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IRC Log for 2014-10-29

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13:04:19raptorgood day
13:10:39watusimoto1hey ho
13:10:44watusimoto1 is now known as watusimoto
13:11:13watusimotoI've been deleting all manner of wall and related editor code
13:11:18raptorhello
13:11:38raptori've been... uh... doing schoolwork
13:11:39watusimotowell, that is a slight exageration -- but I'm hoping to eliminate the WallSegment class
13:11:45raptoroooo
13:11:49raptorthat would be nice
13:11:52watusimotowhich would simplify things a bit
13:11:59watusimotowe'd have regular wall/polywalls
13:12:03watusimotoand we'd have wallEdges
13:12:13watusimotowhich are just the results of running clipper on the wall objects
13:12:22watusimotoused for rendering and colision detection in-game
13:12:49raptorso your edges do the work of the old segments?
13:13:04watusimotoyes, but they somewhat already do
13:13:10raptorbasically a collection of lines for collision detection
13:13:12watusimotowe use them for snapping engineered items, for example
13:13:18watusimotoyes
13:13:36watusimotowe may already use them for collision detection in-game; I'm not totally sure
13:14:04watusimotosegments seem to exist mainly to make partial rebuilds of geometry in the editor easier
13:14:18watusimotobut much of that has already been disabled due to high complexity
13:14:37watusimotoso we tend to rebuild all geometry all the time, which is slower but simpler
13:14:46watusimotoand in the editor it is probably fast enough
13:14:56watusimotoin-game, everything gets built once
13:24:48raptordid you see the halloween maps?
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13:56:00watusimotono -- I've been out of the flow recently
13:56:24watusimotowe're having a contest!
13:56:53raptorthere aren't that many entries... but some are pretty neat
13:56:59watusimotoToo bad... my kids love making contest maps
13:57:19raptorsky_lark is doing it and allow map changes throughout, i think
13:58:30watusimotoI want to create a new kind of turret that shoots seekers
13:58:36raptoralready done
13:58:50watusimotoyou mean with sam's weapon-selecting turrets?
13:58:54raptoryes
13:58:58raptorwe could make it official...
13:59:08watusimotoI have an idea for a different looking one
13:59:20raptor'official' meaning add the function to the editor
13:59:32watusimotoit would look more like a mortar tube, and wouldn't rotate
13:59:41watusimotoit would just aim out perpendicular to the wall
14:00:17watusimotoand we'd add it to the editor
14:01:51watusimotowe'd probably have a "cone-zone" in front of it, and it would fire when a target flew into that zone
14:03:07raptorseekers last 10 seconds
14:03:16raptorwould the zone be pretty large?
14:03:40watusimotoI don't know
14:03:55watusimotowe'd probably need to experiment a bit to see what worked well
14:04:05watusimotoI'm thinking 300ish pixels
14:04:15raptora new game object would be good for 020
14:04:16watusimotomaybe 400?
14:04:20watusimotoyes
14:04:23raptor300 == 1/2 screen?
14:04:43watusimotoyes... maybe 200 when you put it that way
14:04:45raptorthat's smaller than a normal turret, i think... which is 500 or so?
14:04:54watusimotoyes
14:05:04watusimotonormal turrets only fire when they have a direct leading shot
14:05:13watusimotothese would just fire when the range was right
14:05:27watusimotothe target can't be too far, or you could just out run it
14:05:56watusimotoideally, the seeker would lock on soon after firing, so we'd need to see what made sense given the seeker's behavior
14:06:15watusimotoor, I suppose, we could assign an initial target to make it more effective
14:06:22watusimotoand then we could increase the range a bit
14:06:44raptorwould they have health?
14:06:50watusimotothe turrets?
14:06:55raptoryes
14:06:58watusimotoprobably similar to a regular turret
14:07:15watusimotoin terms of health/damage/regeneration/etc.
14:07:50raptori'm not sure I see a difference/advantage/use case over a regular turret modified to use a seeker weapon
14:07:51watusimotoone thing that might be interesting would be to make shooting one with a seeker be an instant kill
14:08:13raptorah... now there's something - a damage modifier for a turret
14:08:38watusimotothe use case is that it looks different, so you can easily differentiate it from a regular turret
14:08:44watusimotoand the firing behavior would be different
14:08:58watusimotoit wounldn't need to have a clear direct shot in order to fire
14:09:27watusimotoso, potentially, it could target things around corners
14:09:58watusimotobut you are right; it's not a radically different object
14:11:18watusimotomaybe we can create a new energy beam weapon for 020
14:11:31raptorI figure we could either made a new, radically different object, or tack on some attribute to an old one
14:11:41watusimotoI was thinking a kind of reverse-repair
14:11:43raptorlike allow weapon/damage multiplier for a turret
14:11:47raptorha
14:12:01watusimotoyou'd have to be close, but wouldn't need to aim
14:12:08raptorstraight through shields!
14:12:11watusimotoit kind of amkes sense
14:12:12watusimotoyes
14:12:30raptorhealth sucker
14:12:40watusimoto"Lamprey"
14:12:55raptoryuk
14:13:27raptormaybe it could be a full-tau turret
14:13:35raptornot attachable to a wall
14:13:45watusimotoif we did the seeker turret, we could perphas implement it with an explicit trigger zone that users could control
14:13:59raptorthat could be a 3rd attribute for a turret
14:14:16raptormotion sensor distance
14:14:24watusimotoor the id of a trigger zone
14:14:56raptornow that's a neat idea - use trigger zones without Lua, and tied directly to objects
14:15:19watusimotoit really only makes sense for the seeker turrets at this point
14:15:57raptoryes, true
14:16:19raptorbut then it opens up the world of switches!
14:16:38watusimotowe could create a turret like object that was an anti-repair or energy sucker
14:16:40raptorsoon someone will build a working 8 bit CPU from a bitfighter level!
14:16:45watusimotoha
14:16:52watusimotowe need redstone
14:17:19watusimotoalso, with my wall changes, we might be able to allow scripts to modify walls mid-game
14:17:33watusimotothat's something folks would want
14:17:56raptori was thinking of adding an admin command: /remoterunlua
14:18:05raptoroh yes
14:18:14watusimotowhat would that do? (or should i ask?)
14:18:28raptorallow an admin to run a server-side lua snippet
14:18:37watusimotolike a manual trigger?
14:18:41raptoryes
14:19:01raptorlike... move an annoying wall in the middle of a level
14:19:16raptorhonestly, i'm only seeing dungeon-like use cases at the moment...
14:19:17watusimotototally abusable, but perhaps good for certain types of games
14:19:21watusimotoyes
14:19:29raptoryes, 'abuse' is the whole point
14:20:21watusimotoperhaps a zombie game type like that level xxxxxxx made... where you are fighting an endless horde of zombies who are trying to kill your core/steal your flags/whatever
14:22:25watusimotowe could create spark generators that either 1) just look pretty or 2) damage ships that fly through the cloud
14:22:37raptornebulae!
14:23:16watusimotoit would be cool if you could "sweep" a path; and my flying behind another player, you avoid damage
14:23:48raptorship drafting
14:24:25watusimotoimagine a white canvas; all white pixels damage you; as you fly thorugh, you leave a black trail
14:24:40watusimoto(rendered differently, of course)
14:26:54raptorreverse paint-the-world
14:28:06watusimotowhat if the map were opaque-white, and you had to explore it by fling around and "rubbing off" the white
14:28:16watusimotonovelty only, of course
14:29:37raptorbitfighter as an artistic platform
14:31:08watusimotosnowplow mode
14:31:40raptorwasn't it _k who always got upset once we decided to add some feature that brought bitfighter closer to a sandbox game?
14:31:55watusimotoever play liquid war?
14:32:06raptoroh yeah - my oldest kid likes that one
14:32:17watusimotomaybe we could do some sort of liquid-like object
14:32:35watusimotonot sure exactly how it would work
14:33:15raptorthe author of liquid war wrote it as a research-like project into being able to network large quantities of particles
14:33:31raptorif i remember correctly..
14:33:54watusimotoperhaps we could use the algo with a smaller number of larger objects... like circles!
14:34:06watusimotoviva la circle!
14:34:10raptoroh no, not circles
14:34:23watusimotook, squares then
14:34:35raptori think kaen actually did that with his 'dough' level
14:34:52raptorhe used resource items that would 'stick' to each other and move en-glob
14:35:44raptorhe ofund some sort of 'group think' Lua library
14:49:53raptorok, off to take an exam
14:50:14raptorlater!
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21:20:45raptorhmmm logbot disappeared about 3 hours ago...
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21:28:51raptori'm gonna do that new issue
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22:02:54BFLogBot Commit: 42e661cad2 | Author: buckyballreaction | Message: Separate enter/left global chat into its own sound file
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23:00:54raptorWatusimoto: when testing a level from the editor, it populates the JSON with the level name... but it didn't used to do this. it used to just say 'editor.tmp'
23:01:18raptori think it should still say 'editor.tmp' because then people see who is modifying contest levels.... :)
23:01:34raptorindeed Little_Apple is one who keeps an eye out
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