#bitfighter IRC Log

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IRC Log for 2014-01-16

Timestamps are in GMT/BST.

00:00:59Darrel Quit (Read error: Connection reset by peer)
00:22:28raptor Quit ()
00:25:39Flynnn Quit (Quit: This computer has gone to sleep)
00:36:27Flynnn has joined
00:42:51amgin123hmm
00:49:44amgin123i think that is worser
01:04:41amgin123hey sam
01:04:50amgin123will you help me test my new level
01:04:50sam686hi
01:04:58amgin123see if its ok
01:05:01sam686ok
01:05:55sam686tell me when ready...
01:07:16amgin123ok i am
01:07:44amgin123my server
01:08:03amgin123sam coming?
01:18:48amgin123hmm
01:18:55amgin123thats a anoyying possible bug
01:19:13amgin123when i place my forcefeids near a corner they keep turning into te wall
01:23:37amgin123hmm
01:23:58sam686try holding down space?
01:24:16sam686holding down space turns off snapping to grid
01:24:42sam686to make is a space-lock, hold down space, press ESC, release space button, return back to editor
01:25:47amgin123its anoyying when i place a forcefeild and it places fine but when i laod the level they end up facing into teh wall
01:27:04amgin123uh
01:28:49amgin123darn it not i got it scaled werid i need 100%
01:30:03amgin123well shoot i accidently saved and everythingis scaled tiny
01:30:44amgin123great i lsot my level
01:32:38sam686heres a good thing to do, go to editor level parameter, change filename, and save. It will then save the level to a new copy, leaving the old level unchanged
01:35:14amgin123why is everything on pm pone spot depsite me rescaling with a facor of 8 several times
01:41:29sam686Maybe thats another problem, take a big level, scale by 0.5, then scale by 2. it won't scale back up.
01:42:30amgin123i used .1 several times
01:42:38amgin123then i used like 2 9 times nothing
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03:13:11amgin123uh
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03:42:52amgin123bitfighter needs a unsave buttonm XD
05:18:41Skybax has joined
05:32:28SkybaxSo fordcars... what map did you vote for? lol
05:32:45fordcarsLol I don't remember
05:35:00SkybaxReally? The poll only opened a few days ago lol
05:37:44amgin123sam....
05:43:23amgin123uhoh
05:43:27amgin123http://www.symantec.com/security_response/writeup.jsp?docid=2013-110421-3504-99&vid=4294921079&product=Norton%20Internet%20Security&version=21.1.0.18&plang=sym:EN&layouttype=TrialWare&buildname=Retail&heartbeatID=F2140F11-C625-443A-BFDD-72A8E72A6A00&env=prod&vendorid=1001790&plid=2&plgid=2&skup=21256528&skum=21292817&skuf=21228659&endpointid=%7BF2140F11-C625-443A-BFDD-72A8E72A6A00%7D&partnerid=1001790&lic_type=512&lic_attr=211241
05:43:34amgin123bitfighter
05:43:46amgin123notififier.exe
05:43:58fordcarsOh, I did't vote haha
05:44:30amgin123viruses on bitfighter? NO
05:44:49amgin123stupid norton antivirus
05:45:18fordcarsThe notifier is written in python, the Antivirus may be saying ths because of the GUI toolkits or requests
05:45:19amgin123!issues
05:45:35amgin123!commands
05:45:41amgin123!bug
05:45:41BFLogBotTo enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs
05:47:46amgin123https://code.google.com/p/bitfighter/issues/detail?id=370&thanks=370&ts=1389851249
05:47:57amgin123so raptor sees it ^_^
05:48:03amgin123later
05:48:57fordcarsOh wait
05:49:08fordcarsThat doesn't seem to come from Bitfighter: SONAR.Heuristic.112
05:50:37amgin123need a screenie it was in bitfigher_notifer.exe
05:53:32Skybaxfordcars are you gonna vote? lol
05:53:49fordcarskkkkk :P
05:54:11fordcarsMaybe it is one of the Toolkits
05:55:22fordcarsOh zombApocalypse is still there? Voted for that, 'cus my bot
05:55:33SkybaxCool lol
05:56:21amgin123voted for nothing
05:56:50amgin123i hate norton anti virus im about to toss it
05:56:56amgin123its adevs nightmare
05:58:22Skybaxamgin123 you should vote lol
05:58:31amgin123gtg bye see ya monday
05:58:34amgin123er friday
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07:01:26fordcarsNight!
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08:02:25Skybaxraptor, it's midnight, voting finished!
08:03:00raptorwho what
08:03:07raptorok, time to check
08:03:25raptorNOT HAPPY
08:03:58raptorI'm going to pretend I didn't see it... then go to bed and wake up tomorrow to see if there is change...
08:05:01raptorgood night!
08:05:11raptor*grumble*grumble*
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08:23:14SkybaxHahaha
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09:33:33vs73nxhi watusimoto, sorry i havent been around to doing coding
09:33:42watusimotothat's fine
09:33:45vs73nxbeen taking a break from coding
09:33:51watusimotothat's good!@
09:34:12vs73nxelectrical engineering, arduino, and modifying nerf guns
09:34:32vs73nxand blowing up LED's
09:34:46watusimotoif you want to continue to work on Bitfigthter stuff, there is no obligation in terms of frequency/duration. You can drop in/out as life permits, and there is no problem with that whatsoever.
09:34:55watusimotoAll good stuff!
09:34:56vs73nxoh i want to continue
09:35:43vs73nxits just that the hassles of sorting out the repo, and the fact that my mum wanted me to spend less time on the computer
09:35:56watusimotoshe's right, of course
09:35:58vs73nxbut i can now get back to coding
09:36:08vs73nxand making bitfighter wallpapers
09:36:18watusimotoI saw your other one, it was pretty cool
09:36:48vs73nxthanks
09:37:23watusimotoI have not taken a look at your repo
09:37:38watusimotolast I recall was that you were saying the code was working again
09:37:44vs73nxyes it was
09:37:54vs73nxbut there has been changes since i started work
09:38:04watusimotochanges in our end or yours?
09:38:18vs73nxyour one
09:38:24vs73nxthe main BF one
09:38:26watusimotoyes, there always are
09:38:31watusimotobut that's ok
09:38:44watusimotohg is designed to work that way
09:38:50Flynnn has joined
09:39:02watusimotowe'll create a patch of your stuff and apply it to the main repo
09:39:08watusimotoit should be no problem
09:39:21vs73nxwell, i need to finish my work, make a patch of my work, remove all my changes, AND then pull from the main one
09:39:31vs73nxand then i will be done
09:39:45vs73nxBOOM; repo problems solved
09:39:48watusimotothere may be an easier way
09:40:02watusimotoyour current repo is healthy?
09:40:11vs73nxunfinished work
09:40:30vs73nxit works, but i need to do the work in the hastebin
09:40:42watusimotobut the repo itself is ok?
09:40:58vs73nxyes
09:41:16watusimotothen there may be a way to update that repo with all the changes in the master repo
09:41:33watusimotothere is a way to do this with git, I'm sure the equivalent functionality exists in hg
09:41:44watusimotomaybe we can ask raptor when he comes on
09:42:07vs73nxyeah, but remember. I need to pull from anpther repo
09:42:18vs73nxso i cant pull from the origin
09:42:27vs73nxi have to pull from the main repo
09:42:39watusimotoBF -> your google copy -> your local copy
09:42:42watusimotois that right?
09:42:45vs73nxyes
09:43:15watusimotoso I am saying you might be able to update your google copy from the master BF copy, then pull those changes into your local copy
09:43:48vs73nxill ask raptor
09:44:22vs73nxanyways in the hastebin ( http://hastebin.com/lifotekuja.txt ) at around line 15, you said that that stement looked wiered
09:44:28vs73nxwell its perfectly valid
09:45:05vs73nxi need to set the value of filename according to if i am using a playlist or not
09:45:45vs73nxalthough in the statement the if and else need to be reversed
09:45:53vs73nxso it would be like this...
09:46:01vs73nxif(getSettingsPtr()->isUsingPlaylist())
09:46:02vs73nxfilename = folderManager->findLevelFile(mLevelSource->getLevelFileName(mLevelLoadIndex));
09:46:02vs73nxelse
09:46:02vs73nxfilename = mLevelSource->getLevelFileName(mLevelLoadIndex);
09:46:27watusimotoI was wondering why getLeveFileName can't be modified to do the foldermanager lookup
09:46:35vs73nxSo you were right afterall
09:46:42vs73nxit was a bit wrongg
09:46:44watusimotoyou'll have two different implementations of getLevelFileName
09:47:04vs73nxand im using different foldermanagers
09:47:09watusimotoone in folderlevelsource, one in fileListLevelSource
09:47:13vs73nxis that bad?
09:47:21watusimotoso each can work differenlty
09:47:23vs73nxhmm
09:47:59watusimotothen you don't need to have an if -- the approropriate one will be called based on the class of the actual object in mLevelSource
09:48:30watusimoto*usually* you shouldn't distinguish between subclasses in the way you did. it is usually a sign of a design problem
09:49:45vs73nxis there a better way of doing what i wanted to do with my classes?
09:50:52watusimotoprobably, but it's hard to say for sure without looking at the code. You probably want to put the findLevelFile inside of getLevelFilenName
09:51:10watusimotoso you can just do filename = mLevelSource->getLevelFileName(mLevelLoadIndex); for both classes
09:51:44watusimotoremember, there are two different implementations of getLevelFileName, so they can work differently
09:52:04watusimotobut they should *do* the same thing. One should not return a value that needs further work if the other does not
09:52:26watusimotoin both cases, you should get back a fully useable level file name
09:53:15vs73nxwhen using a playlist i need to find the level file with getLevelFile. otherwise it oesnt work
09:53:18vs73nx*doesnt
09:53:57vs73nxGetLevelFileName doesnt work for a playlist
09:54:04watusimotook, so do that inside getLevelFinleName
09:54:17watusimotoyou can/should write your own getLevelFileName that does work
09:54:45vs73nxso do i do...
09:54:46vs73nxfilename = mLevelSource->getLevelFileName(mLevelLoadIndex);
09:55:20vs73nx*^^^ By getLevelFile i mean getLevelFileName
09:55:34watusimotook, but why do you need to do findLevelFile in some cases?
09:56:08vs73nxlet me check...
09:56:16vs73nxprintf to the rescue!
10:01:21vs73nxa quick hacky fix will be to append levels/ to the front of filename
10:01:31vs73nxfindLevelFile does that
10:01:56vs73nxor atleast append where the level file is
10:02:00watusimotowhy not just do the findLevelFiles inside of FileLevelSource::getLevelFileName?
10:02:19watusimoto(or do the append)
10:02:39vs73nxthat seems like a reasonable idea
10:02:44watusimotoI think that getLevelFileName shoudl always return a fully qualified filename
10:02:54watusimotoand then you won't need that if block I don't like
10:03:32vs73nxgetLevelFileName is only in levelsource
10:03:49watusimotoright... so you need to override it and implement it in your class
10:03:50vs73nxwait... so are you saying for me to make my own implementation?
10:03:54watusimotoexactly
10:03:56vs73nxokie dokie
10:04:04watusimotoyou can use the code in the parent version...
10:04:11watusimotobut add your own
10:04:13vs73nx*or however i spell it
10:04:13watusimotolike this:
10:04:15vs73nxok
10:04:56watusimotobasename = Parent::getLevelFileName(xx);
10:04:56watusimoto// APpend pathname
10:04:56watusimotoreturn joindir(path, basename)
10:05:01watusimotosomething like that
10:05:07watusimotoyou may need to define parent
10:05:17vs73nxi already did
10:05:23watusimotolook for "typedef.*Parent... ok
10:05:39vs73nxclass FileListLevelSource : public LevelSource
10:05:39vs73nx{
10:05:39vs73nxtypedef LevelSource Parent;
10:05:44watusimotoperfect
10:05:52watusimotoC++ should provide that automatically, as Java does
10:06:15vs73nxbetter safe than sorry
10:06:42vs73nxbesides... all the other LevelSource children do it
10:07:14watusimotoI always try to define it
10:08:07vs73nxand i have no objections to it
10:09:23vs73nxim going to have to make getLevelFileName virtual
10:09:28vs73nxis that ok?
10:09:50vs73nxi know that in java i can do @ovveride
10:10:11vs73nxis there something simmilar to that in c++?
10:10:26Flynnn Quit (Quit: This computer has gone to sleep)
10:14:06vs73nxnevermind
10:14:56watusimotodeclcare the paernt virtual
10:15:07vs73nxok
10:35:38vs73nxthe fileListLevelSource implementations of populateLevelInfoFromSource is exactly the same as the FolderLevelSource implementation
10:36:07watusimotook, then do you really need the if?
10:36:08vs73nxshould i have FileListLevelSource be a chile of FolderLevelSource?
10:36:23vs73nxno
10:36:25watusimotooh, sorry, I see what you mean
10:36:58watusimotomaybe push the implementation up to the parent level?
10:37:08watusimotomaybe make one a subclass of the other
10:37:15watusimotomaybe create a common function that both call
10:37:19watusimotothose are your options
10:37:49watusimotothe thing to look at is the other methods... are they all basically the same, or is this the only one?
10:38:28vs73nxi cant make the implementation at the parent level because StringLevelSource uses a completley different one
10:39:00vs73nx* implementation of populateLevelInfoFromSource
10:40:14vs73nxstrangley LevelSource's implementation is simply this....
10:40:14vs73nxreturn populateLevelInfoFromSource(fullFilename, mLevelInfos[index]);
10:42:27watusimotoI'd say if the classes are mostly identical, then either make one a subclass of the other, or create an intermediate class that holds the common functionality and create two subclasses of that
10:43:12watusimotoone thing to consider is that when you have a class structure, you should be able to say this sentence: <subclass> is a kind of <parent class>
10:43:16vs73nxwatusimoto: right as you said that someone on #c++-basic said the same thing
10:44:06vs73nx<niklasfi> vs73nx: often, sharing the same code meams, that both subclasses have some common property. Find a good name for this property, and create a subclass of your root class (with the pure virtual function) and let both classes, that share the code inherit from it
10:44:07watusimotoin this case, I don't see that kind of connection with FileListLS and FolderLS, neither is really a kind of the other
10:44:29watusimotobut both may be a kind of something yet to be discovered/named
10:44:30vs73nxyeahi do
10:45:03vs73nxactually they are not
10:45:08watusimotoyes, I basically agree with niklasfi
10:45:11vs73nxjust some shared code
10:45:45vs73nxmaybe MultiFileLevelSource
10:46:15vs73nxboth fileListLS, and folderLS both load multiple files
10:46:23vs73nxbut stringLS doesnt
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10:54:06vs73nxmaking in intermediate will give me some code issues
10:54:34vs73nxthroughout the code LevelSourcePtr is used option
10:55:03vs73nxactually, nvm
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11:01:37ozbfsigh
11:05:05watusimotohi ozbf
11:06:23vs73nxgoodnight everyone
11:06:28vs73nx Quit (Quit: Ok Leaving, Bye!)
11:09:07ozbfglad to see you're on game jolt and desura. I'd never heard of em till bitfighter joined up with them.
11:09:24ozbfBut then again I'm not really a gamer.
11:09:32watusimotoneither am I
11:09:57Darrel Quit (Ping timeout: 248 seconds)
11:10:30ozbfdid google adwords ever work out?
11:10:46ozbfor too busy to try.
11:11:49ozbfi did submit to a couple that i suggested on the forum - http://www.ecogamer.com.au/archive/content/117-random-round-up/6248-tuesday-random-roundup-88185 is one.
11:11:54watusimotonever tried it
11:12:32watusimotogreat, thanks
11:15:49ozbfseems you got an aussie.
11:15:58ozbffellow aussie from reading the forums.
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11:17:11watusimotowe have several aussies, actually
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11:26:40ozbfHow did they find you?
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11:35:03watusimotoI don't know
11:36:27watusimotohow did you find us
11:36:34watusimoto?
11:36:42ozbfI can't remember - it was several years ago
11:40:46ozbfSometime in 2010 I think.
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11:55:01ozbfhttp://www.makeuseof.com/tag/3-awesome-social-networks-just-for-gamers/
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12:17:05ozbfhttp://mashable.com/2013/02/15/retro-asteroid-games/ Hmm someone comment about bitfihgter here.
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15:01:42ozbfwhere's IP:199.192.229.168:25955 put in?
15:01:51ozbfI can only locate teh joystick.ini
15:01:52ozbffile.
15:02:06ozbfoh it's working now.
15:02:20ozbfnevermind. i was told to wait one minute and it would work but it didn't on first load.
15:02:27ozbfhad to shutdown and restart bitfighter.
15:04:48ozbfthat might discourage newbies.
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17:27:32raptorgood day!
17:28:29raptorexcept - I just walked into work and found out three people on my team have been let go...
17:28:47raptorof course I'm late and missed the dismissal meeting (sickos at home)
17:29:01raptorI don't like days like this too much...
17:48:21bobdaduckdang
17:58:42raptorcontest results!: http://bitfighter.org/forums/viewtopic.php?f=13&t=2222
17:58:58raptorwatusimoto: you chose another of my maps for screenshots on game jolt...
18:00:37raptornow I just have to figure out how to get them to play good...
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19:21:57BFLogBot Commit: ff6601eb6888 | Author: sam8641 | Message: Delay mNetInterface->processConnections(); until right after other objects idle() which may help reduce lag; Stop saving levels titled "Unnamed Level"
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19:54:28Watusimoto_raptor: why did they let your teammates go?
19:59:42raptorhi again
19:59:52Watusimoto_hi
20:00:02Watusimoto_sounds like a bad day at the office
20:00:04raptorI have no idea - but there may be restructuring going on
20:00:15raptori'm home now - sickies at home
20:00:25raptorso i get to miss more of the fun, i suppose
20:01:08Watusimoto_usually the restructure happens sooner after the acquisition, no?
20:01:30raptoryeah, one did when that happened about 3-ish years ago
20:01:37raptorthis one is a bit suprising
20:02:14Watusimoto_I hope you are not directly impacted
20:04:20vs73nxWatusimoto_: do you know if its possible for a Subclass (MultiLevelLS), which inherits from a Superclass (LevelSource), to pass on pure virtual methods from the Superclass, to its Children (FolderLevelSource and FileListLevelSource)
20:04:33Watusimoto_hi vs73nx
20:04:35raptori'm told I won't be... we'll see...
20:05:11bobdaduck has joined
20:05:20Watusimoto_vs73nx: just don't implement them
20:05:29vs73nxI tried and it seems like i cant
20:05:32Watusimoto_and they get "passed on"
20:05:36Watusimoto_why not?
20:05:43vs73nxoh
20:06:25vs73nx 's Brain finally turns on
20:08:00thread_hey raptor, did you ever try my "BCL" code that changes the loadout system into a class system?
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20:16:48raptorhi thread_
20:16:53bobdaduckhi thread_
20:16:58thread_hi thread_
20:16:59raptori tried BCL briefly
20:17:08raptordidn't get much into it yet
20:17:55thread_Just wondering because that is probably my best and most in depth levelgen
20:18:39raptori'm currently prototyping a new gametype with a levelgen
20:18:51raptorbut I think I need evil genius ideas
20:19:09thread_i can provide those
20:19:15raptorso bobdaduck, how did you make suns grow/shrink when repairing on that one level?
20:19:33raptorbasically, I need to create something that can be repaired
20:19:40bobdaduckI asked them nicely
20:19:53bobdaduckMake sure the levelgen file has "--please?"
20:20:00raptorhaha
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20:20:19bobdaduckI tied the sun growth to a central repairable item, in my case a neutral projector enclosed in thin barriers.
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20:21:11raptorfor either of you (thread_, bobdaduck): have you ever experimented with making something repairable (or simulate a repairable) but that has more 'health' than a standard turret/ff?
20:21:23bobdaduckThe suns do that
20:21:36bobdaduckI basically spawned a burst on the projector when its health was above 90%
20:22:52Flynnn Quit (Client Quit)
20:23:07raptorhmmm....
20:23:13raptorinteresting
20:23:26bobdaduckbecause, you know, I couldn't do projector:setHealth() back then.
20:23:36raptordo you sill have that level? if so, can I see it again?
20:23:54bobdaduckYeah
20:24:37bobdaduckcan I just pastie the levelgen?
20:25:16thread_btw, does it work to setPos on a projector now?
20:25:28thread_I want to do some weird things
20:25:35bobdaduckI think it actually still just crashes when you do things with projectors
20:25:37Flynnn has joined
20:25:45thread_aww
20:25:50Skybaxbobdaduck you sly dog
20:26:03bobdaduckhm?
20:26:38SkybaxYou won the contest lol
20:26:50bobdaduckDon't look at me
20:26:52bobdaduckI didn't vote
20:27:40bobdaduckstill haven't
20:28:22thread_so it was you then!
20:28:32thread_we knew someone didn't vote
20:29:23bobdaduckI think riot probably should have won
20:31:14vs73nxi forgot to vote
20:31:20vs73nxim going to toda
20:31:33vs73nx*today
20:31:37vs73nxif it is still open
20:31:41SkybaxIt's not
20:32:10SkybaxEnded last night.. well techincally it ended when raptor woke up lol.. if it had ended last night there would be another round cause there was a tie x)
20:32:11vs73nxoh
20:32:39vs73nxif im still in the competition, ill improve my map
20:32:54vs73nxmines probably the least impressive :P
20:33:11vs73nxbut hey... im not really a mapmaker
20:33:18thread_I hoped mine would have at least gotten more votes
20:34:08vs73nxwhats the link to the contest forum thread?
20:35:05vs73nxnevermind\
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21:00:12raptorhi
21:00:15raptorsay what?
21:00:21raptorbobdaduck: yes pastie OK
21:01:18bobdaduckhttp://pastie.org/8640273
21:01:32raptordanke
21:03:09raptorthread_: I think there was a crash or two with engineered items, but I fixed them for 019a..
21:03:22thread_yay!
21:06:11raptorspeaking of which - we should be polishing things up for that release soon... I think watusimoto wants to start postponing bugs :)
21:06:37thread_this one is going by faster than 018a to 019
21:06:44raptorheh, yes
21:06:53vs73nxyeah my mappable editor keys are going to be in 19a :D
21:07:03vs73nx*019a
21:07:04raptorthere's a psychological difference with a full release number
21:07:18raptorit means we get to break a lot more and introduce more bugs.. i mean features
21:07:19vs73nxyeah
21:07:32thread_whooo!
21:11:49vs73nxyay! i have abstracted all duplicate code in each levelSource implementation ( FileListLS and FolderLS ) to a new superclass to both those children ( MultiLevelLS )
21:16:40thread_raptor, I think the new rule of thumb is: If you add all the features, I will still have some idea that wasn't covered
21:16:42raptorha! probably too true
21:17:24thread_I'll admit, it is fun when I come up with some idea that really pushes the boundaries of possible
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21:39:00thread_can we make walls a child class of MoveObject please? I have too many evil plans
21:39:01raptorbonkers
21:39:02thread_for one, i want to make a pinball map, but what else can I use for flippers? a line of resource items will flip things in weird directions
21:39:03raptorummm...
21:39:03raptor...
21:39:03raptora forcefield?
21:39:03thread_but those dont have velocity
21:39:04thread_so I can't get them to "flip"
21:39:08thread_and push an object
21:39:16thread_they'd just move over
21:40:00thread_(this is probably a map better left not made)
21:41:19raptorsounds like our engine doesn't quite have what you want...
21:41:20thread_see: rule of thumb
21:41:20raptoroh! I need to give out those pesky badges...
21:41:20thread_D I get one?
21:41:21thread_*do
21:41:37raptorjust the winners of the level design contest
21:41:41vs73nxi probably didnt :(
21:41:54vs73nxwait! i get my developer badge
21:42:43vs73nxfor GCI
21:42:44raptorvs73nx: you can see results here: http://bitfighter.org/forums/viewtopic.php?f=13&t=2222
21:43:08vs73nxi better work on the ovverlapping objects game mechanic
21:43:20vs73nxi like it
21:43:20raptoroh yeah - uhh... we still have to do our GCI 'audit' and make sure all code is in, etc.
21:43:38vs73nxmy playlist GCI task doesnt count
21:44:09vs73nxit could...
21:44:10vs73nxi think im ready for a seconf round of review
21:45:46raptorwas watusimoto looking at that recently?
21:46:34Watusimoto_ has joined
21:50:36vs73nxYEAH
21:50:39vs73nx hates capslock
21:53:27bobdaduckI HATE CAPSLOCK TOO.
21:53:51vs73nxraptor: is there a way to squash two commits together?
21:54:05raptoryes
21:54:10raptorumm... somehow
21:55:24raptorvs73nx: you can use hg rebase
21:55:30raptorbut you may need to enable that extension
21:58:00raptorthere's also the collapse extension, which may be simpler, but that one needs to be installed: http://mercurial.selenic.com/wiki/CollapseExtension
21:58:18vs73nxyeah that seems better
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