Timestamps are in GMT/BST.
| 00:04:30 | tommyaz | my variable is not working and I don't know why |
| 00:05:25 | tommyaz | hmm |
| 00:12:45 | | BFLogBot Commit: 1c2f0152287d | Author: kaen | Message: add mingw64 toolchain file |
| 00:12:47 | kaen | haven't done that in a while. feels good :) |
| 00:13:09 | tommyaz | ahahha an extra space |
| 00:13:17 | raptor | ooooo |
| 00:13:23 | raptor | a commit by kaen! |
| 00:14:27 | tommyaz | I crashed Bitfighter with my code! I must be doing something right now. |
| 00:15:14 | tommyaz | Seems this is not allowed... local newGeom = oldGeom(x+sx, y+sy) |
| 00:15:42 | kaen | that definitely shouldn't crash bitfighter... |
| 00:15:44 | tommyaz | hmm deleted that line |
| 00:15:47 | tommyaz | it crashed anyway |
| 00:15:59 | tommyaz | maybe... local oldGeom = obj:getGeom(x, y) |
| 00:16:21 | tommyaz | oops extra end left in |
| 00:20:03 | kaen | raptor, any idea about the linker errors at the end of this log? http://23.94.5.154:8010/builders/windows/builds/1/steps/shell_1/logs/stdio |
| 00:23:16 | raptor | yes! |
| 00:24:42 | raptor | luajit headers are not on the compile path (e.g. -I ../lua/luajit/src/ |
| 00:24:53 | raptor | thats a capital I (eye) |
| 00:25:52 | tommyaz | .../Application Support/Bitfighter/scripts/geometry.lua:27: bad argument #1 to 'pairs' (table expected, got string -- did you use '.' instead of ':'?) |
| 00:26:12 | tommyaz | Is that the fault of my code or saying geomtry.lua has a problem? |
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| 00:28:00 | raptor | you code |
| 00:28:45 | tommyaz | k |
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| 00:40:36 | raptor | is the Linux section here any better?: http://bitfighter.org/downloads |
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| 00:46:29 | Nothing_Much | whoa |
| 00:46:34 | Nothing_Much | raptor: that's beautiful! |
| 00:46:40 | Nothing_Much | there's slackware packages? |
| 00:46:41 | Nothing_Much | o.o |
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| 00:50:17 | raptor | :) |
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| 00:59:11 | Nothing_Much | good night everybody |
| 00:59:18 | raptor | ngiht |
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| 01:02:05 | Watusimoto | night |
| 01:03:18 | raptor | you're still around Watusimoto? |
| 01:03:31 | raptor | you should check out the Linux section of the downloads page |
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| 01:27:31 | YoshiSmb | hello everyone, good nights |
| 01:27:37 | YoshiSmb | (night time huh? |
| 01:27:39 | YoshiSmb | ) |
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| 03:25:13 | tommyaz | hi. most of my plugin works now. Just need to figure out how to use the information |
| 03:25:18 | tommyaz | to make new objectsss |
| 03:32:50 | tommyaz | mmm can someone help me finish this code? |
| 03:57:31 | kaen | sure thing |
| 03:57:38 | kaen | tommyaz: what's your question? |
| 03:57:52 | tommyaz | Im practically finished except for one thing |
| 03:58:12 | tommyaz | I cant make a new object |
| 03:58:30 | tommyaz | (but boy can I delete them !) |
| 03:59:13 | kaen | which type of object? |
| 03:59:25 | kaen | wait wait |
| 03:59:31 | kaen | did you read the tutorials? |
| 04:00:00 | tommyaz | Sort of? |
| 04:00:05 | tommyaz | Just the lua tut |
| 04:00:08 | tommyaz | the levelgen tut |
| 04:00:14 | tommyaz | the outdated levelgen tut |
| 04:00:28 | tommyaz | and i looked long and hard at the other plugins |
| 04:00:33 | tommyaz | and the class thing |
| 04:00:59 | kaen | so, if you were to guess, how do you think you would make a new object? |
| 04:01:27 | tommyaz | first I'd get the table with the coords |
| 04:01:35 | tommyaz | make results |
| 04:01:40 | tommyaz | and insert the results into a new object |
| 04:01:51 | tommyaz | I got step one and two |
| 04:01:56 | tommyaz | but the third fails |
| 04:02:02 | kaen | what have you tried? |
| 04:02:29 | tommyaz | right now |
| 04:02:30 | tommyaz | local newObj newObj:setGeom(geom) newObj:setTeam(team) newObj:setSelected(true) bf:addItem(newObj) |
| 04:03:14 | kaen | ok |
| 04:03:23 | kaen | you're missing one part of the first line |
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| 04:03:36 | kaen | you've made variable called newObj |
| 04:03:41 | kaen | but you haven't put anything in it |
| 04:03:56 | kaen | with the code you just pasted, newObj is nil, literally nothing |
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| 04:04:07 | kaen | so you're setting the geom/team of nothing |
| 04:04:09 | kaen | and adding nothing |
| 04:04:14 | kaen | what you're looking for is |
| 04:04:15 | tommyaz | i have |
| 04:04:16 | tommyaz | for _, obj in pairs(objects) do local typeId = obj:getObjType() local geom = obj:getGeom() local team = obj:getTeamIndex() local result = Geom.scale(geom, sx, sy) |
| 04:04:32 | tommyaz | sry |
| 04:04:38 | kaen | local newObject = LineItem.new() |
| 04:04:43 | kaen | that's it :) |
| 04:04:47 | kaen | oh wait |
| 04:05:00 | kaen | what is this plugin doing? |
| 04:05:04 | tommyaz | scaling |
| 04:05:05 | raptor | good evening! |
| 04:05:08 | tommyaz | it calculates properly |
| 04:05:11 | kaen | good evening! |
| 04:05:14 | kaen | ok |
| 04:05:14 | raptor | time for bugs! I mean features! |
| 04:05:19 | tommyaz | hahahaha |
| 04:05:26 | kaen | you should not be making new objects at all, tommyaz |
| 04:05:41 | kaen | you should take the geom, scale the geom, and set the geom of the old object |
| 04:06:05 | kaen | paste all of your code at pastie.org, and I'll take a look |
| 04:07:27 | kaen | (you should always use a pastebin, because it's hard to read code in the channel) |
| 04:07:52 | tommyaz | http://pastebin.com/MyPWNCZ1 |
| 04:07:56 | tommyaz | there ya go! |
| 04:08:08 | kaen | whheeeee |
| 04:08:08 | kaen | :) |
| 04:08:38 | tommyaz | A tool that can change x and y values seperately! |
| 04:08:59 | tommyaz | So much better than ctrl shift X (except for the whole I can type letters and not just #s part) |
| 04:09:20 | | BFLogBot Commit: 198b2652d05f | Author: buckyballreaction | Message: Add args checking for bf:(un)subscribe() Lua methods |
| 04:10:09 | kaen | all you need is this: http://pastebin.com/KSZACpUk |
| 04:11:20 | tommyaz | hahaha one line |
| 04:12:46 | raptor | ha! |
| 04:12:52 | raptor | lua args checking is broken |
| 04:12:57 | kaen | \o/ |
| 04:13:17 | raptor | with that stupid string thing problem ugliness |
| 04:14:06 | tommyaz | my code? |
| 04:14:17 | raptor | is passing a const string& any slower than a const char* ? |
| 04:14:27 | tommyaz | btw kaen your code doesnt do anything either :( |
| 04:14:37 | kaen | what's the console say? |
| 04:14:54 | kaen | raptor: I don't think it is |
| 04:15:04 | kaen | they're the same thing on the hardware side |
| 04:15:19 | tommyaz | it says nothing |
| 04:15:25 | tommyaz | which means it runs |
| 04:15:31 | tommyaz | but it doesnt do anything either |
| 04:16:32 | kaen | put some prints in there and see what's going on :P |
| 04:16:41 | tommyaz | hmm |
| 04:16:48 | tommyaz | could local geom be the reason nothing happens? |
| 04:16:57 | tommyaz | If local result does not change the value of geom |
| 04:17:17 | tommyaz | then obj:setGeom(geom) would also run but not do anything |
| 04:17:19 | tommyaz | right? |
| 04:18:02 | kaen | hah! |
| 04:18:05 | kaen | oops, you're right :) |
| 04:18:09 | kaen | setGeom(result) |
| 04:18:27 | kaen | nice catch. maybe I should be asking you for help ;) |
| 04:18:40 | tommyaz | haha it worked |
| 04:18:54 | tommyaz | well on one object at least it works |
| 04:19:04 | tommyaz | now to make it for multiple objects.. thanks |
| 04:19:25 | tommyaz | I think I need centroid |
| 04:19:58 | tommyaz | hmmmmmmm idk how to use centroid |
| 04:20:08 | tommyaz | will that require also using translate? |
| 04:21:33 | kaen | I believe so |
| 04:21:54 | tommyaz | haha it works fine as it's own unique plugin though |
| 04:22:13 | raptor | these "uninitialised byte(s)" memory errors drive me nuts |
| 04:22:28 | tommyaz | I can sell the lack of centroid as a perk |
| 04:22:35 | tommyaz | while i secretly work on fixing that |
| 04:23:16 | tommyaz | or not secretlt |
| 04:27:28 | tommyaz | oh raptor, the rotate in place tool is broken |
| 04:27:36 | tommyaz | was meaning to post that bug |
| 04:27:37 | raptor | oh? |
| 04:27:45 | raptor | how? |
| 04:27:51 | raptor | save me from these memory errors |
| 04:27:56 | tommyaz | well, it doesn't rotate around the center of itself |
| 04:28:01 | tommyaz | it rotates around other things |
| 04:28:08 | raptor | yes |
| 04:28:19 | raptor | it rotates around the center of 'mass' |
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| 04:32:14 | kaen | tommyaz: there are two types of rotation in bitfighter |
| 04:32:18 | tommyaz | http://bitfighter.org/forums/viewtopic.php?f=47&t=2288 |
| 04:32:23 | tommyaz | listening |
| 04:32:23 | kaen | one around the centroid, one around the point 0, 0 |
| 04:32:41 | kaen | that's all |
| 04:32:43 | tommyaz | OK, i noticed the bug when I was copying these shapes i made |
| 04:32:46 | tommyaz | and pasting them around the map |
| 04:32:52 | kaen | I think you're using the origin rotation :) |
| 04:33:02 | tommyaz | i tried alll the rotate buttons |
| 04:33:48 | tommyaz | it doesnt happen 100% of the time |
| 04:33:57 | tommyaz | but after a while of pasting, copying, using rotate it happened |
| 04:34:43 | raptor | it doesn't sound like a bug yet - if you can narrow it down to one specific type of rotation an the object, then we can try it |
| 04:35:07 | tommyaz | I will reproduce it now |
| 04:35:22 | tommyaz | gee that was fast |
| 04:35:31 | tommyaz | I copied and pasted one of my star shapes |
| 04:35:34 | tommyaz | hit R |
| 04:35:37 | tommyaz | and it rotates around |
| 04:35:46 | tommyaz | ahh I see it |
| 04:35:55 | tommyaz | only rotates around the map if I have both of them selected |
| 04:36:08 | tommyaz | but the original rotates in place |
| 04:36:16 | tommyaz | as it should |
| 04:36:27 | tommyaz | ok I got it, it's the lines that are rotating |
| 04:36:37 | tommyaz | around the map |
| 04:36:40 | tommyaz | and the polygon works fine |
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| 04:38:07 | tommyaz | To clarify: |
| 04:38:29 | tommyaz | I have a map with star polygon and a lineitem in a star shape around the polygon (used autoborder, thanks kaen!) |
| 04:38:46 | tommyaz | I copy and pasted the star. |
| 04:38:52 | tommyaz | polygon and lineitem |
| 04:39:02 | tommyaz | the lineitem behaves weird with rotate |
| 04:39:46 | raptor | it's possible there is a math error that pops up in certain cases |
| 04:40:31 | tommyaz | huh |
| 04:40:48 | tommyaz | I just made a 3 point V barriermaker and used autoborder on it |
| 04:40:54 | tommyaz | then i copy pasted it |
| 04:40:57 | tommyaz | and hit R |
| 04:41:07 | tommyaz | It rotates about the original V shaped barrier maker |
| 04:41:09 | tommyaz | and not 0,0 |
| 04:41:32 | raptor | the 'R' rotate is not the origin-rotate |
| 04:41:42 | raptor | it's center-of-mass rotate |
| 04:41:52 | tommyaz | It's supposed to do that? |
| 04:41:57 | raptor | yes |
| 04:42:07 | tommyaz | I would expect upon pasting |
| 04:42:17 | raptor | look at the help (F1) there is another rotate key for the 0,0 rotate |
| 04:42:46 | tommyaz | ahh |
| 04:42:49 | tommyaz | you're right |
| 04:42:55 | tommyaz | ctrl R rotates around 0,0 |
| 04:42:59 | tommyaz | R rotates around centroid |
| 04:43:03 | raptor | yes |
| 04:43:03 | tommyaz | but it's weird that pasting |
| 04:43:06 | tommyaz | uses the old centroid |
| 04:43:09 | tommyaz | instead of making a new one |
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| 04:43:26 | raptor | hmm... it's possibel that's an editor bug, let me check |
| 04:43:54 | tommyaz | the steps are a bit complicated, let me reiterate |
| 04:44:13 | tommyaz | 1. Place a polygon/barrier maker |
| 04:44:14 | raptor | can't easily duplicate... |
| 04:44:17 | tommyaz | 2. Use autoborder |
| 04:44:29 | tommyaz | 3. copy and paste both a short distance away |
| 04:44:35 | tommyaz | 4. Hit 'r' |
| 04:44:40 | tommyaz | it might help if you do it away from 0 0 |
| 04:44:49 | tommyaz | so you can tell the difference between the different types of rotates |
| 04:45:10 | tommyaz | step 4 should be... Select the newly pasted objects and hit 'r' |
| 04:45:56 | tommyaz | its actually a pretty cool bug |
| 04:46:04 | tommyaz | now that I understand it |
| 04:46:06 | raptor | ok |
| 04:46:34 | raptor | ha! |
| 04:46:34 | tommyaz | if you exit the editor the bug stops until you repeat all the steps |
| 04:46:37 | raptor | you're right |
| 04:46:49 | raptor | it's rotating around the centroid of the old object... |
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| 04:47:29 | Nothing_Much | hi guys |
| 04:47:33 | tommyaz | hi n_m |
| 04:47:36 | Nothing_Much | still programming tommyaz? |
| 04:47:38 | tommyaz | did you see http://bitfighter.org/forums/viewtopic.php?f=47&t=2288 |
| 04:47:41 | tommyaz | ha! |
| 04:48:30 | Nothing_Much | dude awesome |
| 04:48:39 | Nothing_Much | I have no idea where to put that though lol |
| 04:48:53 | tommyaz | editor plugins |
| 04:49:04 | tommyaz | shoot I didnt make a proper hotkey |
| 04:49:13 | tommyaz | but this is cool |
| 04:49:15 | tommyaz | so cool |
| 04:49:22 | tommyaz | if you combine it with the star making tool |
| 04:52:28 | raptor | yep, you found a bug... only really happens with lineitems |
| 04:52:36 | tommyaz | uhh oh |
| 04:52:45 | tommyaz | line items dont play nice iwth my plugin either |
| 04:52:52 | tommyaz | not bad |
| 04:52:59 | tommyaz | but if you autobordered your polygon |
| 04:53:05 | tommyaz | youll have to readjust it |
| 04:53:21 | tommyaz | make a kaen star |
| 04:53:29 | tommyaz | use my scaler on it |
| 04:53:51 | tommyaz | 1. Make a Kaen Star, 2. Use AutoBorder 3. Use my scaler on it |
| 04:54:05 | tommyaz | lineitem is the right size, just not exactly in the right place |
| 04:54:36 | tommyaz | I wonder if these bugs are related |
| 05:02:15 | tommyaz | nope, unrelated |
| 05:02:17 | tommyaz | it's not a bug |
| 05:02:57 | tommyaz | LineItem has a slightly different centroid than polygons, it seems, because it requires an extra point to mimic the closure of polygons |
| 05:03:23 | tommyaz | When applied to a barriermaker, and then scaled up using my tool, it works fine |
| 05:04:21 | tommyaz | ok does anyone want to play a game? |
| 05:06:18 | raptor | sorry... i'm fixing features... |
| 05:08:26 | Nothing_Much | kaen: is what forcars said true about you workin' on mobile stuff a little? |
| 05:08:43 | Nothing_Much | btw, did you see the nvidia shield? |
| 05:11:31 | Nothing_Much | did you guys* |
| 05:21:08 | raptor | yes, i did |
| 05:21:30 | raptor | my first thought was how amazing it was that Google has provided a free OS so devices like that could be built for cheap |
| 05:22:34 | Nothing_Much | yeah |
| 05:22:37 | Nothing_Much | plus it's nvidia! |
| 05:22:47 | Nothing_Much | it's got a built in controller |
| 05:22:58 | Nothing_Much | for android |
| 05:23:33 | raptor | tommyaz: fixed your rotate bug. thanks! |
| 05:23:40 | | BFLogBot Commit: c53acd497c03 | Author: buckyballreaction | Message: Fix centroid not being recalculated for LineItems |
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| 06:06:32 | Nothing_Much | new kernel update woo! |
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| 06:21:40 | raptor | night! |
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| 06:27:18 | Nothing_Much | G'night |
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| 14:12:07 | YoshiSmb | Hi Watusimoto |
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| 14:12:50 | YoshiSmb | Hi kaen |
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| 15:19:49 | YoshiSmb | http://bitfighter.org/forums/viewtopic.php?f=4&t=2290&p=23029#p23029 |
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| 15:47:48 | bobdaduck | Gid'morning, gentlemen. |
| 15:48:25 | YoshiSmb | morning ducky |
| 15:48:48 | | YoshiSmb started to pet is cat |
| 15:48:59 | YoshiSmb | whatever is called |
| 15:53:32 | bobdaduck | Watusimoto |
| 15:53:37 | bobdaduck | hi? |
| 15:54:15 | bobdaduck | or maybe Watusimoto__ |
| 15:57:26 | kaen | morning |
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| 16:09:07 | raptor | good day! |
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| 18:55:53 | Nothing_Much | YoshiSmb, kaen: the graphics there were nausiating on ZAP? |
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| 19:00:51 | kaen | not me, but bob said that once |
| 19:00:55 | kaen | using this video as evidence: https://www.youtube.com/watch?v=k3p0pd6GVS8 |
| 19:03:28 | Nothing_Much | whaaaaaaaaaat? |
| 19:03:52 | Nothing_Much | okay maybe the explosion disorientation is a bit much |
| 19:03:58 | Nothing_Much | but otherwise, it looks beautiful |
| 19:04:14 | kaen | that's what I thought |
| 19:04:24 | Nothing_Much | though the tail makes the ships look more like squids rather than.. ships |
| 19:04:31 | kaen | I hadn't seen that video when I did the work, I just wanted to make things glow a bit |
| 19:05:07 | kaen | but bob was on me on me like lightning once I started posting screenshots, and I had other things to do so I just dropped it. |
| 19:05:19 | Nothing_Much | and unfortunately (for the people who dislike over the top graphics), that might also contribute to- |
| 19:05:23 | Nothing_Much | wait where? |
| 19:05:29 | Nothing_Much | I wanna see screenshots |
| 19:06:17 | kaen | it was more than a year ago now, I don't have the screenshots |
| 19:06:31 | Nothing_Much | I did however notice the lack of "tinks" when the standard phaser hits the wall |
| 19:06:42 | Nothing_Much | that's pretty annoying |
| 19:06:58 | Nothing_Much | I'm gonna watch this on repeat for a little |
| 19:07:11 | Nothing_Much | and see if it grows on me |
| 19:07:24 | Nothing_Much | or.. whatever I'm supposed to be looking for |
| 19:08:13 | Nothing_Much | Frankly, people do like shiny things |
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| 19:12:37 | kaen | I like shiny things |
| 19:12:44 | kaen | I like them so much, I try to make them. |
| 19:15:24 | Nothing_Much | I love the design of Bitfighter, the lack of shininess is kinda meh, especially when only hippies that use outdated technology would probably play this game, unless you can't afford to buy a newer PC |
| 19:16:13 | Nothing_Much | But nowadays if people are looking at something like Bitfighter as it currently is, they'd probably think of something like "Flash" or "In-browser" |
| 19:16:50 | Nothing_Much | People would probably assume that it's something like that and wouldn't think to download it, but I'll talk to some people about shininess in games |
| 19:17:47 | | BFLogBot Commit: be7b22f53553 | Author: watusimoto | Message: Fix lots of problems with Lua in the tests. All tests now passing except that broken robot test. Also added a few more test cases to LevelFilesForTesting. |
| 19:17:48 | | BFLogBot Commit: 3d296ac862d9 | Author: watusimoto | Message: Merge |
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| 19:39:05 | raptor | commits! |
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| 20:15:50 | raptor | I should be a good developer and actually write tests for these obscure bugs... |
| 20:17:32 | | BFLogBot Commit: f4e75e5143f8 | Author: buckyballreaction | Message: Fix compiling tests |
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| 20:45:20 | raptor | Watusimoto: what doyou think of my new linux section?: http://bitfighter.org/downloads |
| 20:45:52 | Watusimoto | whoa! |
| 20:45:54 | Watusimoto | colorful! |
| 20:46:52 | raptor | oops, spelling error |
| 20:46:54 | Watusimoto | looks nice |
| 20:47:48 | raptor | Did I miss any ports? |
| 20:47:54 | raptor | oh, pandora |
| 20:52:44 | bobdaduck | Watusimoto and raptor: I've proposed this before, but it would still be really nice to have a "levelgen interaction" button. |
| 20:52:55 | raptor | hi |
| 20:52:59 | raptor | what does that mean? |
| 20:53:23 | Watusimoto | indeed... what does that mean? |
| 20:53:26 | bobdaduck | Subscribe(event.interactionButtonPressed) |
| 20:53:32 | Watusimoto | raptor: how do you like this? |
| 20:53:33 | Watusimoto | http://i.imgur.com/MfhXQHF.png |
| 20:53:42 | bobdaduck | When a player presses U or Alt or something |
| 20:53:49 | bobdaduck | It fires the event in the levelgen. |
| 20:53:54 | bobdaduck | That's it! |
| 20:54:56 | raptor | ahh yes, i forgot the current trend is to neuter the colors |
| 20:54:56 | Watusimoto | so it's just a key that gets transmitted to the server and gets fed to the levelgen? |
| 20:55:09 | raptor | i mean neutralize |
| 20:55:12 | Watusimoto | forget the trend, what do you like? |
| 20:55:37 | bobdaduck | Yeah. |
| 20:55:42 | bobdaduck | It would be all kinds of useful. |
| 20:55:50 | Watusimoto | what's the use case? |
| 20:56:14 | bobdaduck | Pretend I want a level where I pretend all players carry a health pack into battle with them |
| 20:56:29 | bobdaduck | and then anytime during each life they can press the levelgen interaction button and I heal them |
| 20:56:52 | raptor | I think i'd like the gray if the icons were smaller, and had no words |
| 20:57:01 | bobdaduck | Or pretend taz is making a lightning levelgen and wants to have players shoot lightning |
| 20:57:16 | bobdaduck | he could "map" the lighting ability to the levelgen interaction button |
| 20:57:56 | bobdaduck | Or pretend anything is happening in DnD and I don't want to have 80000 onMessageReceived commands? |
| 20:58:13 | Watusimoto | right |
| 20:59:19 | Watusimoto | I don;t like the idea of a dedicated button like that... it seems hokey. Maybe there is a different way to achieve the same goal |
| 20:59:32 | bobdaduck | OnFlagDropKeyPressed() |
| 21:00:14 | Watusimoto | raptor: why not lay the icons out with 2 columns? |
| 21:00:33 | bobdaduck | We levlegeners are achieving the same goal, through things like having 80000 chat commands, or using players loadout, or using onModuleActivate, or "whenever the the ship does a little dance" |
| 21:01:06 | bobdaduck | a dedicated button for it is certainly less hokey than what we're already using. |
| 21:01:09 | Watusimoto | one possible idea would be to let players define a specific chat message that is attached to a specific key |
| 21:01:48 | raptor | we have a isModActive() method on the ship |
| 21:01:48 | bobdaduck | Well, we already have the item drop key |
| 21:01:56 | raptor | maybe we need an isFiring() |
| 21:01:59 | Watusimoto | which actually you can do with the quickchat commands, sort of |
| 21:02:38 | raptor | Watusimoto: 2 columns is fine - i was going for 'simple' to begin with |
| 21:02:44 | bobdaduck | Yeah, and technically someone can map out all the DnD chat commands to quickchat but everyone is way too lazy for that |
| 21:02:45 | Watusimoto | yes, I know |
| 21:02:57 | Watusimoto | bobdaduck: that's the flaw with my idea as well |
| 21:03:01 | raptor | just test out an idea - i got it from here: http://hedgewars.org/download.html |
| 21:03:24 | raptor | and a little here: http://supertuxkart.sourceforge.net/Downloads#header_linux |
| 21:03:31 | Watusimoto | raptor: I like your implementation better! |
| 21:03:36 | bobdaduck | Could you maybe just make the item drop key do the same thing? |
| 21:04:04 | bobdaduck | Just notify the server/levelgen when its pressed? |
| 21:04:19 | Watusimoto | what if the server could send temporary quick-chat key bindings? |
| 21:04:25 | Watusimoto | maybe not |
| 21:04:53 | raptor | if you think about other games - take warcraft for example - they just send the server the 'player 1 clicked spell 1' |
| 21:04:59 | Watusimoto | let me think about it a bit. the goal is to have a way to listen for a keypress on the clients so the levelgen can respond to it |
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| 21:05:02 | bobdaduck | because quick-chat key bindings are cumbersome and require notifying players |
| 21:05:05 | raptor | and then that is available |
| 21:05:25 | raptor | so they are built in actions that are hooked server side, instead of built-in keys |
| 21:05:34 | raptor | and maybe we just need to make more actions available |
| 21:05:59 | Watusimoto | that's surely how we'd implement it |
| 21:06:07 | Watusimoto | but why limit it to 1? |
| 21:06:21 | Watusimoto | taz will surely want a thunder key to compliment his lightning |
| 21:06:34 | raptor | that's the thing - we have 'use module 1' and 'fire weapon 1' |
| 21:06:54 | raptor | thos are our 'spells' |
| 21:07:03 | Watusimoto | those don't get sent to the server as keypresses |
| 21:07:06 | raptor | we only have the module one available at the moment |
| 21:07:08 | raptor | nope |
| 21:07:26 | bobdaduck | Take for example thread's "blink" level, where when you cloak it lets you fly through walls. He currently has it going through "ship:isCloaked()", but that requires hijacking a module slot and the cloak functionality |
| 21:07:28 | raptor | i'm saying other games don't send keypresses, rather preset actions |
| 21:07:35 | Watusimoto | we interpret the keys, translate to an action, sanity check it, then send that request for action to the server |
| 21:08:11 | raptor | but we don't have preset actions to the exent an rpg would have.. |
| 21:08:14 | Watusimoto | but bobdaduck don't forget that the joystick users have no extra keys available |
| 21:08:26 | bobdaduck | Yeah I know |
| 21:08:34 | Watusimoto | no, we have more limited options |
| 21:08:43 | bobdaduck | That's where the "just re-use the drop key" came from |
| 21:09:45 | Watusimoto | One idea I mentioned a few days ago when you weren't around was allowing levelgens to add a line to the score display in the LR corner, that they could display what they chose |
| 21:10:37 | bobdaduck | What I'm using in DnD is moving text items to do a sort of "heads up display" over your ship |
| 21:11:07 | bobdaduck | Which seems to work alright |
| 21:11:52 | Watusimoto | you spend a lot of bandwidth moving textitems around |
| 21:12:05 | bobdaduck | I spend a lot of bandwidth doing everything |
| 21:12:15 | Watusimoto | what if you could specify coords relative to the ship? |
| 21:12:26 | bobdaduck | I... Already can? |
| 21:12:36 | Watusimoto | textitem:setRelPos(20,0) |
| 21:12:54 | Watusimoto | and then the client updates the actual position |
| 21:12:58 | bobdaduck | textItem:setPos(ship.x + 20, ship.y + 0) |
| 21:13:10 | Watusimoto | but you have to do that every time the ship moves |
| 21:13:17 | Watusimoto | with a relative position, you wouldn't |
| 21:13:38 | bobdaduck | I... Still don't see the use. |
| 21:13:52 | Watusimoto | the only use is your use |
| 21:14:03 | Watusimoto | you set a textitem to display some info about the player |
| 21:14:13 | Watusimoto | the ship moves, you need to resend that to all the clients |
| 21:14:19 | Watusimoto | that uses bandwidth and lags |
| 21:14:48 | Watusimoto | with a relative pos, you'd send it once, and all clients would update the pos immediately when the ship moved |
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| 21:17:37 | bobdaduck | I still don't even see |
| 21:18:24 | Watusimoto | do you get that you need to resend the textitem every time the ship moves? |
| 21:19:37 | Watusimoto | you update its pos, and that pos gets retransmitted to all the clients |
| 21:19:38 | bobdaduck | You... still do? |
| 21:20:10 | Watusimoto | I'm only describing how things work now |
| 21:20:23 | Watusimoto | I just want to make sure we're clear on what happens now |
| 21:20:49 | bobdaduck | Yeah |
| 21:21:16 | Watusimoto | so with a relative position, you'd only set the pos once |
| 21:21:28 | Watusimoto | as the ship moved, the item would move relative tot he ship |
| 21:21:31 | bobdaduck | Under setRelativePos, you still have to re-get the ships Pos, and then you have to still do everything its just behind the scenes |
| 21:21:37 | Watusimoto | no |
| 21:21:43 | Watusimoto | it all happens on the client |
| 21:22:05 | Watusimoto | so the server no longer needs to retransmit the updated location to all the clients |
| 21:22:14 | Watusimoto | each client would know to update the location on its own |
| 21:22:33 | bobdaduck | Okay |
| 21:22:33 | Watusimoto | each client knows where the ship is, so can calculate the offsets itself |
| 21:22:54 | bobdaduck | But... But then how does the player interact with the levelgen? |
| 21:22:56 | Watusimoto | so it would save a lot of work all around |
| 21:23:06 | Watusimoto | same as now... it's a different problem |
| 21:23:18 | Watusimoto | just an idea that ocurred to me |
| 21:23:36 | bobdaduck | okay |
| 21:24:29 | bobdaduck | It would be useful I guess. SetRelPos(item, offset) |
| 21:27:34 | bobdaduck | So what is the problem with re-using the drop key for it? |
| 21:32:29 | raptor | sending client-based positions, instead of server-based ones? that's something that doesn't exist at all now, i think |
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| 21:42:20 | raptor | maybe... |
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| 22:05:25 | tommyaz | ooh my plugin still needs work |
| 22:07:25 | tommyaz | It doesn't play nice with the geometry of multiple selected teleporters or speedzones, I suspect because they are only two points. |
| 22:07:38 | Nothing_Much | tommyaz: dude your map is amazing |
| 22:07:55 | Nothing_Much | though the different return points for the flags might be a bit different |
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| 22:08:13 | tommyaz | Nothing_Much: I actually made it as an example of how to use my new plugin |
| 22:08:25 | tommyaz | but it was getting fun to use my tool so I went full in |
| 22:08:34 | Nothing_Much | nice |
| 22:08:47 | tommyaz | I have to actually add a few lines to my tool though to prevent crashes |
| 22:08:53 | Nothing_Much | Canseco: I have a question, does the successor to the Pandora use OpenGLES 2.0? |
| 22:09:13 | bobdaduck | tommyaz: I saw your lightning levelgen idea |
| 22:09:22 | bobdaduck | and am really tempted to make it myself |
| 22:09:26 | bobdaduck | it sounds great |
| 22:11:23 | tommyaz | dude do it |
| 22:11:28 | tommyaz | i have to fix my plugin so it doesnt crash |
| 22:11:29 | Canseco | Nothing_Much: www.pyra-handheld.com, it says PowerVR™ SGX544-MP2, unless they change to x86 soc. |
| 22:11:34 | tommyaz | so im bussssy |
| 22:11:38 | bobdaduck | lol |
| 22:11:46 | bobdaduck | okay I'll see what I can maybe come up with |
| 22:12:04 | tommyaz | Haha imagine this |
| 22:12:08 | tommyaz | detect sensor bug destroyed |
| 22:12:12 | tommyaz | lightning comes out |
| 22:12:30 | tommyaz | or maybe replace all explosions |
| 22:12:40 | tommyaz | burst, mine, ship destroyed |
| 22:12:46 | tommyaz | have fun |
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| 22:44:16 | Nothing_Much | Canseco: so it's not backwards compatible with 1.1.. |
| 22:48:49 | tommyaz | Gettime |
| 22:56:58 | Canseco | Nothing_Much: it has gles 1.1 and gles 2.0 |
| 22:57:08 | Nothing_Much | oh it does? |
| 22:57:54 | Nothing_Much | well that's good for pandora users |
| 22:58:54 | Nothing_Much | I wonder though, if anybody has an nvidia shield- Oh lemme see if there's a channel for it |
| 22:59:17 | Nothing_Much | raptor: there was an experimental android version of bitfighter right? |
| 23:00:01 | raptor | hi |
| 23:00:13 | raptor | yes - well... |
| 23:00:18 | raptor | i got it to compile |
| 23:00:26 | raptor | but it didn't have a way to do the controls |
| 23:00:43 | raptor | and it kept crashing when connecting to master |
| 23:00:50 | Nothing_Much | hmm.. |
| 23:00:57 | raptor | but compiling is the first step! |
| 23:01:03 | raptor | i'm sure it's completely broken now... |
| 23:01:06 | Nothing_Much | lemme check if there's a developer's channel for the nvidia shield |
| 23:01:21 | raptor | but probably wouldn't take much to get to that state again |
| 23:03:09 | Nothing_Much | Ah, which version was it before 019? |
| 23:05:55 | Canseco | Nothing_Much: ehm, OpenPandora supports gles2 too, but few apps use it |
| 23:06:36 | Nothing_Much | oh really? |
| 23:07:18 | Canseco | TI implementation and performance is another history, ;) |
| 23:07:41 | Nothing_Much | not sure what TI is ._. |
| 23:07:51 | Canseco | Texas Instruments |
| 23:07:57 | Nothing_Much | ohh |
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| 23:20:14 | raptor | Watusimoto: are you around for an architectural question? (if its not too late) |
| 23:20:24 | Watusimoto | maybe |
| 23:20:40 | raptor | so we have BfObject::onGeomChanged() |
| 23:20:56 | Watusimoto | ok |
| 23:21:12 | raptor | which is triggered to update whatever internal data on the BfObject when the geometry changes |
| 23:21:26 | raptor | then we have: GeomObject::onPointsChanged() |
| 23:21:43 | Watusimoto | I know where this is leading... |
| 23:21:55 | Watusimoto | I suddenly feel more tired |
| 23:22:00 | raptor | which is triggered to update whatever internal data the GeomObject stores when it's internal geometry changes |
| 23:22:15 | raptor | I can ask tomorrow... :) |
| 23:22:20 | Watusimoto | continue |
| 23:22:29 | raptor | this has to do with my LineItem bug I fixed last night |
| 23:22:58 | raptor | basically, onPointsChanged allows for centroid recalculation in the GeomObject when the geometry changes |
| 23:23:45 | raptor | my fix last night was because, apparently, calling a BfObject::onGeomChanged will update the basic geometry of GeomObject, but does not call onPointChanged to update any other internal data |
| 23:24:29 | raptor | but I'm thinking that anytime BfObject::onGeomChanged is called, it's geometry::onPointsChanged should be called too |
| 23:24:34 | Watusimoto | is there a real difference between onPointsChanged and onGeomChanged? |
| 23:24:39 | raptor | yes |
| 23:24:42 | Watusimoto | as in can they logically be merged? |
| 23:24:57 | raptor | no, they are on different object types |
| 23:25:08 | raptor | BfObject has a Geometry |
| 23:25:24 | raptor | onGeomChanged is the event to tell BfObject to fix itself |
| 23:25:41 | raptor | onPointsChanged is the event to tell the BfObject's Geometry to fix itself |
| 23:26:20 | raptor | but we have various BfObjects that call them both |
| 23:26:23 | Watusimoto | ok |
| 23:26:26 | raptor | LineItem is now part of that list |
| 23:26:56 | raptor | I believe that they should only call onGeomChanged, and as a result, it's Geometry::onPointsChanged should be called also, by default |
| 23:27:16 | Watusimoto | if you made one call the other, are there places where calling both would break anything? |
| 23:27:23 | Watusimoto | logically, I tend to agree with you |
| 23:27:41 | raptor | not that I see yet... but there is some funniness with multiple methods calling one or the other |
| 23:28:13 | raptor | i'm wondering if it was specifically architected to be separate that way, and if you remember any reason why one should happen without the other |
| 23:29:10 | Watusimoto | it was organically architected... I think one method existed before the other, then there was a need for the other |
| 23:29:13 | raptor | because I'm thinking about just removing all calls to onPointsChanged and putting it into the BfObject::onGeomChanged() method |
| 23:29:29 | Watusimoto | that would make life easier |
| 23:29:41 | raptor | yes, and reduce teh confusion (especially with the names...) |
| 23:29:45 | Watusimoto | no objection that I can remember |
| 23:30:02 | raptor | ok, because my fix last night felt like a further hack |
| 23:30:46 | Watusimoto | if you can figure out how it should work, make it work that way |
| 23:30:54 | Watusimoto | I'm getting confused just looking at one example |
| 23:31:03 | Watusimoto | which is a sign of a design flaw |
| 23:31:05 | raptor | exactly! |
| 23:31:14 | raptor | which is why it took me an hour last night for a simple fix |
| 23:31:24 | Watusimoto | so yeah, improve it |
| 23:31:46 | raptor | before i forget about how it all works I wanted to verify I can clean up |
| 23:31:51 | raptor | ok |
| 23:31:56 | raptor | i'll probably do that tonight |
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| 23:32:26 | Watusimoto | good |