Timestamps are in GMT/BST.
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| 00:42:51 | amgin123 | hmm |
| 00:49:44 | amgin123 | i think that is worser |
| 01:04:41 | amgin123 | hey sam |
| 01:04:50 | amgin123 | will you help me test my new level |
| 01:04:50 | sam686 | hi |
| 01:04:58 | amgin123 | see if its ok |
| 01:05:01 | sam686 | ok |
| 01:05:55 | sam686 | tell me when ready... |
| 01:07:16 | amgin123 | ok i am |
| 01:07:44 | amgin123 | my server |
| 01:08:03 | amgin123 | sam coming? |
| 01:18:48 | amgin123 | hmm |
| 01:18:55 | amgin123 | thats a anoyying possible bug |
| 01:19:13 | amgin123 | when i place my forcefeids near a corner they keep turning into te wall |
| 01:23:37 | amgin123 | hmm |
| 01:23:58 | sam686 | try holding down space? |
| 01:24:16 | sam686 | holding down space turns off snapping to grid |
| 01:24:42 | sam686 | to make is a space-lock, hold down space, press ESC, release space button, return back to editor |
| 01:25:47 | amgin123 | its anoyying when i place a forcefeild and it places fine but when i laod the level they end up facing into teh wall |
| 01:27:04 | amgin123 | uh |
| 01:28:49 | amgin123 | darn it not i got it scaled werid i need 100% |
| 01:30:03 | amgin123 | well shoot i accidently saved and everythingis scaled tiny |
| 01:30:44 | amgin123 | great i lsot my level |
| 01:32:38 | sam686 | heres 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 |
| 01:35:14 | amgin123 | why is everything on pm pone spot depsite me rescaling with a facor of 8 several times |
| 01:41:29 | sam686 | Maybe thats another problem, take a big level, scale by 0.5, then scale by 2. it won't scale back up. |
| 01:42:30 | amgin123 | i used .1 several times |
| 01:42:38 | amgin123 | then i used like 2 9 times nothing |
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| 03:13:11 | amgin123 | uh |
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| 03:42:52 | amgin123 | bitfighter needs a unsave buttonm XD |
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| 05:32:28 | Skybax | So fordcars... what map did you vote for? lol |
| 05:32:45 | fordcars | Lol I don't remember |
| 05:35:00 | Skybax | Really? The poll only opened a few days ago lol |
| 05:37:44 | amgin123 | sam.... |
| 05:43:23 | amgin123 | uhoh |
| 05:43:27 | amgin123 | http://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 |
| 05:43:34 | amgin123 | bitfighter |
| 05:43:46 | amgin123 | notififier.exe |
| 05:43:58 | fordcars | Oh, I did't vote haha |
| 05:44:30 | amgin123 | viruses on bitfighter? NO |
| 05:44:49 | amgin123 | stupid norton antivirus |
| 05:45:18 | fordcars | The notifier is written in python, the Antivirus may be saying ths because of the GUI toolkits or requests |
| 05:45:19 | amgin123 | !issues |
| 05:45:35 | amgin123 | !commands |
| 05:45:41 | amgin123 | !bug |
| 05:45:41 | BFLogBot | To enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs |
| 05:47:46 | amgin123 | https://code.google.com/p/bitfighter/issues/detail?id=370&thanks=370&ts=1389851249 |
| 05:47:57 | amgin123 | so raptor sees it ^_^ |
| 05:48:03 | amgin123 | later |
| 05:48:57 | fordcars | Oh wait |
| 05:49:08 | fordcars | That doesn't seem to come from Bitfighter: SONAR.Heuristic.112 |
| 05:50:37 | amgin123 | need a screenie it was in bitfigher_notifer.exe |
| 05:53:32 | Skybax | fordcars are you gonna vote? lol |
| 05:53:49 | fordcars | kkkkk :P |
| 05:54:11 | fordcars | Maybe it is one of the Toolkits |
| 05:55:22 | fordcars | Oh zombApocalypse is still there? Voted for that, 'cus my bot |
| 05:55:33 | Skybax | Cool lol |
| 05:56:21 | amgin123 | voted for nothing |
| 05:56:50 | amgin123 | i hate norton anti virus im about to toss it |
| 05:56:56 | amgin123 | its adevs nightmare |
| 05:58:22 | Skybax | amgin123 you should vote lol |
| 05:58:31 | amgin123 | gtg bye see ya monday |
| 05:58:34 | amgin123 | er friday |
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| 07:01:26 | fordcars | Night! |
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| 08:02:25 | Skybax | raptor, it's midnight, voting finished! |
| 08:03:00 | raptor | who what |
| 08:03:07 | raptor | ok, time to check |
| 08:03:25 | raptor | NOT HAPPY |
| 08:03:58 | raptor | I'm going to pretend I didn't see it... then go to bed and wake up tomorrow to see if there is change... |
| 08:05:01 | raptor | good night! |
| 08:05:11 | raptor | *grumble*grumble* |
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| 08:23:14 | Skybax | Hahaha |
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| 09:33:33 | vs73nx | hi watusimoto, sorry i havent been around to doing coding |
| 09:33:42 | watusimoto | that's fine |
| 09:33:45 | vs73nx | been taking a break from coding |
| 09:33:51 | watusimoto | that's good!@ |
| 09:34:12 | vs73nx | electrical engineering, arduino, and modifying nerf guns |
| 09:34:32 | vs73nx | and blowing up LED's |
| 09:34:46 | watusimoto | if 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. |
| 09:34:55 | watusimoto | All good stuff! |
| 09:34:56 | vs73nx | oh i want to continue |
| 09:35:43 | vs73nx | its just that the hassles of sorting out the repo, and the fact that my mum wanted me to spend less time on the computer |
| 09:35:56 | watusimoto | she's right, of course |
| 09:35:58 | vs73nx | but i can now get back to coding |
| 09:36:08 | vs73nx | and making bitfighter wallpapers |
| 09:36:18 | watusimoto | I saw your other one, it was pretty cool |
| 09:36:48 | vs73nx | thanks |
| 09:37:23 | watusimoto | I have not taken a look at your repo |
| 09:37:38 | watusimoto | last I recall was that you were saying the code was working again |
| 09:37:44 | vs73nx | yes it was |
| 09:37:54 | vs73nx | but there has been changes since i started work |
| 09:38:04 | watusimoto | changes in our end or yours? |
| 09:38:18 | vs73nx | your one |
| 09:38:24 | vs73nx | the main BF one |
| 09:38:26 | watusimoto | yes, there always are |
| 09:38:31 | watusimoto | but that's ok |
| 09:38:44 | watusimoto | hg is designed to work that way |
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| 09:39:02 | watusimoto | we'll create a patch of your stuff and apply it to the main repo |
| 09:39:08 | watusimoto | it should be no problem |
| 09:39:21 | vs73nx | well, i need to finish my work, make a patch of my work, remove all my changes, AND then pull from the main one |
| 09:39:31 | vs73nx | and then i will be done |
| 09:39:45 | vs73nx | BOOM; repo problems solved |
| 09:39:48 | watusimoto | there may be an easier way |
| 09:40:02 | watusimoto | your current repo is healthy? |
| 09:40:11 | vs73nx | unfinished work |
| 09:40:30 | vs73nx | it works, but i need to do the work in the hastebin |
| 09:40:42 | watusimoto | but the repo itself is ok? |
| 09:40:58 | vs73nx | yes |
| 09:41:16 | watusimoto | then there may be a way to update that repo with all the changes in the master repo |
| 09:41:33 | watusimoto | there is a way to do this with git, I'm sure the equivalent functionality exists in hg |
| 09:41:44 | watusimoto | maybe we can ask raptor when he comes on |
| 09:42:07 | vs73nx | yeah, but remember. I need to pull from anpther repo |
| 09:42:18 | vs73nx | so i cant pull from the origin |
| 09:42:27 | vs73nx | i have to pull from the main repo |
| 09:42:39 | watusimoto | BF -> your google copy -> your local copy |
| 09:42:42 | watusimoto | is that right? |
| 09:42:45 | vs73nx | yes |
| 09:43:15 | watusimoto | so 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 |
| 09:43:48 | vs73nx | ill ask raptor |
| 09:44:22 | vs73nx | anyways in the hastebin ( http://hastebin.com/lifotekuja.txt ) at around line 15, you said that that stement looked wiered |
| 09:44:28 | vs73nx | well its perfectly valid |
| 09:45:05 | vs73nx | i need to set the value of filename according to if i am using a playlist or not |
| 09:45:45 | vs73nx | although in the statement the if and else need to be reversed |
| 09:45:53 | vs73nx | so it would be like this... |
| 09:46:01 | vs73nx | if(getSettingsPtr()->isUsingPlaylist()) |
| 09:46:02 | vs73nx | filename = folderManager->findLevelFile(mLevelSource->getLevelFileName(mLevelLoadIndex)); |
| 09:46:02 | vs73nx | else |
| 09:46:02 | vs73nx | filename = mLevelSource->getLevelFileName(mLevelLoadIndex); |
| 09:46:27 | watusimoto | I was wondering why getLeveFileName can't be modified to do the foldermanager lookup |
| 09:46:35 | vs73nx | So you were right afterall |
| 09:46:42 | vs73nx | it was a bit wrongg |
| 09:46:44 | watusimoto | you'll have two different implementations of getLevelFileName |
| 09:47:04 | vs73nx | and im using different foldermanagers |
| 09:47:09 | watusimoto | one in folderlevelsource, one in fileListLevelSource |
| 09:47:13 | vs73nx | is that bad? |
| 09:47:21 | watusimoto | so each can work differenlty |
| 09:47:23 | vs73nx | hmm |
| 09:47:59 | watusimoto | then you don't need to have an if -- the approropriate one will be called based on the class of the actual object in mLevelSource |
| 09:48:30 | watusimoto | *usually* you shouldn't distinguish between subclasses in the way you did. it is usually a sign of a design problem |
| 09:49:45 | vs73nx | is there a better way of doing what i wanted to do with my classes? |
| 09:50:52 | watusimoto | probably, but it's hard to say for sure without looking at the code. You probably want to put the findLevelFile inside of getLevelFilenName |
| 09:51:10 | watusimoto | so you can just do filename = mLevelSource->getLevelFileName(mLevelLoadIndex); for both classes |
| 09:51:44 | watusimoto | remember, there are two different implementations of getLevelFileName, so they can work differently |
| 09:52:04 | watusimoto | but they should *do* the same thing. One should not return a value that needs further work if the other does not |
| 09:52:26 | watusimoto | in both cases, you should get back a fully useable level file name |
| 09:53:15 | vs73nx | when using a playlist i need to find the level file with getLevelFile. otherwise it oesnt work |
| 09:53:18 | vs73nx | *doesnt |
| 09:53:57 | vs73nx | GetLevelFileName doesnt work for a playlist |
| 09:54:04 | watusimoto | ok, so do that inside getLevelFinleName |
| 09:54:17 | watusimoto | you can/should write your own getLevelFileName that does work |
| 09:54:45 | vs73nx | so do i do... |
| 09:54:46 | vs73nx | filename = mLevelSource->getLevelFileName(mLevelLoadIndex); |
| 09:55:20 | vs73nx | *^^^ By getLevelFile i mean getLevelFileName |
| 09:55:34 | watusimoto | ok, but why do you need to do findLevelFile in some cases? |
| 09:56:08 | vs73nx | let me check... |
| 09:56:16 | vs73nx | printf to the rescue! |
| 10:01:21 | vs73nx | a quick hacky fix will be to append levels/ to the front of filename |
| 10:01:31 | vs73nx | findLevelFile does that |
| 10:01:56 | vs73nx | or atleast append where the level file is |
| 10:02:00 | watusimoto | why not just do the findLevelFiles inside of FileLevelSource::getLevelFileName? |
| 10:02:19 | watusimoto | (or do the append) |
| 10:02:39 | vs73nx | that seems like a reasonable idea |
| 10:02:44 | watusimoto | I think that getLevelFileName shoudl always return a fully qualified filename |
| 10:02:54 | watusimoto | and then you won't need that if block I don't like |
| 10:03:32 | vs73nx | getLevelFileName is only in levelsource |
| 10:03:49 | watusimoto | right... so you need to override it and implement it in your class |
| 10:03:50 | vs73nx | wait... so are you saying for me to make my own implementation? |
| 10:03:54 | watusimoto | exactly |
| 10:03:56 | vs73nx | okie dokie |
| 10:04:04 | watusimoto | you can use the code in the parent version... |
| 10:04:11 | watusimoto | but add your own |
| 10:04:13 | vs73nx | *or however i spell it |
| 10:04:13 | watusimoto | like this: |
| 10:04:15 | vs73nx | ok |
| 10:04:56 | watusimoto | basename = Parent::getLevelFileName(xx); |
| 10:04:56 | watusimoto | // APpend pathname |
| 10:04:56 | watusimoto | return joindir(path, basename) |
| 10:05:01 | watusimoto | something like that |
| 10:05:07 | watusimoto | you may need to define parent |
| 10:05:17 | vs73nx | i already did |
| 10:05:23 | watusimoto | look for "typedef.*Parent... ok |
| 10:05:39 | vs73nx | class FileListLevelSource : public LevelSource |
| 10:05:39 | vs73nx | { |
| 10:05:39 | vs73nx | typedef LevelSource Parent; |
| 10:05:44 | watusimoto | perfect |
| 10:05:52 | watusimoto | C++ should provide that automatically, as Java does |
| 10:06:15 | vs73nx | better safe than sorry |
| 10:06:42 | vs73nx | besides... all the other LevelSource children do it |
| 10:07:14 | watusimoto | I always try to define it |
| 10:08:07 | vs73nx | and i have no objections to it |
| 10:09:23 | vs73nx | im going to have to make getLevelFileName virtual |
| 10:09:28 | vs73nx | is that ok? |
| 10:09:50 | vs73nx | i know that in java i can do @ovveride |
| 10:10:11 | vs73nx | is there something simmilar to that in c++? |
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| 10:14:06 | vs73nx | nevermind |
| 10:14:56 | watusimoto | declcare the paernt virtual |
| 10:15:07 | vs73nx | ok |
| 10:35:38 | vs73nx | the fileListLevelSource implementations of populateLevelInfoFromSource is exactly the same as the FolderLevelSource implementation |
| 10:36:07 | watusimoto | ok, then do you really need the if? |
| 10:36:08 | vs73nx | should i have FileListLevelSource be a chile of FolderLevelSource? |
| 10:36:23 | vs73nx | no |
| 10:36:25 | watusimoto | oh, sorry, I see what you mean |
| 10:36:58 | watusimoto | maybe push the implementation up to the parent level? |
| 10:37:08 | watusimoto | maybe make one a subclass of the other |
| 10:37:15 | watusimoto | maybe create a common function that both call |
| 10:37:19 | watusimoto | those are your options |
| 10:37:49 | watusimoto | the thing to look at is the other methods... are they all basically the same, or is this the only one? |
| 10:38:28 | vs73nx | i cant make the implementation at the parent level because StringLevelSource uses a completley different one |
| 10:39:00 | vs73nx | * implementation of populateLevelInfoFromSource |
| 10:40:14 | vs73nx | strangley LevelSource's implementation is simply this.... |
| 10:40:14 | vs73nx | return populateLevelInfoFromSource(fullFilename, mLevelInfos[index]); |
| 10:42:27 | watusimoto | I'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 |
| 10:43:12 | watusimoto | one 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> |
| 10:43:16 | vs73nx | watusimoto: right as you said that someone on #c++-basic said the same thing |
| 10:44:06 | vs73nx | <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 |
| 10:44:07 | watusimoto | in this case, I don't see that kind of connection with FileListLS and FolderLS, neither is really a kind of the other |
| 10:44:29 | watusimoto | but both may be a kind of something yet to be discovered/named |
| 10:44:30 | vs73nx | yeahi do |
| 10:45:03 | vs73nx | actually they are not |
| 10:45:08 | watusimoto | yes, I basically agree with niklasfi |
| 10:45:11 | vs73nx | just some shared code |
| 10:45:45 | vs73nx | maybe MultiFileLevelSource |
| 10:46:15 | vs73nx | both fileListLS, and folderLS both load multiple files |
| 10:46:23 | vs73nx | but stringLS doesnt |
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| 10:54:06 | vs73nx | making in intermediate will give me some code issues |
| 10:54:34 | vs73nx | throughout the code LevelSourcePtr is used option |
| 10:55:03 | vs73nx | actually, nvm |
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| 11:01:37 | ozbf | sigh |
| 11:05:05 | watusimoto | hi ozbf |
| 11:06:23 | vs73nx | goodnight everyone |
| 11:06:28 | | vs73nx Quit (Quit: Ok Leaving, Bye!) |
| 11:09:07 | ozbf | glad to see you're on game jolt and desura. I'd never heard of em till bitfighter joined up with them. |
| 11:09:24 | ozbf | But then again I'm not really a gamer. |
| 11:09:32 | watusimoto | neither am I |
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| 11:10:30 | ozbf | did google adwords ever work out? |
| 11:10:46 | ozbf | or too busy to try. |
| 11:11:49 | ozbf | i 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. |
| 11:11:54 | watusimoto | never tried it |
| 11:12:32 | watusimoto | great, thanks |
| 11:15:49 | ozbf | seems you got an aussie. |
| 11:15:58 | ozbf | fellow aussie from reading the forums. |
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| 11:17:11 | watusimoto | we have several aussies, actually |
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| 11:26:40 | ozbf | How did they find you? |
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| 11:35:03 | watusimoto | I don't know |
| 11:36:27 | watusimoto | how did you find us |
| 11:36:34 | watusimoto | ? |
| 11:36:42 | ozbf | I can't remember - it was several years ago |
| 11:40:46 | ozbf | Sometime in 2010 I think. |
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| 11:55:01 | ozbf | http://www.makeuseof.com/tag/3-awesome-social-networks-just-for-gamers/ |
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| 12:17:05 | ozbf | http://mashable.com/2013/02/15/retro-asteroid-games/ Hmm someone comment about bitfihgter here. |
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| 15:01:42 | ozbf | where's IP:199.192.229.168:25955 put in? |
| 15:01:51 | ozbf | I can only locate teh joystick.ini |
| 15:01:52 | ozbf | file. |
| 15:02:06 | ozbf | oh it's working now. |
| 15:02:20 | ozbf | nevermind. i was told to wait one minute and it would work but it didn't on first load. |
| 15:02:27 | ozbf | had to shutdown and restart bitfighter. |
| 15:04:48 | ozbf | that might discourage newbies. |
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| 17:27:32 | raptor | good day! |
| 17:28:29 | raptor | except - I just walked into work and found out three people on my team have been let go... |
| 17:28:47 | raptor | of course I'm late and missed the dismissal meeting (sickos at home) |
| 17:29:01 | raptor | I don't like days like this too much... |
| 17:48:21 | bobdaduck | dang |
| 17:58:42 | raptor | contest results!: http://bitfighter.org/forums/viewtopic.php?f=13&t=2222 |
| 17:58:58 | raptor | watusimoto: you chose another of my maps for screenshots on game jolt... |
| 18:00:37 | raptor | now I just have to figure out how to get them to play good... |
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| 19:21:57 | | BFLogBot 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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| 19:54:28 | Watusimoto_ | raptor: why did they let your teammates go? |
| 19:59:42 | raptor | hi again |
| 19:59:52 | Watusimoto_ | hi |
| 20:00:02 | Watusimoto_ | sounds like a bad day at the office |
| 20:00:04 | raptor | I have no idea - but there may be restructuring going on |
| 20:00:15 | raptor | i'm home now - sickies at home |
| 20:00:25 | raptor | so i get to miss more of the fun, i suppose |
| 20:01:08 | Watusimoto_ | usually the restructure happens sooner after the acquisition, no? |
| 20:01:30 | raptor | yeah, one did when that happened about 3-ish years ago |
| 20:01:37 | raptor | this one is a bit suprising |
| 20:02:14 | Watusimoto_ | I hope you are not directly impacted |
| 20:04:20 | vs73nx | Watusimoto_: 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) |
| 20:04:33 | Watusimoto_ | hi vs73nx |
| 20:04:35 | raptor | i'm told I won't be... we'll see... |
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| 20:05:20 | Watusimoto_ | vs73nx: just don't implement them |
| 20:05:29 | vs73nx | I tried and it seems like i cant |
| 20:05:32 | Watusimoto_ | and they get "passed on" |
| 20:05:36 | Watusimoto_ | why not? |
| 20:05:43 | vs73nx | oh |
| 20:06:25 | | vs73nx 's Brain finally turns on |
| 20:08:00 | thread_ | hey raptor, did you ever try my "BCL" code that changes the loadout system into a class system? |
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| 20:16:48 | raptor | hi thread_ |
| 20:16:53 | bobdaduck | hi thread_ |
| 20:16:58 | thread_ | hi thread_ |
| 20:16:59 | raptor | i tried BCL briefly |
| 20:17:08 | raptor | didn't get much into it yet |
| 20:17:55 | thread_ | Just wondering because that is probably my best and most in depth levelgen |
| 20:18:39 | raptor | i'm currently prototyping a new gametype with a levelgen |
| 20:18:51 | raptor | but I think I need evil genius ideas |
| 20:19:09 | thread_ | i can provide those |
| 20:19:15 | raptor | so bobdaduck, how did you make suns grow/shrink when repairing on that one level? |
| 20:19:33 | raptor | basically, I need to create something that can be repaired |
| 20:19:40 | bobdaduck | I asked them nicely |
| 20:19:53 | bobdaduck | Make sure the levelgen file has "--please?" |
| 20:20:00 | raptor | haha |
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| 20:20:19 | bobdaduck | I tied the sun growth to a central repairable item, in my case a neutral projector enclosed in thin barriers. |
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| 20:21:11 | raptor | for 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? |
| 20:21:23 | bobdaduck | The suns do that |
| 20:21:36 | bobdaduck | I basically spawned a burst on the projector when its health was above 90% |
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| 20:23:07 | raptor | hmmm.... |
| 20:23:13 | raptor | interesting |
| 20:23:26 | bobdaduck | because, you know, I couldn't do projector:setHealth() back then. |
| 20:23:36 | raptor | do you sill have that level? if so, can I see it again? |
| 20:23:54 | bobdaduck | Yeah |
| 20:24:37 | bobdaduck | can I just pastie the levelgen? |
| 20:25:16 | thread_ | btw, does it work to setPos on a projector now? |
| 20:25:28 | thread_ | I want to do some weird things |
| 20:25:35 | bobdaduck | I think it actually still just crashes when you do things with projectors |
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| 20:25:45 | thread_ | aww |
| 20:25:50 | Skybax | bobdaduck you sly dog |
| 20:26:03 | bobdaduck | hm? |
| 20:26:38 | Skybax | You won the contest lol |
| 20:26:50 | bobdaduck | Don't look at me |
| 20:26:52 | bobdaduck | I didn't vote |
| 20:27:40 | bobdaduck | still haven't |
| 20:28:22 | thread_ | so it was you then! |
| 20:28:32 | thread_ | we knew someone didn't vote |
| 20:29:23 | bobdaduck | I think riot probably should have won |
| 20:31:14 | vs73nx | i forgot to vote |
| 20:31:20 | vs73nx | im going to toda |
| 20:31:33 | vs73nx | *today |
| 20:31:37 | vs73nx | if it is still open |
| 20:31:41 | Skybax | It's not |
| 20:32:10 | Skybax | Ended 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) |
| 20:32:11 | vs73nx | oh |
| 20:32:39 | vs73nx | if im still in the competition, ill improve my map |
| 20:32:54 | vs73nx | mines probably the least impressive :P |
| 20:33:11 | vs73nx | but hey... im not really a mapmaker |
| 20:33:18 | thread_ | I hoped mine would have at least gotten more votes |
| 20:34:08 | vs73nx | whats the link to the contest forum thread? |
| 20:35:05 | vs73nx | nevermind\ |
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| 21:00:12 | raptor | hi |
| 21:00:15 | raptor | say what? |
| 21:00:21 | raptor | bobdaduck: yes pastie OK |
| 21:01:18 | bobdaduck | http://pastie.org/8640273 |
| 21:01:32 | raptor | danke |
| 21:03:09 | raptor | thread_: I think there was a crash or two with engineered items, but I fixed them for 019a.. |
| 21:03:22 | thread_ | yay! |
| 21:06:11 | raptor | speaking of which - we should be polishing things up for that release soon... I think watusimoto wants to start postponing bugs :) |
| 21:06:37 | thread_ | this one is going by faster than 018a to 019 |
| 21:06:44 | raptor | heh, yes |
| 21:06:53 | vs73nx | yeah my mappable editor keys are going to be in 19a :D |
| 21:07:03 | vs73nx | *019a |
| 21:07:04 | raptor | there's a psychological difference with a full release number |
| 21:07:18 | raptor | it means we get to break a lot more and introduce more bugs.. i mean features |
| 21:07:19 | vs73nx | yeah |
| 21:07:32 | thread_ | whooo! |
| 21:11:49 | vs73nx | yay! i have abstracted all duplicate code in each levelSource implementation ( FileListLS and FolderLS ) to a new superclass to both those children ( MultiLevelLS ) |
| 21:16:40 | thread_ | 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 |
| 21:16:42 | raptor | ha! probably too true |
| 21:17:24 | thread_ | I'll admit, it is fun when I come up with some idea that really pushes the boundaries of possible |
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| 21:39:00 | thread_ | can we make walls a child class of MoveObject please? I have too many evil plans |
| 21:39:01 | raptor | bonkers |
| 21:39:02 | thread_ | 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 |
| 21:39:03 | raptor | ummm... |
| 21:39:03 | raptor | ... |
| 21:39:03 | raptor | a forcefield? |
| 21:39:03 | thread_ | but those dont have velocity |
| 21:39:04 | thread_ | so I can't get them to "flip" |
| 21:39:08 | thread_ | and push an object |
| 21:39:16 | thread_ | they'd just move over |
| 21:40:00 | thread_ | (this is probably a map better left not made) |
| 21:41:19 | raptor | sounds like our engine doesn't quite have what you want... |
| 21:41:20 | thread_ | see: rule of thumb |
| 21:41:20 | raptor | oh! I need to give out those pesky badges... |
| 21:41:20 | thread_ | D I get one? |
| 21:41:21 | thread_ | *do |
| 21:41:37 | raptor | just the winners of the level design contest |
| 21:41:41 | vs73nx | i probably didnt :( |
| 21:41:54 | vs73nx | wait! i get my developer badge |
| 21:42:43 | vs73nx | for GCI |
| 21:42:44 | raptor | vs73nx: you can see results here: http://bitfighter.org/forums/viewtopic.php?f=13&t=2222 |
| 21:43:08 | vs73nx | i better work on the ovverlapping objects game mechanic |
| 21:43:20 | vs73nx | i like it |
| 21:43:20 | raptor | oh yeah - uhh... we still have to do our GCI 'audit' and make sure all code is in, etc. |
| 21:43:38 | vs73nx | my playlist GCI task doesnt count |
| 21:44:09 | vs73nx | it could... |
| 21:44:10 | vs73nx | i think im ready for a seconf round of review |
| 21:45:46 | raptor | was watusimoto looking at that recently? |
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| 21:50:36 | vs73nx | YEAH |
| 21:50:39 | | vs73nx hates capslock |
| 21:53:27 | bobdaduck | I HATE CAPSLOCK TOO. |
| 21:53:51 | vs73nx | raptor: is there a way to squash two commits together? |
| 21:54:05 | raptor | yes |
| 21:54:10 | raptor | umm... somehow |
| 21:55:24 | raptor | vs73nx: you can use hg rebase |
| 21:55:30 | raptor | but you may need to enable that extension |
| 21:58:00 | raptor | there's also the collapse extension, which may be simpler, but that one needs to be installed: http://mercurial.selenic.com/wiki/CollapseExtension |
| 21:58:18 | vs73nx | yeah that seems better |
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