#bitfighter IRC Log

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IRC Log for 2014-01-03

Timestamps are in GMT/BST.

00:04:03fordcarsI'll be back soon, my stomach is telling me to eat
00:04:06fordcars Quit (Quit: Page closed)
00:05:13thread_ has joined
00:06:10thread_I got a new set of headphones, and am thinking about starting a let's play channel on youtube. My first video is currently being processed, and is a basic tutorial of bitfighter level editor
00:06:22raptoroh hi thread_
00:07:22vs73nxthread_: thats cool.. what are you using to edit the video, and whats your youtube channel
00:07:26vs73nx?
00:07:59thread_not much editing yet. I just used youtubes editor
00:08:42vs73nxbleder is great for video editing
00:08:49vs73nx*blender
00:09:02thread_I'll look into it
00:09:29thread_http://www.youtube.com/channel/UCjss5i2tuHtQTs4gkfZ_FLg
00:10:28vs73nxi need to restart my computer after some updates...
00:10:38vs73nxwill be back soon!
00:10:42vs73nx Quit (Read error: Connection reset by peer)
00:14:42koda has joined
00:16:30raptorwe got ants!
00:16:36raptorfor the kids' ant farm!
00:17:22Skybax has joined
00:19:16Watusimotolet 'em loose... free range ant farming!
00:19:38raptorwe already have that in the kitchen during the summer
00:22:28Skybax Quit (Ping timeout: 240 seconds)
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00:26:23Watusimotoyes
00:29:28Skybaxyes
00:33:13raptorWatusimoto: what do you think the best way to merge the motd with the status widget?
00:34:13Watusimotoyou mean on the home page?
00:34:23raptoryes
00:34:24raptorwell
00:34:29Skybax Quit (Ping timeout: 240 seconds)
00:34:34raptori figured for the 'Events' section on the widge
00:34:38raptor*widget
00:34:40Watusimotomaybe put a box above the player list with red text?
00:34:54Watusimotoyou mean layout or programaticly?
00:34:57raptorwe could somehow just use the motd - but that is a plain text file and the status widget loads json
00:35:50Watusimotothen 3 options: 1) move motd to database, 2) have php read motd file, 3) cron job to periodically sweep the motd into the database
00:35:52raptorso that motd changing page we have for people would also update the events section
00:36:00Watusimoto1 is probably best, perhaps with textfile fallback
00:36:03raptor3 is horrid
00:36:03Skybax has joined
00:36:29Watusimotothough 3 allows you to have different motd and status widget
00:36:39Watusimotobecause you don't always want them the same, do you?
00:36:48raptorthat's another question..
00:36:54Watusimotohell, maybe you do
00:37:15raptorright now the widget is slurped in by the forums and drupal - so it needs to be only client-side web standards (no php)
00:37:34raptormaybe I write out more json...
00:37:53Watusimotoit could be json, or it could be a separate widget
00:37:59Watusimotojson would be fine, though
00:38:10raptora separate widget means I need to figure out drupal again
00:38:11Watusimotowe should simplify our motd stuff
00:38:16raptorok..
00:38:23Watusimotonewest version shoudl get the motd, older version get an upgrade notice
00:38:28raptorwhat would be *ideal* - i'm willing to do that
00:39:21raptormerge event/motd?
00:39:31raptorhave a 'news' list
00:39:43raptormake master read json?
00:40:01raptorwait until tomorrow when your not as sleepy? :)
00:43:13raptorchange master to output the motd in the bitfighterStatus.json
00:43:18raptori like that one..
00:43:47Watusimotosure, merge motd with event
00:43:49Nothing_Muchyou're*
00:43:52Watusimotofor the newest version
00:44:01Watusimotoyes
00:44:03Watusimotosounds good
00:46:07raptorNothing_Much: thank you - my wife would be appalled I committed apostrophicide
00:46:22Nothing_Muchlol
00:46:24Nothing_Muchoops
00:48:39SkybaxHahaha xD
00:48:57Watusimotook, created this:
00:48:58Watusimotoenum ClientClass {
00:48:58WatusimotoClassHuman, // Human player, obviously
00:48:58WatusimotoClassRobotAddedByLevel, // A bot, specified in the level file with Robot directive
00:48:58WatusimotoClassRobotAddedByAddbots, // A bot added with the /addbot or /addbots command
00:48:58WatusimotoClassRobotAddedByAutoleveler, // A bot added by the autoleveling system
00:48:59WatusimotoClassUnknown
00:49:02Watusimoto};
00:49:38WatusimotoI've incorporated this into the game sort of, does nothing new, but we can now store different "grades" of robots
00:49:42raptoran enum! enums solve everything
00:49:55Watusimotoeverything that can't be solved with an xmacro, that is
00:50:03raptoreek
00:50:34Watusimotoso when we create a bot we'll specify which class it is, and when we destroy, we'll prioritize
00:50:44raptorok
00:50:45Watusimotoas per the rules we discussed earlier
00:50:52raptorAll in the RobotManager!
00:51:37Watusimotobow down before his holiness!
00:51:44Darrel is now known as Darrel[OFF]
00:51:48Watusimotothe BotManager has arrived!
00:52:12Watusimotothe tests will become more complex... sigh
00:52:18Watusimotoso many permutations
00:52:23Watusimotoso many possibilities
00:52:28Watusimotoso sleepy
00:52:31Watusimotogood night!
00:52:32raptorserver.json
00:52:35raptorwait one question
00:52:37Watusimotosure
00:52:44SkybaxI like permutations
00:52:51raptorthe master has this option JsonOutfile
00:52:55raptorit is set to server.json
00:52:56Watusimotothat's because you don't need to write tests for them!!
00:52:59raptorbut
00:53:08raptorthe widget loads bitfighterStatus.json
00:53:20Watusimotointeresting
00:53:21raptorso wha... oh wait... it's probably overwridden in the INI
00:53:28Watusimotoprobably, yes
00:53:42Watusimotoor hardcoded internally (but I doubt that)
00:53:50raptorah yes, it's in the INI
00:53:53raptorok, thanks!
00:53:55raptorI release you
00:53:58Watusimotothat was your question?
00:54:02raptoryes
00:54:09raptorsolved in the instant of asking
00:54:16raptorand that's why asking is always good
00:56:04SkybaxThat happens to me all the time
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01:37:41vs73nxok im back
01:49:44thread_hi
01:50:25Nothing_MuchHi there
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02:14:52thread_Skybax can't sit still
02:15:01Nothing_Muchyup
02:25:39Skybax_ Quit (Ping timeout: 246 seconds)
02:27:32Skybax has joined
02:28:33thread_My video finally made it up though, yay!
02:29:53raptornow I what you sound like!
02:29:59raptor*know
02:30:08thread_NOOOOOOOOOOOOOOOOO... quick, unload!
02:31:14raptoroh wow, our menu music is never what i expect...
02:37:52Skybaxlolwut
02:41:00raptoryeah, i play silent since I code a lot - it distracts
02:41:09raptorso I keep forgetting what the game actually sounds like..
02:45:05thread_ Quit (Ping timeout: 272 seconds)
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03:38:52fordcars has joined
03:39:57SkybaxHi Ford!
03:41:42fordcarsHowdy!
03:59:34fordcarsraptor, what is the syntax for Timers in 019?
04:04:00fordcarsnmnmnmnmnmnmnmnmnmnmnmnmnmnmnmnmnmmnmnmnmnmnmnmnmnmnmnmnmnmnmnmn
04:15:34Skybax_ has joined
04:17:55fordcarsSkybax_, since I am finishing the bot tonight, I added a nice little system like that you can add new things the bot can say easily
04:18:13Skybax_Oh that's awesome
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04:18:25Skybax_ is now known as Skybax
04:23:16SkybaxI love user-friendlyness!
04:35:49fordcarsHehe totally!
04:48:09fordcarsraptor?
04:48:28fordcarsCan I call global functions in the first stage of the bot code?
04:48:44fordcarsThe first stage being before the main(), out of any function
04:49:45fordcarsDuring the Global variable declarations (Load Phase)
04:51:48fordcarsWhoa ok, guess not
04:54:46fordcarsYay it works
05:03:09fordcarsOh, haha
05:04:04fordcarsLua doesn't have access to people who killed somebody
05:18:04SkybaxDarn
05:18:42SkybaxDoes that mean no running tally?
05:21:57Darrel[OFF] Quit (Read error: Connection reset by peer)
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05:22:36SkybaxOr does that mean no "when killing.." expressions at all? lol
05:22:52Skybaxfordcars:
05:23:02raptorhi
05:23:08fordcarsYep
05:23:09fordcarsHi
05:23:33raptorfirst stage is main()
05:23:37SkybaxYep to what? lol
05:24:10fordcarsYeah raptor, I was defining arrays outside
05:24:21fordcarsBut I couldn't access a function
05:24:28fordcarsBecause it wasn't in the namespace yet
05:24:52fordcarsBut I can't get the person that killed the other person in onShipKilled?
05:25:08fordcarsSkybax, yep, no "killing" :(
05:25:19SkybaxThat's too bad :/
05:26:01fordcarsYeah "/
05:26:06SkybaxWhat about the basic "when killing anyone" ? Or when the bot gets zapped?
05:26:42fordcarsYes for the "anyone", and sadly never for the bot, as the bot itself doesn't launch the Event :(
05:26:58SkybaxAhkay
05:27:25fordcarsBitfighter needs more events!
05:27:30SkybaxYes!
05:27:34raptoryes
05:27:50raptori'll be right back, have to reset the router
05:27:51fordcarsFor now, I'll leave the stuff there and eventually when Bitfighter suports this, I'll add it
05:27:56SkybaxOkay
05:28:00fordcarsSure
05:28:12raptoropen a feature request
05:28:22SkybaxSo everything works except the when killing a specific person and the when bot is killed?
05:28:26fordcarsOk :)
05:28:29fordcarsYeap
05:28:38fordcarsI made it very pretty :)
05:29:16Skybax_ has joined
05:29:36Skybax_Well that's still pretty stinkin awesome
05:30:13fordcarsI was working on making the messages that launch when somebody say Sky or skybax etc insensitive
05:30:34Skybax_Insensitive?
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05:30:54Skybax_Meaning not case-sensitive?
05:30:56raptorfordcars: http://www.bitfighter.org/luadocs/class_timer.html
05:31:03fordcars*case
05:31:03fordcarsHaha
05:31:22fordcarsOh that is done sorry :P
05:31:42fordcarsI need to check out LuaDocs before asking you :x
05:32:10Skybax_Oh look! Timers!
05:32:24fordcarsYay for timers!
05:33:06Skybax_Does it matter if someone says "skybax" or does it respond whenever anyone says anything with "sky" in it?
05:33:14Skybax Quit (Ping timeout: 264 seconds)
05:33:23Skybax_Like, do they have to add the "bax" for it to matter?
05:33:25Skybax_ is now known as Skybax
05:33:36fordcarsoh you're right haha
05:33:41fordcarsonly "sky" will do
05:33:47SkybaxOkay cool
05:33:58fordcarsBut that is editable by you
05:34:02SkybaxAwesome
05:34:28SkybaxSo I'll be able to add responses to anything anyone says, as well as kill messages?
05:34:30fordcarsFor each list, you can add an infinite amount of phrases to say
05:34:34fordcarsYep
05:34:56SkybaxEpic
05:35:17SkybaxI could totally fake a complete conversation with myself hahaha
05:35:22fordcarsHaha
06:05:41SkybaxStill working on it?
06:06:37fordcarsYeppyy
06:07:01raptorwhat are you conspirators up to?
06:07:06fordcarsDid the non-sensitivitation and string searching
06:07:10fordcars... nothing
06:07:16Nothing_Muchyes?
06:07:21fordcarsNot making Bot dummies that is for sure
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06:13:38Nothing_MuchHi -
06:13:42Nothing_MuchDarn
06:13:47fordcarsAlright it works perfectly!
06:13:53fordcarsHi Nothing
06:14:09yomanurock has joined
06:14:34SkybaxYay for perfectly!
06:14:50fordcarsNon-case sensitive was annoying
06:15:05fordcarsnow SKY, Sky, SKYBAX, skybax, sky works :)
06:15:13SkybaxAwesome
06:15:19fordcarsAnd it is searched, so sky, you rock will work too
06:15:46yomanurockI'm doing the improve copy/paste in editor task(gci). could anyone tell me how to convert text into level code?
06:16:35fordcarsActually, Levelcode is text
06:16:49fordcarsIt's one big string
06:17:55yomanurockya, but the task description says that i need to convert copied items to level code and then store it
06:19:14fordcarsOh ok
06:19:30yomanurockso any idea how i can do that?
06:20:09yomanurockagain timed out
06:20:24fordcarsUh, I don't have the source code here, but I am pretty sure there are some functions to convert Walls, items etc to level code, and append to the file
06:20:49yomanurockin the hg repo?
06:22:40fordcarsYeah, I didn't get any dev tools on this computer yet, I just got it
06:25:33yomanurockis it the function called 'string toLevelCode()'?
06:26:01yomanurockreally, a text file??
06:26:36raptorhi yomanurock
06:26:44yomanurocksorry, not for u, was chatting to another friend
06:26:49raptori'm one of the mentors
06:26:51yomanurockhi raptor
06:27:09raptorwatusimoto is another - he'd be the one you'd want to talk to about this task
06:27:10raptorbut
06:27:17raptoryes
06:27:27raptorall game objects have a method string toLevelCode
06:27:46raptorthat method generates the raw text footprint of the object that is saved in our .level files
06:28:22yomanurockand how to i use this function (it doesn't take any params)
06:28:25yomanurock?
06:29:11Skybax_ has joined
06:29:35raptoryou would call it on the object: so someObject->toLevelCode() would return the text for the object
06:29:38Skybax Quit (Ping timeout: 264 seconds)
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06:30:07yomanurockand for that ill have to #include<game.h>?
06:30:17raptorno
06:30:36raptoractually, let me make sure I know what task you are doing - can you send me the link to the task?
06:31:00yomanurockfine
06:31:01yomanurockwait
06:31:21yomanurockhttp://www.google-melange.com/gci/task/view/google/gci2013/4918714122108928
06:33:07yomanurockthe object ill call it on, what type would it have to be?
06:33:21raptora BfObject
06:33:40raptorevery game object inherits from that and has their own virtual method for toLevelCode()
06:34:02raptoror rather, overrides the BfObject::toLevelCode() virtual method with one of their own
06:34:29fordcarsSorry yomanurock, I am not a mentor, nor a dev :x I was only trying to help
06:35:02yomanurockthx fordcars!
06:35:19fordcarsWelcome!
06:35:21raptoryes, thanks fordcars :)
06:35:25fordcars:)
06:37:05yomanurockso, the final copy function would mostly be the same except, i convert the selected object into level code and then copy it instead of copying it directly
06:37:09yomanurockright?
06:37:34raptoryou'd convert to levelcode and place it on the system clipboard
06:37:49raptoryou'd leave the normal copy/paste functionality as is
06:37:55raptorand add this part with the clipboard
06:38:30fordcarsWow, that is actually really cool
06:39:04yomanurocksorry, i did not understand the last bit
06:39:20raptorso when you do a copy in the editor
06:39:32raptoryou don't change the current copy code
06:39:37raptorinstead you add to it
06:39:55yomanurockso i convert to levelcode and place both, the actual object and the level code on the clipboard?
06:40:01raptorcreate a section where you convert all objects into text and place the text on the system clipboard
06:40:15raptorright now
06:40:21yomanurocka new function on the whole?
06:40:48raptorthe copy code does *not* use the system clipboard at all, rather it uses its own system of keeping track
06:40:59yomanurockk fine
06:41:04raptorit can be a new function, or you can add to the existing one
06:41:23yomanurockin UIEditor.cpp, right?
06:41:32raptorcorrect
06:43:18yomanurockfine, added 'void EditorUserInterface::placeSelection()'
06:49:54raptorforgive me, but how do you use the word 'fine' in your statements? I come from an area where people use it to mean "ok, i'll do what you ask, but only grudgingly"
06:50:15raptorI'm just curious - it's easy to misinterpret things on IRC
06:52:10SkybaxHahaha
06:52:24yomanurocksorry, if it means so in ur area, in my area of residence it just means 'ok'(without the grudging part) :)
06:52:28yomanurockno offence to u
06:52:33raptorheh, no worries
06:52:45yomanurockthx
06:53:55yomanurockbye, have to go!
06:54:07yomanurockthx for the help, raptor
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06:54:16fordcarsFreenode wrote an article about the emotion behind Irc :)
06:54:36raptori think i read that several years ago...
06:54:45raptorit was good for them to do that
06:55:16fordcarsYeah, they really have a good Philosophy
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07:50:02Nothing_Muchg'night everybody!
07:51:26fordcarsNight!
07:52:04fordcarsI am looking at the InstantAction WIkipedia page, allot of GarageGames games are kept by community members, it's really neat
07:52:25fordcarsI didn't know ThinkTanks was still going on
07:52:32SkybaxThinkTanks was fun
07:52:48SkybaxI really loved Orbz, tho
07:53:08fordcarsHah yeah
07:53:35SkybaxMy brother loved Marble Blast
07:54:17fordcarsI did too!
07:54:47SkybaxHuh.. Orbz isn't on the Wiki page
07:57:23SkybaxOrbz is still available for purchase on GarageGames tho.. one of the few games still remaining, it seems
07:57:23SkybaxNeato
07:57:48SkybaxImma download the demo :3
07:58:17raptornight!
07:58:21raptor Quit ()
07:59:27SkybaxStill workin, Ford?
08:04:43SkybaxI was gonna stay up for the bot, but I'm sick and getting sleepy haha
08:07:15SkybaxNight!
08:07:53fordcarsNight!
08:08:20fordcarsI am nearly finished, but I guess you should sleep, the chat things took quite a long time
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08:21:45fordcarsI am getting off too, later!
08:21:48fordcars Quit (Quit: Page closed)
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09:56:56vs73nxwatusimoto: are you there?
09:57:42watusimotohi
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10:04:19vs73nxwatusimoto: do you know how to specify to the hosting system what level source it should use
10:04:53vs73nxwell that queastion had bad grammar...
10:05:55watusimotonot sure I understand your question
10:06:03watusimotooh, yes I do
10:06:20watusimotofor now, you'll specify the source via cmd line parameter
10:06:56vs73nxhow about this...
10:06:56vs73nxfprintf(stderr, "getFilePlaylist sucess");
10:06:56vs73nxconst string &playlist = GameSettings::getString(USE_LEVEL_PLAYLIST);
10:06:56vs73nxVector<string> levelList;
10:07:09vs73nxthe printf is there for debugging
10:07:11watusimotoso if you do -levelfile <file> (or whatever it should be called), you'll use the specified file. Otherwise, use the normal source
10:07:33vs73nxi just cant get the program to call getPlaylist()...
10:07:49watusimotoso in the location I pointed you to yesterday, where the folder level source is instantiated, you'll need to make a decision about which to use -- folder or file
10:08:12vs73nxi cant remember as far back as yesterday...
10:08:22vs73nxwait i remember
10:08:35vs73nxLevelSourcePtr folderLevelSource = LevelSourcePtr( .... etc ...
10:08:38watusimotoinstead of creating a new FOlderLeelSource, you'll create a new FileLevelSOurce.
10:08:46vs73nxthats only for the dedicated server
10:08:53watusimotothe program should be able to use either
10:09:07vs73nxits inside a block that looks like this
10:09:08vs73nxif(settings->isDedicatedServer())
10:09:08vs73nx{
10:09:10vs73nx)
10:09:31watusimotolook for new FolderLevelSource
10:09:35watusimotoI think I found it in two locations
10:09:39vs73nxok then, where is levelsource instantiated if not using the dedicated server
10:09:42vs73nxoh ok
10:09:53vs73nxglobal search to the rescue
10:09:54watusimotoyou'll need to make the decision in both places
10:09:57watusimoto(probably)
10:10:10watusimotoif so, create a function to do ti so you don't repeat your code
10:10:21vs73nxok
10:11:44vs73nx3 places actually...
10:12:46vs73nxgameconnection.cpp
10:12:55vs73nxuieditor.cpp
10:13:04vs73nxUIMenus.cpp
10:13:40watusimotodon't worry about uieditor
10:15:06watusimotothat's probably the most important one
10:15:41watusimotowell, that and the one in main() that's used for dedicated hosting
10:17:47vs73nxso its UIMenus and gameconnection?
10:41:33vs73nxwatusimoto: parseLevelLine requires Game and GridDatabase objects... is there a way to get those in a function
10:41:38vs73nxwithout passing them as args
11:06:41vs73nxwatusimoto: ok it compiles now.. but it segfaults
11:07:31vs73nxbacktrace...
11:07:32vs73nxhttp://pastie.org/8596596
11:22:07watusimotosorry... didn't see this, got to go... will be back in a couple of hours
11:24:06vs73nxok goodnight
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14:02:31yomanurocki am doing the improve copy/paste in editor task (gci). i completed the copy part but im having problems with the pasting
14:03:00yomanurockhow do i check if the text on the clipboard is actually level code
14:03:33yomanurockand if it is, is there any api to convert level code to BfObjects?
14:04:16yomanurockwatusimoto, i think u r my mentor, could u help me?
14:05:43yomanurock?
14:07:45yomanurockearlier, raptor told me to talk to u, said u might be of help
14:12:15yomanurockanyone there?
14:13:44Watusimoto_ has joined
14:14:52yomanurocki am doing the improve copy/paste in editor task (gci)
14:15:03yomanurockhow do i check if the text on the clipboard is actually level code
14:15:12yomanurocknd if it is, is there any api to convert level code to BfObjects?
14:20:07yomanurockbtw, watusimoto, earlier today, raptor told me to talk to u about this task. said that u were my mentor and would be of help
14:21:35yomanurockanyone there??
14:21:37yomanurock?
14:25:18yomanurockdnhfjsdhfj
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14:32:39yomanurock?
14:54:54oskopekyomanurock: everyone *is* here, just not at the moment
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14:56:21oskopekyomanurock: it's friday, and most people are probably still at work
14:57:02yomanurocksorry, i live in India. didnt know that u might be at work :(
14:57:40oskopekafaik, most people here live in the USA
14:57:48yomanurocksorry
14:58:02oskopekno problem
14:58:04yomanurockbut do u have any answers for my earlier questions?
14:58:20oskopekI'll take a look and see what I can do, ok?
14:58:27yomanurockk
14:58:33oskopekcould you give me a link to the task?
14:58:39yomanurockwait a sec...
14:59:34yomanurockhttp://www.google-melange.com/gci/task/view/google/gci2013/4918714122108928
15:08:38yomanurock?
15:09:51oskopeklooking at the task and UIEditor, I keep thinking the point was to create something that could serve as a layer between the system clipboard and mClipboard, or rewrite the copy/paste system to use the system clipboard directly
15:10:12oskopekhow did you transform the BfObject to levelcode during copy?
15:10:50yomanurockearlier today (in the morning in India), one of the mentors, raptor, told me to write a new system altogether
15:12:02yomanurocktransformedBfObject to levelcode using "string str = object->toLevelCode()"
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15:16:38yomanurocksorry, net connection crashed :(
15:17:40yomanurockmy copy function -- http://codepad.org/vS7iTwqc
15:18:01oskopekyomanurock: did you look at the implementation of toLevelCode() in BfObject?
15:18:39yomanurocki thought it was in game.h
15:20:36yomanurockaccording to me, my implementation of toLevelCode() is correct
15:22:01oskopekmaybe I'm wrong, but your calling toLevelCode of a BfObject in your copy() method
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15:25:29yomanurock_stupid internet provider!
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15:28:20yomanurockoskopek, are u still there? my net connection crashed. if u said anything about the task, could u repeat?
15:29:05oskopek[16:22] <oskopek> maybe I'm wrong, but your calling toLevelCode of a BfObject in your copy() method
15:29:42yomanurockwhat about it?
15:29:58yomanurockaccording to me (and raptor), its right
15:32:44yomanurock?
15:33:38yomanurockand how can i convert the levelcode back to BfObject?
15:35:09oskopekyou are calling BfObject::toLevelCode(), right?
15:35:31yomanurockyeah
15:35:42oskopekhttp://fpaste.org/65535/38876333/
15:36:59yomanurocki dont exactly understand the implementation from BfObject.cpp
15:39:02oskopekit just does nothing.. it has an assertion that it shouldn't be made toLevelCode
15:40:18yomanurockbut the main problem here is that of converting levelcode back to a BfObject
15:42:21yomanurockand sorry, im using Game::toLevelCode
15:47:31yomanurockr u still there?
15:47:36oskopekI am
15:47:43oskopekbut I don't think I can help you with that
15:48:17yomanurockthen could u tell me someone who can?
15:48:49oskopekyou should probably just wait for watusimoto or raptor
15:49:07yomanurockanyways, bye and thx !
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15:50:24oskopeknp
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16:09:51sam686BfObject::toLevelCode() is a virtual function
16:10:25sam686BfObject *obj = new LineItem(); obj->toLevelCode(); will call LineItem::toLevelCode()
16:13:31oskopeksam686: cool, didn't know that.. but why can a DatabaseObject be cast to BfObject? I thought DatabaseObject was a GeomObject
16:14:12sam686All objects in database is a BfObject, so its safe to cast it to BfObject
16:14:32sam686its also a GeomObject as a base class
16:14:56oskopekah
16:15:03sam686BfObject.h have: lass BfObject : public DatabaseObject, public NetObject, public EditorObject
16:15:14sam686*class (not lass)
16:15:28oskopekthanks
16:15:45sam686GridDB.h have class DatabaseObject : public GeomObject
16:15:52oskopekbut anyway, I don't think Game::toLevelCode was the right thing to do?
16:16:13oskopekso it's ok in C++ to inherit from two parent classes?
16:16:49oskopeki saw the gridDB.h declaration, but not the one in BfObject, regarding DatabaseObject
16:17:06oskopekI thought it inherited only from GeomObject
16:17:40sam686yes it can inherit from 2 or more different classes
16:18:14oskopekdoesn't that create more problems than it solves?
16:18:22sam686BfObject inherit DatabaseObject, DatabaseObject inherit GeomObject, so BfObject is also DatabaseObject and GeomObject
16:18:32oskopekyeah
16:22:11sam686There is Game::loadLevelFromString thats more what we may be looking for, when pasting several lines of objects in a multi-line strings (multi-line string is really a big string separated by "\n")
16:24:21oskopekbut that needs the complete level levelcode, not just parts, no?
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16:24:59yomanurockwatusimoto, are you there?
16:25:05watusimotohi
16:25:24watusimotoare you working on a last-minute task?
16:25:48yomanurocknot exactly last minute but yes
16:25:58watusimoto:-)
16:26:24yomanurockI am doing the copy/paste in editor task
16:26:47yomanurockim mostly done, but I need help on the past part
16:26:48sam686was looking, not sure if Game::loadLevelFromString need complete level or not, probably not when already loaded a level without clearing everything in a level
16:27:22yomanurockI mean paste
16:28:17yomanurockcould you tell me how to check if the text on the clipboard is levelcode and if it is, how do I convert it back?
16:29:06watusimotothat is actually a good question. Do you know how to get the text on the clipboard? (from SDL, I think)
16:29:38watusimoto(also, I sent you a message on a private channel, if you didn't notice)
16:30:24yomanurockI got the private message and yes, I know how to get text on the clipboard using sdl
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16:30:51sam686If you can get level code as a string, you can read it into an editor with BfObject's processArguments (if you get the right object), or Game's loadLevelFromString or processLevelLoadLine
16:30:52oskopekwatusimoto: we talked with yomanurock before, and he pasted this http://codepad.org/vS7iTwqc
16:31:46sam686you can't just create a new BfObject, it instead need a new LineItem/GoalZone/whatever the first argument may be.
16:32:28watusimotowell, one way you could do it is to pass the whole stiring to Game::loadLevelFromString, which will parse the text and create any objects it finds in a database that you pass.
16:32:39sam686the code thats in the codepad may work, but only works when one object is selected
16:33:22watusimotoI _think_ the filename parameter is only used for error reporting
16:33:24sam686SDL_SetClipboardText can only hold one string at a time (one error, a SDL_SetClipboardText(str.c_str()); may be needed)
16:33:54watusimotoand hi sam686 and oskopek
16:33:56sam686you can, build a long string with "\n" for each new line of toLevelCode
16:34:02oskopekhi watusimoto
16:34:31yomanurocksorry, I didnt quite get the loadlevelfrom string part
16:35:15watusimotoLook at Game::loadLevelFromString
16:35:43sam686something like str = str + "\n" + obj->toLevelCode(); will do for holding multiple string of objects into clipboard
16:35:57watusimotoyou pass it a string (the contents of the clipboard), a database (create a new GridDatabase), and a filename (used in error messages)
16:36:41watusimotothat will convert <contents> to whatever objects it can, and put them in the database, where you can get them
16:37:11watusimotoif that seems promising, we'll need to see what we can do about the filename argument; not sure yet how that should be handled
16:37:25yomanurockbut wont that just create a new level altogether?
16:37:36watusimotowe'd probably want to suppress error reporting altogether
16:37:40watusimotono
16:37:41yomanurockwe just want to paste in the current level
16:38:13watusimotoit will create a new database, which is not the same as a level
16:38:24yomanurockso, loading level from string will just paste in the current level?
16:38:26watusimotorather, it will fill a database with objects
16:38:31watusimotowell... actually
16:39:29yomanurock?
16:39:29sam686may not need a new database, just paste into existing database once editor is opened with a new or existing filename.
16:39:38watusimotoactually, if you are only trying to grab objects from the clipboard, then perhaps you need to just use parts of Game::processLevelLoadLine
16:39:46watusimotoah yes, sam686 is probably right
16:39:55sam686kindof like when doing ctrl+r ctrl+i to run then insert objects into existing level
16:40:00sam686from levelgen
16:40:01watusimotoyes
16:40:41yomanurocksorry, didnt quite understand that
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16:41:43sam686probably don't need to deal with filename at all, just take the clipboard like "GoalZone 2 3 4 4 ..." and run it through getGame()->loadLevelFromString
16:42:16yomanurockcould you explain that please?
16:42:50yomanurockso, I get the string from the clipboard
16:43:10yomanurockand then?
16:43:43yomanurock?
16:44:06watusimotoLook in void Game::processLevelLoadLine(..) --> in there is a long if else if block. In there is a call to processPseudoItem(); you'll want to use that and also the stuff in the else { } block just below it. I copied most of the relevant code to here: http://pastie.org/8597484
16:45:18raptorgood day!
16:45:54watusimotobefore you can do that, you'll need to break the clipboard text apart into lines, then parse each into words (argv)
16:45:57watusimotohi raptor
16:46:06watusimotowe do have some functions that can help with that
16:46:16sam686its taking tiem to compile, because I mistakenly hit backspace on BfObject.h and horribly errored on everything.
16:46:25sam686Undid and now its taking time compiling
16:46:53yomanurockcould you correct me if I go wrong?
16:47:16yomanurockso, in short, I first get the string and break it into lines
16:47:29yomanurockand then what?
16:49:04sam686This works while in editor: getGame()->loadLevelFromString("LineItem 30 40 50 60 70 80 900 8\nTextItem 0 178 -153 433 -153 32 text", getDatabase());
16:49:04yomanurock?
16:49:09sam686it adds 2 items
16:49:53sam686now, replace that string with SDL get clipboard string function (not too sure what that name is)
16:50:25watusimotothen you need to break each line into an array of words using Vector<string> parseString(const string &line)
16:50:31watusimoto(in stringUtils.cpp)
16:50:50watusimotohere it gets a tad ugly
16:50:57yomanurockso I pass my clipboard contents to getGame ()-> loadLevelFromString () and it would paste the items in the level?
16:51:02sam686loadLevelFromString automatically breaks it into individual lines
16:51:24sam686see the "\n" part between 2 objects?
16:51:26watusimotoI think you should not use loadLevelFromString
16:51:32watusimotoI suggested it earlier, but I was wrong
16:51:47raptori will refrain from being an extra cook in the kitchen..
16:51:49watusimotobecause all we need are the objects, not all the other level junk
16:52:12watusimotohi raptor!
16:52:20yomanurockbut wont loadlevelfromstring work?
16:53:00watusimotoprobably not -- you were right when you said it would create a whole level
16:53:21watusimotowe want to ignore stuff like Credits and LevelName and other similar parameters
16:53:33watusimotoloadLevelFromString won't ignore those
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16:53:55yomanurockbut then how do I paste?
16:54:09sam686can look at how Game::processLevelLoadLine works
16:56:32watusimotoalso Game::parseLevelLine() --> that one breaks a line apart and creates an array of const char *, that most of the other functions need
16:57:48watusimotothe code I put in the pastie above is from ProcessLevelLoadLine. Those are the parts you'll need.
16:58:50yomanurockI don't quite get what processlevelloadline does
16:58:51sam686likely won't need to worry too much if GameType/LevelCredits/LevelDescription changes on paste or not, as copy won't copy the levelCredits/GameType/LevelDescription/Teams
16:59:50watusimotoprocesslevelloadline takes a parsed line of a level file and tries to interpret it
17:00:22watusimotoa level file can be thought of as having two parts. A header, which is where all the level info goes, and the body, which is where the game objects go
17:00:43sam686We can. 1. go with the easy way of loadLevelFromString, or 2. a little harder way of separating each lines
17:00:46watusimotoprocesslevelloadline handles both of those parts, which makes it slightly confusing, as you only want the body part
17:01:15watusimotosam686: if he goes with loadlevelfromstring, what will happen when he hits a parameter like LevelName?
17:01:35watusimoto(I don't have the code with me at the moment)
17:01:43watusimoto(at least not all of it)
17:02:22watusimotoI think it will set the name of the level in the editor accordingly
17:02:24yomanurockbut I don't get how I can use processlevelloadline over here
17:03:07watusimotoyomanurock: we're trying to figure out if you can use loadLevelFromString; if so, you won't need to worry about processLevelLoadLine
17:03:21sam686could add a "ignoreGameTypeParemetersAndTeams=true/false" in processLevelLine handling
17:04:47watusimotoI think you will have to use part of processLevelLoadLine
17:05:37yomanurockalso, how do I copy to clipboard if two or more things are selected?
17:05:59watusimotoI think the best way for the moment is to break processLevelLoadLine into two parts
17:06:08watusimoto<<I'll answer the other one later>>
17:06:46sam686something like str = str + "\n" + obj->toLevelCode();
17:07:07sam686after all clipboard only holds one string at a time, whether it has multiple lines or not.
17:07:15watusimotoThe first part is the header arguments, which is everything down to the line:
17:07:16watusimotoelse if(getGameType() && processPseudoItem(argc, argv, levelFileName, database, id))
17:07:42watusimotoThe second part is everything from that line down to the end of the function
17:08:14watusimotoThe top part handles all the header arguments, the bottom part handles all the game object stuff
17:08:43watusimotoI think we should break that into two separate functions, then you can use only the game object part
17:09:03watusimotoIf that is not clear enough, I can do that refactor this evening when I get home from work
17:09:31yomanurockno thats ok.
17:09:47watusimotoit's trivial if you understand what I'm talking about :-)
17:09:56watusimotobut if it's unclear, it will be hard
17:10:26watusimotoAnd I don't want to make things too hard
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17:12:52yomanurockanyways, in the second part of the function, I pass argv as the output from parselevelline
17:13:32yomanurockdatabase will be a new dstabase
17:14:12yomanurockwhat params do I pass to processlevelloadline?
17:15:12sam686just a note: cannot store the same object into more then 1 database, but can remove object from one database and add to another database.
17:15:43sam686as I said before: getGame()->loadLevelFromString("LineItem 30 40 50 60 70 80 900 8\nTextItem 0 178 -153 433 -153 32 text", getDatabase());
17:16:01sam686replace "blah blah blah" with a string from clipboard
17:16:03watusimotohere is my proposed refactof of processLeveLoadLine: http://pastie.org/8597578
17:16:11watusimoto^^refactor
17:16:27watusimotountested, uncompiled, uneverything
17:16:43sam686as for processLevelLoadLine(U32 argc, S32 id, const char **argv, GridDatabase *database, const string &levelFileName)
17:16:59watusimotoyou could then use only processLevelLoadLine_objects()
17:17:04yomanurockno, but what params do I pass to the refactored function?
17:17:18watusimotoargc, S32 id, const char **argv, GridDatabase *database, const string &levelFileName
17:17:30watusimotoyou can see where they all come from here:
17:17:39sam686its different, requiring processLevelLoadLine(3, 0, {"LineItem", "3", "5"}, getDatabase(), ""); or something like that
17:18:25watusimotoGame::parseLevelLine() takes a line of a level file and produces all the args needed by processLevelLoadLine()
17:19:01sam686parseLevelLine only takes one line
17:19:09watusimotocorrect
17:19:34sam686loadLevelFromString handles multiple lines, and is a very small function that calls parseLevelLine for each line.
17:19:48watusimotoman, we really need to refactor all this to work with strings, and get rid of the whole argc/argv stuff
17:20:12watusimotothat would be a great gci task!
17:20:26yomanurockso, I pass my levelcode to parselevelline and then pass the otp to processlevelloadline
17:20:37watusimotonot quite
17:20:56watusimotoyou'll need to use the same logic as parselevelline, but you can't use parselevelline itself
17:21:15watusimotobecause that goes off and calls processLevelLoadLine, which you don't want to do
17:21:45watusimotoso probably you'll extract the top part into a new function, which you can then call , and parseLeveLine can call
17:22:54yomanurockdidnt get that, sorry?
17:23:05watusimotoYou want a similar function, but instead of calling processLevelLoadLine, you'll call processLevelLoadLine_object
17:24:04yomanurockso I make a new parselevelline function and replace all the processlevelloadline s with processlevelloadline objects
17:24:07yomanurockright?
17:24:35sam686umm, adding a function to split things up? or adding a variable to ignore GameType parameters?
17:25:07watusimotosam686: I think two functions is better, as it makes the flow a little clearer
17:25:34watusimotoyomanurock: yes
17:25:48yomanurockfinally!
17:25:51watusimoto:-)
17:26:21watusimotowhen you do that, you'll find that there is almost total duplication between parselevelline and your new function
17:26:37watusimotoso you'll probably want to take that common code out and create a new function for it
17:27:39watusimotosam686: I think it makes sense to have a loadLevelFromString() function and a loadObjectsFromString() function
17:28:49sam686yes, but then we might need loadLevelFromString_objectonly, and parseLevelLine_objectonly? or some other ways
17:30:02watusimotomaybe parseLevelLine can accept a function pointer pointing to either processLeveLoadLine or processLevelLoadLine_object?
17:30:49sam686My idea was adding a bool ignoreGameTypeParameters to the function arguments
17:31:04sam686but I guess passing along function pointers instead might do as well
17:31:20watusimotothere are differences in the way we want to handle errors
17:31:53watusimotofor example, we probably don't want to add "Level Error: Can't parse..." to the log when importing via the clipboard
17:32:40watusimotoparseLevelLine can be greatly simplified
17:32:53watusimotothere is a lot in there now, but it could all be moved out
17:33:36watusimotoyomanurock: just by way of explanation, this code is ancient and has only been partially modernized. That's why it's such an ugly combination of const char* and string vectors
17:38:33yomanurockanyways, its bed time for me in india. have to go bye
17:38:43watusimotogood night!
17:38:48watusimotoand welcome aboard!
17:39:05yomanurockwelcome aboard?
17:39:26watusimotowelcome to the project (welcome aboard the Bitfighter train :-) )
17:39:43watusimotoit's an american expression, I guess
17:39:45yomanurockk bye;)
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18:00:35raptorback in a little whie..
18:08:18koda has joined
18:12:28Skybax has joined
18:12:36SkybaxGoodmorning!
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18:26:37Skybax Quit (Ping timeout: 246 seconds)
18:34:30Skybax_ is now known as Skybax
18:42:58oskopekis there a reason bitfighter doesn't have a .hgignore file?
18:52:52raptorhia gain
18:53:26raptoroskopek: we've never needed one because files aren't added unless you tell hg to add them
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19:01:11oskopekraptor: good point
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19:21:26raptorsubversion needed ignore lists though...
19:21:35raptorare there some hg clients that auto-add files?
19:23:01SkybaxBitfighter keeps changing the times in my levels
19:23:05SkybaxTo decimals
19:23:34SkybaxAnd deleting robots out of the level code
19:25:22fordcars has joined
19:25:22raptoroh, how does it delete the robots?
19:27:42fordcarsHi
19:27:44SkybaxIt just takes them out after I save it lol
19:27:45SkybaxHi Ford
19:28:54raptorwhat
19:29:10raptorI thought I fixed that bug in the last two releases...
19:29:44SkybaxApparently not xD
19:29:47SkybaxIt also changes the times
19:29:52SkybaxLike if the level is set to 10 minutes
19:30:06SkybaxIt changes it to like, "9.999033"
19:31:13SkybaxWhich doesn't really affect the gameplay, it's just annoying if you ever want to change the time of your level again, because then it shows up in the editor as like, 9:58 and Bitfighter only moves by :05s
19:31:19fordcarsraptor, is there anyway to get something when the level ends
19:32:12raptorSkybax: the game time bug is written down
19:32:16raptorlet me check on the bot bug
19:32:28SkybaxOkay
19:38:06fordcarsSkybax, do you want the bot to shoot asteroids too, or only players?
19:38:56SkybaxAsteroids would probably be a good idea
19:39:10SkybaxWhen it has the flag tho it should shoot everything enemy
19:41:48raptorhttps://code.google.com/p/bitfighter/issues/detail?id=361
19:41:56raptorand https://code.google.com/p/bitfighter/issues/detail?id=356&q=type%3DDefect%20label%3D019a
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19:53:16tttt7858um
19:53:20tttt7858i forgot my user
19:53:25tttt7858do you guys remeber me
19:53:37tttt7858i think this is my username
19:54:28tttt7858 Quit (Client Quit)
19:55:19tttt7858 has joined
19:55:27tttt7858hm
19:56:17tttt7858im that dude with the chevron idea
19:56:46raptorhi
19:57:04raptorI remeber the tttt part
19:57:23raptorare you looking for your forums username?
19:57:26tttt7858yes
19:57:31raptorlet me see...
19:57:40tttt7858are you able to look at my email i signed up with
19:57:59raptorI see: Tttt7858
19:58:04tttt7858yey
19:58:05raptoryeah, let me see that
19:58:25tttt7858thanks, i just got a new comp so i decided hey ima play bf
19:58:53raptorthere is another account: Tttt
19:59:30tttt7858hmmm
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20:02:20fordcarsLater guys got to go
20:02:24fordcars Quit (Quit: Page closed)
20:04:09Skybaxraptor, whatever robot folder you're using for BitTown needs to be updated lol none of the robots work
20:05:23raptoroh lovely
20:21:07thread_so, just doing what I thought would be a simple levelgen... (http://pastie.org/8598180) why do I get zero as the output on line 9?
20:22:40raptorbecause lineTable is a dictionary not an array
20:22:47raptorthe '#' operator only works on arrays
20:22:59thread_Isn't it a table?
20:23:08thread_I thought there was only tables in Lua
20:23:47raptorit is a table
20:23:51raptorthere are two types of tables
20:24:00raptor1. array with keys always in order as 1...n
20:24:18raptor2. dictionary with anything as a key - these are accessed with the [] operator
20:24:44thread_ok, so I should, in the onTick function, use pairs not ipairs?
20:25:07raptoryes, because you make lineTable a dictionary
20:25:14raptorby setting an element with []
20:25:14thread_ok
20:25:21thread_you learn something new everyday
20:36:49BFLogBot Commit: 6ff2d91ba36d | Author: buckyballreaction | Message: Add MOTD to the JSON. Also clean-up the gMOTDClientMap
20:54:00raptori'm experimenting with adding a 'News' section at the header of the forums
20:54:11raptorcomments?
21:01:49tttt7858 has joined
21:01:51tttt7858heyo
21:02:22thread_hey
21:02:56tttt7858hey koda
21:08:05Nothing_Muchoh my
21:08:18Nothing_Muchraptor: it's growing bigger!
21:08:24raptorheh, yeah
21:08:28raptortesting in production!
21:08:47Nothing_Muchstill growin'!
21:09:08raptormay see fun stuff for a little while...
21:09:18Nothing_Much:D
21:09:26Nothing_Muchand welcome tttt7858!
21:10:36tttt7858how about welcome back
21:11:02tttt7858since i made this acc in may, and my old acc in 2012 and i played zap lel
21:11:02thread_BTw raptor, did you know that if I bf:findAllObjects(items, ObjType.Projectile), it fills the table with testItems, resourceItems, ships, etc. not just bullets
21:11:30Nothing_Muchtttt7858: oh sorry, I joined in.. I think dec. of 2012.. lemme check
21:11:35raptorthread_: sounds like you're passing in nil
21:11:55thread_nope, I copied the code from my levelgen above
21:12:01raptortttt7858: https://code.google.com/p/bitfighter/issues/detail?id=263
21:12:02tttt7858my tttt acc got deleted by raptor, since it was old anyhow, thanks raptor.
21:12:17tttt7858now i can use mah main one without forgettin
21:12:19tttt7858thx
21:12:19Nothing_Muchoh I joined in Jan. 2013
21:12:21raptorthread_: looks like ObjType.Projectile doesn't exist?
21:12:34raptorsee if that value is nil
21:12:45raptorbecause using findAllObjects() with a nil will return everything
21:13:30thread_umm... ok. its null... so how do I get all phasers, bouncers, etc?
21:13:47thread_cause I can create projectile as a phaser...
21:14:38raptorBullet
21:14:44thread_ok
21:15:13raptorlooks like kaen changed some names: http://bitfighter.org/luadocs/group___obj_type_enum.html
21:16:52tttt7858raptor
21:17:01tttt7858can you get me the defective code
21:17:07tttt7858i can get it fixed
21:17:58raptorit's not 'defective' exactly - we just don't know how to not make it look ugly in the game
21:18:17raptoralso, the game is open source so anyone can look at it in our repository on google code
21:18:31tttt7858alright
21:18:48tttt7858im just sayin make it next to badges like skybax said
21:18:55Skybaxraptor: I like the news section
21:18:55tttt7858lemme look for i
21:20:18raptorit's in gameObjectRender.cpp - we experimented with many different rank marks
21:21:58thread_hrmm... looks like you can't set a phaser's location after it has been fired
21:22:19thread_lemme try geom
21:22:25tttt7858where is gameobject'
21:22:41thread_nope
21:25:32SkybaxI'd suggest using the ranks from the game Beat Hazard
21:25:37SkybaxThey have a bunch and they look cool
21:25:53SkybaxJust make em small and slap em on like a badge
21:26:16Nothing_Muchoh my
21:26:27Nothing_Muchwill the news section be fixed anytime soon?
21:26:35Nothing_Muchbecause that would be scary to some newcomers
21:26:48raptorNothing_Much: refresh the page
21:26:48tttt7858ya skybax
21:27:13Nothing_Muchraptor: still growin!
21:27:23raptorNothing_Much: on the forums page, or the home page?
21:27:28Nothing_Muchhome page
21:27:33raptorah
21:27:55Nothing_Muchlemme see the forums page.. looks alright
21:28:47Nothing_Muchforums look good
21:30:00tttt7858hmm
21:30:25raptorthe home page should go away eventually...
21:31:33tttt7858can you recolor characters
21:31:40raptorsure
21:31:41tttt7858like |
21:32:07raptortttt7858: will you be making code changes yourself? If so, you'll have to get a developer environment set up
21:34:04tttt7858No i just know a dude really goot at lua'
21:36:19raptorah, none of this code is Lua
21:36:21tttt7858but it could go like this Tier one ranks green R1 | R2 || R3 ||| tier 2 ranks Blue R1 | R2 || R3 ||| Tier 3 gold R1 |- R2 ||- R3 |||-
21:36:25raptorit's c++
21:36:31tttt7858oh dang
21:36:38tttt7858nvm then
21:36:54tttt7858i have a friend who can code c++ but believe me he is not too good
21:38:16tttt7858but i think the T1/T2 are | || ||| and t3 is |- ||- |||-
21:38:44tttt7858it could be on a badge template
21:39:13tttt7858like one that changes but there is only one badge info in help and it says it is the marker
21:42:24Skybax_ has joined
21:42:33thread_ Quit (Ping timeout: 272 seconds)
21:45:15Skybax Quit (Ping timeout: 272 seconds)
21:47:38Skybax_ is now known as Skybax
21:51:29Watusimoto has joined
22:09:47tttt7858hey
22:09:56tttt7858watus i see youve had problemos
22:10:04tttt7858but it could go like this Tier one ranks green R1 | R2 || R3 ||| tier 2 ranks Blue R1 | R2 || R3 ||| Tier 3 gold R1 |- R2 ||- R3 |||-
22:10:32tttt7858the rank could go on a badge template
22:10:34tttt7858a blank one
22:10:42tttt7858and go next to the badges
22:11:02tttt7858you kno?
22:12:51WatusimotoHI
22:12:57raptorback soon
22:12:58tttt7858heeloo
22:13:02tttt7858Cya
22:13:08Watusimotohi tttt7858
22:13:30tttt7858hey.
22:13:45Watusimotodo I know you by another name?
22:13:54tttt7858um...
22:13:54tttt7858hmm
22:14:00tttt7858silenced_light maybe?
22:14:04tttt7858forgot
22:14:15tttt7858But i was the dude with the chevron idea
22:14:32Watusimotoah, yes, I remember
22:14:42tttt7858i hear its hard to implement
22:14:57tttt7858but it could go like this Tier one ranks green R1 | R2 || R3 ||| tier 2 ranks Blue R1 | R2 || R3 ||| Tier 3 gold R1 |- R2 ||- R3 |||-
22:15:08tttt7858and they could be on a blank badge template next to badges
22:15:59raptorI broke MOTD message sending on master - not sure how yet, but i'll fix it when i come back
22:16:34tttt7858lol
22:19:21tttt7858but i think it should not be next to name on ship, raptor said it was hard to implement, so put it on the scoreboard :P
22:25:32Nothing_Muchhomepage is fixed
22:25:40Nothing_Muchbut the contest looks weird
22:25:43Nothing_Muchor news
22:33:51DarrelCMake Error: The source directory ***/build does not appear to contain CMakeLists.txt .... why does this happen? i mean, there really isn't a Cmakelists file in the build dir, but cmake (and the GCI Student Bootstrap) insist that I run the cmake -G blabal there
22:35:17LordDVG Quit (Remote host closed the connection)
22:47:09tttt7858 Quit (Ping timeout: 272 seconds)
22:49:36Watusimotohi Darrel
22:49:41Watusimotoyou are building Bitfighter??
22:49:46Darrelyep
22:50:14Watusimotothe way build usually works is you change to the build folder, and do cmake ..
22:50:21Watusimotonote the two .s
22:50:40WatusimotoI'm guessing you omitted the .s
22:50:56Darrelsilly me. yep :)
22:51:06Darrelthank you
23:00:25fordcars has joined
23:02:23fordcarsHi
23:03:22raptor!gci
23:03:22BFLogBotGCI Students Welcome! Please see: http://bitfighter.org/wiki/index.php/GCI_Student_Bootstrap for getting started.
23:04:54raptorok, now to fix my mess
23:19:50ZapGamer has joined
23:20:09ZapGamerWatus
23:20:11ZapGamerI found a bug!
23:20:19ZapGamerActually two more bugs
23:24:40koda waves
23:27:01Flynnn has joined
23:27:46ZapGamerFlynn
23:27:48ZapGamerRemember me?
23:30:05Watusimotohi flynn
23:30:23Watusimotohi ZapGamer
23:37:48ZapGamerWatus
23:37:59ZapGamerI'll message the bugs to you.
23:38:11ZapGamer Quit (Quit: Page closed)
23:38:56Darrelalright, I'm claiming the "TNL port gethostbyname to getaddrinfo" GCI task. and I go to sleep, heh. I'm pretty sure I know what needs to be done, just not sure how to test it, but i'll figure it out in the morning. Night guys!
23:39:01Darrel is now known as Darrel[OFF]
23:39:10Watusimotonight
23:40:20raptorhooray!
23:43:43fordcarsraptor, when people die they see enemy mines for a sec
23:43:47fordcarsLater!
23:43:50fordcars Quit (Quit: Page closed)
23:44:13Flynnn Quit (Quit: This computer has gone to sleep)
23:44:13raptoryes, fixed
23:45:14raptorok, that's actually not fixed
23:45:17Skybaxraptor, sometimes the energyitems only pretend to refule your energy
23:45:18raptormines are not, i mean
23:54:40Zapgamer has joined
23:55:18raptorI'm hating stl containers again
23:55:52ZapgamerWatusimoto, might want to check your forum account. I sent you a video about the bugs.
23:56:11raptorZapgamer: please open issues on them
23:56:12raptor!bugs
23:56:12BFLogBotTo enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs
23:56:23Zapgamero
23:56:24raptoralso, check with us if they've been fixed
23:56:34raptorcan you briefly explain them?
23:57:01Watusimotogenerally it's better to discuss them here
23:57:02ZapgamerA rare bug but when trying to build a teleporter and you get zapped. The green teleporter area stays and crashes your game
23:57:32raptorpost the video here
23:57:49Watusimotohttp://www.youtube.com/watch?v=VNNTY0We2tI&feature=youtu.be
23:57:54ZapgamerI couldn't reproduce it. It takes a bit of luck to capture it on video
23:58:22ZapgamerAlso you can get kill streaks by killing your teammates with mines
23:59:20ZapgamerThen again. Old bug but you can teleport through walls with another ship
23:59:44Watusimotolooks like he found a way to get through walls using engineered teleporters

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