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