Timestamps are in GMT/BST.
| 05:18:04 | | Nothing_Much has joined |
| 05:26:10 | | Watusimoto Quit (Ping timeout: 256 seconds) |
| 06:00:13 | | LordDVG has joined |
| 06:06:53 | | Darrel Quit (Ping timeout: 240 seconds) |
| 06:07:21 | | Darrel has joined |
| 08:18:55 | | LordDVG Quit (Remote host closed the connection) |
| 10:14:17 | | sam686 has left #bitfighter |
| 12:34:12 | | Raven67854 Quit (Read error: Connection reset by peer) |
| 12:34:37 | | Raven67854 has joined |
| 13:02:22 | | raptor has joined |
| 13:02:22 | | ChanServ sets mode +o |
| 13:04:19 | raptor | good day |
| 13:10:39 | watusimoto1 | hey ho |
| 13:10:44 | | watusimoto1 is now known as watusimoto |
| 13:11:13 | watusimoto | I've been deleting all manner of wall and related editor code |
| 13:11:18 | raptor | hello |
| 13:11:38 | raptor | i've been... uh... doing schoolwork |
| 13:11:39 | watusimoto | well, that is a slight exageration -- but I'm hoping to eliminate the WallSegment class |
| 13:11:45 | raptor | oooo |
| 13:11:49 | raptor | that would be nice |
| 13:11:52 | watusimoto | which would simplify things a bit |
| 13:11:59 | watusimoto | we'd have regular wall/polywalls |
| 13:12:03 | watusimoto | and we'd have wallEdges |
| 13:12:13 | watusimoto | which are just the results of running clipper on the wall objects |
| 13:12:22 | watusimoto | used for rendering and colision detection in-game |
| 13:12:49 | raptor | so your edges do the work of the old segments? |
| 13:13:04 | watusimoto | yes, but they somewhat already do |
| 13:13:10 | raptor | basically a collection of lines for collision detection |
| 13:13:12 | watusimoto | we use them for snapping engineered items, for example |
| 13:13:18 | watusimoto | yes |
| 13:13:36 | watusimoto | we may already use them for collision detection in-game; I'm not totally sure |
| 13:14:04 | watusimoto | segments seem to exist mainly to make partial rebuilds of geometry in the editor easier |
| 13:14:18 | watusimoto | but much of that has already been disabled due to high complexity |
| 13:14:37 | watusimoto | so we tend to rebuild all geometry all the time, which is slower but simpler |
| 13:14:46 | watusimoto | and in the editor it is probably fast enough |
| 13:14:56 | watusimoto | in-game, everything gets built once |
| 13:24:48 | raptor | did you see the halloween maps? |
| 13:35:38 | | LordDVG has joined |
| 13:52:50 | | Watusimoto_ has joined |
| 13:55:42 | | Invisible has joined |
| 13:56:00 | watusimoto | no -- I've been out of the flow recently |
| 13:56:24 | watusimoto | we're having a contest! |
| 13:56:53 | raptor | there aren't that many entries... but some are pretty neat |
| 13:56:59 | watusimoto | Too bad... my kids love making contest maps |
| 13:57:19 | raptor | sky_lark is doing it and allow map changes throughout, i think |
| 13:58:30 | watusimoto | I want to create a new kind of turret that shoots seekers |
| 13:58:36 | raptor | already done |
| 13:58:50 | watusimoto | you mean with sam's weapon-selecting turrets? |
| 13:58:54 | raptor | yes |
| 13:58:58 | raptor | we could make it official... |
| 13:59:08 | watusimoto | I have an idea for a different looking one |
| 13:59:20 | raptor | 'official' meaning add the function to the editor |
| 13:59:32 | watusimoto | it would look more like a mortar tube, and wouldn't rotate |
| 13:59:41 | watusimoto | it would just aim out perpendicular to the wall |
| 14:00:17 | watusimoto | and we'd add it to the editor |
| 14:01:51 | watusimoto | we'd probably have a "cone-zone" in front of it, and it would fire when a target flew into that zone |
| 14:03:07 | raptor | seekers last 10 seconds |
| 14:03:16 | raptor | would the zone be pretty large? |
| 14:03:40 | watusimoto | I don't know |
| 14:03:55 | watusimoto | we'd probably need to experiment a bit to see what worked well |
| 14:04:05 | watusimoto | I'm thinking 300ish pixels |
| 14:04:15 | raptor | a new game object would be good for 020 |
| 14:04:16 | watusimoto | maybe 400? |
| 14:04:20 | watusimoto | yes |
| 14:04:23 | raptor | 300 == 1/2 screen? |
| 14:04:43 | watusimoto | yes... maybe 200 when you put it that way |
| 14:04:45 | raptor | that's smaller than a normal turret, i think... which is 500 or so? |
| 14:04:54 | watusimoto | yes |
| 14:05:04 | watusimoto | normal turrets only fire when they have a direct leading shot |
| 14:05:13 | watusimoto | these would just fire when the range was right |
| 14:05:27 | watusimoto | the target can't be too far, or you could just out run it |
| 14:05:56 | watusimoto | ideally, the seeker would lock on soon after firing, so we'd need to see what made sense given the seeker's behavior |
| 14:06:15 | watusimoto | or, I suppose, we could assign an initial target to make it more effective |
| 14:06:22 | watusimoto | and then we could increase the range a bit |
| 14:06:44 | raptor | would they have health? |
| 14:06:50 | watusimoto | the turrets? |
| 14:06:55 | raptor | yes |
| 14:06:58 | watusimoto | probably similar to a regular turret |
| 14:07:15 | watusimoto | in terms of health/damage/regeneration/etc. |
| 14:07:50 | raptor | i'm not sure I see a difference/advantage/use case over a regular turret modified to use a seeker weapon |
| 14:07:51 | watusimoto | one thing that might be interesting would be to make shooting one with a seeker be an instant kill |
| 14:08:13 | raptor | ah... now there's something - a damage modifier for a turret |
| 14:08:38 | watusimoto | the use case is that it looks different, so you can easily differentiate it from a regular turret |
| 14:08:44 | watusimoto | and the firing behavior would be different |
| 14:08:58 | watusimoto | it wounldn't need to have a clear direct shot in order to fire |
| 14:09:27 | watusimoto | so, potentially, it could target things around corners |
| 14:09:58 | watusimoto | but you are right; it's not a radically different object |
| 14:11:18 | watusimoto | maybe we can create a new energy beam weapon for 020 |
| 14:11:31 | raptor | I figure we could either made a new, radically different object, or tack on some attribute to an old one |
| 14:11:41 | watusimoto | I was thinking a kind of reverse-repair |
| 14:11:43 | raptor | like allow weapon/damage multiplier for a turret |
| 14:11:47 | raptor | ha |
| 14:12:01 | watusimoto | you'd have to be close, but wouldn't need to aim |
| 14:12:08 | raptor | straight through shields! |
| 14:12:11 | watusimoto | it kind of amkes sense |
| 14:12:12 | watusimoto | yes |
| 14:12:30 | raptor | health sucker |
| 14:12:40 | watusimoto | "Lamprey" |
| 14:12:55 | raptor | yuk |
| 14:13:27 | raptor | maybe it could be a full-tau turret |
| 14:13:35 | raptor | not attachable to a wall |
| 14:13:45 | watusimoto | if we did the seeker turret, we could perphas implement it with an explicit trigger zone that users could control |
| 14:13:59 | raptor | that could be a 3rd attribute for a turret |
| 14:14:16 | raptor | motion sensor distance |
| 14:14:24 | watusimoto | or the id of a trigger zone |
| 14:14:56 | raptor | now that's a neat idea - use trigger zones without Lua, and tied directly to objects |
| 14:15:19 | watusimoto | it really only makes sense for the seeker turrets at this point |
| 14:15:57 | raptor | yes, true |
| 14:16:19 | raptor | but then it opens up the world of switches! |
| 14:16:38 | watusimoto | we could create a turret like object that was an anti-repair or energy sucker |
| 14:16:40 | raptor | soon someone will build a working 8 bit CPU from a bitfighter level! |
| 14:16:45 | watusimoto | ha |
| 14:16:52 | watusimoto | we need redstone |
| 14:17:19 | watusimoto | also, with my wall changes, we might be able to allow scripts to modify walls mid-game |
| 14:17:33 | watusimoto | that's something folks would want |
| 14:17:56 | raptor | i was thinking of adding an admin command: /remoterunlua |
| 14:18:05 | raptor | oh yes |
| 14:18:14 | watusimoto | what would that do? (or should i ask?) |
| 14:18:28 | raptor | allow an admin to run a server-side lua snippet |
| 14:18:37 | watusimoto | like a manual trigger? |
| 14:18:41 | raptor | yes |
| 14:19:01 | raptor | like... move an annoying wall in the middle of a level |
| 14:19:16 | raptor | honestly, i'm only seeing dungeon-like use cases at the moment... |
| 14:19:17 | watusimoto | totally abusable, but perhaps good for certain types of games |
| 14:19:21 | watusimoto | yes |
| 14:19:29 | raptor | yes, 'abuse' is the whole point |
| 14:20:21 | watusimoto | perhaps 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 |
| 14:22:25 | watusimoto | we could create spark generators that either 1) just look pretty or 2) damage ships that fly through the cloud |
| 14:22:37 | raptor | nebulae! |
| 14:23:16 | watusimoto | it would be cool if you could "sweep" a path; and my flying behind another player, you avoid damage |
| 14:23:48 | raptor | ship drafting |
| 14:24:25 | watusimoto | imagine a white canvas; all white pixels damage you; as you fly thorugh, you leave a black trail |
| 14:24:40 | watusimoto | (rendered differently, of course) |
| 14:26:54 | raptor | reverse paint-the-world |
| 14:28:06 | watusimoto | what if the map were opaque-white, and you had to explore it by fling around and "rubbing off" the white |
| 14:28:16 | watusimoto | novelty only, of course |
| 14:29:37 | raptor | bitfighter as an artistic platform |
| 14:31:08 | watusimoto | snowplow mode |
| 14:31:40 | raptor | wasn't it _k who always got upset once we decided to add some feature that brought bitfighter closer to a sandbox game? |
| 14:31:55 | watusimoto | ever play liquid war? |
| 14:32:06 | raptor | oh yeah - my oldest kid likes that one |
| 14:32:17 | watusimoto | maybe we could do some sort of liquid-like object |
| 14:32:35 | watusimoto | not sure exactly how it would work |
| 14:33:15 | raptor | the author of liquid war wrote it as a research-like project into being able to network large quantities of particles |
| 14:33:31 | raptor | if i remember correctly.. |
| 14:33:54 | watusimoto | perhaps we could use the algo with a smaller number of larger objects... like circles! |
| 14:34:06 | watusimoto | viva la circle! |
| 14:34:10 | raptor | oh no, not circles |
| 14:34:23 | watusimoto | ok, squares then |
| 14:34:35 | raptor | i think kaen actually did that with his 'dough' level |
| 14:34:52 | raptor | he used resource items that would 'stick' to each other and move en-glob |
| 14:35:44 | raptor | he ofund some sort of 'group think' Lua library |
| 14:49:53 | raptor | ok, off to take an exam |
| 14:50:14 | raptor | later! |
| 14:50:21 | | raptor Quit () |
| 15:36:54 | | Invisible Quit (Ping timeout: 258 seconds) |
| 16:33:12 | | Darrel Quit (Read error: Connection reset by peer) |
| 16:33:29 | | Darrel has joined |
| 18:02:14 | | Darrel Quit (Read error: Connection reset by peer) |
| 18:02:51 | | Darrel has joined |
| 21:20:18 | | -verne.freenode.net- *** Looking up your hostname... |
| 21:20:18 | | -verne.freenode.net- *** Checking Ident |
| 21:20:18 | | -verne.freenode.net- *** No Ident response |
| 21:20:18 | | -verne.freenode.net- *** Couldn't look up your hostname |
| 21:20:24 | | BFLogBot has joined |
| 21:20:25 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 21:20:45 | raptor | hmmm logbot disappeared about 3 hours ago... |
| 21:22:33 | | fordcars has joined |
| 21:28:51 | raptor | i'm gonna do that new issue |
| 21:33:40 | | Watusimoto_ Quit (Ping timeout: 244 seconds) |
| 21:42:52 | | watusimoto Quit (Quit: Leaving.) |
| 22:02:54 | | BFLogBot Commit: 42e661cad2 | Author: buckyballreaction | Message: Separate enter/left global chat into its own sound file |
| 22:10:56 | | Watusimoto has joined |
| 22:17:47 | | Nothing_Much Quit (Remote host closed the connection) |
| 23:00:54 | raptor | Watusimoto: 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' |
| 23:01:18 | raptor | i think it should still say 'editor.tmp' because then people see who is modifying contest levels.... :) |
| 23:01:34 | raptor | indeed Little_Apple is one who keeps an eye out |
| 23:18:26 | | Watusimoto Quit (Ping timeout: 258 seconds) |
| 23:48:21 | | Watusimoto has joined |