Timestamps are in GMT/BST.
| 00:00:01 | fordcars | Haha in my dream |
| 00:00:03 | raptor | you have have code submitted to the repository to get the dev badge - that has always been the case |
| 00:00:08 | raptor | *have to have |
| 00:00:33 | Nothing_Much | Oh |
| 00:01:30 | raptor | not terribly difficult, but being able to code semi-proficiently is the barrier to entry |
| 00:01:59 | Nothing_Much | Right, though I won't be getting it anytime soon sadly |
| 00:02:48 | fordcars | Oh, requests isn't a standard library? |
| 00:03:11 | raptor | NO |
| 00:03:57 | raptor | fordcars: no network in Lua |
| 00:04:05 | fordcars | Heh |
| 00:04:16 | fordcars | I won't post it in forums if you want |
| 00:04:17 | amgine123 | WEll i think in my case a exepciton should be made i have beta tested many builds now and I will never learn to code |
| 00:04:39 | amgine123 | besides cant downalod the stuff to do that anyways |
| 00:04:53 | fordcars | raptor, getting the weather in Bitfighter would be neat :) |
| 00:05:18 | raptor | no exception for this particular badge, 'developer' means you have to have developed |
| 00:05:24 | fordcars | You know I am talking about python, right? |
| 00:05:30 | fordcars | Not Lua |
| 00:05:54 | raptor | there may be other badges in the future though for other things |
| 00:06:01 | raptor | fordcars: ohhhh |
| 00:06:06 | raptor | ok, i didn't... |
| 00:06:11 | fordcars | Oh sorry :P |
| 00:06:22 | amgine123 | i have lol i have helped devolope it if it wasent for me there would be still many bugs unresolved in BF at least in min case make a tester badge to give out |
| 00:07:06 | raptor | ok, back soon... |
| 00:07:09 | | raptor Quit () |
| 00:07:31 | Nothing_Much | that'd be nice amgine123 |
| 00:07:44 | amgine123 | what? |
| 00:07:45 | fordcars | Oh ok reqeusts is not standard |
| 00:07:52 | Nothing_Much | Beta testing badge :D |
| 00:08:00 | fordcars | Yeah that would be neat |
| 00:08:18 | fordcars | Logo: http://upload.wikimedia.org/wikipedia/commons/b/b2/Beta_uc_lc.svg |
| 00:08:26 | amgine123 | ?? |
| 00:08:31 | Nothing_Much | nice |
| 00:08:48 | fordcars | "in min case make a tester badge to give out" -amgine |
| 00:11:20 | kaen | hi again |
| 00:11:27 | kaen | nope, no real job yet, still stocking shelves :P |
| 00:11:29 | amgine123 | sup again |
| 00:11:42 | Nothing_Much | oh that sucks |
| 00:11:48 | Nothing_Much | and hello again amgine123 |
| 00:11:55 | kaen | tell me about it :) |
| 00:12:07 | kaen | it'll work, just takes positivity and persistence |
| 00:12:24 | amgine123 | kaen is it possible to get BF to work imbeded |
| 00:17:25 | fordcars | Maybe with some web plugin |
| 00:17:42 | fordcars | Or maybe, eventually, HTML5 with emscripten |
| 00:42:26 | fordcars | kaen, what are the sandoboxed io functions again? Can't find it in docs... |
| 00:45:00 | | destroyerimo Quit (Ping timeout: 245 seconds) |
| 01:01:30 | fordcars | Later! |
| 01:01:32 | | fordcars Quit (Quit: Page closed) |
| 01:08:05 | kaen | amgine123, maybe |
| 01:08:17 | kaen | there's a lot of work needed for not much gain, imo |
| 01:08:32 | kaen | mostly because of the network library that would essentially need to be rewritten |
| 01:09:35 | amgine123 | well ibe been testing a long time .. |
| 01:12:30 | | BFLogBot No io for you |
| 01:15:54 | amgine123 | your choice give me the dev badge for all my hard work of testing builds OR have to take the time and effort to make a badge for build testers XD |
| 01:38:09 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 01:39:57 | | BFLogBot Commit: 98922ba3889c | Author: buckyballreaction | Message: Add Event.GameOver for Lua scripts |
| 01:42:23 | | Flynnn has joined |
| 01:42:25 | | Flynnn Quit (Remote host closed the connection) |
| 01:51:14 | | fordcars has joined |
| 02:22:26 | | Darrel Quit (Ping timeout: 264 seconds) |
| 02:45:40 | fordcars | Arghghghghg |
| 02:46:31 | kaen | and a fine evening to you, too :) |
| 02:49:03 | fordcars | :) |
| 02:49:22 | fordcars | Python in Windows doesn't want to open text files, and currupts them instead, using r+ |
| 02:49:45 | fordcars | Well, it opens as hex it seems |
| 02:49:47 | kaen | hmm, that's really weird |
| 02:49:48 | kaen | oh |
| 02:49:54 | kaen | the + means binary, doesn't it? |
| 02:50:02 | kaen | I think you just want 'r' |
| 02:50:05 | fordcars | Nope, it means Read and Write |
| 02:50:16 | fordcars | r+ Opens a file for both reading and writing. The file pointer will be at the beginning of the file |
| 02:50:20 | kaen | how are you reading it? |
| 02:50:27 | fordcars | file.read() |
| 02:51:16 | kaen | hmm, that's nuts |
| 02:51:21 | fordcars | Yeah :/ |
| 02:51:34 | kaen | I've never tried python on windows, but file.read() works great on linux :) |
| 02:51:47 | fordcars | I need to install inux on this! |
| 02:51:58 | fordcars | *l |
| 02:52:21 | Nothing_Much | fordcars: wuchu doin' on windose |
| 02:52:26 | fordcars | Poop |
| 02:52:27 | Nothing_Much | get your ubuntu fix dude |
| 02:52:58 | fordcars | Heh |
| 02:58:36 | | raptor has joined |
| 02:58:37 | | ChanServ sets mode +o |
| 03:00:40 | raptor | fordcars: I'm looking to pass the killing object in onShipKilled |
| 03:00:55 | fordcars | Awesome! |
| 03:01:03 | raptor | but we have a variety of funniness that goes along with it |
| 03:01:55 | raptor | because I can pass in the damagingObject |
| 03:02:09 | raptor | which can be null... or a projectile or burst, etc. |
| 03:02:17 | raptor | but I expect that's not what you want in that bug? |
| 03:02:59 | raptor | you'd probably want the ship that fired the weapon, or the turret, etc. right? |
| 03:04:04 | fordcars | Yeah, that would be neat |
| 03:05:14 | fordcars | raptor, can't you get the ship? |
| 03:05:27 | raptor | maybe... |
| 03:05:30 | fordcars | YOu can get who shot the projectile |
| 03:05:32 | raptor | but it's not always a ship |
| 03:05:40 | fordcars | Well, turret object? |
| 03:05:45 | fordcars | Oh, uhh |
| 03:05:53 | fordcars | Maybe set Turret as null |
| 03:06:01 | fordcars | And Levelcontroller |
| 03:06:30 | raptor | yeah, this is the funniness... |
| 03:06:36 | fordcars | Yeah |
| 03:07:03 | fordcars | Maybe, onShipKilled(deadShip, killerShip, isShip) ? |
| 03:07:10 | fordcars | isShip = bool |
| 03:07:21 | raptor | ok, so it looks like I can return the owner of the damagingObject, which will be NULL for everyting but if a player shoots it |
| 03:07:28 | raptor | the owner is the PlayerInfo |
| 03:07:30 | fordcars | Ahh yes |
| 03:07:50 | raptor | would that suffice? so turrets, etc. would return nil |
| 03:07:56 | fordcars | Yep! |
| 03:11:31 | raptor | hmmm... ok |
| 03:22:07 | | Flynnn has joined |
| 03:22:08 | | Flynnn Quit (Client Quit) |
| 03:22:14 | | Flynnn has joined |
| 03:22:14 | | Flynnn Quit (Client Quit) |
| 03:22:20 | | Flynnn has joined |
| 03:26:03 | | amgine123 Quit (Ping timeout: 245 seconds) |
| 03:33:26 | raptor | ok fordcars, i've decide to try an return the actual object that killed the player |
| 03:33:40 | fordcars | Ok, does it work? |
| 03:33:46 | raptor | because there may be future cases with things like asteroids, turrets, etc. |
| 03:33:54 | fordcars | Oh right |
| 03:34:38 | raptor | so the question is, if you are killed by a projectile, should i just pass you the projectile? |
| 03:34:46 | fordcars | Maybe |
| 03:34:52 | fordcars | I would say yes |
| 03:35:04 | raptor | or the shooter of the projectile? |
| 03:35:17 | fordcars | Well, uh |
| 03:35:40 | fordcars | Maybe only the shooter to keep the simplicity |
| 03:36:32 | raptor | kaen, if you're around, what do you think when a ship is killed, what should I pass back to the Lua event? |
| 03:37:07 | raptor | we have the shooter (if exists), the object (if exists), the object's owner (or player, if exists) |
| 03:38:07 | raptor | fordcars: shooter means the Turret, or Ship |
| 03:38:14 | raptor | and who is the shooter with an asteroid? |
| 03:38:20 | fordcars | Hah |
| 03:38:29 | fordcars | Well, sure! |
| 03:38:31 | fordcars | Shooter |
| 03:38:52 | fordcars | It would be nice, interesting |
| 03:39:01 | fordcars | Getting Turrets |
| 03:44:45 | kaen | how about just shooter and object? |
| 03:45:04 | kaen | you can get the player from the ship if it's the shooter |
| 03:45:12 | kaen | (right?) |
| 03:45:19 | raptor | right |
| 03:45:51 | raptor | so two things... |
| 03:45:55 | raptor | ok |
| 03:47:57 | raptor | always the voice of reason... |
| 04:05:51 | | HylianSavior has joined |
| 04:15:15 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 04:42:18 | | Flynnn has joined |
| 04:42:50 | | Flynnn Quit (Client Quit) |
| 05:12:39 | | Flynnn has joined |
| 05:26:50 | | Nothing_Much Quit (Remote host closed the connection) |
| 06:04:49 | fordcars | Night! |
| 06:04:52 | | fordcars Quit (Quit: Page closed) |
| 06:11:24 | | Nothing_Much has joined |
| 06:19:33 | | Nothing_Much Quit (Remote host closed the connection) |
| 06:19:52 | | Nothing_Much has joined |
| 07:25:03 | | sam686 Quit (Read error: Connection reset by peer) |
| 07:29:28 | | sam686 has joined |
| 07:29:28 | | ChanServ sets mode +v |
| 08:43:23 | | Darrel has joined |
| 09:35:27 | | Watusimoto has joined |
| 09:51:49 | | HylianSavior Quit (Read error: Connection reset by peer) |
| 10:00:49 | | LordDVG has joined |
| 10:18:06 | | Watusimoto Quit (Ping timeout: 252 seconds) |
| 10:21:00 | | destroyerimo has joined |
| 10:45:09 | | Watusimoto has joined |
| 10:48:32 | | sam686 has left #bitfighter |
| 10:51:34 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 11:19:18 | | BFLogBot Commit: 73b2c3d78ab7 | Author: watusimoto | Message: Formatting |
| 11:19:19 | | BFLogBot Commit: 6b58cb4e5071 | Author: watusimoto | Message: Change capitalization of files for TextItem and Teleporter -- let's see how it goes |
| 11:19:21 | | BFLogBot Commit: ff601e32abb4 | Author: watusimoto | Message: Merge |
| 12:14:58 | | Darrel Quit (Ping timeout: 272 seconds) |
| 12:16:03 | | Nothing_Much Quit (Remote host closed the connection) |
| 12:28:57 | | Nothing_Much has joined |
| 12:33:30 | | sam686 has joined |
| 12:33:30 | | ChanServ sets mode +v |
| 12:33:55 | | Darrel has joined |
| 12:50:03 | | LordDVG Quit (Remote host closed the connection) |
| 12:54:33 | | destroyerimo_ has joined |
| 12:55:59 | | destroyerimo Quit (Ping timeout: 240 seconds) |
| 13:45:31 | | Nothing_Much Quit (Ping timeout: 272 seconds) |
| 13:59:12 | | BFLogBot Commit: 8caf1da63bf1 | Author: watusimoto | Message: Streamline the code a tiny bit |
| 13:59:14 | | BFLogBot Commit: e3c4e9071a50 | Author: watusimoto | Message: Remove some ifdef ugliness |
| 13:59:15 | | BFLogBot Commit: 2b4fc10146e9 | Author: watusimoto | Message: Line endings? |
| 13:59:17 | | BFLogBot Commit: bce7493d1a48 | Author: watusimoto | Message: Consolidate BF_NO_CONSOLE stuff, gets rid of tons of ifdefs |
| 13:59:18 | | BFLogBot Commit: a4cbef7e2930 | Author: watusimoto | Message: It doesn't really matter if we show console instructions... you'd never get here with no console |
| 13:59:20 | | BFLogBot Commit: d8e216830e35 | Author: watusimoto | Message: Fix up header, make ifdefs match with those in console.h |
| 15:30:50 | | Watusimoto_ has joined |
| 15:33:43 | | Watusimoto Quit (Ping timeout: 252 seconds) |
| 15:39:47 | raptor | good morning! |
| 15:40:08 | raptor | Watusimoto_: question - I'm working with the ShipKilled Lua event |
| 15:40:28 | raptor | it currently is fired if a ship goes idle, changes teams, leaves a game OR is killed |
| 15:40:34 | raptor | should this be so? |
| 15:40:35 | Watusimoto_ | hi |
| 15:40:46 | Watusimoto_ | mmmm |
| 15:40:56 | Watusimoto_ | if ship goes idle, probably no |
| 15:41:09 | Watusimoto_ | (onPlayerIdle event?) |
| 15:41:33 | raptor | yeah, i'm thinking all of those other cases could probably have their own event |
| 15:41:36 | Watusimoto_ | changeTeams, again probably no |
| 15:41:42 | Watusimoto_ | onChangeTeams()? |
| 15:41:52 | raptor | sure... |
| 15:41:55 | Watusimoto_ | leavesGame.... probably no again |
| 15:42:06 | Watusimoto_ | onLeavesGame() ? (probably already haev that one) |
| 15:42:14 | Watusimoto_ | is killed? probably yes |
| 15:42:20 | Watusimoto_ | since it is the isKilled event |
| 15:42:34 | Watusimoto_ | but why would someone use the onkilled event? |
| 15:42:46 | Watusimoto_ | maybe that will help illustrate of the above makes sense |
| 15:43:43 | raptor | specifically, fordcars says he wants the onShipKilled event to have the damaging object and/or shooter passed to Lua |
| 15:43:48 | raptor | which it doesn't do now |
| 15:44:11 | raptor | so, i'm attempting to make the event actually useful.. and for it's intended purpose |
| 15:47:29 | Watusimoto_ | so that use would suggest the answers given above are correct |
| 15:47:50 | raptor | yes, I agree |
| 15:47:52 | raptor | thanks! |
| 15:52:09 | Watusimoto_ | I got up to use the bathroom and <<someone>> grabbed the chance to start playing minecraft... so I'll be back later |
| 15:52:19 | raptor | heh |
| 15:52:27 | raptor | later |
| 16:48:03 | | BFLogBot Commit: 377a91cd5471 | Author: buckyballreaction | Message: Consolidate logic to determine a weapon's 'shooter' |
| 16:48:04 | | BFLogBot Commit: 0396575cfcec | Author: buckyballreaction | Message: Fix Lua ShipKilled event to only trigger when a ship is killed (instead of leaving the game, or changing teams). Also return the damaging object and the shooter to the event in Lua, if available |
| 17:10:46 | | fordcars has joined |
| 17:59:02 | | Watusimoto_ Quit (Ping timeout: 264 seconds) |
| 18:20:45 | | BFLogBot Commit: c61091e5b60f | Author: buckyballreaction | Message: Trigger Lua ShipSpawned event for robots, too |
| 18:24:26 | raptor | kaen / sam686, do either of you remember why we exclude Robots from ShipEntered/LeftZone ? |
| 18:31:15 | | HylianSavior has joined |
| 18:49:57 | raptor | Darrel: if you're around, we're planning on adding this years' GCI students to our game credits (if they completed a task). Would you mind if we had your full name to add? |
| 18:55:57 | Darrel | Sure, no problem - Dariel Todorov Kremov |
| 18:56:06 | raptor | great |
| 18:56:08 | raptor | ! |
| 18:56:11 | raptor | thanks! |
| 18:56:24 | Darrel | thanks to you too :) |
| 18:56:54 | raptor | Now i'm unsure - in your culture, when placing someones name, do you use the middle names? |
| 18:57:04 | raptor | i mean when crediting someone |
| 19:11:52 | | Watusimoto has joined |
| 19:25:39 | | Flynnn has joined |
| 19:35:30 | raptor | Space Demolition is a good race so far... at least against the computers |
| 19:52:30 | Watusimoto | still in that stars game? |
| 19:56:02 | raptor | we finished |
| 19:56:17 | raptor | started again |
| 20:06:01 | Watusimoto | great! |
| 20:06:28 | raptor | I finally convinced my brother to be something other than Alternate Reality |
| 20:06:36 | Watusimoto | ha |
| 20:06:50 | Watusimoto | hyper micromanagement has always worked well for me |
| 20:06:57 | Watusimoto | oh wait, that's all the races |
| 20:07:06 | raptor | heh, yes |
| 20:07:22 | Watusimoto | I really wish they had finished stars II |
| 20:07:25 | raptor | there are a few tricks to reduce micromanagement though, like the auto-queues |
| 20:07:31 | Watusimoto | yes |
| 20:07:36 | raptor | theres was a stars! 2?? |
| 20:07:40 | Watusimoto | yes |
| 20:07:43 | Watusimoto | well, no |
| 20:08:23 | Watusimoto | see sequels |
| 20:08:24 | Watusimoto | http://en.wikipedia.org/wiki/Stars! |
| 20:08:56 | Watusimoto | brb |
| 20:11:27 | raptor | graphics!: http://www.neoseeker.com/Games/Products/PC/stars_supernova/ |
| 20:56:27 | Darrel | raptor, sorry for not responding earlier, I went for dinner.. well, we usually just use first and family name, middle name just for official stuff |
| 20:57:05 | raptor | ah ok cool |
| 20:57:08 | raptor | thanks again |
| 21:10:03 | Watusimoto | back |
| 21:15:34 | raptor | samurai jack |
| 21:21:32 | | Nothing_Much has joined |
| 22:07:07 | | Nothing_Much Quit (Ping timeout: 272 seconds) |
| 22:08:30 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 22:10:03 | | Flynnn has joined |
| 22:15:11 | raptor | Watusimoto: who is 'Joseph Ivie' under teh 'Bot Devel0opment' |
| 22:15:14 | raptor | ? |
| 22:15:26 | Watusimoto | some dude who did something a way long time ago |
| 22:15:45 | Watusimoto | predates s_bot |
| 22:15:56 | Watusimoto | his work is probably totally gone now |
| 22:15:59 | raptor | was he the quickbot writer? |
| 22:16:04 | Watusimoto | maybe |
| 22:16:24 | Watusimoto | good thing we have a long credits music score! |
| 22:18:09 | raptor | oh |
| 22:18:19 | raptor | that guy is 'Unknown' who wrote quickbot |
| 22:18:55 | raptor | and i don't know 'Coding Mike' or 'Janis Rucis' either |
| 22:20:29 | | BFLogBot Commit: 50e020717b36 | Author: buckyballreaction | Message: Add GCI 2013 students to credits |
| 22:59:32 | raptor | should Robot really be a child of Ship? there are so many methods that look like they should be inherited, yet they diverge |
| 23:00:12 | raptor | maybe we should have a Ship, with children, Robot and Human |
| 23:20:13 | Watusimoto | tha |
| 23:20:27 | Watusimoto | that's an interesting idea |
| 23:20:36 | Watusimoto | Robot and Player |
| 23:20:51 | Watusimoto | Robot and PlayerShip, perhaps |
| 23:21:06 | raptor | because i'm currently attempting to get robots to trigger zone left/enter events |
| 23:21:13 | | bobdaduck has joined |
| 23:21:19 | Watusimoto | or AbstractShip, Robot, and Ship |
| 23:21:24 | raptor | and every ship method that triggers those is only available in Ship |
| 23:21:54 | Watusimoto | if they are available in ship, aren't they available to robot? |
| 23:22:25 | Watusimoto | I have no objections to making robot and ship siblings, rather than parent/child |
| 23:24:00 | raptor | no - ship and robot have their own implementations of things like initialize() kill() idle() |
| 23:24:25 | raptor | I like Ship, Robot and PlayerShip |
| 23:25:57 | raptor | hey bobdaduck |
| 23:26:02 | bobdaduck | Hi |
| 23:26:08 | bobdaduck | So I've been super sick all day |
| 23:26:12 | raptor | quick question since I'm already in the code - what other Lua events would be useful? |
| 23:26:16 | raptor | blech |
| 23:26:41 | bobdaduck | The internet informs me that, according to my symptoms, I'm experiencing acute menstrual pains |
| 23:26:50 | Watusimoto | other events? |
| 23:26:56 | Watusimoto | I don't know |
| 23:27:05 | bobdaduck | The internet assures me that it is completely natural, if painful, and that I'll recover in a few days. |
| 23:27:08 | Watusimoto | bobdaduck: sorry to hear |
| 23:27:14 | bobdaduck | ...I'm pretty sure its food poisoning :P |
| 23:27:26 | Watusimoto | then 24 hours you'll be at 85% |
| 23:27:46 | bobdaduck | I don't think I made a list of lua events that would be nice |
| 23:27:51 | bobdaduck | let me see if I can remember them... |
| 23:28:33 | raptor | my dad worked as a nutritionist for 25+ years - he said they found that like 70-80% of food poisoning cases were actually the result from the same virus that was hand-to-mouth (e.g. touching a railing, then eating lunch) |
| 23:29:53 | raptor | Ship is a scary class... |
| 23:30:03 | raptor | not sure I really want to do this yet... |
| 23:30:11 | bobdaduck | Event.ShipKilled could be nice if it had "ship that got killed" and "what killed the ship" |
| 23:30:14 | bobdaduck | as arguments |
| 23:30:23 | | destroyerimo_ Quit (Ping timeout: 252 seconds) |
| 23:30:49 | raptor | bobdaduck: already done, last night: onShipKilled(Ship ship, BfObject damagingObject, BfObject shooter) |
| 23:30:55 | raptor | :) |
| 23:31:14 | bobdaduck | Event:shipEnteredZone() |
| 23:31:31 | bobdaduck | Would be nice if that could somehow be changed to Event:ObjectEnteredZone |
| 23:31:58 | raptor | hmmm... that one is no small order |
| 23:32:11 | raptor | and potentially performance-impacting |
| 23:32:16 | bobdaduck | Instead of arbitrarily checking for it onTick() |
| 23:32:52 | raptor | guaranteed performance-impacting |
| 23:33:00 | bobdaduck | Event:AsteroidDied() |
| 23:33:18 | raptor | help me see the use case for that.. |
| 23:33:47 | bobdaduck | Say I want one asteroid to always be in an area |
| 23:33:58 | bobdaduck | but I don't want to use asteroid spawners because they spawn either too fast or too slow |
| 23:34:09 | bobdaduck | When the asteroid dies I could make it spawn a new asteroid |
| 23:34:27 | bobdaduck | Rather than ending up with 1000 asteroids from a spawner |
| 23:35:20 | raptor | actually, that brings up a tangential idea - Watusimoto, what do you think about adding an attribut to asteroid spawner: MaxAsteroids |
| 23:35:35 | Watusimoto | max at once, or lifetime total? |
| 23:35:47 | Watusimoto | or max in area? |
| 23:36:10 | raptor | in my head, i was thinking max released - you'd have to destroy one to get another |
| 23:36:22 | raptor | max released at one time |
| 23:36:56 | raptor | but either, i suppose - just something to fix asteroid spawns... |
| 23:37:55 | Watusimoto | max on level might make most sense |
| 23:38:10 | Watusimoto | or at least be easiest to program |
| 23:38:11 | bobdaduck | Event:TurretDestroyed |
| 23:38:12 | raptor | so it would run out? |
| 23:38:31 | Watusimoto | no; thinking when level has > max, no spawn occurs |
| 23:38:47 | raptor | ahh... but that isn't tied to a spawner? |
| 23:39:00 | raptor | would be a level attribute of sorts? |
| 23:39:36 | Watusimoto | The spawner could disable when max asteroids has been reached, and reenable when some are killed |
| 23:39:43 | Watusimoto | different spawners could have ifferent levels |
| 23:39:51 | raptor | ok, that's what i was thinking too |
| 23:39:59 | Watusimoto | or it could be a special that disables all asteroid spawns |
| 23:40:14 | raptor | and we choose some sane default, like 20... or 50? |
| 23:40:36 | Watusimoto | I really don;t know how that would feel in practice |
| 23:40:49 | raptor | it would feel like less lag |
| 23:40:59 | bobdaduck | Gee, that would make circles work! |
| 23:41:07 | raptor | no it wouldn't... :) |
| 23:42:21 | raptor | well i suppose it would help with one aspect of the (3?) I can think of with circles... |
| 23:43:14 | bobdaduck | hey watusimoto, join my server? |
| 23:43:24 | Watusimoto | ok |
| 23:43:53 | Watusimoto | pw? |
| 23:44:01 | bobdaduck | cleared |
| 23:48:07 | Watusimoto | cool |
| 23:50:27 | | Darrel Quit (Ping timeout: 252 seconds) |
| 23:55:19 | bobdaduck | access to the different ScoringEvents could be nice |
| 23:59:01 | | bobdaduck Quit (Remote host closed the connection) |