#bitfighter IRC Log

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IRC Log for 2014-01-25

Timestamps are in GMT/BST.

00:00:01fordcarsHaha in my dream
00:00:03raptoryou have have code submitted to the repository to get the dev badge - that has always been the case
00:00:08raptor*have to have
00:00:33Nothing_MuchOh
00:01:30raptornot terribly difficult, but being able to code semi-proficiently is the barrier to entry
00:01:59Nothing_MuchRight, though I won't be getting it anytime soon sadly
00:02:48fordcarsOh, requests isn't a standard library?
00:03:11raptorNO
00:03:57raptorfordcars: no network in Lua
00:04:05fordcarsHeh
00:04:16fordcarsI won't post it in forums if you want
00:04:17amgine123WEll i think in my case a exepciton should be made i have beta tested many builds now and I will never learn to code
00:04:39amgine123besides cant downalod the stuff to do that anyways
00:04:53fordcarsraptor, getting the weather in Bitfighter would be neat :)
00:05:18raptorno exception for this particular badge, 'developer' means you have to have developed
00:05:24fordcarsYou know I am talking about python, right?
00:05:30fordcarsNot Lua
00:05:54raptorthere may be other badges in the future though for other things
00:06:01raptorfordcars: ohhhh
00:06:06raptorok, i didn't...
00:06:11fordcarsOh sorry :P
00:06:22amgine123i 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
00:07:06raptorok, back soon...
00:07:09raptor Quit ()
00:07:31Nothing_Muchthat'd be nice amgine123
00:07:44amgine123what?
00:07:45fordcarsOh ok reqeusts is not standard
00:07:52Nothing_MuchBeta testing badge :D
00:08:00fordcarsYeah that would be neat
00:08:18fordcarsLogo: http://upload.wikimedia.org/wikipedia/commons/b/b2/Beta_uc_lc.svg
00:08:26amgine123??
00:08:31Nothing_Muchnice
00:08:48fordcars"in min case make a tester badge to give out" -amgine
00:11:20kaenhi again
00:11:27kaennope, no real job yet, still stocking shelves :P
00:11:29amgine123sup again
00:11:42Nothing_Muchoh that sucks
00:11:48Nothing_Muchand hello again amgine123
00:11:55kaentell me about it :)
00:12:07kaenit'll work, just takes positivity and persistence
00:12:24amgine123kaen is it possible to get BF to work imbeded
00:17:25fordcarsMaybe with some web plugin
00:17:42fordcarsOr maybe, eventually, HTML5 with emscripten
00:42:26fordcarskaen, what are the sandoboxed io functions again? Can't find it in docs...
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01:01:30fordcarsLater!
01:01:32fordcars Quit (Quit: Page closed)
01:08:05kaenamgine123, maybe
01:08:17kaenthere's a lot of work needed for not much gain, imo
01:08:32kaenmostly because of the network library that would essentially need to be rewritten
01:09:35amgine123well ibe been testing a long time ..
01:12:30BFLogBot No io for you
01:15:54amgine123your 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
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01:39:57BFLogBot Commit: 98922ba3889c | Author: buckyballreaction | Message: Add Event.GameOver for Lua scripts
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02:45:40fordcarsArghghghghg
02:46:31kaenand a fine evening to you, too :)
02:49:03fordcars:)
02:49:22fordcarsPython in Windows doesn't want to open text files, and currupts them instead, using r+
02:49:45fordcarsWell, it opens as hex it seems
02:49:47kaenhmm, that's really weird
02:49:48kaenoh
02:49:54kaenthe + means binary, doesn't it?
02:50:02kaenI think you just want 'r'
02:50:05fordcarsNope, it means Read and Write
02:50:16fordcarsr+ Opens a file for both reading and writing. The file pointer will be at the beginning of the file
02:50:20kaenhow are you reading it?
02:50:27fordcarsfile.read()
02:51:16kaenhmm, that's nuts
02:51:21fordcarsYeah :/
02:51:34kaenI've never tried python on windows, but file.read() works great on linux :)
02:51:47fordcarsI need to install inux on this!
02:51:58fordcars*l
02:52:21Nothing_Muchfordcars: wuchu doin' on windose
02:52:26fordcarsPoop
02:52:27Nothing_Muchget your ubuntu fix dude
02:52:58fordcarsHeh
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03:00:40raptorfordcars: I'm looking to pass the killing object in onShipKilled
03:00:55fordcarsAwesome!
03:01:03raptorbut we have a variety of funniness that goes along with it
03:01:55raptorbecause I can pass in the damagingObject
03:02:09raptorwhich can be null... or a projectile or burst, etc.
03:02:17raptorbut I expect that's not what you want in that bug?
03:02:59raptoryou'd probably want the ship that fired the weapon, or the turret, etc. right?
03:04:04fordcarsYeah, that would be neat
03:05:14fordcarsraptor, can't you get the ship?
03:05:27raptormaybe...
03:05:30fordcarsYOu can get who shot the projectile
03:05:32raptorbut it's not always a ship
03:05:40fordcarsWell, turret object?
03:05:45fordcarsOh, uhh
03:05:53fordcarsMaybe set Turret as null
03:06:01fordcarsAnd Levelcontroller
03:06:30raptoryeah, this is the funniness...
03:06:36fordcarsYeah
03:07:03fordcarsMaybe, onShipKilled(deadShip, killerShip, isShip) ?
03:07:10fordcarsisShip = bool
03:07:21raptorok, so it looks like I can return the owner of the damagingObject, which will be NULL for everyting but if a player shoots it
03:07:28raptorthe owner is the PlayerInfo
03:07:30fordcarsAhh yes
03:07:50raptorwould that suffice? so turrets, etc. would return nil
03:07:56fordcarsYep!
03:11:31raptorhmmm... ok
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03:33:26raptorok fordcars, i've decide to try an return the actual object that killed the player
03:33:40fordcarsOk, does it work?
03:33:46raptorbecause there may be future cases with things like asteroids, turrets, etc.
03:33:54fordcarsOh right
03:34:38raptorso the question is, if you are killed by a projectile, should i just pass you the projectile?
03:34:46fordcarsMaybe
03:34:52fordcarsI would say yes
03:35:04raptoror the shooter of the projectile?
03:35:17fordcarsWell, uh
03:35:40fordcarsMaybe only the shooter to keep the simplicity
03:36:32raptorkaen, if you're around, what do you think when a ship is killed, what should I pass back to the Lua event?
03:37:07raptorwe have the shooter (if exists), the object (if exists), the object's owner (or player, if exists)
03:38:07raptorfordcars: shooter means the Turret, or Ship
03:38:14raptorand who is the shooter with an asteroid?
03:38:20fordcarsHah
03:38:29fordcarsWell, sure!
03:38:31fordcarsShooter
03:38:52fordcarsIt would be nice, interesting
03:39:01fordcarsGetting Turrets
03:44:45kaenhow about just shooter and object?
03:45:04kaenyou can get the player from the ship if it's the shooter
03:45:12kaen(right?)
03:45:19raptorright
03:45:51raptorso two things...
03:45:55raptorok
03:47:57raptoralways the voice of reason...
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06:04:49fordcarsNight!
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11:19:18BFLogBot Commit: 73b2c3d78ab7 | Author: watusimoto | Message: Formatting
11:19:19BFLogBot Commit: 6b58cb4e5071 | Author: watusimoto | Message: Change capitalization of files for TextItem and Teleporter -- let's see how it goes
11:19:21BFLogBot Commit: ff601e32abb4 | Author: watusimoto | Message: Merge
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13:59:12BFLogBot Commit: 8caf1da63bf1 | Author: watusimoto | Message: Streamline the code a tiny bit
13:59:14BFLogBot Commit: e3c4e9071a50 | Author: watusimoto | Message: Remove some ifdef ugliness
13:59:15BFLogBot Commit: 2b4fc10146e9 | Author: watusimoto | Message: Line endings?
13:59:17BFLogBot Commit: bce7493d1a48 | Author: watusimoto | Message: Consolidate BF_NO_CONSOLE stuff, gets rid of tons of ifdefs
13:59:18BFLogBot Commit: a4cbef7e2930 | Author: watusimoto | Message: It doesn't really matter if we show console instructions... you'd never get here with no console
13:59:20BFLogBot Commit: d8e216830e35 | Author: watusimoto | Message: Fix up header, make ifdefs match with those in console.h
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15:39:47raptorgood morning!
15:40:08raptorWatusimoto_: question - I'm working with the ShipKilled Lua event
15:40:28raptorit currently is fired if a ship goes idle, changes teams, leaves a game OR is killed
15:40:34raptorshould this be so?
15:40:35Watusimoto_hi
15:40:46Watusimoto_mmmm
15:40:56Watusimoto_if ship goes idle, probably no
15:41:09Watusimoto_(onPlayerIdle event?)
15:41:33raptoryeah, i'm thinking all of those other cases could probably have their own event
15:41:36Watusimoto_changeTeams, again probably no
15:41:42Watusimoto_onChangeTeams()?
15:41:52raptorsure...
15:41:55Watusimoto_leavesGame.... probably no again
15:42:06Watusimoto_onLeavesGame() ? (probably already haev that one)
15:42:14Watusimoto_is killed? probably yes
15:42:20Watusimoto_since it is the isKilled event
15:42:34Watusimoto_but why would someone use the onkilled event?
15:42:46Watusimoto_maybe that will help illustrate of the above makes sense
15:43:43raptorspecifically, fordcars says he wants the onShipKilled event to have the damaging object and/or shooter passed to Lua
15:43:48raptorwhich it doesn't do now
15:44:11raptorso, i'm attempting to make the event actually useful.. and for it's intended purpose
15:47:29Watusimoto_so that use would suggest the answers given above are correct
15:47:50raptoryes, I agree
15:47:52raptorthanks!
15:52:09Watusimoto_I got up to use the bathroom and <<someone>> grabbed the chance to start playing minecraft... so I'll be back later
15:52:19raptorheh
15:52:27raptorlater
16:48:03BFLogBot Commit: 377a91cd5471 | Author: buckyballreaction | Message: Consolidate logic to determine a weapon's 'shooter'
16:48:04BFLogBot 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
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18:20:45BFLogBot Commit: c61091e5b60f | Author: buckyballreaction | Message: Trigger Lua ShipSpawned event for robots, too
18:24:26raptorkaen / sam686, do either of you remember why we exclude Robots from ShipEntered/LeftZone ?
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18:49:57raptorDarrel: 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?
18:55:57DarrelSure, no problem - Dariel Todorov Kremov
18:56:06raptorgreat
18:56:08raptor!
18:56:11raptorthanks!
18:56:24Darrelthanks to you too :)
18:56:54raptorNow i'm unsure - in your culture, when placing someones name, do you use the middle names?
18:57:04raptori mean when crediting someone
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19:35:30raptorSpace Demolition is a good race so far... at least against the computers
19:52:30Watusimotostill in that stars game?
19:56:02raptorwe finished
19:56:17raptorstarted again
20:06:01Watusimotogreat!
20:06:28raptorI finally convinced my brother to be something other than Alternate Reality
20:06:36Watusimotoha
20:06:50Watusimotohyper micromanagement has always worked well for me
20:06:57Watusimotooh wait, that's all the races
20:07:06raptorheh, yes
20:07:22WatusimotoI really wish they had finished stars II
20:07:25raptorthere are a few tricks to reduce micromanagement though, like the auto-queues
20:07:31Watusimotoyes
20:07:36raptortheres was a stars! 2??
20:07:40Watusimotoyes
20:07:43Watusimotowell, no
20:08:23Watusimotosee sequels
20:08:24Watusimotohttp://en.wikipedia.org/wiki/Stars!
20:08:56Watusimotobrb
20:11:27raptorgraphics!: http://www.neoseeker.com/Games/Products/PC/stars_supernova/
20:56:27Darrelraptor, sorry for not responding earlier, I went for dinner.. well, we usually just use first and family name, middle name just for official stuff
20:57:05raptorah ok cool
20:57:08raptorthanks again
21:10:03Watusimotoback
21:15:34raptorsamurai jack
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22:15:11raptorWatusimoto: who is 'Joseph Ivie' under teh 'Bot Devel0opment'
22:15:14raptor?
22:15:26Watusimotosome dude who did something a way long time ago
22:15:45Watusimotopredates s_bot
22:15:56Watusimotohis work is probably totally gone now
22:15:59raptorwas he the quickbot writer?
22:16:04Watusimotomaybe
22:16:24Watusimotogood thing we have a long credits music score!
22:18:09raptoroh
22:18:19raptorthat guy is 'Unknown' who wrote quickbot
22:18:55raptorand i don't know 'Coding Mike' or 'Janis Rucis' either
22:20:29BFLogBot Commit: 50e020717b36 | Author: buckyballreaction | Message: Add GCI 2013 students to credits
22:59:32raptorshould Robot really be a child of Ship? there are so many methods that look like they should be inherited, yet they diverge
23:00:12raptormaybe we should have a Ship, with children, Robot and Human
23:20:13Watusimototha
23:20:27Watusimotothat's an interesting idea
23:20:36WatusimotoRobot and Player
23:20:51WatusimotoRobot and PlayerShip, perhaps
23:21:06raptorbecause i'm currently attempting to get robots to trigger zone left/enter events
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23:21:19Watusimotoor AbstractShip, Robot, and Ship
23:21:24raptorand every ship method that triggers those is only available in Ship
23:21:54Watusimotoif they are available in ship, aren't they available to robot?
23:22:25WatusimotoI have no objections to making robot and ship siblings, rather than parent/child
23:24:00raptorno - ship and robot have their own implementations of things like initialize() kill() idle()
23:24:25raptorI like Ship, Robot and PlayerShip
23:25:57raptorhey bobdaduck
23:26:02bobdaduckHi
23:26:08bobdaduckSo I've been super sick all day
23:26:12raptorquick question since I'm already in the code - what other Lua events would be useful?
23:26:16raptorblech
23:26:41bobdaduckThe internet informs me that, according to my symptoms, I'm experiencing acute menstrual pains
23:26:50Watusimotoother events?
23:26:56WatusimotoI don't know
23:27:05bobdaduckThe internet assures me that it is completely natural, if painful, and that I'll recover in a few days.
23:27:08Watusimotobobdaduck: sorry to hear
23:27:14bobdaduck...I'm pretty sure its food poisoning :P
23:27:26Watusimotothen 24 hours you'll be at 85%
23:27:46bobdaduckI don't think I made a list of lua events that would be nice
23:27:51bobdaducklet me see if I can remember them...
23:28:33raptormy 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)
23:29:53raptorShip is a scary class...
23:30:03raptornot sure I really want to do this yet...
23:30:11bobdaduckEvent.ShipKilled could be nice if it had "ship that got killed" and "what killed the ship"
23:30:14bobdaduckas arguments
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23:30:49raptorbobdaduck: already done, last night: onShipKilled(Ship ship, BfObject damagingObject, BfObject shooter)
23:30:55raptor:)
23:31:14bobdaduckEvent:shipEnteredZone()
23:31:31bobdaduckWould be nice if that could somehow be changed to Event:ObjectEnteredZone
23:31:58raptorhmmm... that one is no small order
23:32:11raptorand potentially performance-impacting
23:32:16bobdaduckInstead of arbitrarily checking for it onTick()
23:32:52raptorguaranteed performance-impacting
23:33:00bobdaduckEvent:AsteroidDied()
23:33:18raptorhelp me see the use case for that..
23:33:47bobdaduckSay I want one asteroid to always be in an area
23:33:58bobdaduckbut I don't want to use asteroid spawners because they spawn either too fast or too slow
23:34:09bobdaduckWhen the asteroid dies I could make it spawn a new asteroid
23:34:27bobdaduckRather than ending up with 1000 asteroids from a spawner
23:35:20raptoractually, that brings up a tangential idea - Watusimoto, what do you think about adding an attribut to asteroid spawner: MaxAsteroids
23:35:35Watusimotomax at once, or lifetime total?
23:35:47Watusimotoor max in area?
23:36:10raptorin my head, i was thinking max released - you'd have to destroy one to get another
23:36:22raptormax released at one time
23:36:56raptorbut either, i suppose - just something to fix asteroid spawns...
23:37:55Watusimotomax on level might make most sense
23:38:10Watusimotoor at least be easiest to program
23:38:11bobdaduckEvent:TurretDestroyed
23:38:12raptorso it would run out?
23:38:31Watusimotono; thinking when level has > max, no spawn occurs
23:38:47raptorahh... but that isn't tied to a spawner?
23:39:00raptorwould be a level attribute of sorts?
23:39:36WatusimotoThe spawner could disable when max asteroids has been reached, and reenable when some are killed
23:39:43Watusimotodifferent spawners could have ifferent levels
23:39:51raptorok, that's what i was thinking too
23:39:59Watusimotoor it could be a special that disables all asteroid spawns
23:40:14raptorand we choose some sane default, like 20... or 50?
23:40:36WatusimotoI really don;t know how that would feel in practice
23:40:49raptorit would feel like less lag
23:40:59bobdaduckGee, that would make circles work!
23:41:07raptorno it wouldn't... :)
23:42:21raptorwell i suppose it would help with one aspect of the (3?) I can think of with circles...
23:43:14bobdaduckhey watusimoto, join my server?
23:43:24Watusimotook
23:43:53Watusimotopw?
23:44:01bobdaduckcleared
23:48:07Watusimotocool
23:50:27Darrel Quit (Ping timeout: 252 seconds)
23:55:19bobdaduckaccess to the different ScoringEvents could be nice
23:59:01bobdaduck Quit (Remote host closed the connection)

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