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| 02:50:40 | amgine123 | lurk |
| 02:50:44 | amgine123 | !ideas |
| 02:50:44 | BFLogBot | To enter a feature request: http://tinyurl.com/bfnewfeature -- To view all feature requests: http://tinyurl.com/bffeatures |
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| 02:53:51 | amgine123 | hi |
| 02:56:00 | fordcars | Hi |
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| 03:01:51 | amgine123 | bored |
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| 03:27:20 | Guest93055 | awww crap |
| 03:27:21 | Guest93055 | xD |
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| 03:27:42 | fordcars | lolwut |
| 03:28:47 | amgine123 | lolwut |
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| 04:18:01 | fordcars | Later, gonna make food |
| 04:18:07 | fordcars | Mhahaha |
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| 05:22:09 | Nothing_Much | Oi.. |
| 05:22:14 | Nothing_Much | Hi everyone |
| 05:24:59 | Nothing_Much | is that you kaen? :O |
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| 05:26:49 | Quartzy | kaen ! :D |
| 05:28:03 | Nothing_Much | Quartzy: Yeah! |
| 05:32:00 | fordcars | Hellu |
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| 06:05:09 | bobdaduck | I WENT TO THE CIRCUS |
| 06:05:19 | bobdaduck | IT WAS AMAZING |
| 06:05:22 | bobdaduck | I RODE AN ELEPHANT |
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| 06:05:35 | bobdaduck | I WILL BE IN SENSORY OVERLOAD FOR LIKE YEARS NOW. |
| 06:06:15 | bobdaduck | CIRCUS. |
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| 06:13:54 | fordcars | NIGHTY! |
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| 06:33:45 | bobdaduck | CIRCUS |
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| 06:43:54 | kaen | hi everyone |
| 06:44:07 | kaen | I was afk :< |
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| 11:04:29 | ozbf | Hullo. Have you tried putting it on gog.com |
| 11:04:33 | ozbf | if you've heard of it? |
| 11:06:18 | ozbf | whose alive in this channel. |
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| 16:21:41 | | ChanServ sets mode +o |
| 16:22:08 | raptor | good day! |
| 16:26:06 | bobdaduck | CIRCUS |
| 16:26:12 | raptor | say what |
| 16:26:20 | bobdaduck | CIRCUS |
| 16:26:33 | raptor | is there one in town? |
| 16:26:45 | bobdaduck | Was |
| 16:26:53 | bobdaduck | Went last night |
| 16:26:57 | bobdaduck | cost like 70$ |
| 16:27:00 | bobdaduck | totally worth it |
| 16:27:02 | bobdaduck | I RODE AN ELEPHANT |
| 16:46:18 | raptor | did he blow water on you? |
| 16:46:30 | raptor | what's the opposite of snort, anyways? sneeze? |
| 17:02:02 | bobdaduck | no water |
| 17:02:12 | bobdaduck | Elephants are hairy! |
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| 17:22:13 | raptor | my favorite new data structure name: tuple |
| 17:22:25 | raptor | because it makes no sense whatsoever |
| 17:23:12 | raptor | oh.. it's a mathematical term... |
| 17:25:50 | bobdaduck | Hi can you make levelgens less restrictive? |
| 17:26:05 | bobdaduck | I'd really like to do ship:setHealth(2) |
| 17:26:11 | raptor | this sounds like a familiar request... |
| 17:26:23 | raptor | you can do that already, I think... |
| 17:26:50 | raptor | oh, haha |
| 17:26:58 | raptor | you mean have *more* than the maximum health |
| 17:27:39 | bobdaduck | Of course! |
| 17:28:25 | raptor | that's... an extremely fundamental change to the game engine |
| 17:30:08 | bobdaduck | Is not! |
| 17:30:25 | bobdaduck | It just makes the health bar go off beyond the ship |
| 17:30:36 | bobdaduck | That's where the idea of a sword weapon originally came from for me |
| 17:30:41 | bobdaduck | when I was messing around in the game source |
| 17:31:44 | raptor | wait... you tried this heresy? |
| 17:31:46 | bobdaduck | Although this request is admittedly not nearly as useful as being able to do stuff with ghost ships would be |
| 17:31:56 | bobdaduck | Of course! |
| 17:32:20 | bobdaduck | First thing I did when I first got the source to compile was set maxHealth and maxEnergy to like 10000000 |
| 17:32:58 | bobdaduck | This was years ago, of course |
| 17:33:47 | bobdaduck | w1 The new Weapon for slot 1. |
| 17:33:47 | bobdaduck | w2 The new Weapon for slot 2. |
| 17:33:47 | bobdaduck | m1 The new Module for slot 1. |
| 17:33:47 | bobdaduck | m2 The new Module for slot 2. |
| 17:33:48 | bobdaduck | m3 The new Module for slot 3. |
| 17:34:58 | bobdaduck | This just in: There will be three module slots in 020 |
| 17:36:54 | raptor | haha |
| 17:36:57 | raptor | and two weapons... |
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| 19:10:53 | raptor | Watusimoto: I've got a Timer problem |
| 19:11:45 | raptor | basically, right now we load the Timer class as a global (with lua_helper_functions) |
| 19:12:10 | raptor | this introduces the following problems (in 019): |
| 19:12:39 | raptor | 1. when a level changes, Lua Timer:scheduleWhatever from previous levels/bots still run |
| 19:13:45 | raptor | 2. bot bots and levelgens call Timer:_tick() thus speeding up the tick linearly with how many bots or levelgens are running |
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| 19:17:13 | raptor | so there a number of solutions to each problem: |
| 19:17:50 | raptor | for problem #1: we call "Timer:clear()" at the end of each level OR load the timer with each script |
| 19:18:52 | raptor | for #2: consolidate all tick() into one call from somewhere more standard (like ServerGame?) OR load the timer.lua with each script |
| 19:19:57 | raptor | i've experimented with context loading and it doesn't work because it suffers from both problems if both bots and levelgens are loaded |
| 19:20:16 | raptor | thoughts? |
| 19:20:32 | raptor | monologue monologue monologue |
| 19:20:57 | bobdaduck | I'm against it! |
| 19:21:15 | raptor | heh |
| 19:22:15 | bobdaduck | what are the implications of #2? |
| 19:23:13 | raptor | you mean the effects of problem 2? |
| 19:23:36 | bobdaduck | in other words, will that allow me to run DnD as a master script and save people's levels from game to game? |
| 19:23:53 | raptor | i don't think that has anything to do with anything here... |
| 19:24:09 | bobdaduck | xD |
| 19:24:12 | bobdaduck | Of course not! |
| 19:24:30 | raptor | bobdaduck: you can do that already |
| 19:24:42 | bobdaduck | But it sounded almost like the solution to problem 2 would allow me to run a timer at the end of a level and it carry over into the next level |
| 19:25:01 | raptor | we don't want timers to do that at all |
| 19:25:31 | bobdaduck | WHY NOT. |
| 19:25:47 | raptor | it causes so much brokenness |
| 19:25:50 | bobdaduck | You could make a levelgen that sets a timer to 30 minutes |
| 19:25:52 | raptor | just ask fordcars |
| 19:25:57 | bobdaduck | and then during a tournament or bbb |
| 19:26:09 | bobdaduck | every 30 minutes it notifies everyone that it is break time! |
| 19:27:33 | raptor | now that's an interesting feature... however using Timers as they are now to do something like that is very bad. Timers as they are break all sorts of things |
| 19:27:34 | raptor | also |
| 19:27:58 | raptor | to save players in DnD |
| 19:28:05 | raptor | use the Event.PlayerLeft event |
| 19:28:21 | raptor | and write out their stats to a file, then when a player joins, try to load the file and apply the stats |
| 19:28:33 | bobdaduck | I don't want to do file writing yet... |
| 19:29:59 | bobdaduck | I might at some point in a bittown-like environment but not for DnD |
| 19:31:44 | raptor | you code do a code |
| 19:32:14 | raptor | like a player can run a command: !getcode |
| 19:32:25 | raptor | and it'll print: ahdfu289fhk210fdas |
| 19:33:06 | raptor | then when a player joins they can do: !loadcode ahdfu289fhk210fdas |
| 19:33:26 | raptor | and it'll apply they're stats |
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| 19:34:25 | raptor | and your code will always follow a convention: first 2 chars are class, second 2 is level, next6 are 0-padded gold |
| 19:35:06 | raptor | and to prevent cheating you can encode/decode it |
| 19:35:14 | raptor | fun stuff! |
| 19:35:16 | raptor | :) |
| 19:35:18 | bobdaduck | lol |
| 19:35:24 | bobdaduck | Nah I don't want to do that either |
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| 21:11:12 | Opti_ | Lol skittles. |
| 21:11:19 | Opti_ | Anyone here? |
| 21:11:22 | raptor | taste the rainbow |
| 21:11:25 | Opti_ | woo |
| 21:14:35 | raptor | Hi Opti_ |
| 21:15:20 | Opti_ | Hi. |
| 21:15:33 | Opti_ | I am testing my old crappy levels on bitfighter lol. |
| 21:15:55 | Opti_ | I lost them but then little_apple found my old thread where I posted all of them. |
| 21:16:09 | raptor | ah yes, i saw that |
| 21:16:17 | raptor | we have a level database now |
| 21:17:27 | Opti_ | I know :P |
| 21:17:48 | Opti_ | Oh god I completely ripped of quartz' map and didn't even know it at the time. |
| 21:17:54 | Opti_ | XD |
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| 21:57:54 | Watusimoto | hi |
| 21:57:59 | raptor | hi |
| 21:58:09 | Watusimoto | still working out the timer solution? |
| 21:58:47 | Watusimoto | I would think it would be easier to have one timer per script |
| 21:58:58 | Watusimoto | then you don;t need to worry about cleanup or anything |
| 21:59:11 | Watusimoto | it's not like there's lots of overhead |
| 21:59:54 | raptor | if we do it that way, then i'll have to bring in the _ticktimer() code and the timer.lua to be loaded within c++ |
| 22:00:55 | raptor | there's a note in lua_helper_functions.lua with function _ticktimer: -- Really should only be called once for all bots/levelgens |
| 22:01:05 | raptor | so I don't know ifyou had certain plans for it |
| 22:02:17 | Watusimoto | I don't think so... maybe just noting the issue you encountered with calling it once per bot |
| 22:02:37 | Watusimoto | is there any chance of one script interfering with another if all share teh same timer? |
| 22:03:28 | raptor | oh yes |
| 22:03:33 | raptor | already happesn |
| 22:03:57 | raptor | since all are using the same Timer, and each calls tick() the Timer goes faster than it should |
| 22:04:47 | Watusimoto | right, aside from that. the cure there would be to call it once, as you noted |
| 22:06:39 | raptor | yes |
| 22:06:41 | Watusimoto | maybe it would be better to have just one... I think in the end it hardly matters |
| 22:07:04 | Watusimoto | with one you just need to take more care to set it up and clean it up when done |
| 22:07:11 | raptor | if we had just one-to-rule-them-all, then we'd need to explicitly call Timer:clear() when a level changes |
| 22:07:24 | raptor | and have tick() update from only one location |
| 22:08:13 | Watusimoto | yes |
| 22:08:35 | raptor | and if that's the case... why not just do the Timer class in c++! |
| 22:11:36 | raptor | or quick fix for 019a: load timer.lua in each script; long term fix - move it into c++? |
| 22:12:22 | raptor | that sort of keeps in line with the idea to prototype in Lua, then move to c++ once we know it's a good thing |
| 22:13:36 | Watusimoto | except the timer object is very nicely implemented, and would not be any more efficient in c++ -- it may even be more complicated |
| 22:14:14 | raptor | yes, i agree |
| 22:14:40 | Watusimoto | so I would suggest keeping it in in lua |
| 22:21:39 | raptor | i'm still waffling on global vs individual script |
| 22:23:03 | bobdaduck | pros cons? |
| 22:23:14 | raptor | progress and congress! |
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| 22:24:24 | Watusimoto | so there is no good reason to pick one over the other, right? |
| 22:24:55 | Watusimoto | then you can just do one timer centrally |
| 22:25:01 | raptor | well... have ONE Timer will reduce memory and CPU |
| 22:25:04 | raptor | if only slightly |
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| 22:26:20 | raptor | oh, and do you know how to do this?: take a c++ variable (like timeDelta) and added to a Lua method on a different object in the global namespace (like Timer:_tick(timeDelta)) |
| 22:28:06 | raptor | our runCmd() and runString() methods don't quite cut it... |
| 22:28:16 | raptor | but it's probably close to runCmd... |
| 22:31:10 | Watusimoto | I'm not sure I understand |
| 22:32:40 | raptor | i need to take the timeDelta in ServerGame::idle() and run Timer:_tick(timeDelta) with it from Lua, if i'm going to do the central timer |
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| 22:32:53 | raptor | (which i'm attempting next) |
| 22:43:52 | Watusimoto | I'm not sure exactly how that will work |
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| 23:57:21 | | BFLogBot Commit: d6cc6dbffb11 | Author: watusimoto | Message: Use numeric keypad keys in console |
| 23:58:09 | Watusimoto_ | ok, going to bed. Cleared another case, hopefully |
| 23:58:17 | raptor | night! |