Timestamps are in GMT/BST.
| 06:22:06 | BFDiscordBridge | <raptor> another attempt. team color is barely inset from the gray outline |
| 06:22:06 | BFDiscordBridge | <raptor> https://cdn.discordapp.com/attachments/325743140059480065/793846378446585856/screenshot_9.png |
| 06:28:05 | BFDiscordBridge | <raptor> instead of on top of each other |
| 10:23:05 | | BFLogBot Repo: bitfighter | Commit: 9d2037f828 | Author: raptor | Message: Start of Asteroid render simplification |
| 10:23:07 | | BFLogBot Repo: bitfighter | Commit: 1495c7ca9b | Author: raptor | Message: Clean/speed up rendering of asteroids |
| 10:23:08 | | BFLogBot Repo: bitfighter | Commit: 76320b21e5 | Author: raptor | Message: Refactor asteroid constants |
| 10:42:06 | BFDiscordBridge | <raptor> OK bobdaduck, i'm going to work on re-basing your patch |
| 11:28:23 | BFDiscordBridge | <raptor> ok, got it rebased. @bobdaduck did you intend for the ships to be able to push around the asteroids? |
| 11:28:35 | BFDiscordBridge | <bobdaduck> yea |
| 11:28:45 | BFDiscordBridge | <bobdaduck> more fun that way |
| 11:28:58 | BFDiscordBridge | <bobdaduck> you can still shoot them down iirc if they get in the way |
| 11:47:07 | BFDiscordBridge | <raptor> watusimoto's editor change (255-point items) can create 6000-wide character text files |
| 11:47:40 | BFDiscordBridge | <raptor> might be a problem for anyone who edits files directly |
| 11:53:10 | BFDiscordBridge | <bobdaduck> What xD |
| 11:56:08 | BFDiscordBridge | <Skybax> Sounds fun |
| 11:56:31 | BFDiscordBridge | <raptor> do you guys really need more than 63 vertices? |
| 11:56:54 | BFDiscordBridge | <Skybax> Need is a strong word |
| 11:57:06 | BFDiscordBridge | <raptor> like what is the use case? |
| 11:57:24 | BFDiscordBridge | <Skybax> Real long and intricate zones and walls |
| 11:57:35 | BFDiscordBridge | <numbers> really really precise circles |
| 11:57:50 | BFDiscordBridge | <Skybax> In my Good Will Hunting map I had to make multiple zones where I would have rather used one zone |
| 11:57:57 | BFDiscordBridge | <raptor> ok, we've talked about adding a BezierBarrier or some such |
| 11:58:05 | BFDiscordBridge | <Skybax> ??? |
| 11:58:21 | BFDiscordBridge | <numbers> i would go for bezier curve walls/polywalls |
| 11:59:12 | BFDiscordBridge | <Skybax> See those janky lines? |
| 11:59:12 | BFDiscordBridge | <Skybax> https://cdn.discordapp.com/attachments/325743140059480065/793931212665651240/image0.png |
| 11:59:19 | BFDiscordBridge | <Skybax> They would be gone |
| 11:59:49 | BFDiscordBridge | <Skybax> Those are because vertice limitations |
| 12:00:43 | BFDiscordBridge | <numbers> although i'd like a conic-section option better, so i can get circles, ellipses, parabolas and hyperbolas very easily, esp. if i could cut them at a given point |
| 12:01:08 | BFDiscordBridge | <numbers> but beziers are broader so beziers are a better idea |
| 12:01:33 | BFDiscordBridge | <Footie> vertice limit make me cri |
| 12:45:12 | BFDiscordBridge | <Quartz> @Skybax you would’ve had to make that goalzone in multiple segments anyway though because of the eyehole. Otherwise if the goalzone met up with itself perfectly it would’ve glitched out. 😅 |
| 12:46:38 | BFDiscordBridge | <Quartz> @raptor I fairly regularly hit 63 vertices. If you can add the option of more with no ill effects, great. If it’s a huge hassle, don’t bother. |
| 12:51:22 | BFDiscordBridge | <Skybax> Nah I def could have made it work 👀 |
| 12:53:57 | BFDiscordBridge | <numbers> i shift the meetup point by a tiny fraction to fix that |
| 12:54:21 | BFDiscordBridge | <numbers> nobody can notice an itty bitty detail in battle |
| 12:56:21 | BFDiscordBridge | <Quartz> Reasonable tactic, I dig it. |
| 14:15:54 | BFDiscordBridge | <raptor> turns out bezier curves cannot exactly describe a circle |
| 14:32:22 | BFDiscordBridge | <raptor> should the asteroid spawn indicator be the same team color as the asteroid, or just all default to the old green? |
| 14:32:22 | BFDiscordBridge | <raptor> https://cdn.discordapp.com/attachments/325743140059480065/793969757300588614/screenshot_10.png |
| 14:36:38 | BFDiscordBridge | <Skybax> Yes on the team color |
| 14:37:03 | BFDiscordBridge | <numbers> yeah, same color |
| 14:43:24 | BFDiscordBridge | <bobdaduck> I made them the same team color in my patch I believe |
| 14:43:34 | BFDiscordBridge | <bobdaduck> but yea you need to know what team is spawning |
| 15:18:40 | BFDiscordBridge | <raptor> ok |
| 15:39:39 | BFDiscordBridge | <bobdaduck> Now that I'm thinking about it engineering an asteroid spawn would be much more interesting than engineering an asteroid |
| 15:41:00 | BFDiscordBridge | <bobdaduck> A lot more destructable than turrets and a lot less immediate (asteroid spawners don't immediately attack you) but could be an interesting way of guarding a "generally unused" hallway |
| 15:49:45 | BFDiscordBridge | <Skybax> That is a good idea |
| 15:50:49 | BFDiscordBridge | <Skybax> Would be even cooler because it’s an engineered item you wouldn’t immediately see. They only show up when they’re about to spawn |
| 15:51:04 | BFDiscordBridge | <Skybax> Maybe they’d all have ten second timers or something? |
| 16:00:33 | BFDiscordBridge | <Jojo> please no |
| 16:02:10 | BFDiscordBridge | <raptor> I'm not sure engineering an asteroid fits |
| 16:02:47 | BFDiscordBridge | <raptor> now that I think about it I think it permanently removes the resourceItem from the map |
| 16:03:38 | BFDiscordBridge | <Skybax> Not if the resource item popped back out |
| 16:03:55 | BFDiscordBridge | <Jojo> i think the proposed solution would be the final asteroid bit destroyed gave back the resource |
| 16:04:44 | BFDiscordBridge | <raptor> wait wait, bobdaduck, your patch doesn't have code to allow engineering the asteroid... and I'm OK with that for now |
| 16:04:48 | BFDiscordBridge | <raptor> I thought it did |
| 16:05:06 | BFDiscordBridge | <Skybax> Nah bob is saying it would be better if we could engineer the actual asteroid spawned |
| 16:05:40 | BFDiscordBridge | <Jojo> with the team edit, is there a difference between hostile and neutral asteroids? |
| 16:05:56 | BFDiscordBridge | <Skybax> 👀 |
| 16:05:59 | BFDiscordBridge | <numbers> team asteroids act like testitems to that team |
| 16:06:17 | BFDiscordBridge | <Jojo> ya but would a neutral act the same to all teams? |
| 16:06:33 | BFDiscordBridge | <numbers> yes |
| 16:06:40 | BFDiscordBridge | <Skybax> Are you saying neutral asteroids should just be breakable testItems? |
| 16:06:46 | BFDiscordBridge | <Jojo> ya basically |
| 16:06:48 | BFDiscordBridge | <numbers> that's a cool idea |
| 16:07:16 | BFDiscordBridge | <Skybax> What if you could repair them to capture them |
| 16:07:25 | BFDiscordBridge | <Jojo> nah |
| 16:07:46 | BFDiscordBridge | <Skybax> But if you couldn’t repair a neutral it would be weird |
| 16:08:27 | BFDiscordBridge | <Jojo> ya but neutral turrets dont explode once destroyed |
| 16:08:32 | BFDiscordBridge | <Skybax> True |
| 16:08:52 | BFDiscordBridge | <Jojo> and dont split apart and fly to different parts of the map once shot |
| 16:09:00 | BFDiscordBridge | <Skybax> So you’re saying because they would be no way to recapture the asteroid |
| 16:09:05 | BFDiscordBridge | <Skybax> That they shouldn’t be repairable |
| 16:09:19 | BFDiscordBridge | <Jojo> they would just be like current asteroids |
| 16:09:24 | BFDiscordBridge | <Jojo> just non deadly |
| 16:09:30 | BFDiscordBridge | <Jojo> breakable test items |
| 16:09:36 | BFDiscordBridge | <Skybax> Current asteroids would have to all be hostile asteroids |
| 16:09:43 | BFDiscordBridge | <Jojo> ya |
| 16:10:04 | BFDiscordBridge | <Skybax> Only problem is changing that in the game code would break every map with asteroids |
| 16:10:25 | BFDiscordBridge | <Jojo> how sad |
| 16:10:36 | BFDiscordBridge | <Skybax> RIP Perussi |
| 16:14:55 | BFDiscordBridge | <Jojo> couldnt there be a workaround or something where unassigned asteroids are just reassigned to hostile to remain functionally the same? |
| 16:14:57 | BFDiscordBridge | <bobdaduck> engineering an asteroid spawner makes more sense, it would work basically like engineering teleports |
| 16:15:26 | BFDiscordBridge | <Jojo> ya but it would be hecka annoying to play against |
| 16:15:51 | BFDiscordBridge | <bobdaduck> well you wouldn't be able to set the asteroid spawn time lol |
| 16:16:00 | BFDiscordBridge | <Jojo> it would turn every single map with engineer into an asteroid flood |
| 16:16:11 | BFDiscordBridge | <bobdaduck> Most often case: some noob builds one and it gets shot down ages before it would even have spawned a single one |
| 16:16:26 | BFDiscordBridge | <bobdaduck> engineered teleports are huge and hecka fragile |
| 16:16:27 | BFDiscordBridge | <Quartz> It does make more sense, although we should consider how frequently they would spawn. |
| 16:16:48 | BFDiscordBridge | <Quartz> Would break maps with infinite resource items but those are typically kinda crap anyway |
| 16:17:13 | BFDiscordBridge | <bobdaduck> like in any base how often is there an area that doesn't see traffic in, say, 30 seconds? |
| 16:18:36 | BFDiscordBridge | <Jojo> imagine a player plopping down an asteroid spawn, and then changing modules to turbo pulse asteroids all over the map |
| 16:18:39 | BFDiscordBridge | <Jojo> literally cancer |
| 16:18:49 | BFDiscordBridge | <bobdaduck> rofl |
| 16:19:06 | BFDiscordBridge | <bobdaduck> but they'd have to keep the asteroid spawn alive for la while first |
| 16:19:22 | BFDiscordBridge | <Jojo> not if you sit on your side of the map |
| 16:19:40 | BFDiscordBridge | <bobdaduck> like I asked how many maps don't see foot traffic for that long |
| 16:19:48 | BFDiscordBridge | <Jojo> engineering asteroid spawns is a horrible idea |
| 16:20:58 | BFDiscordBridge | <Skybax> I think it’s a great idea |
| 16:21:05 | BFDiscordBridge | <Jojo> well of course you would |
| 16:21:59 | BFDiscordBridge | <Skybax> This seems like a pro to me |
| 16:22:13 | BFDiscordBridge | <bobdaduck> idk |
| 16:22:25 | BFDiscordBridge | <bobdaduck> I'm not convinced it would even be that abusable |
| 16:22:35 | BFDiscordBridge | <numbers> a pro would use sensorpulsing rather than turbopulsing |
| 16:22:44 | BFDiscordBridge | <Skybax> If a player wants to devote their entire time and energy to boosting singular asteroids around the map so be it |
| 16:22:45 | BFDiscordBridge | <numbers> sensorpulsing is more efficient iirc |
| 16:22:52 | BFDiscordBridge | <Skybax> It’s less damaging than them actively shooting things |
| 16:23:28 | BFDiscordBridge | <bobdaduck> and way harder to control |
| 16:23:33 | BFDiscordBridge | <Skybax> Yeh |
| 16:23:38 | BFDiscordBridge | <Skybax> All wins afaik |
| 16:24:03 | BFDiscordBridge | <numbers> control is not needed when yeeting asteroids everywhere |
| 16:24:14 | BFDiscordBridge | <numbers> just boink and done |
| 16:24:26 | BFDiscordBridge | <bobdaduck> true |
| 16:24:47 | BFDiscordBridge | <Skybax> I think making the default spawn time be 10 seconds is a good way to control that |
| 16:24:58 | BFDiscordBridge | <bobdaduck> 10? I was thinking 30 |
| 16:25:00 | BFDiscordBridge | <Skybax> Like you’d almost be wasting your time sitting there waiting for one to spawn |
| 16:25:01 | BFDiscordBridge | <numbers> yeah 10s sounds good, was thinking that myself |
| 16:25:15 | BFDiscordBridge | <numbers> thats what i usually set my asteroid spawns to, if any |
| 16:25:30 | BFDiscordBridge | <numbers> 30s doesn't build up fast enough |
| 16:25:35 | BFDiscordBridge | <bobdaduck> 10 crosses into abusable range IMO |
| 16:25:47 | BFDiscordBridge | <Skybax> Idk if five seconds is “insanely long” for a charge laser that does 70% damage I feel like 30 seconds is also “insanely long” for 100% damage |
| 16:26:24 | BFDiscordBridge | <Skybax> My five seconds got shortened to two |
| 16:26:41 | BFDiscordBridge | <Skybax> Because Bitfighter requires speed |
| 16:27:01 | BFDiscordBridge | <Jojo> whats the point of engineering a dinky single turret if you have the option of making an instant death orb generator that can be flung across the map |
| 16:27:05 | BFDiscordBridge | <numbers> however, that's 30s that you can still do damage manually |
| 16:27:21 | BFDiscordBridge | <Skybax> Not if it takes 100% of your energy to make |
| 16:27:49 | BFDiscordBridge | <Skybax> Then you’re basically a sitting bob |
| 16:27:50 | BFDiscordBridge | <numbers> okay, so 20s after a liberal 10s to regen energy |
| 16:28:37 | BFDiscordBridge | <Skybax> This needs another idea channel almost |
| 16:28:50 | BFDiscordBridge | <bobdaduck> @Jojo they're only instant death if you blow all your energy to launch it at someone who doesn't have shield after successfully defending it for 30 seconds (I still think this is the best number) |
| 16:28:56 | BFDiscordBridge | <bobdaduck> @Skybax reopen the archived suggestion |
| 16:29:33 | BFDiscordBridge | <Jojo> you cant defend against a asteroid flying at you from out of screen at 200mph |
| 16:29:37 | BFDiscordBridge | <bobdaduck> And you can only launch the asteroid once and then have to defend it for 30 more seconds, and like what's happening with the actual objective during all this time |
| 16:29:39 | BFDiscordBridge | <Jojo> unless you just shield constantly |
| 16:30:17 | BFDiscordBridge | <bobdaduck> it loses momentum when it hits walls right |
| 16:30:30 | BFDiscordBridge | <numbers> move to #team-asteroids |
| 16:33:39 | BFDiscordBridge | <raptor> a side-effect of this patch is that all asteroids, even 'neutral' ones are a bit thicker looking |
| 16:33:40 | BFDiscordBridge | <raptor> https://cdn.discordapp.com/attachments/325743140059480065/794000280341315624/screenshot_12.png |
| 16:34:38 | BFDiscordBridge | <raptor> Also every asteroid has a team now... have to check backwards compatibility.. |
| 16:46:01 | BFDiscordBridge | <raptor> and this is now airlock: |
| 16:46:01 | BFDiscordBridge | <raptor> https://cdn.discordapp.com/attachments/325743140059480065/794003390999822336/screenshot_13.png |
| 16:53:35 | BFDiscordBridge | <Jojo> its like a whole new map |
| 17:43:24 | BFDiscordBridge | <raptor> IM GOING TO REGRET THIS |
| 17:43:26 | | BFLogBot Repo: bitfighter | Commit: 5da8c38ab3 | Author: bobdaduck | Message: Asteroid teams - preliminary |
| 17:43:27 | | BFLogBot Pull request #625 closed by bobdaduck | Title: Asteroid teams | https://github.com/bitfighter/bitfighter/pull/625 |
| 17:43:27 | | BFLogBot Repo: bitfighter | Commit: ea966686ea | Author: bobdaduck | Message: Asteroid Spawn Teams |
| 17:43:29 | | BFLogBot Repo: bitfighter | Commit: a60d5a7bf0 | Author: raptor | Message: Merge commit 'ea966686ea4bb561b64e3fe8efcdcaa4513c48dd' # Conflicts: # zap/gameObjectRender.cpp # zap/moveObject.cpp |
| 17:43:30 | | BFLogBot Repo: bitfighter | Commit: 87d15bddff | Author: raptor | Message: Fix asteroid rendering in help menu |
| 17:43:32 | | BFLogBot Repo: bitfighter | Commit: 5dbe331493 | Author: raptor | Message: Color/stylize asteroids a bit differently |
| 17:43:35 | BFDiscordBridge | <raptor> (team asteroids committed) |
| 22:04:57 | BFDiscordBridge | <Quartz> Probably — but nothing ventured, nothing gained! |
| 23:46:03 | BFDiscordBridge | <Jojo> is that speedzone outline a new feature or a weird airlock thing |