#bitfighter IRC Log

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IRC Log for 2020-06-12

Timestamps are in GMT/BST.

07:17:13BFDiscordBridge<Little_Apple> you heard the man, duty cycles must be removed
07:31:03BFDiscordBridge<Skybax> Nah first they have to be added
08:21:59BFDiscordBridge<Little_Apple> you heard the man, circles must be added
08:36:33BFDiscordBridge<Skybax> What
11:38:27BFDiscordBridge<Quartz> Ooooh I love that you two are looking into revealing forcefield health. I’ve wanted that for ... uhh ... 14 years? So, awesome!!
11:58:39BFDiscordBridge<πŸ’œα΅–Κ°α΅ƒβ±αΆœα΅πŸ’œ> btw if anyone cares
11:58:40BFDiscordBridge<πŸ’œα΅–Κ°α΅ƒβ±αΆœα΅πŸ’œ> https://github.com/TorqueGameEngines/Torque3D/issues/44
11:58:51BFDiscordBridge<πŸ’œα΅–Κ°α΅ƒβ±αΆœα΅πŸ’œ> this issue is currently being discussed on torque discord
12:54:51BFLogBot Comment on issue #539 | User: bobdaduck | Comment: Alternatively: rip out all voice chat and just use discord ... | https://github.com/bitfighter/bitfighter/issues/539#issuecomment-643457257
13:08:40BFLogBot Comment on issue #539 | User: raptor | Comment: I'm seriously considering removing voice chat - has anyone used in-game voice chat recently? ... | https://github.com/bitfighter/bitfighter/issues/539#issuecomment-643462543
14:27:15BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> okay so this is what I've come up with so far- its not code intensive but may not be ideal
14:27:15BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> https://cdn.discordapp.com/attachments/325743140059480065/721113403585724437/ProjectorLife.gif
14:28:21BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> is it worth submitting or should I try something else?
14:29:28BFDiscordBridge<raptor> I'm not sure it's noticeable enough
14:29:54BFDiscordBridge<raptor> As soon as I get some sleep, I wand to try the duty cycle thing (unless you beat me to it)
14:30:02BFDiscordBridge<raptor> *want
14:30:10BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> true but "not particularly noticeable" has got to be better than "no health indicator whatsoever"
14:30:44BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> I'm not sure I understand the duty cycle thing
14:31:07BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> are you talking about basically making the field a dotted line based on life?
14:31:09BFDiscordBridge<raptor> I don't think it'll be be noticeable at all unless the regen rate is that fast and there 's nothing else going on in the screen
14:32:00BFDiscordBridge<raptor> I show you: https://excalidraw.com/#room=8e69281e8988c73e6fa5,xZfZuaOC_Qg66lP80xWmkg
14:38:20BFDiscordBridge<raptor> well, i closed the room, but here is my thought
14:38:20BFDiscordBridge<raptor> https://cdn.discordapp.com/attachments/325743140059480065/721116197629853757/Screenshot_20200612_153704.png
14:38:45BFDiscordBridge<raptor> the duty cycle represents the health
14:38:59BFDiscordBridge<raptor> or some ratio of it
14:43:19BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> so like a second layer to the beam I guess
14:43:50BFDiscordBridge<raptor> or use the existing bright outline
14:44:06BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> sorry you gotta ping me @raptor , otherwise I only see as often as I check the discord
14:44:34BFDiscordBridge<raptor> kk, I'm usually not that urgent about things
14:46:32BFDiscordBridge<raptor> the trick will be to draw a dashed line with a duty cycle pattern - there is already code to do it for a circle (spawn shield), but not a line
14:50:22BFDiscordBridge<Skybax> I think what bob has right now is way better than nothing, but the duty cycle would be ideal, especially if it moved along the extent of the projector like an actual light emitter
14:51:08BFDiscordBridge<raptor> you mean like an animation?
14:54:14BFLogBot Comment on issue #539 | User: TheSkybax | Comment: bob used it just to prove that it was there. But no, nobody actually uses it, especially now that we have a discord that ... | https://github.com/bitfighter/bitfighter/issues/539#issuecomment-643498163
14:55:09BFDiscordBridge<Skybax> Yes
14:55:30BFDiscordBridge<Skybax> Like if it simulated the emitter faltering and the actual beam getting weaker
14:56:03BFDiscordBridge<Skybax> So basically exactly what you drew, but the shapes all move towards the end of the forcefield
14:56:23BFDiscordBridge<Skybax> Maybe even getting faster as it gets weaker, kind of like Cores
14:58:43BFDiscordBridge<~Kirb> > > or use the existing bright outline > @raptor this is excellent
14:59:42BFDiscordBridge<~Kirb> bob's health on the forciefield generator is super cool, but much more information can be gotten from the forcefield itself than the generator
15:00:30BFDiscordBridge<Skybax> Yeh
15:00:54BFDiscordBridge<~Kirb> even if not an animation, just having the forcefield 2nd layer transparency slowly fade could also work
15:03:10BFDiscordBridge<~Kirb> like, a near-death forcefield has 50% transparency on the beam, and a 100% healthy ff just has the normal beam
15:03:36BFDiscordBridge<~Kirb> idk, you guys seem to have it figured out already tho
15:04:20BFDiscordBridge<Skybax> I think doing a full forcefield dimming would mess with the current way that it works of dimming when something passes through it
15:10:10BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> @~Kirb I tried that but ran into some issues- the forcefield beam is separate from the forcefield projector and doesn't see the projector's life naturally
15:10:44BFDiscordBridge<~Kirb> oh dang
15:11:33BFDiscordBridge<~Kirb> so they're two different objects and dont communicate their health value to one another?
15:11:52BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> yeah
15:12:00BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> when the projector is disabled it literally just deletes the beam
15:12:39BFDiscordBridge<~Kirb> eep
15:13:51BFDiscordBridge<~Kirb> well thats bad news haha
15:20:03BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> Nah just means it'd be tricky
15:24:45BFDiscordBridge<~Kirb> o
15:24:46BFDiscordBridge<~Kirb> nice
15:40:24BFLogBot Comment on issue #539 | User: Xelor41023 | Comment: Absolutely keep it in it shouldnt be removed if bitfighter ever gets a larger player base it will be needed. On Fri, Ju ... | https://github.com/bitfighter/bitfighter/issues/539#issuecomment-643510230
16:59:08BFDiscordBridge<Quartz> I think raptor's idea would be best, but if that's not easily achievable, what bobdaduck has done today is WAY better than what we've currently got – absolutely nothing.
16:59:36BFDiscordBridge<Skybax> Yes
16:59:41BFDiscordBridge<Skybax> That's what I said too lol
16:59:52BFDiscordBridge<Quartz> Notice I thumbs-up'd said comment of yours' πŸ˜‰
17:11:04BFDiscordBridge<~Kirb> tru
17:11:12BFDiscordBridge<~Kirb> now we have some information haha
17:24:17BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> @raptor why does the code have twelve nested methods where each one just returns the next
17:24:36BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> they're all one-liners
17:27:09BFDiscordBridge<Skybax> raptor likes one-liners
17:28:26BFDiscordBridge<raptor> @bobdaduck please show me
17:29:27BFDiscordBridge<raptor> @π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚ also, I'm willing to accept your ForceFieldProjector health patch for now and I can take a stab at doing trickery with the field. Unless you've already started
17:29:57BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> At the moment I'm seeing if I can't get the field to just fade with health
17:30:37BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> but just the projector fade isn't tricky, I can submit that
17:30:42BFDiscordBridge<Skybax> Don't do the field fade
17:30:54BFDiscordBridge<raptor> I already tried the field fade a few years ago
17:31:01BFDiscordBridge<raptor> it was poor
17:31:17BFDiscordBridge<raptor> watusimoto and I both rejected it
17:31:21BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> haha ok
18:06:43BFDiscordBridge<raptor> oh man, this is tricky - who on earth thought it was a good idea to have FFP and FF almost completely independent??
18:06:59BFDiscordBridge<Skybax> who what now
18:07:05BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> haha right?
18:13:55BFDiscordBridge<amgine> Suggestion recode them to be together πŸ˜‰
18:59:41BFDiscordBridge<raptor> I know this is crazy guys, are you supposed to be able to repair forcefields in Bitmatch??
19:05:13BFDiscordBridge<Skybax> Yes
19:05:18BFDiscordBridge<Skybax> If they're your team
19:05:20BFDiscordBridge<Skybax> Then yes
19:05:33BFDiscordBridge<Skybax> You should not be able to repair your "teammates" in Bitmatch
19:14:14BFLogBot Pull request #626 opened by bobdaduck | Title: Display Forcefield Health | https://github.com/bitfighter/bitfighter/pull/626
19:22:21BFDiscordBridge<raptor> if someone has time on a Windows system, can you please try to destroy/repair a FF on single-team bitmatch and tell me if it's the expected behavior
19:23:45BFDiscordBridge<raptor> or for that matter, single-team anything
19:24:53BFDiscordBridge<Skybax> I'll look
19:24:59BFDiscordBridge<Skybax> Quartz abandoned me in vc anyways
19:26:28BFDiscordBridge<Skybax> Just tested, currently (at least in the dev build I have) you cannot repair same-team forcefields in Bitmatch
19:26:37BFDiscordBridge<Skybax> I feel like you should be able to
19:26:40BFDiscordBridge<raptor> ok, so at least I'm not crazy
19:26:55BFDiscordBridge<raptor> I thought I broke something
19:26:57BFDiscordBridge<Skybax> I can remember some maps used same-team forcefields in Bitmatches just to separate zones of fire
19:27:18BFDiscordBridge<Skybax> It would be great if they were repairable as well
19:27:31BFDiscordBridge<Skybax> But I guess people could just use high-regen if they wanted that mechanic
19:28:04BFDiscordBridge<raptor> it's just a weird behavior that I don't ever remember seeing
19:34:24BFDiscordBridge<Skybax> I distinctly remember being able to repair literally everything in a 1 team Bitmatch
19:34:28BFDiscordBridge<Skybax> Even other peopel
19:34:39BFDiscordBridge<Skybax> But I'm assuming that got patched out at some point
19:35:50BFDiscordBridge<raptor> Should I consider it a bug to be fixed?? I have no idea on the history of this
19:36:16BFDiscordBridge<Skybax> The being unable to repair team ffs on 1 team games?
19:36:23BFDiscordBridge<Skybax> Actually
19:36:27BFDiscordBridge<Skybax> Let me check other gametypes
19:36:54BFDiscordBridge<raptor> yeah
19:37:23BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> does my patch look ok @raptor
19:40:25BFDiscordBridge<Skybax> On CTF, HTF, Retrieve, and Zone Control, you can repair same team ffs. On all other gametypes you can't
19:40:31BFDiscordBridge<Skybax> I feel like it should be uniform
19:40:45BFDiscordBridge<Skybax> This is a weird feature lol
19:41:02BFDiscordBridge<raptor> @π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚ did you mean to add the health to the projector? I'm not sure this compiles: https://github.com/bitfighter/bitfighter/pull/626/commits/90527d4e8303b15867fd12b6fff046e882a6dfd5#diff-7e0764114511efe50f1947a15662b3d9R824
19:41:47BFDiscordBridge<raptor> In UIInstructions
19:41:52BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> hm it compiles for me
19:42:40BFDiscordBridge<raptor> I think because you got lucky and the renderForceField() just happens to interpret more parameters
19:42:45BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> in UI instructions its just passing 1 as the health value
19:42:58BFDiscordBridge<raptor> yes, but it's doing it to renderForceField() not renderForceFieldProjector()
19:45:12BFDiscordBridge<raptor> also a minor style thing with squiggly brackets in bitfighter: 1. If only one line in an 'if' or 'else', brackets are not needed 2. all opening brackets should be on a new line (this is for your ternary expanion in gameObjectRender.cpp:2527
19:45:20BFDiscordBridge<raptor> *expansion
19:48:00BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> I can fix the style bit
19:48:08BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> Not sure which renderforcefield you're looking at
19:48:19BFDiscordBridge<raptor> in UIInstructions in your pull request
19:48:33BFDiscordBridge<raptor> you added the '1' to the wrong method - it should go to the method above it
19:48:47BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> oh I see it
19:49:32BFDiscordBridge<raptor> you did that twice
19:51:17BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> ok I think I made the styling fix, please verify
19:51:40BFDiscordBridge<raptor> yep, looks good
19:51:53BFDiscordBridge<raptor> does that '1' not go in the method above it, though?
19:52:09BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> No its a separate instructions version of the method
19:52:19BFDiscordBridge<raptor> ok
19:52:48BFLogBot Pull request #626 closed by bobdaduck | Title: Display Forcefield Health | https://github.com/bitfighter/bitfighter/pull/626
19:52:49BFLogBot Repo: bitfighter | Commit: 90527d4e83 | Author: bobdaduck | Message: Display Forcefield Health
19:52:50BFLogBot Repo: bitfighter | Commit: 3c0ea4166f | Author: bobdaduck | Message: Styling fix
19:52:52BFLogBot Repo: bitfighter | Commit: 4756ba3394 | Author: raptor | Message: Merge pull request #626 from bobdaduck/ForceFieldHealth Display Forcefield Health
19:52:57BFDiscordBridge<raptor> you are merged :)
19:56:23BFDiscordBridge<Skybax> dev badge earned again
19:57:19BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> C C C Combo
19:59:01BFDiscordBridge<Skybax> I need to learn more code
20:05:59BFLogBot Repo: bitfighter | Commit: 85c166ef8b | Author: raptor | Message: Fix forcefield rendering in editor
20:06:47BFDiscordBridge<raptor> @π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚ fixed minor bug with UIInstructions (see latest commit)
20:07:37BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> Ah, I forgot that one was connected to the editor
21:21:52BFDiscordBridge<raptor> turns out the entire ForceField object is server-only
21:34:46BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> epic
21:35:04BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> that means we'd have to code entirely new infrastructure to communicate its health to clients, right?
21:35:20BFDiscordBridge<raptor> actually I may have been wrong...
21:35:39BFDiscordBridge<raptor> but it doesn't look like the FF is connected to anything on the client
21:35:46BFDiscordBridge<raptor> this is *really* weird
21:40:00BFLogBot Repo: bitfighter | Commit: ef9b7d447b | Author: raptor | Message: Remove weird unused scale factor on computing/rendering forcefield related things. Also clean up a static variable.
21:40:05BFDiscordBridge<raptor> I'll have to continue tomorrow - night!
21:40:11BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> I was planning to basically make a bunch of methods for "onDamaged()" on the forcefield
21:40:38BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> And so when the projector is damaged it also calls onDamaged() for the beam
21:40:45BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> I didn't get far enough to see if it would work though

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