Timestamps are in GMT/BST.
| 02:32:20 | | BFLogBot Comment on issue #625 | User: eykamp | Comment: This sounds pretty whack, and I will admit that, as usual, I am highly skeptical. However, it has a few things going fo ... | https://github.com/bitfighter/bitfighter/pull/625#issuecomment-644017322 |
| 02:37:36 | | BFLogBot Issue #627 opened by eykamp | Title: New module idea ("Tick") | https://github.com/bitfighter/bitfighter/issues/627 |
| 02:39:31 | | BFLogBot Issue #628 opened by eykamp | Title: Make spybugs harder to kill | https://github.com/bitfighter/bitfighter/issues/628 |
| 02:45:46 | | BFLogBot Issue #629 opened by eykamp | Title: Make spybugs harder to see | https://github.com/bitfighter/bitfighter/issues/629 |
| 06:37:47 | | BFLogBot Repo: bitfighter | Commit: 895844fec7 | Author: raptor | Message: Add log message about not finding an object with bf:findObjectById() |
| 06:37:48 | | BFLogBot Repo: bitfighter | Commit: 865038b327 | Author: raptor | Message: Lua: Remove deprecated getTeamIndx() methods |
| 06:37:50 | | BFLogBot Repo: bitfighter | Commit: 9ae0416edd | Author: raptor | Message: Remove comment |
| 07:11:58 | | BFDiscordBridge Quit (Remote host closed the connection) |
| 07:12:10 | | BFDiscordBridge has joined |
| 07:58:12 | BFDiscordBridge | <Skybax> Who is eykamp btw |
| 08:00:04 | | BFLogBot Comment on issue #627 | User: TheSkybax | Comment: This sounds like an idea that would totally alter the game for many players lol Also who would want to sit on someone a ... | https://github.com/bitfighter/bitfighter/issues/627#issuecomment-644188107 |
| 08:01:27 | | BFLogBot Comment on issue #629 | User: TheSkybax | Comment: I like it. Kind of like an awareness check in DnD lol ... | https://github.com/bitfighter/bitfighter/issues/629#issuecomment-644188930 |
| 08:15:13 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> watusimoto |
| 08:22:37 | | BFLogBot Comment on issue #627 | User: bobdaduck | Comment: Alt: Make a tickbug object that functions sort of like this that you can plant by double-tapping when cloaked, or as a s ... | https://github.com/bitfighter/bitfighter/issues/627#issuecomment-644201339 |
| 08:58:00 | BFDiscordBridge | <raptor> I think watusimoto got bitten by too many ticks |
| 08:59:28 | BFDiscordBridge | <Skybax> Oh okay |
| 08:59:34 | BFDiscordBridge | <Skybax> So heβs still pretty active on github |
| 08:59:39 | BFDiscordBridge | <Skybax> Just not on here or ingame |
| 08:59:48 | BFDiscordBridge | <raptor> yeah - at least on the bugs/issues |
| 09:00:09 | BFDiscordBridge | <Skybax> And on questioning bobβs code choices haha |
| 09:02:58 | BFDiscordBridge | <Skybax> Another alternative to an entire Tick module, a βsticky burstβ that latches on to an enemy and then explodes 5 seconds later |
| 09:03:12 | BFDiscordBridge | <Skybax> Could be cool for sabotaging entire groups |
| 09:03:49 | BFDiscordBridge | <raptor> Basically what I'm hearing from everywhere is that Bitfighter needs a new item |
| 09:03:57 | BFDiscordBridge | <Skybax> Β―_(γ)_/Β― |
| 09:04:16 | BFDiscordBridge | <Skybax> When even wat is suggesting new modules you know something needs to happen π |
| 09:04:29 | BFDiscordBridge | <raptor> too true |
| 09:15:15 | | BFLogBot Comment on issue #625 | User: raptor | Comment: Test features have a nasty habit of becoming permanent. We a small community and no one will want their hard work design ... | https://github.com/bitfighter/bitfighter/pull/625#issuecomment-644231085 |
| 09:16:00 | | BFLogBot Comment on issue #625 | User: raptor | Comment: Test features have a nasty habit of becoming permanent. We a small community and no one will want their hard work design ... | https://github.com/bitfighter/bitfighter/pull/625#issuecomment-644231085 |
| 09:18:38 | | BFLogBot Comment on issue #625 | User: raptor | Comment: Test features have a nasty habit of becoming permanent. We're a small community and no one will want their hard work des ... | https://github.com/bitfighter/bitfighter/pull/625#issuecomment-644231085 |
| 09:49:56 | BFDiscordBridge | <~Kirb> yea |
| 09:50:00 | BFDiscordBridge | <~Kirb> somethIng to expand bitfighter |
| 09:50:16 | BFDiscordBridge | <~Kirb> the new thing we had was seekers but people rarely use them other than an alternative to sensor |
| 09:51:09 | BFDiscordBridge | <~Kirb> > Another alternative to an entire Tick module, a βsticky burstβ that latches on to an enemy and then explodes 5 seconds later @Skybax more like just one, right? 5 seconds is enough to run away and get enough energy to activate your shield haha |
| 09:51:27 | BFDiscordBridge | <Skybax> Nah thatβs the point |
| 09:51:49 | BFDiscordBridge | <~Kirb> oh |
| 09:51:58 | BFDiscordBridge | <Skybax> What if you retreat back into your base and activate shield, but the teammate next to you doesnβt |
| 09:52:17 | BFDiscordBridge | <Skybax> Or you retreat back behind a forcefield and then the sticky burst damages all your turrets |
| 09:53:25 | BFDiscordBridge | <~Kirb> make a channel for this, it seems interesting to taLk about |
| 09:53:29 | BFDiscordBridge | <Skybax> It would be something that actually involved a bit of strategy instead of just instant death |
| 09:53:32 | BFDiscordBridge | <~Kirb> its super game-changing too |
| 09:53:43 | BFDiscordBridge | <Skybax> Iβll formulate and actually suggestion for it later if you think itβs worth discussing |
| 09:53:50 | BFDiscordBridge | <~Kirb> okay! |
| 10:13:07 | | BFLogBot Comment on issue #625 | User: bobdaduck | Comment: Its pretty obvious that its a feature since it shows in the editor when you change color palettes I don't think its o ... | https://github.com/bitfighter/bitfighter/pull/625#issuecomment-644260459 |
| 10:25:13 | | BFLogBot Comment on issue #627 | User: eykamp | Comment: Not the whole game -- just until the host was killed. ... | https://github.com/bitfighter/bitfighter/issues/627#issuecomment-644266234 |
| 10:28:31 | | BFLogBot Comment on issue #629 | User: eykamp | Comment: Actually, it could be even more like that; there could be a random multiplier in there that makes the accumulation more ... | https://github.com/bitfighter/bitfighter/issues/629#issuecomment-644267916 |
| 11:22:20 | BFDiscordBridge | <Quartz> Seems ... kinda pointless, just me? Iβd really prefer making Seeker more useful somehow for one, and for another people have been requesting some kind of railgun for a long time. A laser is thematically appropriate and would introduce interesting new gameplay mechanics. A plasma grenade with an hour-long timer sounds pretty uhh, uninspired |
| 11:24:37 | BFDiscordBridge | <Quartz> Iβm not trying to be a total ass β but like, I switch weapons constantly depending on maps β I use every weapon in some way. And even to me this sounds kinda pointless. Anything with a delay in Bitfighter is automatically an uphill battle when rushing in and being a murder hobo is so far the A tier strategy/meta to this day. |
| 11:26:23 | BFDiscordBridge | <Quartz> Bursts already offer big explosive damage in rather quick fashion. Theyβre perfect. I donβt see any similarish weapon competing with Burst at all (just look at how infrequently Seeker is used!). |
| 11:26:42 | BFDiscordBridge | <raptor> a laser is an interesting idea... |
| 11:31:56 | BFDiscordBridge | <raptor> I'm close to releasing 021, but there isn't a new object/weapon/etc. If I were to choose a new thing, what should it be? So far I like the laser idea |
| 11:48:31 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> :roid: :roid: :roid: |
| 11:48:32 | BFDiscordBridge | <ChumpChange> Nice shooting @πΉβ£πΉπ»πΈπ»πβ‘π! You just ranked up to level 17 ! |
| 11:48:34 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> π |
| 11:49:21 | BFDiscordBridge | <~Kirb> ^epic |
| 11:49:21 | BFDiscordBridge | <ChumpChange> Nice shooting @~Kirb! You just ranked up to level 9 ! |
| 11:50:17 | BFDiscordBridge | <~Kirb> If I'd contribute to a wepon choice, i'd like something that can be used defensively or as a chase-weapon |
| 11:51:16 | BFDiscordBridge | <~Kirb> you know when you're getting chased you have an advantage, because of the speed the projectiles inherit, right? the lazer weapon could be pretty useful in that situation |
| 11:52:58 | BFDiscordBridge | <~Kirb> im also fan of more long-range defensive weapaons, so far if you decide to defend you only have repair as a module and probably seekers as a weapon, but seekers are used once every full moon since they dont do much |
| 11:54:14 | BFDiscordBridge | <~Kirb> @Quartz how would your lazer work? Constant? A Hitscan instant weapon? Long, or short range? |
| 11:57:55 | BFDiscordBridge | <Quartz> @~Kirb Iβm open to ideas. Long range for sure. A laser that requires great tracking (constant) would be neat, instant hit-scan could also be fun although we already have instant-high-damage in the form of mines, bursts, and arguably triple fire. So maybe a constant beam would be neat. |
| 11:59:08 | BFDiscordBridge | <Quartz> You make a really good point about a βchase weapon.β It can be agonizing how much of an advantage a retreating player has versus an antagonizing one. I think thatβs mostly a good thing, but some weapon that could make it a little more reasonable is a cool idea. |
| 12:01:35 | BFDiscordBridge | <Quartz> I just think itβs a very good plan to look at any weapon/module ideas from a game balance standpoint first, then variety and novelty next. βOoh shiny new thingβ is bogus if it contributes nothing compelling from a long-term competitive standpoint. |
| 12:31:39 | BFDiscordBridge | <~Kirb> > I just think itβs a very good plan to look at any weapon/module ideas from a game balance standpoint first, then variety and novelty next. βOoh shiny new thingβ is bogus if it contributes nothing compelling from a long-term competitive standpoint. @Quartz yes yes this |
| 12:33:46 | BFDiscordBridge | <~Kirb> new things dont matter if they dont open more options for the gameplay itself |
| 14:46:01 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> not sure bf:setGameTime() is a real method @raptor |
| 14:46:02 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> https://cdn.discordapp.com/attachments/325743140059480065/722205297891868744/unknown.png |
| 14:47:07 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> couldn't find it in the docs so I just plugged what you said in chat as a wild guess |
| 14:50:07 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> oh its "levelgen:setGameTime()" |
| 15:24:40 | BFDiscordBridge | <raptor> @πΉβ£πΉπ»πΈπ»πβ‘π http://bitfighter.org/luadocs/class_lua_level_generator.html |
| 15:25:02 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> Ah cool |
| 15:25:24 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> gaminfo:getLeadingTeam() is doing some odd behavior |
| 15:30:37 | BFDiscordBridge | <raptor> bf: stuff is for any script, levelgen: stuff is for levelgens only, and bot: is bots only |
| 15:33:40 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> https://cdn.discordapp.com/attachments/325743140059480065/722217288379400213/unknown.png |
| 15:34:39 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> So you can see I switch teams and score and it still returns blue team as the leading team |
| 15:34:46 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> Even after I score on yellow the second point |
| 15:34:57 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> its only after yellow has a two point lead they're shown as the leading team |
| 15:35:16 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> I was hoping to be able to tell if the game was a tie by it just returning nil or something |
| 15:42:07 | BFDiscordBridge | <~Kirb> wait so you were leading as yellow 2 to one against blue and the game still recognized blue as a gwinning team? |
| 15:43:36 | BFDiscordBridge | <~Kirb> or more on the likes of "until you actually have the lead, the game wont recognize you in a tie, instead giving it to whoever was winning previously" |
| 15:44:03 | BFDiscordBridge | <~Kirb> if I may add to this, does this influence the core team switching behaviour in any way? |
| 15:44:28 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> Its strictly a lua function thing @~Kirb |
| 15:44:43 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> when lua is getting lead team its... not behaving as expected, that's all |
| 15:44:47 | BFDiscordBridge | <~Kirb> ah ok |
| 15:45:18 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> I'm working on an overtime script for sky_lark |
| 15:46:06 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> @raptor should I make you fix this or should I hack around it |
| 15:46:26 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> (I jest) |
| 15:48:06 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> (mostly) |
| 16:27:41 | BFDiscordBridge | <raptor> yes |
| 16:27:46 | BFDiscordBridge | <raptor> i will fix it |
| 16:27:57 | BFDiscordBridge | <raptor> but it'll only be in next release |
| 16:31:46 | BFDiscordBridge | <Skybax> A timed sticky grenade would be more for attacking bases and groups and less effective when defending or fighting 1v1 |
| 17:58:05 | BFDiscordBridge | <raptor> is there any case against promoting other weapons for turrets in the editor? Was I against it? I don't remember |
| 17:58:33 | BFDiscordBridge | <Footie π§> it would be neato |
| 18:04:05 | BFDiscordBridge | <Skybax> The only case I remember was from you and it was basically that you thought people didn't like them |
| 18:04:05 | BFDiscordBridge | <Skybax> https://cdn.discordapp.com/attachments/325743140059480065/722255140282695760/unknown.png |
| 18:05:17 | BFDiscordBridge | <raptor> looks like raptor of the past is undecided |
| 18:05:51 | BFDiscordBridge | <raptor> I can fairly straightforward make it an un-hack job |
| 18:06:06 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> the case against promoting other weapons for turrets is that the turret bullets are objectively worse than every other weapon in the game |
| 18:06:07 | BFDiscordBridge | <Skybax> I always thought it would be cool if it was a standard feature |
| 18:06:34 | BFDiscordBridge | <raptor> @πΉβ£πΉπ»πΈπ»πβ‘π ah yes, that was right: why have the default turret weapon in the first place? |
| 18:06:39 | BFDiscordBridge | <Skybax> For default damage |
| 18:07:31 | BFDiscordBridge | <Skybax> Some people line a wall with 10 default turrets, why not just put two phaser or phaser turrets if you really want it to be that deadly? Most people use turrets as mild annoyances or medium level defense, not impenetrable walls |
| 18:08:04 | BFDiscordBridge | <raptor> what if turrets use a subset of weapons |
| 18:08:10 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> most people use turrets for killing their own team |
| 18:08:14 | BFDiscordBridge | <Skybax> No |
| 18:08:16 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> jk lol |
| 18:08:24 | BFDiscordBridge | <raptor> default, burst, seeker |
| 18:08:34 | BFDiscordBridge | <Skybax> That would be cool |
| 18:08:56 | BFDiscordBridge | <raptor> or modified weapons in some way to make the turret it's own thing instead of just a stationary ship |
| 18:08:59 | BFDiscordBridge | <Skybax> Make it so it's actually for different situations instead of just "more damage" |
| 18:09:35 | BFDiscordBridge | <Skybax> Make it so turrets can launch bursts that act like mines |
| 18:10:23 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> I wouldn't be opposed to buffing turret damage except that it would also buff their team damage and thus liability rather than their asset value |
| 18:11:31 | BFDiscordBridge | <raptor> @πΉβ£πΉπ»πΈπ»πβ‘π Let's just talk about it as though they didn't do friendly fire |
| 18:12:13 | BFDiscordBridge | <raptor> Would having additional weapons be a good addition to the game |
| 18:12:30 | BFDiscordBridge | <raptor> or a subset/modified variant |
| 18:12:30 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> its quite useful in some situations |
| 18:12:36 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> Mainly bursts though |
| 18:12:52 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> triple turrets are too range limited, bouncer turrets are too wild, mine turrets do nothing |
| 18:13:01 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> bursts and seeker are useful mapmaking tools |
| 18:13:19 | BFDiscordBridge | <Little_Apple> MINE TURRETS |
| 18:13:49 | BFDiscordBridge | <raptor> so how about this: default, burst, seeker... apple launcher? |
| 18:14:31 | BFDiscordBridge | <Skybax> resource item launcher |
| 18:14:38 | BFDiscordBridge | <Skybax> why has nobody done that yet |
| 18:14:40 | BFDiscordBridge | <raptor> so this would be promoted in the editor but may change how level code is read, e.g. W= would be limited and older maps may break |
| 18:14:50 | BFDiscordBridge | <Skybax> break em |
| 18:18:30 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> Can't you just use W= for the new code? |
| 18:19:33 | BFDiscordBridge | <raptor> Yes, maybe - but I'd disallow Phaser, Bouncer, etc. |
| 18:19:38 | BFDiscordBridge | <raptor> so something would be broken |
| 18:20:02 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> Well couldn't you allow the others and just not have them as editor options? |
| 18:20:11 | BFDiscordBridge | <raptor> I'd like to keep turret as it's own 'personality' somehow and have weapons be slightly different that ship weapons - if only in appearance |
| 18:20:29 | BFDiscordBridge | <raptor> maybe add a tinge of green to them all :) |
| 18:26:14 | BFDiscordBridge | <~Kirb> that would actually be cool |
| 18:26:31 | BFDiscordBridge | <~Kirb> like the triple shot green-tint, right? |
| 18:26:42 | BFDiscordBridge | <raptor> perhaps |
| 18:27:26 | BFDiscordBridge | <amgine> bouncer turrets can actully be good in hallways and triple turrets as well |
| 18:27:30 | BFDiscordBridge | <raptor> but - I don't think there is a point to having both weapon turret and weapon phaser (assuming friendly fire isn't a thing) |
| 18:27:42 | BFDiscordBridge | <amgine> triple around the corner is dangerous |
| 18:28:44 | BFDiscordBridge | <Little_Apple> maybe phasers but team colors instead of purple? or like team color + default bright color for visibility |
| 18:29:00 | BFDiscordBridge | <raptor> i'd have to try things |
| 18:32:51 | BFDiscordBridge | <amgine> A great example of bouncer turrets is you could have it should a resource item at a wall to riccochet it down a halways |
| 19:56:40 | BFDiscordBridge | <Skybax> Is anyone following me on GitHub |
| 20:07:13 | BFDiscordBridge | <Skybax> Good because I'd probably be spamming you with tons of things |
| 20:17:05 | BFDiscordBridge | <amgine> follows on github |
| 20:25:05 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> @raptor is there a way in lua to know if I'm on the last value of a for loop? |
| 20:25:56 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> other than like, hardcoding the number of calls and being like "if i == 50 then --last call" |
| 20:26:00 | BFDiscordBridge | <raptor> keep track of the index |
| 20:26:27 | BFDiscordBridge | <raptor> and check if index == someEndSize |
| 20:26:28 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> index is playerInfo |
| 20:26:40 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> looping through a dictionary sorry |
| 20:26:48 | BFDiscordBridge | <raptor> ah, then create an index yourself |
| 20:26:59 | BFDiscordBridge | <raptor> outside do index = 0 |
| 20:27:03 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> declare a variable outside the forloop |
| 20:27:04 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> okay |
| 20:27:12 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> I was afraid of that lol |
| 20:27:18 | BFDiscordBridge | <raptor> and inside the loop when it counts a thing do index = index + 1 |
| 20:27:41 | BFDiscordBridge | <raptor> then at the end of the loop test the index against whatever the size is supposed to be |
| 20:28:47 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> #dictionaryName gets the total number of dictionary items, right? |
| 20:29:58 | BFDiscordBridge | <raptor> good question |
| 20:30:14 | BFDiscordBridge | <raptor> dictionaries are weird - it may count the nil items, too |
| 20:30:52 | BFDiscordBridge | <raptor> yeah, ok, it's unknown until you loop over them and count them :/ |
| 20:33:26 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> # is? |
| 20:34:07 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> oh no |
| 20:34:07 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> https://cdn.discordapp.com/attachments/325743140059480065/722292899206791168/unknown.png |
| 20:37:24 | BFDiscordBridge | <raptor> yeah, '#' is only good on a table/dictionary that had everything sequential |
| 20:37:46 | BFDiscordBridge | <raptor> sequential in memory that is |
| 20:38:27 | BFDiscordBridge | <raptor> if it's a key/value dictionary, then it is never sequential in memory (study 'hashtable' if you want to know why) |
| 20:40:58 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> makes this a much tougher problem then |
| 20:41:02 | BFDiscordBridge | <πΉβ£πΉπ»πΈπ»πβ‘π> hah |
| 21:46:05 | | BFDiscordBridge Quit (Remote host closed the connection) |
| 21:46:53 | | BFDiscordBridge has joined |