introduction:
12:03:26kaenhttp://www.education.rec.ri.cmu.edu/roboticscurriculum/vex_online/lessons/mechanics/vector_math.pdf
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12:03:43kaenit's 7 pages with pictures
12:03:54kaengood pictures that actually make sense
12:04:40bobdaduckI took physics
12:04:45raptorwait until you get into cross products!
12:04:47bobdaduckin high school or whatever
12:05:21bobdaduckSo like I probably know the stuff
12:05:24bobdaduckjust not A) the terms
12:05:28bobdaduckor B) how to apply it
12:05:35kaenthat will teach you the terms and how to apply it
12:05:44kaenit's a really good introduction/refresher
12:05:51bobdaduckI'll take a look at it after I get back from lunch
12:06:24kaenshows geometrically what the different vector operations mean (once you can visualize the vector math in your head, it's tons easier to think about)
12:07:05kaenI find most of my equations by drawing rather than symbolic manipulation because it's so much easier
12:07:49bobdaduckI still have trouble with tau
12:07:59bobdaduckand like in your extrudegeom function you only use half a tau
12:08:02bobdaduckso its even more confusing
12:08:13kaenyeah, it's poorly written
12:08:29kaenI guess you do have to know the basic trig functions to in order to do interesting things
12:08:45kaenor at least how to make vectors with them, which is a simple equation
12:09:23kaenI have to run an errand, I'll be back in probably an hour
12:09:36raptorall your questions answered in one graphic: http://upload.wikimedia.org/wikipedia/commons/thumb/9/9d/Circle-trig6.svg/338px-Circle-trig6.svg.png
12:10:26bobdaduckI'm not clicking that
12:10:31bobdaduckthat's that circle picture, isn't it
12:10:35raptorit's because you know what it is...
12:10:37bobdaduckthat ONE circle pic
12:10:40raptor:)
12:10:45bobdaduckISN'T IT.
12:11:01bobdaduckAh, what the heck. Its worth it if it answers all my questions. *clicks*
12:11:11raptorit brings a tear to my eye
12:11:52bobdaduckxD
12:12:56raptorbobdaduck: for tau: http://commons.wikimedia.org/wiki/File%3ACircle_radians_tau.gif
12:13:01raptorthis one is different i promise
12:14:19bobdaduckWHAT EVEN.
12:14:21bobdaduckxD
12:15:03raptorand, of course, if you haven't read this: http://tauday.com/tau-manifesto
12:15:06raptorbut it's long
12:15:12raptorand mathy
12:18:04bobdaduckI'm busy working and stuffff
12:18:23raptorsay that again with a straight face as you ask for bitfighter help...
12:18:36raptor:)
12:18:40bobdaduckrofl
12:19:06bobdaduckYeah, I recall telling someone that I'd add something to DnD if they programmed it themselves
12:19:18bobdaduckI was quite scared that day, but I've learned to accept my fate...
12:19:25raptorhaha
12:28:31bobdaduckkaen when you get back take a look at the twiddla
12:49:05kaenbobdaduck, see my reply
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16:00:34amgine123456789sup
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16:09:50bobdaduckhi
16:10:17amgine123456789bob what do you think of the music files i found
16:10:26amgine123456789for BF trip to blue and the other one
16:10:39bobdaduckI didn't look at them
16:10:46bobdaduckyou had to like download or something
16:13:50YoshiSmbhi.
16:15:49amgine123456789bob do you have vlc?
16:15:59bobdaduckno
16:16:05amgine123456789can you get vlc?
16:16:06bobdaduckAt home but not here at work
16:16:13bobdaduckAnd I don't want to download anything anyway
16:16:31amgine123456789i found some cool music for BF
16:16:41YoshiSmbVLC media player?
16:16:54bobdaduckI knwo
16:17:33amgine123456789yeah
16:17:33YoshiSmbnot to you bobdaduck, to amgine. :3
16:17:53YoshiSmbi have it.
16:18:10amgine123456789as far as i know i cant show oyu the files wihout permission i dont think your on the dev team
16:19:09YoshiSmbi know, just saying i got VLC, nothing more, im not asking to see the musics.
16:19:35amgine123456789its ver y likely they will be added to BF not garenteed though
16:19:38bobdaduckYou can show the files to whoever you want assuming your website allows it
16:19:39YoshiSmb *SIGH*
16:20:08amgine123456789cookie to whoever can solve this Here's what I remember: ________d___ _________. Maybe I can remember more later!!
16:20:25amgine123456789somthing by somone
16:24:18amgine123456789cookie for the one who solves it ^_^
16:24:37amgine123456789the word by fits there somewhere
16:24:41amgine123456789by
16:24:51amgine123456789title by username
16:24:58bobdaduckI have no idea.
16:32:16bobdaduck Quit (Remote host closed the connection)
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16:45:45thread_If I'm writing a bot script, how do I test it?
16:46:39raptor/addbot <scriptname>
16:47:05amgine123456789raptyor what do you think of hte other music file for Bf i gave?
16:47:44raptori still haven't looked at them - I only have two written down here though: http://board.net/p/bf_019_polish
16:51:41amgine123456789yeah those are it
16:51:51amgine123456789kaen me and nothing much all like them
17:04:03amgine123456789hey raptor i had a few ideas for the LE that i think wouldnt be to hard to do
17:04:19Nothing_MuchHi everyone
17:04:27amgine123456789a save as option on the menu and a laod map option on the menu
17:04:43Nothing_Muchbrb
17:05:27amgine123456789you can save as by renaming the file with save but thats confusing i think a save as option and a load map option would be efficent as you wouldnt have to quit LE then go back in to get to another map
17:05:41amgine123456789for the load option
17:14:38thread_hey so there isn't a lot of documentation in the lua docs for bots. is setReqLoadout() for setting a bots loadout? what parameter do I give it? a table of modules?
17:15:54amgine123456789Hey i added 2 new issues in the ideas section a load map and a save as option for the level editor....
17:18:19amgine123456789and a new map option in the level editor.
17:18:49raptorthread_: that API is completely rewritten for 019
17:18:53raptorand it is documented
17:19:07raptorthe loadout stuff was also mostly broken in 018
17:19:20raptorbut you can see an example of me using it in RepairBot (in the forums somewhere)
17:19:27thread_raptor: http://bitfighter.org/luadocs/class_robot.html only documents one method :/
17:19:31amgine123456789raptor if i wanted to test a song for BF would i jsut add it to the music file in BF?
17:20:00raptoramgine123456789: yes, you can, but it needs to be a module (tracker) format or ogg format
17:20:28raptorthread_: that has been resolved for 019 - i think it was good it wasn't documented in 018 because it was very broken anyways :/
17:20:41thread_oh
17:23:48amgine123456789raptor robots still are unable to locate paths to flags in polywalls
17:24:02raptorthat was never a bug
17:25:04amgine123456789couldnt a function to have a priority of teles somkwherfe fix this perhaps if dis to flag is less then cur distance take tele?
17:25:05raptorit is a feature that would take *a lot* of work - it involves coding in 1-way directional navigation zone joins
17:25:22raptorno, it's a big deal
17:25:36raptorit has to do with the auto-navigation zone creation system
17:25:44amgine123456789robot code is all in lua correct?
17:25:59raptorthe engine code is in c++
17:26:42amgine123456789erg if only it was easy as having hte game looking at hte initinal nav zone the tele is in and seeing if it leads closer to the flag....
17:26:51amgine123456789a closer nav zone
17:26:56raptoryeah, if only..
17:27:20amgine123456789you would have to reprogram teh whole engine to do that probably.
17:30:29kaen>> <amgine123456789> kaen me and nothing much all like them
17:30:35kaen has never heard them
17:30:38amgine123456789raptor can i try to change ships to a global varible in BF to see if that makes the bots smarter they will attack enemys on the map even if its not in sight?
17:31:04amgine123456789kaen try listening to those songs with vlc
17:31:11kaenthey can do that already, you don't have to change anything
17:31:18kaenI have no computers with working audio
17:31:30Nothing_Muchkaen, wait what?!
17:31:34Nothing_Muchno speakers?
17:31:42kaensouthbridge is burnt out
17:31:42amgine123456789uh no take the normal Bf enemy on my build it will hover in place if it cant see you
17:31:53amgine123456789on the standard Bf map
17:31:56amgine123456789bitmatch
17:33:12kaenyou would have to change it to use bf:findAllObjects(t, objtype)
17:33:20kaeninstead of bot:findVisibleObjects
17:34:16kaenand s_bot is purposefully written to follow the rules of a normal player ship
17:35:15amgine123456789thats seems less efficent after all it is a robot
17:35:41kaenif it can see things a player can't, then why not make it have perfect aim too?
17:35:58kaenit would be unbeatable... so we make it miss and not see things a player couldn't
17:36:09kaenthread_, have you seen this yet: http://aem1k.com/world/
17:36:12amgine123456789well its a robot it should be semi inteligent jsut not unbeatable
17:36:53kaenthat change wouldn't make it more intelligent in general (wouldn't fix the flag in a polywall stuff)
17:36:59thread_what is this?!? does it have a purpose
17:37:19kaenit's a quine
17:37:21kaenhttp://en.wikipedia.org/wiki/Quine_(computing)
17:37:42kaenwhich also happens to be an ascii animation of the globe
17:37:59amgine123456789like this? bot:bf:findAllObject)(items, ObjType.Bullet, ObjType.Seeker, ObjType.Asteroid, ObjType.Mine)
17:38:34kaenbf:findAllObjects(items, ObjType.Bullet, ObjType.Seeker, ObjType.Asteroid, ObjType.Mine)
17:39:24kaenamgine123456789, if you start playing with bots you have be extremely careful when you type. a single letter out of place, or backwards parenthesis, and the script won't run right (if at all)
17:40:07amgine123456789yeah i did that whne i tried some value changes on the shooting
17:44:40amgine123456789lol i made a typo so bad somwhow i caused all of BF to crash XD
17:44:47amgine123456789on a bot
17:45:01amgine123456789no c++ for me XD
17:45:40amgine123456789heres a idea could you add a cycle bots with tab like you can with names when sending pms
17:49:55Platskies has joined
17:50:26thread_bots can type messages, but can they put in commands? can I make a foobot that will "/addbot foobot"?
17:50:34Platskies Quit (Client Quit)
17:50:57amgine123456789lol a bot spamming bot
17:51:40thread_is it possible?
17:52:00thread_(I don't hesitate to ask since bob isn't here)
17:52:31Platskies has joined
17:52:40amgine123456789idn ask raptor
17:54:19thread_I have to go guys. bye
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17:59:48amgine123456789is there a obj.teleport?
18:06:20amgine123456789is it obj.tele or obj.teleport
18:07:46kaenyou just have the bot move to the teleport
18:08:19amgine123456789no its for something esle im working on is it obj.teleport?
18:08:24kaenyou can do obj:setPos() if you want to just move something a to point
18:09:40amgine123456789no its somthing esle im working on i want bots to target teleports so they will target engeneerged teles
18:10:18kaenuse ObjType.Teleport in findAllObjects
18:10:25amgine123456789ah ok
18:10:45kaenhey
18:10:50amgine123456789its just a small fix im doing so bots dont get stuck in engenerred tele loops
18:10:57kaenlet me put up some docs for you to look at
18:11:04amgine123456789ok thanks
18:11:15amgine123456789im jsut starting to learn LUA so......
18:12:10kaenyou're using 019 for all this right?
18:12:21amgine123456789well a beta of 19 yes
18:12:28kaen(you really should because lots of things changed since 018a and we're almost to the point of release)
18:12:31kaenok perfect
18:12:40amgine123456789i i think my 19 beta is outdated
18:12:56amgine123456789since !latest is down
18:15:01amgine123456789the obj.teleport gos in fireatobjects() right
18:22:38amgine123456789lol what i bot killed me and i thought i saw atext pop up that said osmthing like sinarow
18:23:50amgine123456789test 50% sucesfull the robot killed the engeneered tele but.....
18:24:25amgine123456789its movement program overrided the kill tele program any way to fix it?
18:24:57kaendon't tell it to move after you tell it to kill something?
18:25:30amgine123456789i put the obj.teleport in the fireatobject() maybe it should go somwhere esle?
18:26:32kaenprobably not, but fireatobject isn't a part of the api
18:26:40kaenit's defined in the bot script
18:27:06amgine123456789yes im looking at the bot scrpit
18:27:13kaenso that means 1. I don't know about it and 2. you have to figure out how to use it by reading its definition
18:28:27amgine123456789well im in the bot script and i got the bot to shoot the engenerrd teles but it wil move into the tele like 50 times before destroying it
18:30:51kaens_bot is really complicated
18:31:02raptorgotta split!
18:31:04kaenand bots can be really hard when you're just starting
18:31:05raptor Quit ()
18:31:06kaenlater ra
18:31:08kaen:<
18:31:35Nothing_MuchHow's everybody right now? :D
18:32:23amgine123456789good
18:32:37amgine123456789kaen cant you buy some new speakers or use some of your super old ones?
18:33:05Nothing_Muchamgine123456789, his southbridge is fried
18:33:22Nothing_Muchmeaning his sound won't work at all, even with a new sound card
18:35:13kaenindeede
18:35:24kaenin fact, my USB and SD card reader don't work either
18:35:47kaenwhich is why I play bf with a trackpad even though I'm staring at a $60 wireless USB optical mouse
18:35:54kaenamgine123456789, http://bitfighter.org/luadocs019/annotated.html
18:36:25kaenespecially look at Robot and LuaScriptRunner
18:36:35kaenbot: is a Robot, bf: is a LuaScriptRunner
18:46:25YoshiSmb Quit (Ping timeout: 250 seconds)
19:15:46amgine123456789what letters can come after d as in _____de
22:50:51amgine123456789goodbye
22:50:59amgine123456789gl on BF
22:51:33Nothing_Muchg'night amgine123456789
23:01:39amgine123456789 Quit (Ping timeout: 250 seconds)

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