#bitfighter IRC Log

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IRC Log for 2020-05-31

Timestamps are in GMT/BST.

00:29:34BFDiscordBridge<Quartz> I’d be down for a designated dungeon game mode but I feel like it should have a more generic or open-ended name. Any ideas? My first thought is “adventure’ but ehhhh...
00:29:54BFDiscordBridge<Quartz> Old idea though idk if anyone cares at this point 😆
00:33:02BFDiscordBridge<Little_Apple> bitfighter save the world
01:12:46BFDiscordBridge Quit (Read error: Connection reset by peer)
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01:46:10BFDiscordBridge<Quartz> > bitfighter save the world @Little_Apple I hate that I understand that reference.
01:47:10BFDiscordBridge<Little_Apple> 019g bips will have arms so they can floss and dab
02:01:57BFDiscordBridge<Quartz> Lmaoooo nooooooo
02:35:36BFDiscordBridge Quit (Read error: Connection reset by peer)
02:35:57BFDiscordBridge has joined
03:50:06BFDiscordBridge Quit (Read error: Connection reset by peer)
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11:41:16BFLogBot Repo: bitfighter | Commit: aa1d359bd2 | Author: raptor | Message: Add an ADVANCED options menu to the HOST GAME menu; move some options there. This fixing having to scroll on the HOST GAME menu
11:41:18BFLogBot Repo: bitfighter | Commit: 58a3f6bb47 | Author: raptor | Message: Add helper test for some menu options
12:22:00BFDiscordBridge<raptor> I think I found the longest variable name in the code: mCmdrsMapKeyRepeatSuppressionSystemApprovesToggleCmdrsMap
12:40:17BFLogBot Repo: bitfighter | Commit: e9ab4d9368 | Author: raptor | Message: Fix game idle overlay from sticking around in other interfaces
12:46:17BFDiscordBridge<raptor> Editor pallette needs some clean-up. Suggestions?
13:40:44BFDiscordBridge<Skybax> The pallette?
13:46:03BFDiscordBridge<raptor> palette
13:46:25BFDiscordBridge<raptor> the area that has the objects you pull from
13:47:00BFDiscordBridge<𝔹⏣𝔹𝔻𝔸𝔻𝕌₡𝕂> Remove game-mode specific restrictions, place things in trays
13:47:28BFDiscordBridge<𝔹⏣𝔹𝔻𝔸𝔻𝕌₡𝕂> All zones in a tray, all movable objects in a tray, all engineerable items in a tray
13:47:37BFDiscordBridge<Footie 🐧> penguins are very helpful as well
13:47:55BFDiscordBridge<raptor> you want dungeon game mode
13:52:32BFDiscordBridge<Skybax> ¯_(ツ)_/¯
14:57:52BFDiscordBridge<Footie 🐧> when you use the create polygon/star plugin and ahem...make the polygon have 1,000 points, then try to move it, it crashes the editor 🙃
14:58:59BFDiscordBridge<raptor> what does 'crash the editor' mean?
14:59:08BFDiscordBridge<Footie 🐧> the game stops responding
14:59:13BFDiscordBridge<Footie 🐧> and crashes
14:59:33BFDiscordBridge<raptor> will check out..
15:00:02BFDiscordBridge<Footie 🐧> running the build from 5/24
15:01:23BFDiscordBridge<raptor> Hmmm.... I just tried and no crash
15:01:45BFDiscordBridge<Footie 🐧> tried it again making a nexus and it happened too
15:01:55BFDiscordBridge<raptor> oh!
15:01:59BFDiscordBridge<raptor> what type of thing was it
15:02:09BFDiscordBridge<Footie 🐧> nexus and polygon
15:02:14BFDiscordBridge<Footie 🐧> two different times
15:02:22BFDiscordBridge<raptor> PolyWall?
15:02:25BFDiscordBridge<Footie 🐧> uh
15:02:26BFDiscordBridge<Footie 🐧> ya
15:03:04BFDiscordBridge<raptor> OK, nexus did it for me..
15:03:07BFDiscordBridge<raptor> thx
15:04:31BFDiscordBridge<Skybax> Vertices too spicy
15:05:59BFDiscordBridge<raptor> OK, but it does return you to the editor after a little while, correct?
15:06:11BFDiscordBridge<raptor> I'm seeing that it freezes the game, then comes back
15:06:15BFDiscordBridge<raptor> after a minute
15:06:23BFDiscordBridge<Footie 🐧> the one time it fully crashed it
15:06:39BFDiscordBridge<Footie 🐧> the other it came up with "bitfighter.exe is not responding" and i closed it
15:08:28BFDiscordBridge<raptor> you have found an exponential processing bug in the geometry code - I have no idea what to do
15:08:42BFDiscordBridge<Footie 🐧> ...oops
15:10:20BFDiscordBridge<raptor> Can you do it with a normal Wall (Barrier) not PolyWall or nexus, and see if it still works OK
15:12:02BFDiscordBridge<Footie 🐧> it's slow dragging the wall around but works ok
15:13:04BFDiscordBridge<raptor> Thanks!
15:13:09BFDiscordBridge<Footie 🐧> yep!
15:13:17BFDiscordBridge<Footie 🐧> sorry i bring up impossible bugs
15:38:22BFLogBot Repo: bitfighter | Commit: 55fae749c1 | Author: raptor | Message: Fixed high CPU usage and game stalling with moving high-vertex count polygon objects in the editor`. This reorders some logic to remove one order of exponential Triangulate::Process() calls
15:38:27BFDiscordBridge<raptor> Fixed!
15:38:58BFDiscordBridge<Skybax> raptor is genius
15:39:08BFDiscordBridge<Footie 🐧> yay!
15:39:34BFDiscordBridge<raptor> pro-tip, don't do triple for-loops when double for-loops will do
15:39:52BFDiscordBridge<Skybax> what about quadruple for-loops
15:39:54BFDiscordBridge<Footie 🐧> i dont even know what i did to start
15:39:59BFDiscordBridge<Footie 🐧> i just wanted to see what it would do
15:40:01BFDiscordBridge<Footie 🐧> :D
15:40:18BFDiscordBridge<raptor> if you have a quadruple for-loop then you should rethink the purpose of the code
15:40:49BFDiscordBridge<Footie 🐧> also why does jojo have more editor plugins :(
15:41:15BFDiscordBridge<raptor> I'm not sure - are there some others that someone wrote that are floating around?
15:41:24BFDiscordBridge<Footie 🐧> https://cdn.discordapp.com/attachments/325743140059480065/716783412987297922/20200531_184102.jpg
15:41:26BFDiscordBridge<Little_Apple> is stardust default?
15:41:33BFDiscordBridge<Little_Apple> i might have installed that pack and forgot
15:41:36BFDiscordBridge<Skybax> wth that is so many more than mine
15:41:41BFDiscordBridge<Footie 🐧> i know!!!
15:41:44BFDiscordBridge<raptor> I vaguely remember kaen... oh yeah
15:41:44BFDiscordBridge<Little_Apple> i only use like 3 lol
15:41:57BFDiscordBridge<Footie 🐧> i only have 10 :(
15:42:12BFDiscordBridge<raptor> yeah, OK
15:42:38BFDiscordBridge<raptor> stardust was kaen's extra mathy plugin pack
15:42:44BFDiscordBridge<raptor> I'm suprised it still works
15:42:57BFDiscordBridge<Little_Apple> idk if it does still work
15:43:11BFDiscordBridge<Little_Apple> i only use a couple so most could be broken and i wouldnt notice
15:43:47BFDiscordBridge<Skybax> idek what Simplify does
15:43:57BFDiscordBridge<Skybax> Can we can descriptions of each plugin on a help page lol
15:44:18BFDiscordBridge<Footie 🐧> that is easy enough for even the littlest feet to understand
15:44:39BFDiscordBridge<Little_Apple> https://bitfighter.org/forums/viewtopic.php?f=47&t=2161&p=28225&hilit=stardust#p28225
15:44:52BFDiscordBridge<raptor> I think simplify means "take many vertices and make them few vertices but close to the same shape"
15:45:43BFDiscordBridge<Skybax> Interesting
15:45:56BFDiscordBridge<Skybax> I tried using it on a shape once and it just deleted half the shape and I was like "why is this here"
15:46:10BFDiscordBridge<raptor> So if you care about level-loading speed /size/ network efficiency, then you can use simplify
15:51:28BFDiscordBridge<raptor> This was kaen's last post: https://bitfighter.org/forums/viewtopic.php?p=25419#p25419
15:52:03BFDiscordBridge<raptor> I like his sig: ✧└────────┘ ▷ ⎈⎈⎈⎈ △ ✧ ┌────────┐
15:52:08BFDiscordBridge<Skybax> That is a really cool sig
15:52:13BFDiscordBridge<Skybax> I'm stealing it for reasons
16:07:46BFLogBot Comment on issue #401 | User: raptor | Comment: This was long ago. ... | https://github.com/bitfighter/bitfighter/issues/401#issuecomment-636544482
16:07:48BFLogBot Issue #401 closed by raptor | Title: Verify all GCI code has been merged | https://github.com/bitfighter/bitfighter/issues/401
16:08:43BFLogBot Comment on issue #371 | User: raptor | Comment: Seem to work great in the HOST GAME menu. Open to changing but no one has complained (that I remember) ... | https://github.com/bitfighter/bitfighter/issues/371#issuecomment-636544587
16:08:44BFLogBot Issue #371 closed by raptor | Title: Find better home for record/playback games | https://github.com/bitfighter/bitfighter/issues/371
16:09:52BFDiscordBridge<raptor> I don't want 019h to solely a bugfix release - we need new features to be bugs for the release after!
16:10:00BFDiscordBridge<raptor> Thoughts?: https://github.com/bitfighter/bitfighter/issues/319
16:15:09BFDiscordBridge<Footie 🐧> sure
16:15:26BFDiscordBridge<Footie 🐧> i would also editable love core spin times
16:15:33BFDiscordBridge<Little_Apple> new gamemode idea: dance off mode
16:18:58BFDiscordBridge<Skybax> Mine regen sounds good
16:19:03BFDiscordBridge<Skybax> As does Core spin speed
16:21:40BFDiscordBridge<raptor> I should warn that with something like Core spin speed, network latency can add unintended effects
16:22:21BFDiscordBridge<Footie 🐧> would adding max speed limits help that?
16:23:53BFDiscordBridge<raptor> yes, but I'm assumming people really don't want to be limited in that way...
16:24:05BFDiscordBridge<Footie 🐧> 🙃
16:24:16BFDiscordBridge<Skybax> Footie, are you looking specifically to speed up or slow down the core spin?
16:24:26BFDiscordBridge<Skybax> I would mostly use it to slow down or even stop the spin
16:24:55BFDiscordBridge<Skybax> So for example you'd be forced to approach the core from different angles to kill it
16:25:00BFDiscordBridge<raptor> haha no way - we already send the rotation speed over the network
16:25:03BFDiscordBridge<Skybax> Instead of sitting in one spot and letting it spin to you
16:25:12BFDiscordBridge<raptor> so only GUI /level code is needed
16:25:12BFDiscordBridge<Footie 🐧> speed up because at a certain point it doesn't matter if the core is at say 10 vs 100 health because it doesn't spin around fast enough
16:25:31BFDiscordBridge<Skybax> Right
16:25:35BFDiscordBridge<Skybax> I guess it could be used both ways
16:25:45BFDiscordBridge<Footie 🐧> slowing would be interesting too tho
16:25:45BFDiscordBridge<Skybax> Makes cores killable faster or make them not spin at all lol
16:26:30BFDiscordBridge<Skybax> raptor are you saying you can already just put it in a level somewhere that the core spin is a different number?
16:27:22BFDiscordBridge<raptor> not quite, i'm saying that the harder network code for it is already done
16:27:27BFDiscordBridge<Skybax> Ahhh
16:40:33BFDiscordBridge<raptor> thanks for pinning t hat
16:41:28BFDiscordBridge<raptor> I just learned that a Core rotates once every 16384 ms
16:41:50BFDiscordBridge<raptor> and speed sent is '1'
16:41:59BFDiscordBridge<Skybax> Interesting
16:42:39BFDiscordBridge<Skybax> So if we set speed to 0.5 does it spin once every 8192 ms
16:43:30BFDiscordBridge<raptor> nope other way
16:43:34BFDiscordBridge<raptor> 32768 ms
16:44:10BFDiscordBridge<Skybax> Oh
16:44:11BFDiscordBridge<raptor> half speed rotate slower
16:44:22BFDiscordBridge<Skybax> Right
16:45:06BFDiscordBridge<Footie 🐧> so in theory with a levelgen right now the rotation speed could be changed?
17:02:34BFDiscordBridge<raptor> no
17:30:20BFDiscordBridge<raptor> what makes sense for an adjustable spin time unit? rotations per minute? Multiples of default, e.g 1x 2x, etc? Radians per second? I have to take into account the histo
17:30:23BFDiscordBridge<raptor> ry
17:32:45BFDiscordBridge<raptor> 1 revolution per X seconds
17:32:51BFDiscordBridge<raptor> that would be the easiest
17:33:25BFDiscordBridge<Skybax> That's probably the easiest to understand how to mess with as well
18:00:43BFDiscordBridge<Skybax> OH y'know what else would be a really cool feature?
18:00:55BFDiscordBridge<Skybax> The ability to make lineItems any color without having to create a whole new team
18:01:35BFDiscordBridge<Skybax> I'm only just getting into using them for artistic stuff but I know there are people a lot more skilled than me that would probably greatly appreciate some color lol
18:01:53BFDiscordBridge<Little_Apple> like using team assignments to change to team colors or hit enter to change rgb
18:02:15BFDiscordBridge<Skybax> Yeah having an RGB assignment on Enter would be amazing
18:02:40BFDiscordBridge<raptor> I think this has been discussed before somewhere...
18:02:44BFDiscordBridge<Footie 🐧> yes
18:03:16BFDiscordBridge<Skybax> I honestly don't understand why they're locked to teams in the first place. With textItems it makes sense because they're only visible to specific teams. But I don't get it for lineItems
18:03:23BFDiscordBridge<Little_Apple> another option with the enter menu could be if the lineitem is visible globally or team only
18:04:28BFDiscordBridge<raptor> OK, looks like the only way I can do core speed and NOT break network compatibility (i.e. no backwards compatibility wiwth other 019) is to use integers from 1 to 16
18:04:47BFDiscordBridge<Skybax> If that's the only way to stay compatible then that's fine
18:04:47BFDiscordBridge<Skybax> If that's the only way to stay compatible then that's fine
18:05:16BFDiscordBridge<raptor> so that means 16384 ms per rotation, then 8192, 5400, 4096, 3200, ....
18:05:30BFDiscordBridge<raptor> so there are 16 speed options
18:05:31BFDiscordBridge<Skybax> So only faster and not slower?
18:05:34BFDiscordBridge<raptor> yeah
18:05:37BFDiscordBridge<raptor> well
18:05:44BFDiscordBridge<Skybax> Bummer. Wish there was a way to freeze it
18:05:57BFDiscordBridge<raptor> I can use '0' (zero) to freeze it
18:06:07BFDiscordBridge<Skybax> If that's doable then I would love it
18:06:11BFDiscordBridge<raptor> so that woudl actually limit options from 0 to 15
18:06:15BFDiscordBridge<raptor> that's not so bad
18:06:31BFDiscordBridge<Skybax> 👍🏻 👌🏻
18:07:21BFDiscordBridge<raptor> OK, I will attempt this feature
18:07:24BFDiscordBridge<raptor> ATTEMPT
18:07:32BFDiscordBridge<Skybax> Everything is an attempt right
18:10:36BFDiscordBridge<Footie 🐧> yay!!!
18:29:04BFDiscordBridge<Little_Apple> 🥳
19:39:24BFDiscordBridge<Skybax> @raptor your rich presence makes me jealous
19:50:26BFDiscordBridge<raptor> 🙂
19:50:37BFDiscordBridge<raptor> I haven't checked that in yet because I don't know what to do with it
19:50:58BFDiscordBridge<Skybax> We gotta have some way for the RP to check what you're doing and then pull that info I think
19:51:26BFDiscordBridge<Skybax> Idk if that's some kind of trigger the game has to send or what
19:52:02BFDiscordBridge<Skybax> I know someone made an extension for Visual Studio Code that can tell Discord exactly what language you're coding and what file you're working on. And how long you've been on each file lol
19:52:21BFDiscordBridge<Skybax> But all that info is easily accessible from VSC I think
20:03:00BFDiscordBridge<raptor> I'll just drop this here (still some bugs to work out):
20:03:01BFDiscordBridge<raptor> https://cdn.discordapp.com/attachments/325743140059480065/716849251493216266/SPOILER_corespeed.mp4
20:03:19BFDiscordBridge<Little_Apple> ooooo
20:03:42BFDiscordBridge<Little_Apple> i like it
20:04:14BFDiscordBridge<Skybax> That is awesome
20:05:05BFDiscordBridge<Footie 🐧> i love it
20:12:35BFDiscordBridge<raptor> speeds up to 7 are compatible with 019g and earlier, but if you go higher then older clients will see things like the core rotating backwards and at the wrong speed
20:13:09BFDiscordBridge<raptor> but oh well
20:21:50BFDiscordBridge<Skybax> ¯_(ツ)_/¯
20:21:55BFDiscordBridge<Skybax> Do people actually use old versions
20:22:08BFDiscordBridge<Little_Apple> people playing on school computers?
20:22:17BFDiscordBridge<Skybax> They don't update those?
20:22:24BFDiscordBridge<Little_Apple> who knows what they do
20:22:41BFDiscordBridge<Skybax> I mean if all the computers got them in the first place they could all be updated lol
20:23:21BFDiscordBridge<raptor> nowadays, is the norm for games to autoupdate in-game, or via outside process?
20:23:39BFDiscordBridge<Skybax> Most games people play are through steam
20:23:48BFDiscordBridge<Skybax> And they usually tell you that you have to update in order to open
20:24:16BFDiscordBridge<Skybax> If it's a non-steam game, a lot of them bundle with launchers that control the actual download and update process
20:24:38BFDiscordBridge<Skybax> The only games that I know of that actually have an in-game update process are a few smaller indie titles
20:25:05BFDiscordBridge<Skybax> Like ones that can update in a matter of seconds lol
20:25:59BFDiscordBridge<Skybax> I think Bitfighter would really benefit from a if (masterConnection = true) {update.files} type of thing
20:28:12BFLogBot Repo: bitfighter | Commit: 5cdd460754 | Author: raptor | Message: Allow Core rotate speed to be adjustable in the editor. Still compatible with 019, although speeds above 7x act funny on earlier clients.
20:28:51BFDiscordBridge<raptor> yeah i agree
20:29:07BFDiscordBridge<raptor> we sort of have it in OSX with the Sparkle updater
20:29:40BFDiscordBridge<Skybax> Does it have something that auto-updates your new ini with your old ini stuff when installing? Because I've been avoiding replacing the ini whenever I drag and drop new installs lol
20:29:51BFDiscordBridge<Skybax> But then I saw something that said like, "merging settings"
20:29:57BFDiscordBridge<Skybax> And I was like "huh"
20:33:05BFDiscordBridge<raptor> That is supposed to work - we have code that updates the INI when it detects a game update
20:33:18BFDiscordBridge<Skybax> What does it update from
20:33:21BFDiscordBridge<Skybax> If I replace the ini
20:34:10BFDiscordBridge<raptor> the ini has a version number in it. when bitfighter launches, and it is a new version than what is in the INI, it updates the INI
20:34:24BFDiscordBridge<raptor> or at least it's supposed to
20:34:25BFDiscordBridge<Skybax> Ohhhh so it updates the old ini with new version things
20:34:26BFDiscordBridge<Skybax> That's cool
20:34:30BFDiscordBridge<raptor> yes
20:34:37BFDiscordBridge<Skybax> So I should continue not replacing my ini with new installs
20:35:07BFDiscordBridge<raptor> you shouldn't have to, but if you want to try, save your old INI and give it a shot
20:35:45BFDiscordBridge<raptor> we have code that can update from 016+
20:35:49BFDiscordBridge<Skybax> Like I understand how a new version would upgrade an old ini with new options, but I don't see how the game would have my old ini information stored somehow, especially if everything else in the Bitfighter folder is new
20:36:01BFDiscordBridge<raptor> ah,
20:36:13BFDiscordBridge<raptor> that's if you use the installer (on Windows)
20:36:24BFDiscordBridge<raptor> the standalone zip is just that - standalone
20:36:28BFDiscordBridge<Skybax> Yeah gotcha
20:36:48BFDiscordBridge<Skybax> I've just been dragging and replace all in my Bitfighter folder haha
20:36:55BFDiscordBridge<Skybax> Except for the ini
21:08:02BFDiscordBridge<Little_Apple> okay
21:08:06BFDiscordBridge<Little_Apple> actually good idea
21:08:36BFDiscordBridge<Little_Apple> can we make it so soccerballs dont spawn wherever the heck they want when there are more than one in the map
21:09:01BFDiscordBridge<Little_Apple> like make them keep the same spawn the whole time
21:09:08BFDiscordBridge<Little_Apple> instead of using any spawn from any other ball
21:09:29BFDiscordBridge<Little_Apple> or some sort of option to control that
21:09:45BFDiscordBridge<Footie 🐧> soccer ball spawns please and thank you
21:09:56BFDiscordBridge<Footie 🐧> could also use IDs to keep certain spawns tied to specific balls
21:11:35BFDiscordBridge<Skybax> That's probably doable with a levelgen
21:11:57BFDiscordBridge<Footie 🐧> well yeah
21:12:03BFDiscordBridge<Footie 🐧> but it would be a useful edition to editor
21:12:10BFDiscordBridge<Footie 🐧> raptor wants new features!
21:33:44BFDiscordBridge<𝔹⏣𝔹𝔻𝔸𝔻𝕌₡𝕂> core rotation speed is so sick
21:34:00BFDiscordBridge<𝔹⏣𝔹𝔻𝔸𝔻𝕌₡𝕂> please tell me I can core:setRotationSpeed() in levelgen
21:34:33BFDiscordBridge<Skybax> Like to change it mid-game?
21:36:33BFDiscordBridge<Lamp> :blob:
21:36:35BFDiscordBridge<Lamp> https://cdn.discordapp.com/attachments/325743140059480065/716872801469857932/blob.gif
21:36:50BFDiscordBridge<Lamp> o i just had an idea
21:36:59BFDiscordBridge<Lamp> has anyone used cores as wheels?
21:37:28BFDiscordBridge<Skybax> I haven't
21:38:19BFDiscordBridge<𝔹⏣𝔹𝔻𝔸𝔻𝕌₡𝕂> yes
21:38:28BFDiscordBridge<𝔹⏣𝔹𝔻𝔸𝔻𝕌₡𝕂> onshipenteredzone stopcore()
21:38:40BFDiscordBridge<Skybax> Noice

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