00:00:12 | Watusimoto | I need to go to bed |
00:00:28 | Watusimoto | I support the goal of compiling bf only once |
00:00:49 | Watusimoto | I'm not sure if I like your latest solution, but am interested in what raptor has to say |
00:01:21 | Watusimoto | it seems kind of hokey and unclean |
00:01:24 | kaen | ok, I'll try to think of another solution |
00:01:35 | kaen | I agree with that sentiment, I'd much rather build a static lib |
00:01:39 | Watusimoto | btw, did you like any of the fonts? |
00:01:48 | kaen | I really liked ubuntu :) |
00:01:52 | Watusimoto | really? |
00:01:56 | kaen | maybe a bit out of character for the game, though |
00:02:02 | kaen | it's a high-quality font |
00:02:05 | Watusimoto | it is |
00:02:13 | Watusimoto | I'll take another look at it tomorrow |
00:02:16 | kaen | ok |
00:02:18 | Watusimoto | I am really sick of looking at fonts |
00:02:32 | Watusimoto | I only post a small number of what i've looked at |
00:02:58 | Watusimoto | we do have the square headline font |
00:03:18 | Watusimoto | that kind of balances it out a little |
00:03:25 | Watusimoto | anyway... good night! |
00:03:27 | kaen | night! |
00:03:40 | Watusimoto | night sam686! |
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01:08:43 | kaen | testing my auto-build command on debian latest :) |
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02:08:49 | Santiago | Hey |
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02:33:22 | fordcars | Man it would be useful to select/copy/paste in chat! :P |
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02:39:53 | kaen | hit Santiago |
02:39:56 | kaen | hi * |
02:40:12 | fordcars | wow kaen |
02:40:19 | kaen | :P |
02:40:36 | fordcars | It's odd how the 't' is so far away from the 'i' |
02:40:43 | fordcars | on a qwerty keyboard |
02:43:32 | fordcars | http://pastie.org/8464371 Santiago |
02:43:35 | Santiago | sure |
02:44:17 | fordcars | just place a goal zone with id 1 in your level |
02:44:32 | Santiago | ok |
02:45:40 | Santiago | woop it works |
02:45:47 | fordcars | Yay! |
02:45:57 | fordcars | Welcome to the dark side :) |
02:46:08 | | nothing_much has joined |
02:47:37 | Santiago | xD |
02:48:07 | fordcars | xD |
02:48:21 | Santiago | To make it follow myself what do I add? |
02:48:24 | Santiago | or a player |
02:48:54 | fordcars | Uh, you would have to do it on tick |
02:49:17 | Santiago | gtg :c |
02:49:20 | Santiago | thanks a lot :D |
02:49:23 | fordcars | Remember, this will be hard, it won't work if you write "Follow player, yo!" |
02:49:28 | Santiago | xD |
02:49:29 | fordcars | awwwwwwwww |
02:49:33 | fordcars | Ok later! |
02:49:35 | Santiago | until tomorrow |
02:49:40 | Santiago | see you at the game night too |
02:49:45 | fordcars | Yep! |
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03:53:04 | amgine123 | sup |
04:08:26 | fordcars | hi |
04:08:32 | fordcars | did the build I gave you work? |
04:08:47 | fordcars | amgine^^ |
04:10:03 | amgine123 | what build |
04:11:24 | fordcars | the zip I gave you |
04:11:41 | amgine123 | what ZIP |
04:11:50 | fordcars | lol, 019... yesterday |
04:11:53 | amgine123 | i never got one |
04:12:01 | fordcars | sorry, I pisted it on irc |
04:12:28 | fordcars | amgine, http://www.filedropper.com/exe_1 |
04:12:31 | fordcars | *posted it |
04:12:55 | fordcars | Th latest 019 |
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04:27:19 | amgine123 | hi logbot |
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05:17:44 | amgine123 | afk |
05:33:52 | fordcars | I suddenly got an urge to bring ray casting and levelgens together... |
05:35:29 | amgine123 | ?? |
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05:37:12 | fordcars | Basic 3d graphics. http://www.arguingwithmyself.com/demos/raycaster/raycaster3.html |
05:39:07 | amgine123 | uh whats he point |
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05:59:29 | amgine123 | bye |
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09:07:15 | fordcars | night! |
09:07:28 | Nothing_Much | later fordcars |
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10:41:26 | watusimoto | kaen: ping me when you are around |
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16:01:41 | YoshiSmb | no body as posted something here, for maybe 3 hours? |
16:02:19 | kumul | except for you YoshiSmb |
16:02:22 | kumul | YOU RUINED IT |
16:03:06 | YoshiSmb | yea, xD |
16:04:32 | YoshiSmb | i dont like when nobody post here for some time. '_' |
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16:36:39 | kumul | i will say something every half hour. how bout that? |
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16:46:35 | kaen | watusimoto: ping |
16:46:43 | watusimoto | oh hey there |
16:46:49 | kaen | hello! |
16:46:56 | watusimoto | I had an idea about solving the warning issue we were tussling with last night |
16:47:01 | kaen | ah ok |
16:47:05 | watusimoto | do you think this would work? |
16:47:48 | watusimoto | if(FIRST != 0) then if (char > FIRST && char < LAST) else if(char < LAST) ? |
16:47:53 | watusimoto | not quite right, but you get the idea |
16:48:02 | watusimoto | insert a conditional to determine which check to run |
16:48:09 | watusimoto | the complex one or the simpler one |
16:48:54 | kaen | well I can try it |
16:49:00 | watusimoto | it is not particularly performanc sensitive, and the compiler may well optimize the if() away |
16:49:46 | watusimoto | anyway, I had several thoughts along thsoe lines -- complexifying the situation enough to avoid the warning |
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16:53:52 | kaen | ok, so adding FIRST_PRINTABLE_KEY != 0 doesn't kill the warning |
16:54:07 | kaen | adding KEY_DUMMY as the first entry in InputCodeEnum does though |
16:54:18 | kaen | so does making KEY_0 = 1 |
16:54:56 | watusimoto | I don't like either of those, but prefer the second; I can probably live with that for now if we document why. |
16:55:06 | watusimoto | also, possibly switching from U32 to S32 might fix it as well |
16:55:26 | kaen | ah I think that would definitely work |
16:55:32 | kaen | I'll try converting to S32 |
16:55:50 | watusimoto | S32 is our "generic" int, so that would be my preference :-) |
16:58:26 | kaen | oh, inputCode is of type InputCode, which is an enum |
16:58:40 | kaen | so it's always unsigned afaik |
17:00:31 | watusimoto | alright, just set the first key to 1 |
17:00:36 | kaen | ok |
17:00:44 | kaen | I'm gonna mess up your pretty alignment |
17:00:48 | kaen | sorry :< |
17:00:50 | watusimoto | it's not worth any more effort than you;ve given it |
17:00:58 | watusimoto | alignment? |
17:01:05 | watusimoto | you mean like chaotic evil? |
17:01:06 | watusimoto | :-) |
17:01:17 | kaen | KEY_0, KEY_1, KEY_2, KEY_3, KEY_4, KEY_5, // Keyboard input |
17:01:18 | kaen | KEY_6, KEY_7, KEY_8, KEY_9, KEY_A, KEY_B, |
17:01:18 | kaen | KEY_C, KEY_D, KEY_E, KEY_F, KEY_G, KEY_H, |
17:01:22 | watusimoto | ah |
17:01:32 | watusimoto | all that work.... for naught |
17:01:58 | kaen | surely you've seen the various alignment plugins for ST3? |
17:02:02 | kaen | they're beautiful |
17:02:20 | watusimoto | I am still using ST 2.x |
17:02:26 | kaen | ah |
17:02:29 | watusimoto | but I do have a good plugin for that |
17:02:40 | kaen | there are still more packages available for ST2 than ST3, I've found |
17:02:52 | watusimoto | I wish there were a way to integrate ST into the VC++ environment |
17:02:56 | watusimoto | that would make an awesome combo |
17:03:24 | kaen | that would be awesome! |
17:03:38 | kaen | IDEs should expose an API for making editor plugins |
17:03:59 | kaen | then you could just wire up emacs/vim/ST/whatever |
17:04:09 | kaen | text editors in IDEs are generally terrible |
17:04:23 | watusimoto | VC++ is not terrible, but not particularly good, either |
17:04:47 | kaen | I guess by "are terrible" I mean "don't have vi mode" :) |
17:04:53 | watusimoto | ha |
17:04:57 | watusimoto | it doesn't have that |
17:05:13 | watusimoto | but it does have brief bindings |
17:05:24 | watusimoto | assuming you are too young to know brief |
17:05:33 | watusimoto | it was the sublimetext of its day |
17:05:44 | kaen | hmm never heard of it |
17:05:50 | watusimoto | the awesomest editor of the day |
17:06:14 | watusimoto | http://en.wikipedia.org/wiki/Brief_%28text_editor%29 |
17:07:16 | kaen | already there :) |
17:07:26 | kaen | looks DOS-y |
17:07:31 | watusimoto | it was |
17:07:37 | watusimoto | pre GUI days |
17:07:41 | kaen | ah |
17:08:01 | kaen | editors sure have come a long way |
17:08:07 | watusimoto | indeed |
17:08:17 | watusimoto | I was so happy to find sublime |
17:08:18 | kaen | I find that interesting because the idea of a program that lets you write things sounds simple enough |
17:08:32 | watusimoto | I had been without a good editor for several years after textpad ran out of steam |
17:08:44 | kaen | me too |
17:09:04 | kaen | I love vim, but the lack of any gui to speak of was really starting to wear on me |
17:09:27 | watusimoto | I use vim when I have to, but prefer gui editors |
17:09:34 | watusimoto | but never emacs |
17:09:45 | kaen | I've never even opened emacs |
17:10:37 | kaen | when I saw some screencasts of sublime I thought "ok, I can give traditional key bindings another try for this" |
17:10:51 | kaen | then I found out about "vintage" mode and the rest is history |
17:12:48 | kaen | build errors from latest: http://pastie.org/8465943 |
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17:15:29 | kaen | ok think I got it |
17:15:48 | kaen | just added HUD and KeyCaps to the FontContextEnum under external fonts |
17:16:36 | watusimoto | I think raptor just took those out!! |
17:16:57 | kaen | :x |
17:16:59 | watusimoto | see his checkins from last night |
17:17:07 | watusimoto | he was also fighting build issues |
17:17:20 | watusimoto | I think -- we haven't discussed it, just going by the checkin comments |
17:17:50 | kaen | hmm I must not have latest |
17:17:59 | kaen | because he also removed the lines causing the build error |
17:21:23 | kaen | weird. I was in like a half-updated state |
17:28:35 | kaen | oh, guess not |
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18:12:04 | | BFLogBot Commit: 9f8ace6f055b | Author: kaen | Message: remove unused fonts to avoid assertions (and build errors) (... again) |
18:12:05 | | BFLogBot Commit: 17311dabafc7 | Author: kaen | Message: silence autological comparison warning in gcc and clang |
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18:39:59 | Watusimoto | And here I promised myself no fonts tonight... |
18:40:11 | Watusimoto | http://img841.imageshack.us/img841/1347/om7k.png |
18:40:45 | Watusimoto | http://img17.imageshack.us/img17/4602/g38q.png |
18:40:49 | Watusimoto | that's cantarell |
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18:48:59 | Watusimoto | I guess I like ubuntu better |
18:49:18 | Watusimoto | http://img109.imageshack.us/img109/583/mdwv.png |
18:50:47 | Watusimoto | I think this was also ubuntu |
18:50:48 | Watusimoto | http://img14.imageshack.us/img14/3118/uche.png |
18:55:17 | Watusimoto | just to fill this out, here is another variant |
18:55:18 | Watusimoto | http://img17.imageshack.us/img17/945/m9wm.png |
18:55:53 | Watusimoto | http://img547.imageshack.us/img547/1848/ok8f.png |
18:56:13 | Watusimoto | this one is more compact, so we can fit more text in a given space |
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19:10:21 | kaen | you know I kind of like cantarell better |
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19:11:11 | kaen | on another note: I'm starting to have doubts about my over-rendering solution for the fonts |
19:11:14 | kaen | http://img17.imageshack.us/img17/4602/g38q.png |
19:11:59 | raptor | hello |
19:13:56 | raptor | I keep getting this google code -> sourceforge e-mails |
19:15:06 | kaen | hi |
19:15:53 | kaen | anyway, on the screenshot that I posted, the o's in watusimoto are flat at the bottom |
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19:16:16 | raptor | those won't roll smoothly |
19:16:47 | kaen | yes, clearly unsuitable for even short range transit |
19:17:53 | kaen | hey, while you're here, do you know of any reason that we can't use a system alure or tomcrypt? |
19:18:24 | raptor | system? |
19:18:30 | raptor | you mean shared lib? |
19:18:35 | kaen | right |
19:18:38 | kaen | out of tree |
19:18:58 | raptor | i thought Watusimoto hated shared libs |
19:19:23 | raptor | libtomcrypt - no, but we use a really old version and I'm not sure if we're API compatible with newer ones |
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19:19:58 | kaen | fun! |
19:20:02 | raptor | alure - I did patch alure to handle mod files more appropriately |
19:20:08 | kaen | ok |
19:20:55 | raptor | this issue was that mp3 and mod formats don't have defined headers in their first specifications |
19:21:08 | raptor | alure makes a guess and tries to decode mp3 first |
19:21:17 | raptor | i changed it to be mod instead |
19:22:16 | raptor | this was my patch - http://code.google.com/p/bitfighter/source/detail?r=414213f99bf3 |
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19:26:16 | kaen | ok, thanks |
19:26:39 | raptor | I suppose that we could use system alure as long as we don't have .mod files, and stick with .xm/.it/.s3m |
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19:28:20 | Watusimoto | I think it's my system, not bitfighter, so don;t let the crappy nature of the screenshots deter you! |
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19:59:16 | Watusimoto | dinner! |
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20:45:22 | raptor | it's like the forums can't keep quiet now... |
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20:50:27 | raptor | is it time to whack slipzones? |
20:51:33 | | kodapad nods |
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20:52:38 | raptor | oh hi kodapad |
20:53:15 | tommy__ | hi. |
20:53:50 | raptor | hi tommy__ |
20:54:09 | tommy__ | Is the IRC always active? |
20:54:19 | raptor | there is always someone here |
20:54:23 | raptor | but we may be away |
20:54:32 | tommy__ | Ahh. Not used to these things |
20:55:08 | raptor | IRC is an older form of chat - people usually log onto a channel and stay logged on all day - even if they're elsewhere |
20:55:32 | raptor | so if you stick around, a response will usually come, but may take hours |
20:56:06 | tommy__ | Ahh! |
20:56:29 | kaen | so basically like one divided by twitter |
20:56:42 | raptor | yes, we're the inverse |
20:56:56 | kodapad | S/older/better/ |
20:57:00 | kodapad | And hi raptor |
20:57:02 | raptor | in everything, in fact - we even provide useful information... |
20:57:05 | kaen | good catch koda |
20:57:10 | kaen | haha |
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20:57:45 | tommy__ | lol |
20:57:49 | tommy__ | ok |
20:57:58 | tommy__ | so is Bitfighter in alpha? |
20:58:08 | tommy__ | or is it a full release with constant updates? |
20:58:13 | kaen | not really either |
20:58:15 | tommy__ | cuz it almost never crashes |
20:58:23 | tommy__ | confused! |
20:58:34 | kaen | it's definitely post-alpha. but there aren't really constant updates (atm) |
20:59:11 | raptor | so someone asked the same thing on the forums, was that you tommy__? |
20:59:17 | raptor | it's not alpha |
20:59:27 | raptor | it's fully released |
20:59:37 | kaen | it's not 1.0 yet though ;) |
20:59:51 | raptor | but we do updates all the time (and time can vary from months to... not-constant) |
21:00:28 | raptor | heh, i actually had that argument with Watusimoto_ - he keeps convincing me that we're at version 018, much further than 001 |
21:00:42 | kaen | well, I saw this little gem on the wiki: http://bitfighter.org/wiki/index.php/Development_roadmap |
21:01:32 | raptor | haha, that's what probably sparked my debate with Watusimoto_ at the time (since I think I wrote it) |
21:03:54 | kodapad | That's Hedgewars roadmap too! |
21:04:48 | tommy__ | yea |
21:04:52 | tommy__ | was me |
21:05:13 | raptor | so... tazinator? |
21:05:17 | tommy__ | yes |
21:05:23 | raptor | welcome to #bitfighter ! |
21:05:23 | tommy__ | its my initials |
21:05:41 | tommy__ | thank u |
21:06:10 | raptor | kaen: how did you end up removing font junk I already removed? |
21:06:20 | kaen | bad merge |
21:06:24 | kaen | I won't name names :) |
21:15:21 | Watusimoto_ | hi |
21:15:36 | raptor | hello |
21:16:36 | Watusimoto_ | tommy__: we're about to release 019 -- that means 19 major releases |
21:17:48 | Watusimoto_ | raptor, kaen: I am very confused |
21:18:03 | Watusimoto_ | we seem to agree that play font looks good but renders poorly |
21:18:10 | Watusimoto_ | so I looked into it further |
21:18:44 | Watusimoto_ | it turns out it has a gazillion glyphs and is produced by a professional font foundry that has tons of other nice looking (commercial) fonts |
21:19:00 | Watusimoto_ | which makes me wonder why it renders so poorly at small sizes |
21:19:15 | raptor | was that the font your converted from OTF? |
21:19:28 | Watusimoto_ | no, I have the original ttf sources |
21:19:39 | Watusimoto_ | i converted lots of others though |
21:20:03 | Watusimoto_ | another odd thing is that I can't find the font on the foundry's website |
21:20:52 | kaen | !motd |
21:21:20 | raptor | is there a way to tell if hinting was added to the font? |
21:21:21 | Watusimoto_ | but the font designer is listed on the foundry's website |
21:21:33 | | thread_ has joined |
21:21:45 | Watusimoto_ | i have a nice font editing software, which crashes every time I try to load that font |
21:21:52 | Watusimoto_ | so it's hard to tell... |
21:21:54 | raptor | sounds like fontforge |
21:22:08 | Watusimoto_ | no, that crashes every time I try to do anything |
21:22:08 | thread_ | Who is in charge of maintaining the bitfighter luadocs page? |
21:22:21 | raptor | thread_: yes |
21:22:24 | Watusimoto_ | this is a commercial package, regarded as the best font editor |
21:22:41 | Watusimoto_ | yes is in charge |
21:22:42 | raptor | well... it still crashes |
21:22:48 | Watusimoto_ | now let us find this mr. yes |
21:22:52 | thread_ | The header of http://bitfighter.org/luadocs019/ still says "Bitfighter 018" in the head |
21:23:03 | thread_ | *at the top |
21:23:04 | Watusimoto_ | raptor: so true |
21:24:03 | raptor | Play-Regular opens in my fontforge |
21:24:16 | Watusimoto_ | when you look at this page |
21:24:17 | Watusimoto_ | http://www.fontsquirrel.com/fonts/list/foundry/jonas-hecksher |
21:24:26 | Watusimoto_ | the font clearly has some anti-alias hinting |
21:24:43 | Watusimoto_ | better |
21:24:44 | Watusimoto_ | http://www.fontsquirrel.com/fonts/play |
21:24:51 | raptor | not really... that looks imposed by the view... looking |
21:25:10 | Watusimoto_ | over 1000 glyphs... it has to have hinting |
21:25:33 | Watusimoto_ | you don;t design a font like that without some idea what you are doing |
21:26:05 | raptor | looks like it doesn't have hinting, according to fontforge |
21:26:38 | Watusimoto_ | aha! |
21:26:42 | kaen | confirmed |
21:26:50 | raptor | but |
21:27:07 | raptor | let me apply autohinting... and see if i can save without crashing |
21:27:13 | kaen | hehe |
21:27:55 | Watusimoto_ | http://img17.imageshack.us/img17/3410/5q6l.png |
21:28:06 | Watusimoto_ | look at the small type there... looks pretty good, eh? |
21:28:12 | raptor | oh my goodness it saved |
21:28:32 | Watusimoto_ | you got fontforge to save??? |
21:28:35 | raptor | yes |
21:28:46 | Watusimoto_ | call the pope! |
21:28:52 | Watusimoto_ | we have a certified miracle! |
21:28:55 | Watusimoto_ | st. raptor! |
21:28:58 | raptor | but I think I have a new version... one from 2012, installed especially from a rogue repository |
21:29:18 | Watusimoto_ | anyway that screenshot was made with play bold |
21:29:34 | thread_ | kaen: what time is it where you are? |
21:29:41 | Watusimoto_ | and it looks good |
21:29:46 | kaen | 1:29PM |
21:30:14 | thread_ | ah, ok |
21:30:28 | Watusimoto_ | so it makes even less sense that play bold would have hinting and play regular not |
21:30:33 | | thread_ loggs that informaion away in the brain |
21:30:35 | kaen | also, I think you need two miracles to be beatified |
21:30:44 | Watusimoto_ | three, I believe |
21:30:54 | kaen | I defer to you |
21:30:56 | Watusimoto_ | but this first one was a really good one |
21:31:22 | kaen | great miracle! extra credit! |
21:32:57 | Watusimoto_ | ok |
21:33:07 | Watusimoto_ | beatification is the first step, and requires one miracle. |
21:33:10 | Watusimoto_ | after death |
21:33:14 | Watusimoto_ | canonization requires another |
21:33:19 | Watusimoto_ | so it looks like two are required |
21:33:33 | Watusimoto_ | but of course, the story is much more complex than that... |
21:33:48 | Watusimoto_ | if you have an hour you can read this |
21:33:49 | Watusimoto_ | http://canonlawmadeeasy.com/2013/07/18/how-many-miracles-are-required-to-canonize-a-saint/ |
21:36:03 | Watusimoto_ | so did the autohinting work? |
21:37:31 | raptor | i don't htink so: http://sam6.25u.com/upload/Play-Regular-hints.ttf |
21:38:26 | raptor | font forge gave me 4 errors with the font: 1 - it's size is 1000, instead of a power of 2 (some convention); and 3 self-intersecting glyph errors |
21:40:50 | Watusimoto_ | http://img36.imageshack.us/img36/9427/v0c.png |
21:41:04 | Watusimoto_ | it looks waaay better |
21:41:14 | raptor | actually that does look better... |
21:41:45 | raptor | fontforge still hasn't crashed... |
21:41:49 | raptor | so weird |
21:42:06 | Watusimoto_ | http://img10.imageshack.us/img10/9582/kabj.png |
21:42:46 | Watusimoto_ | I'll reincorporate the new play and you can see for yourself on your machine |
21:42:52 | raptor | auto-hinting isn't perfect... |
21:42:56 | raptor | i have it loaded now |
21:42:59 | | thomas has joined |
21:43:05 | raptor | but it seems better |
21:43:12 | Watusimoto_ | it is definitely better |
21:43:23 | | thomas is now known as Guest85544 |
21:44:43 | | tommy__ Quit (Ping timeout: 250 seconds) |
21:44:49 | Watusimoto_ | http://img22.imageshack.us/img22/2997/eu53.png |
21:44:56 | Watusimoto_ | you can even read it reaaaaly small |
21:45:19 | Guest85544 | guys, sorry to interrupt but how do you resize everything at once? |
21:45:48 | Guest85544 | scale tool works one at a time and not everything is in the right place afterwards |
21:47:51 | sam686 | I haven't used editor scale hardly at all, will check it out.. |
21:48:14 | kaen | I'm honestly not sure |
21:48:22 | kaen | and it's ok to interrupt on irc :) |
21:48:32 | kaen | we can't tell when you have something to say otherwise |
21:48:59 | sam686 | another problem, create a map on 019, and load the map on 018, the map loads as extremely huge.. |
21:48:59 | Guest85544 | ya |
21:49:17 | Guest85544 | is it possible to go in 017 and try the gridsize? |
21:49:25 | Guest85544 | i dont have 017.. but i heard it works in that one |
21:50:01 | raptor | sam686: death to forwards compatibility! |
21:50:26 | Guest85544 | lol |
21:50:37 | Watusimoto_ | sam686: that's because we killed gridSize |
21:50:47 | Watusimoto_ | all coords are saved as their true values |
21:51:03 | Watusimoto_ | on 018 if there is no gridsize param, it defaults to 255 |
21:51:15 | Watusimoto_ | so when you load a 019 level on 018, all coords get multiplied by 255 |
21:51:19 | Watusimoto_ | and boom... bit level |
21:51:53 | Watusimoto_ | we did that because raptor found some situations where the coordinates were being changed noticably as they were gridsized and degridsized |
21:52:06 | Watusimoto_ | ^^ that was big level back up there |
21:52:55 | Watusimoto_ | and those coordinate changes were significant in some situations |
21:52:57 | raptor | Guest85544: what version are you using? |
21:53:03 | Guest85544 | 018 |
21:53:07 | Guest85544 | sorry, how do i change name? |
21:53:20 | Guest85544 | it was supposed to be tommy or thomas but it bugged for some reason |
21:53:25 | Guest85544 | 018a |
21:53:28 | raptor | do: /nick some_nickname |
21:53:52 | | Guest85544 is now known as Iamtaz |
21:54:02 | Iamtaz | ahh this is good |
21:54:03 | | Watusimoto_ is now known as wat2 |
21:54:17 | wat2 | interesting |
21:54:26 | | wat2 is now known as Watusimoto |
21:54:59 | | ChanServ sets mode +o |
21:55:21 | raptor | ok, so you say in 018a scale tool doesn't work somehow? can you describe the issue further? |
21:55:55 | Iamtaz | Alright |
21:55:58 | Iamtaz | I have a big circle |
21:56:04 | Iamtaz | and a normal poygon |
21:56:12 | Iamtaz | outside the circle |
21:56:14 | Iamtaz | I scale both |
21:56:16 | Iamtaz | by 1.5 |
21:56:19 | Iamtaz | now the polygon is inside |
21:56:27 | Watusimoto | are both selected? |
21:56:37 | Iamtaz | I didnt know you could do that |
21:56:39 | Iamtaz | ! |
21:56:53 | Iamtaz | done one at a time |
21:56:54 | Watusimoto | use shift or control or whatever, or draw a box around both |
21:56:55 | Iamtaz | brb |
21:57:08 | raptor | if you do one at a time, they don't keep the same proportional distance |
21:57:18 | Watusimoto | so... back to play font? |
21:57:23 | Watusimoto | raptor: they don't? |
21:57:28 | raptor | to each other |
21:57:38 | | thread_ Quit (Quit: Page closed) |
21:58:04 | raptor | the object stays proportional to itself, yes, but not to other objects that weren't scaled at the same time |
21:58:33 | Watusimoto | good golly you are right! |
21:59:03 | Watusimoto | we must not adjust coords relative to 0,0 like we do for other transformations |
21:59:19 | raptor | which seems fine to me |
21:59:41 | Iamtaz | thanks! |
21:59:41 | raptor | probably to its centroid |
21:59:52 | Iamtaz | i didnt know you could select several at once - problem fiex |
21:59:55 | Iamtaz | fixed |
22:00:10 | Iamtaz | actually there is a slight error |
22:00:12 | Iamtaz | in borders |
22:00:15 | Iamtaz | but brb mail |
22:01:57 | sam686 | What makes it worse is unable to do "GridSize 1" because the map loading of 018 runs Game::setGridSize that changes it to 5 instead of 1.. |
22:02:18 | raptor | sam686: we won't be supporting forwards compatibility |
22:02:48 | sam686 | What do I do? make the map on 018, and play on 019? |
22:03:02 | Watusimoto | what do you want to do? |
22:03:05 | raptor | as opposed to what/ |
22:03:12 | Iamtaz | back |
22:03:30 | raptor | as of last week, the only thing you can't do is make a map on 019 and open it on any revision before hand |
22:04:32 | Watusimoto | you could open the level in the 018 editor, and resize everything to 1/255 |
22:04:52 | Watusimoto | that would probably work |
22:04:56 | Iamtaz | Here is the border issue: I took the joints (like 1, 2, 3) of a zone (A slipzone actually) and connected them to the borders of a barrier wall (1,2,3 on there have two outside dots you can also connect to). |
22:05:48 | sam686 | so 2 things, levels made by 019 doesn't work on 018 and earliear, and early levelgen no work on 019 with a removed command. |
22:07:12 | raptor | that first thing we deliberately broke |
22:07:28 | raptor | can you explain the levelgen one in more detail? |
22:08:18 | sam686 | 019 levelgen runner missing addlevelline |
22:08:30 | raptor | that ws deliberate, too |
22:08:35 | raptor | it was deprecated in 018 |
22:08:38 | raptor | removed for 019 |
22:08:59 | raptor | you use other methods like levelgen:addItem(WallItem.new()) |
22:09:31 | Watusimoto | the scripting has way advanced while you were gone |
22:09:33 | sam686 | and my levelgen is not easy to convert... http://sam6.25u.com/bitfighter/levels3/6357.levelgen |
22:09:57 | Watusimoto | oh my |
22:11:12 | raptor | oh wow |
22:11:17 | Watusimoto | actually, not that hard, I don't think |
22:11:30 | sam686 | several parts I put a "putitem1" "randomitem1" where I input a "LoadoutZone -1 " and similar |
22:11:33 | Watusimoto | 5 functions |
22:12:32 | Watusimoto | no more |
22:12:37 | Watusimoto | and putitem1() will be tricky |
22:12:43 | sam686 | I pretty much have to rewrite the whole thing.. |
22:14:12 | Watusimoto | writepath; writeturn; writethreeway; writedeadend; writefourway; spawn1 will be straightforward |
22:14:12 | | Darrel Quit (Read error: Connection reset by peer) |
22:14:12 | | LordDVG Quit (Remote host closed the connection) |
22:15:06 | Watusimoto | putitem1 will be a bit harder, but probably not too bad |
22:15:20 | Watusimoto | the overall logic and most of the other functions should remain intact |
22:16:04 | Watusimoto | or better |
22:16:04 | sam686 | another problem, I don't really know some parts of the new stuff added to bitfighter 019 and 018 for that matter.. |
22:16:13 | Watusimoto | we can just rewrite one function and fix it all! |
22:16:15 | Watusimoto | function output1(str1) |
22:16:15 | Watusimoto | -- logprint(str1) |
22:16:15 | Watusimoto | levelgen:addLevelLine(str1) |
22:16:15 | Watusimoto | end |
22:16:37 | Watusimoto | if we change that to disect the levelLine and create the appropriate object, everything else remains as-is |
22:16:55 | Watusimoto | and that wouldn't be too hard |
22:17:13 | sam686 | .. or write to level file... if I know how. |
22:17:48 | Watusimoto | the downside to writing to a levelfile is that you can't then load that levelfile |
22:18:07 | raptor | well actually... |
22:18:11 | kaen | sam686: I put some work into fleshing out the lua docs for 019, hopefully that helps |
22:18:28 | raptor | we added a writeToFile() and readFromFile() |
22:18:33 | raptor | in 019 |
22:18:38 | sam686 | oh and.. my levelgen relys on gridsize as well, though can be easy to multipy into the output.. |
22:18:47 | raptor | but it defaults files to the screenshots folder (just to be safe) |
22:19:41 | Watusimoto | there's only 11 or 12 different items, most are the same form (loadoutzones & goalzones are essentially identical, for example) |
22:20:01 | Watusimoto | gridsize can be fixed in the output |
22:20:09 | Watusimoto | raptor: what do those functions do? |
22:20:18 | raptor | kaen: are the 019 and 018 luadocs in each others' spot? |
22:20:21 | Watusimoto | just write to an arbitrary file? |
22:20:27 | kaen | maybe |
22:20:28 | sam686 | one idea is if you didn't remove levelgen:addLevelLine(..), addLevelLine could return an objact that was added.. |
22:20:28 | kaen | @_@ |
22:20:31 | raptor | Watusimoto: since we sandboxed Lua for 019 |
22:20:44 | raptor | i still wanted to provide a way to read in or save a file |
22:20:55 | raptor | so its still restricted, but you can do it with those methods |
22:21:03 | raptor | I think they read/write only strings though |
22:21:03 | Watusimoto | right |
22:21:13 | Watusimoto | but you can't write a levelfile, and then load that into a new game |
22:21:58 | raptor | why not? |
22:22:01 | sam686 | unless theres a LoadLevelFromFile or addLevelFromFile command.. |
22:22:12 | raptor | do it in main, add your own parsing... |
22:22:21 | raptor | oh, nothing built-out no |
22:22:27 | Watusimoto | sam686: I would rather help write a lua finction that translates loadlevel lines than create/recreate the c++ functionality, as we converted all other known levelgens |
22:22:30 | raptor | all *proper* API calls now... |
22:23:02 | Watusimoto | right, but sam686 was looking for a way to avoid diong the parsing |
22:23:22 | sam686 | some people made levelgens that they haven't release (like _k) |
22:23:24 | raptor | that's gone |
22:23:34 | Watusimoto | true |
22:23:37 | raptor | I've seen _k twice in 1.5 years |
22:24:02 | raptor | we could write a Lua helper parser |
22:24:09 | | YoshiSmb Quit (Ping timeout: 250 seconds) |
22:24:54 | raptor | and honestly, I think sam686 is the only one with levelgens that complex pre-017 |
22:25:08 | Watusimoto | here's how I would write the parser |
22:25:30 | Watusimoto | I would write a perl script to rip through the c++ code and pull out all the processarguments commands |
22:25:35 | Watusimoto | functions, rather |
22:25:47 | sam686 | I am not sure if I can completely write some parser, expecially since I don't know many of the new 018/019 stuff added to Lua |
22:25:57 | Watusimoto | and use those as the framework for a set of translation functions |
22:26:41 | Watusimoto | well, first off you don;t need to write a full parser, just for the stuff of interest. i counted only a dozen items |
22:26:49 | Watusimoto | second, we'll help |
22:26:56 | sam686 | ok.. |
22:27:07 | Watusimoto | I think it will be easy enough |
22:33:27 | sam686 | my blizzard control works, but is spamming gigabytes of lines of "'getLoc()' is deprecated and will be removed in the future. Use 'getPos()', instead" |
22:33:39 | raptor | woo! |
22:33:52 | raptor | I hope that is sufficient motivation to change it... :) |
22:34:18 | kaen | nothing yields choppy performance quite like clogging stdout |
22:34:59 | sam686 | my performance already slows down, unless I minimize the console, but then, it will fill the hard disk of log files faster.. |
22:35:48 | raptor | the plan was to DOS people by filling up their harddrives |
22:35:51 | Watusimoto | s/getLoc/getPos/g |
22:36:08 | Watusimoto | man, I am having a really hard time thinking in lua |
22:36:18 | Watusimoto | I'm trying to write a barriermaker parser and man... |
22:36:35 | Watusimoto | no string splitting fn, no continue statement... |
22:37:38 | raptor | Watusimoto: one of the fastest string splitting functions: http://pastie.org/pastes/8466583/text |
22:37:45 | raptor | I just wrote that for something at work |
22:38:01 | raptor | you can remove the trim() parts |
22:38:28 | sam686 | 018's addLevelLine was kindof simple, it just calls parseLevelLine (which parseLevelLine is also used while loading regular level. |
22:38:58 | raptor | actually, it was teh trim function that was fast - not sure about the split part |
22:40:05 | Watusimoto | ok, documentation question |
22:40:24 | Watusimoto | how do I see in the luadocs that wallItem has a setGeom method? |
22:41:02 | raptor | http://bitfighter.org/luadocs/class_wall_item.html |
22:41:04 | raptor | it's here |
22:41:11 | Watusimoto | ah, the hidden public memebers link! |
22:41:13 | Watusimoto | in gray |
22:41:15 | raptor | oh, you have to click on 'public... yes |
22:41:28 | raptor | can that be enabled automatically somehow? and sorted... |
22:41:34 | Watusimoto | I think there is a way to have that be expanded by default |
22:41:52 | raptor | kaen might be the most recent expert in the luadocs... |
22:42:44 | kaen | not that familiar with doxygen |
22:42:47 | kaen | sounds possible though :P |
22:43:04 | raptor | heh |
22:44:38 | Watusimoto | would a function that takes a string that represents a list of coodinates and converts it to a geom be useful? |
22:44:54 | Watusimoto | takes "1 1 2 2 3 3" and creates 3 points |
22:45:03 | Watusimoto | it would be useful here, but elsewhere? |
22:45:04 | raptor | yes, and i've written one |
22:45:11 | raptor | gave it to bobdaduck... |
22:45:21 | | koda has joined |
22:45:24 | Watusimoto | I was thinking about putting it in the C++ side of things |
22:45:31 | Watusimoto | as antoehr form of "geom" |
22:45:44 | raptor | well |
22:45:47 | Watusimoto | WallItem.new("1 1 2 2 3 3 ") |
22:45:54 | raptor | argh.. |
22:45:59 | Watusimoto | :-) |
22:46:16 | raptor | we seem to be undecided with point.new() {1,2,3,4} and using constructors |
22:46:37 | Watusimoto | does ^^ work? |
22:46:57 | raptor | we use point.new() and arrays of points everywhere |
22:46:59 | raptor | only |
22:47:03 | Watusimoto | ok |
22:47:03 | raptor | for consistency |
22:47:15 | Watusimoto | arrays are good for adding bulk geometry |
22:47:27 | raptor | no no |
22:47:41 | raptor | we don't do: {1, 2,3,4} |
22:47:55 | raptor | we have to do: {point.new(1,2), point.new(3,4)} |
22:48:01 | Watusimoto | ah, I see |
22:48:08 | kaen | or alias point.new and do P(1,2) |
22:48:19 | raptor | at least I think - that was a choice we made after last year's GCI, I think |
22:48:50 | Watusimoto | a function liek this might be nice: points = Geom.makePoints(1,1,2,3,4,5) |
22:48:51 | raptor | where's bobdaduck |
22:49:03 | raptor | yes, some static helper function might be good |
22:49:05 | Watusimoto | and points is a table of points |
22:49:09 | Watusimoto | yes |
22:49:13 | Watusimoto | in the Geom library |
22:50:28 | raptor | Watusimoto: found my old code: http://pastie.org/pastes/8466611/text |
22:50:53 | raptor | except it looks like bobdaduck added the word 'awesome' to it somehow |
22:51:16 | | kodapad Quit (Quit: K Thx Bai) |
22:51:23 | Watusimoto | nice |
22:55:05 | sam686 | this works: function newobj1(obj1) return obj1.new() end ... newobj1(ResourceItem) |
22:56:56 | raptor | oh good - you might have to handle barriermaker -> wallitem and maybe a few others |
22:57:56 | kaen | oh, I didn't realize you were mid-conversion |
22:58:11 | kaen | I got all the way to putitem1 :) |
22:59:05 | raptor | wait what? I think I'm lost |
23:00:03 | sam686 | a small problem with in-game console (ctrl+/), page up to scroll up, page down to scroll down, problem is you could keep scrolling down endlessly |
23:00:26 | sam686 | and I thought there was a million lines and it won't go to the end |
23:00:38 | Watusimoto | so this is untested, but should translate a BarrierMaker string into a barrier |
23:00:39 | Watusimoto | http://hastebin.com/vicunosoji.txt |
23:00:56 | Watusimoto | two of the functions would be reused for all objects |
23:01:33 | Watusimoto | so what's left is implementing addWall analogs for other objects |
23:02:03 | Watusimoto | and figuring out when to call each addXXX function |
23:04:17 | raptor | we need a hastbin + 0bin |
23:10:58 | kaen | "with our premium support package, a talented team of bitfighter scripting experts are available 24/7 to handle all of your lua scripting tasks" |
23:11:18 | kaen | "packages start at $FREE.99" |
23:11:45 | | amgine123 has joined |
23:11:54 | amgine123 | sup evryone |
23:12:26 | kaen | not much |
23:13:01 | kaen | just begging debian's security team to please, PLEASE let me not package the five libraries we need that aren't in their repos |
23:14:01 | Watusimoto | http://hastebin.com/wotekefoji.levelgen |
23:14:04 | Watusimoto | that script works |
23:14:13 | Watusimoto | look at the main() at the bottom of the file |
23:14:25 | | Iamtaz Quit (Ping timeout: 250 seconds) |
23:14:58 | Watusimoto | so 1/12th of the way to fixing sam686's script! |
23:15:39 | sam686 | one question is the speed of it running? |
23:15:45 | amgine123 | so any neew builds to test mine is very out od datee |
23:16:25 | raptor | it'll be slow, but it's only run once... |
23:16:46 | raptor | new Lua API since 018 will let you add things later in the level |
23:16:55 | sam686 | well the levelgen only runs once, but it will call the wall creating hundreds of times |
23:17:42 | Watusimoto | raptor: why would it be slow? |
23:17:49 | kaen | string manipulation |
23:17:55 | raptor | string... ^^ |
23:18:00 | sam686 | I guess strings is just a bit slow.. |
23:18:04 | Watusimoto | that's only slow when you create new strings |
23:18:08 | kaen | substitute raptor strikes again! |
23:18:10 | Watusimoto | here we're not really doing that |
23:18:14 | raptor | haha |
23:18:44 | Watusimoto | strings themselves aren't particularly slow... stuff like removing a char or adding a char are slow with large strings ebcause the whole thing needs to be copied |
23:18:50 | Watusimoto | but that's not relevant here |
23:19:01 | Watusimoto | the strings are small, and we're not really manipulating them that much |
23:19:15 | kaen | split is going to allocate a new string for every space it finds |
23:19:33 | raptor | split is the evil |
23:19:36 | Watusimoto | in any event, it would be easy to gradulally migrate some of the current methods to native ones, even if you didn't go every case |
23:19:49 | Watusimoto | small strings... small allocaitons... not too bad |
23:20:10 | kaen | depends a lot on the gc behavior, too |
23:20:16 | kaen | and I'm not familiar with lua's |
23:20:29 | Watusimoto | it can get bogged down |
23:20:41 | Watusimoto | at least with heavy cycling |
23:20:46 | Watusimoto | not sure about this case |
23:21:18 | kaen | but not only allocation, it'll copy too |
23:21:20 | raptor | but this is just a one-time thing anyways... right? |
23:21:30 | kaen | and it's also allocating a table to hold them |
23:21:30 | Watusimoto | yes |
23:21:38 | Watusimoto | split could also be refactored out |
23:21:38 | raptor | i mean, we want people to use the new API and sam686 will be able to catch up |
23:21:41 | kaen | anyway this is moot after all |
23:21:53 | kaen | yeah, would be better to scan via find and substr I think |
23:21:57 | amgine123 | @kaen my code is till busted |
23:22:03 | kaen | it'll be fast enough |
23:22:24 | sam686 | new API already being used for dynamic levelgen that runs while game is running.. like my "Blizzard Control" |
23:22:49 | Watusimoto | the 9 point answer shows how to scan |
23:22:49 | Watusimoto | http://stackoverflow.com/questions/1426954/split-string-in-lua |
23:23:17 | Watusimoto | you could scan and build a table of numbers directly with no strings at all |
23:23:26 | raptor | oh yeah, sam686, huh... I guess some parts of it were before 018... |
23:29:07 | Watusimoto | --output1("Spawn " .. t .. " " .. (x+0.5) .. " " .. (y+0.5)) |
23:29:07 | Watusimoto | levelgen:addItem(Spawn.new(point.new((x+0.5) * 255, (y+0.5) * 255), t)) |
23:29:16 | Watusimoto | the fix for the spawn is just do it inline like this |
23:30:29 | Watusimoto | levelgen:addItem(Spawn.new(point.new(x,y), team)) |
23:30:34 | Watusimoto | hmmm |
23:30:51 | Watusimoto | I guess that's ok |
23:30:54 | amgine123 | hey kaen |
23:32:55 | amgine123 | hmm error where are you http://pastie.org/8466694 |
23:34:11 | Watusimoto | the rest of the items can be added without string splitting |
23:34:56 | Watusimoto | if you intercept them inside function putitem1() and send the args directly to a constructor helper... I'll write one to show you what i mean |
23:36:01 | sam686 | amgine? http://pastie.org/8458634 |
23:36:21 | sam686 | I don't know what you had there on the for loop.. |
23:37:18 | amgine123 | its a specificloop kind kaen told me im learning lua from him |
23:37:44 | amgine123 | however i wouldlike to learn how that line workss but youbusy |
23:37:53 | sam686 | The changes I made, as seen on my pastie, works |
23:39:00 | Watusimoto | function putitem1(type,x,y,str1,str1after) |
23:39:00 | Watusimoto | if str1 == "RepairItem" then |
23:39:00 | Watusimoto | levelgen:addItem(RepairItem.new(point.new(x,y))) |
23:39:00 | Watusimoto | end |
23:39:01 | Watusimoto | ... |
23:39:33 | Watusimoto | so sam686, I think porting your script will actually be pretty easy |
23:39:42 | sam686 | My old 6357.levelgen is crazy and only uses addLevelLine, its kindof crazy trying to convert it to not use addLevelLine anymore as 019 may not have it no more.. |
23:40:03 | Watusimoto | which one is 6357> is that the one we were looking at? |
23:40:08 | sam686 | yes |
23:40:10 | Watusimoto | or a different one? |
23:40:39 | Watusimoto | well, I wrote 3 of the 12 functions and it was pretty easy |
23:40:42 | sam686 | thats the one you looking at, as seen in http://sam6.25u.com/bitfighter/levels3/6357.levelgen |
23:40:56 | Watusimoto | yes |
23:40:57 | sam686 | might be even in the forums in map section too.. |
23:41:35 | Watusimoto | so if you take the various bits abd pieces I've pasted here, you'll have everything you need to port it, I think |
23:42:17 | Watusimoto | I can pull them all together and put them in the levelgen if you like |
23:42:38 | sam686 | sure... |
23:42:54 | sam686 | I haven't see all of your work yet, just pieces of them. |
23:43:05 | Watusimoto | yes |
23:43:06 | Watusimoto | ok |
23:51:46 | Watusimoto | sam686: here it is |
23:51:47 | Watusimoto | http://hastebin.com/jotuloponi.txt |
23:51:55 | Watusimoto | it is your code plus my comments |
23:52:07 | Watusimoto | look for my comments with WATUSIMOTO strings |
23:52:25 | Watusimoto | it will include my suggested revisions, plus notes on what else I saw that needs to be done |
23:52:47 | Watusimoto | I double-counted some objects earlier... it looks like about half the work is now done |
23:53:23 | sam686 | ok. |
23:53:35 | Watusimoto | well, maybe 2/5 |
23:56:24 | | BFLogBot Commit: 4766f75d90ee | Author: watusimoto | Message: Reinstate Play font using raptor's hinting fix. |
23:56:25 | | BFLogBot Commit: f1a80b412adf | Author: watusimoto | Message: Usually you want to see the error message when there IS an error, not when there is not! |
23:57:59 | amgine123 | woah i trief to join some polywalls that were tuching ontheedges only and it gltihed otut |
23:58:46 | amgine123 | try joining 4 poly walls that are only tuching on the edgeswith J |
23:59:39 | sam686 | I hate the looping of pagedown in (ctrl+/) console, it confuses me. |