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| 01:02:30 | fordcars | Night! |
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| 13:18:04 | raptor | good day |
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| 14:48:09 | watusimoto1 | hello |
| 14:48:15 | | watusimoto1 is now known as watusimoto |
| 14:48:16 | raptor | hi |
| 14:48:38 | watusimoto | I got the new paradigm undo partially working in the editor |
| 14:49:15 | watusimoto | I'm feeling good about the design, though it has some flaws that need fixing |
| 14:50:22 | raptor | yes, i think it is the way to go |
| 14:54:57 | watusimoto | the memory requirements might be small enough that we can do infinite-level undo |
| 14:55:12 | watusimoto | right now we have a 256 item limit |
| 14:55:29 | raptor | oh yeah - memory should be drastically reduced |
| 14:55:39 | watusimoto | especially on large levels |
| 14:56:25 | raptor | i wonder - do you have an idea of how to undo script modifications? say a script that converts all barriers to polywalls |
| 14:57:00 | raptor | many scripts may do several standard 'actions' at once |
| 14:57:06 | watusimoto | yes |
| 14:57:21 | watusimoto | many non-script actions do as well -- splitting a wall both creates and modifies |
| 14:57:38 | watusimoto | the solution is a change that can be a collection of other changes |
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| 14:58:09 | watusimoto | so you'll do a startrecordingundo() ... runscript() ... stoprecordingundo() |
| 14:58:14 | watusimoto | something like that |
| 14:58:16 | raptor | ahh |
| 14:58:38 | watusimoto | then all the things the script does get captured in the multi-item undo entry |
| 14:59:03 | watusimoto | I haven't implemented that yet |
| 14:59:08 | watusimoto | but I think it will be easy |
| 14:59:20 | watusimoto | the hard part will be capturing the steps the script does |
| 15:00:04 | raptor | well need hooks in all the relevant places... |
| 15:00:09 | raptor | *we'll |
| 15:00:13 | watusimoto | yes |
| 15:00:34 | raptor | sometimes I think that bitfighter is more the editor than the game... |
| 15:00:54 | watusimoto | ha |
| 15:01:16 | watusimoto | the editor is a bit of a beast... but sooooo much better than when I started! |
| 15:01:29 | raptor | I remember the WorldItem object |
| 15:01:31 | watusimoto | you should track down the original zap code and check it out :-) |
| 15:02:22 | watusimoto | I don't! (remember what that was) |
| 15:04:29 | raptor | every item in the editor was a WorldItem, I think, that just happened to have a different name on it like Turret or Barrier |
| 15:08:43 | watusimoto | oh yes, that's right |
| 15:09:01 | watusimoto | objects in the editor were completely unrelated to their in-game counterparts |
| 15:09:29 | watusimoto | which seems kind of nuts |
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| 15:09:44 | watusimoto | they didn't even look the same |
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| 16:49:32 | raptor | to the laboratory! |
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| 19:33:24 | amgine123 | hello |
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| 19:55:18 | amgine123 | <.<.^.^.>.> |
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| 20:14:07 | amgine123 | hey question |
| 20:14:31 | amgine123 | Is there a defalt level pack I can downalod im doing osmkthing and I dont want to haqve to wade though my 500+ levels to find them |
| 20:14:39 | amgine123 | toi get the default levels |
| 20:16:24 | sam686 | `you can try downloading the standalone bitfighter .zip file, and take the levels from it |
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| 20:29:50 | amgine123 | ewll I dont want to redowlaod a entire Bf file |
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