#bitfighter IRC Log

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IRC Log for 2011-08-20

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01:31:00karamazovapyI don't think voting is necessary when uploading is disabled
01:32:00raptor has joined
01:32:00ChanServ sets mode +o raptor
01:32:00raptorkaramazovapy: bothered by somethign?
01:33:00karamazovapyeh, it's a little frustrating to log on and have the only games on crappy levels, but I'm not particularly bothered
01:34:00karamazovapyI think the specific reason it's frustrating is that those of us who have been in the community a long time have seen these experimental "all corridor" maps or "emperor's revenge" levels over and over and over again
01:34:00raptorgitcha
01:34:00raptorgotcha
01:34:00karamazovapyand after people see them a little bit, they usually realize those types of levels don't work very well and have limited gameplay
01:35:00karamazovapysame for big open levels or levels that have a bunch of useless sections, although those aren't as annoying, they're just poorly designed
01:36:00raptorso what we need
01:36:00raptoris more ideas
01:36:00karamazovapywell
01:36:00raptora larger community..
01:36:00karamazovapyI think the idea of having a server where people can upload whatever they want is good in theory
01:36:00karamazovapybut in practice, it means we play a bunch of crappy levels
01:37:00karamazovapyand new people who have never seen the game before see everyone playing a bunch of crappy levels
01:37:00raptorthat is true
01:37:00raptori have seen that
01:39:00raptorsam686: do we have level randomization built in 016?
01:40:00sam686i don't think there is any randomizing in 016 yet..
01:40:00karamazovapyone fix could be to have uploaded levels automatically adjusted to a low win score and/or 2:00 time limit
01:40:00karamazovapybut I don't know how that would actually work out
01:40:00raptorwhat about uploaded level expiration?
01:41:00karamazovapymight work
01:41:00karamazovapyhard to say
01:41:00karamazovapyI don't know how many levels get uploaded or how often
01:41:00sam686the problem with 2:00 time limit is if a Nexus opens in 5:00, having time limit auto-adjust might be a problem in a few maps..
01:42:00karamazovapyI don't know what the ideal solution is, if there is one
01:42:00karamazovapyI might just have to deal with it
01:42:00raptori think we might just need more people
01:42:00raptori talked with an australian dude in bitfighter late last night
01:42:00raptorhe said bitfighter doesn't get the attention it needs
01:43:00raptori've talked with several people like that
01:43:00raptorwho say that, i mean
01:43:00raptorbut i don't know what to do...
01:43:00karamazovapyyeah, I don't know how to hit critical mass
01:44:00sam686it might be due to the graphics itself. See-through asteroids? shouldn't the asteroid have a fill color?
01:44:00raptoryou mean people hate the game because of the graphics?
01:45:00raptorthat's how i was charmed by bitfighter to join...
01:45:00karamazovapyI think people never *find* it
01:45:00sam686not sure, but if they only look at screenshot, they may not play it...
01:45:00karamazovapywell we certainly have limited appeal
01:45:00karamazovapynot everyone is a potential player
01:46:00karamazovapybut I think our target demographic could still support a hundred active player/members
01:46:00karamazovapyeasily
01:47:00raptoryeah, me too
01:48:00raptorit may take a while
01:48:00karamazovapyI think we should try to get into some gaming festivals or conferences
02:02:00karamazovapyany opinions on what the most "impressive" bitfighter youtube video is?
02:03:00raptorthere was one with the side by side playing
02:03:00raptorthat was cool
02:03:00karamazovapythere are a bunch of those
02:04:00raptorreally?
02:04:00raptori only ever saw one... it was like one of the first ones sam686 did
02:05:00raptori have an idea
02:05:00raptori spin up an official server that says 'dungeon's' only
02:06:00karamazovapyhttp://www.youtube.com/watch?v=LNsVPA0429U&playnext=1&list=PL94F7FE2371FBEFBE
02:15:00raptorso what if we did an official upload/test server with map expiration, then a dungeon server
02:15:00raptorand we try to convince sam686 and zoomber only put up decent maps on their servers
02:16:00karamazovapyI think I just need to suck it up, as far as my personal views are concerned
02:17:00karamazovapyunless this is widely believed to be a problem
02:17:00raptorwell we have different 'crowds' (some of 1 or 2)
02:18:00raptori'm of the type that just likes to goof off, but I enjoy a good match on a good level
02:18:00raptorbecause really, i like to dabble in code as much as i like to play..
02:21:00raptorkaramazovapy: that video wasn't the one i was thinking about... but the music makes it interesting
02:21:00karamazovapywell it's a playlist
02:22:00karamazovapymy last half dozen or so videos have all had soundtracks, too
02:22:00raptoroh yeah.. cool
02:23:00raptori didn't see the list..
02:24:00Flynnn Quit (Quit: This computer has gone to sleep)
02:26:00raptorok, it was blocks
02:26:00raptorsidebyside
02:27:00raptorbut i remember it with different music for some reason..
02:32:00karamazovapywe need better screenshots for the site
02:33:00raptorso the plan is for watusimoto to migrate the main site to a better VPS that allows more control of the server
02:34:00raptorthen he'll be able to give out access to edit the site content easier
02:34:00raptorbut then he decided to move to europe
02:42:00karamazovapyhttp://forums.tigsource.com/index.php?topic=21256.0
02:42:00karamazovapyI should resize those screenshots
02:42:00karamazovapyoh shoot...they're hosted on bitfighter.org...nevermind
02:43:00sam686http://bitfighter.org/screens/screenshot5.png they look like outdated version of bitfighter bright yellow rectangle at top left?
02:44:00karamazovapyfixed with thumbnail/link view
02:44:00karamazovapyyeah, the shots are old
02:46:00sam686looks like the screenshot shown is only showing one player..
02:46:00karamazovapygiven the limited choices, I picked one that showed loadouts instead of two ships sitting still with only one firing
02:53:00karamazovapyI think we should submit! http://igf.com/2011/06/2012_independent_games_festiva.html
03:03:00sam686part of the problem is Bitfighter is an english only game, lots of other games, and operation system are in multiple languages
03:03:00sam686i have seen a few players chat in non-english..
03:12:00karamazovapyI never really thought about that, but you might have a point
03:20:00kodax has joined
03:22:00raptori've done localization once
03:23:00raptorit's a bit loopy - is another layer of abstraction in the code
03:23:00raptorand it requires translators
03:23:00karamazovapylook at all the guests on the forums!
03:23:00karamazovapywonder if my feedback post has attracted people
03:24:00raptorwow karamazovapy, that post was very enthusiastic
03:24:00karamazovapywell that's the idea, isn't it?
03:25:00karamazovapywe had 9 guests a second ago
03:25:00raptori saw that
03:25:00raptorscapers?
03:25:00raptorscrapers
03:25:00karamazovapywell the forum bots show up as forum bots
03:26:00karamazovapylike Yahoo[BOT]
03:29:00raptorhey sam686 what is a good way to tell if your ship has fired a shot?
03:30:00raptor I am going to adjust the spawn shield to be a bit longer, but go inactive if you move or shoot
03:30:00raptorand see how that is..
03:30:00sam686Ship::processWeaponFire
03:32:00sam686probably will need to use if(mCurrentMove.fire) mHaveFired = true, and use Ship::mHaveFired as new boolean
03:33:00raptorgood idea
03:33:00raptorwhere would to do that? in the render loop?
03:34:00sam686or, can just use if(mCurrentMove.fire) mSpawnShield = 0;
03:34:00raptori like that better...
03:35:00sam686and, will need to send that to clients with setMaskBits(RespawnMask); (probably should be it's own mask)
03:39:00raptorhave you noticed that our 016 can't seem to connect to master anymore?
03:44:00sam686my 016 client connects to master... maybe you have the wrong master address set?
03:45:00raptor67.18.11.66:25955
03:45:00raptorright?
03:46:00sam686there might be a MasterServerAddressList=
03:46:00sam686try deleting both MasterServer lines, then try again..
03:47:00sam686i have: MasterServerAddress=IP:67.18.11.66:25955
03:47:00sam686MasterServerAddressList=IP:67.18.11.66:25955
03:47:00raptori don't have that first one for some reason...
03:47:00sam686at some point, i added an option to try to connect to one of multiple address..
03:48:00raptorstill not working... weird
03:48:00raptoroh well
03:48:00raptorbattle for a nother day
03:48:00sam686does your 015 work?
03:48:00raptoryep
03:49:00sam686did you make any un-commited changes in 016?
03:49:00raptornope
03:49:00raptorfirst thing i checked...
03:50:00sam686full rebuild?
03:50:00raptordid that :)
03:51:00sam686i will try running latest bitfighter 016 in my linux, which may take a while..
04:03:00sam686building just zap with "make -B -j2" took about 8 minutes and 30 seconds for me.
04:03:00sam686cd ../exe
04:03:00sam686wrong keyboard...
04:04:00raptorhaha
04:05:00sam686mine connects to master, unless i use a wrong password with my "sam686" name
04:05:00raptoroh.. maybe that is what my problem is..
04:05:00sam686somehow, it is not displaying wrong password for registered name
04:06:00raptoryep
04:06:00raptorthat's the problem - my password was incorrect
04:07:00sam686problem, no warning that your password is wrong, acking like it cannot connect to master..
04:07:00raptoryeah..
04:10:00sam686maybe i did something wrong with just commenting out MasterServerConnection::onConnectTerminated, due to problems with crashing on -dedicated or disconnect from game error when can't connect to master..
04:11:00sam686don't do gClientGame->onConnectionTerminated, as that is for disconnect from game server, not master...
04:16:00kodax Quit (Ping timeout: 258 seconds)
04:18:00Flynnn has joined
04:19:00sam686Changeset:
04:19:00sam6862236 (8cd8bf025048) Game connection now blissfully ignorant of UI details
04:19:00sam686 - thats the changes in masterConnection.cpp that caused the ReasonBadLogin to break..
04:20:00raptorah ha!
04:21:00raptorwatusimoto is the culprit!
04:21:00sam686here the link to that changes: http://code.google.com/p/bitfighter/source/detail?r=8cd8bf0250485bbbf97d528943192a277fc2ce09
04:21:00raptori think that was an important change... but i guess something was missed
04:21:00raptorbecause I think the UI classes should not be needed at all for dedicated server
04:22:00sam686another note, ClientGame, and ServerGame can each have a MasterServerConnection
04:24:00sam686the only problem with gClientGame->onConnectionTerminated is, it quits you out to main menu, while still connected to game server (or hosting), such as if you have bad passwork to your login
04:25:00sam686and for dedicated server which don't have gClientGame, it may crash due to ServerGame using MasterServerConnection
04:28:00karamazovapycontest results: http://bitfighter.org/forums/viewtopic.php?f=13&t=836
04:28:00raptorI KNEW IT sam686
04:29:00raptordouble debris was yours
04:29:00karamazovapyit was pretty reminiscent of triple point stars, which was the only thing I counted against it
04:29:00sam686yes
04:29:00karamazovapygreat level
04:29:00raptoreveryone hated mine :)
04:29:00karamazovapyI liked it!
04:29:00raptori tried really hard to make it hard
04:29:00raptorand unusual
04:30:00karamazovapymy hate was reserved for russian roulette
04:30:00karamazovapysee Google[Bot] and Yahoo[Bot] in the legend?
04:30:00raptorzoomber had 4 maps!
04:31:00karamazovapyyeah, he went wild. spacebar had 3.
04:31:00raptorknrl land had the exact effect i think it was going for... blood pressure rise
04:32:00raptori figured dual rabbit was yours - it had the smartest levelgen
04:32:00karamazovapythanks
04:35:00karamazovapyI think rabbit levelgens are an under-explored area of development
04:35:00karamazovapyand now I believe 2 flag rabbit is, too
04:36:00raptoryes, actually, you made the first level i've seen with both those features
04:36:00karamazovapythe level Labyrinth on kserv is a rabbit levelgen
04:37:00raptorreally?
04:37:00raptorchecking it out...
04:37:00karamazovapyyep
04:39:00sam686except, Julgust Contest was not my first contest entries... November Contest was my first. http://bitfighter.org/forums/viewtopic.php?t=459
04:40:00karamazovapyoh man, I thought this was your first! I'll fix it
04:40:00raptorwas my second, too :)
04:40:00sam686andNovember Contest RESULTS shows "Rhombic Dodecahedron CTF - raptor"
04:41:00raptoroh yeah, i remember that one
04:41:00karamazovapycareless of me!
04:41:00karamazovapyall fixed
04:41:00raptori spent too much time on that...
04:41:00raptorand it was huge
04:41:00karamazovapyit was huge
04:42:00raptori had over estimated the capacity of our community
04:42:00karamazovapyto answer the other question though, my process for levelgens depends on what I'm making
04:42:00raptorok
04:42:00karamazovapygenerally, I design the level with the different possibilities in mind
04:43:00karamazovapyand then move the variable level code into the levelgen code
04:43:00karamazovapyhttp://bitfighter.org/wiki/index.php?title=Karamazovapy%27s_levelgen_tutorial
04:45:00karamazovapyProject 3 gets into the process I use for some of this stuff
04:45:00raptori don't know why i haven't seen that page before..
04:47:00karamazovapyfor dual rabbit, I mapped out the variable sections with different colored zones to imagine how it could look and play without coding it
04:48:00karamazovapythen I used polywalls, oriented it around the center, and manually adjusted the vertices for one set of boxes over and over again to get the different configurations
04:50:00raptorcool
04:51:00raptori should learn how do to this better because I bet I could come up with some crazy algos...
04:51:00karamazovapywell...that's the thing, does crazy = good?
04:52:00raptornot at all :)
04:52:00karamazovapyfireflags is a good example of an ambitious levelgen with dubious results
04:52:00raptorhaha
04:53:00sam686i did made one levelgen for multiple game modes a long time, which also auto-generate bot zones. I guess that is where the game later got the auto generate bot zones.
04:54:00karamazovapyI liked that gen for nexus and bitmatch, in particular
04:54:00raptoryeah, sam686, your script was pretty good...
04:55:00sam686maybe i could come up with another level gen soon...
04:55:00karamazovapyhey raptor - you know bomberman is a levelgen, right?
04:55:00raptoryes
04:55:00raptorthat's a neat one
04:56:00karamazovapyblock-based gens are easy to do well
04:57:00sam686i have about 31.5 dozen ".level" files in my bitfighter level folder..
04:58:00raptorsooo... 31 dozen and 6?
04:58:00raptorthat's crazy
04:58:00sam68631.5 dozen = 378
04:59:00karamazovapyI've got ~ 360, but I don't generally save levels from the forums
04:59:00raptorshould i release 'Bats'?
04:59:00karamazovapyunless you want to keep the masking method a secret
05:00:00raptornah
05:00:00raptori'm an open source dev :)
05:01:00karamazovapyI've reduced kServ to a lean, mean, fighting machine
05:01:00raptor?
05:01:00karamazovapy24 maps, 3 of each gametype
05:06:00raptorOk, it has been released
05:23:00raptorkaramazovapy: you forgot to put level credits in your released levels...
05:23:00raptor(I did the same..)
05:23:00karamazovapyI never put in level credits
05:24:00raptorso people don't curse your name in the future?
05:26:00karamazovapyhah...nah, I just don't really care with filler levels
05:26:00karamazovapyif I'm releasing the code, I don't care that much about them
05:27:00karamazovapyYIKES.
05:28:00karamazovapybots can solve the maze in Labyrinth.
05:28:00karamazovapythat level just got more exciting
05:28:00karamazovapyI'm going to need to up the win score
05:28:00raptorhaha
05:29:00sam686s_bot in rabbit sometimes do nothing if bot can not see any enemies..
05:29:00sam686or, it is not limited to rabbit, also Bitmatch.
05:30:00raptoryes, i've seen that on bitmatch
05:30:00karamazovapyLabyrinth is awesome now
05:30:00raptormaybe they need to just fly around a bit in those cases
05:34:00karamazovapythat is way more fun
05:34:00raptorhaha, yeah, i agree
05:35:00sam686i often see bots attacking eath other in robot when both don't have rabbit, i guess it is due to robot thinks there is no teams.
05:35:00karamazovapyyeah
05:35:00sam686but, that appear to only happen in non-team rabbit..
05:36:00karamazovapythe current bot code also has trouble with team flags in retrieve and zone contorl
05:36:00karamazovapy*control
05:36:00karamazovapythey try to pick up an enemy flag if it's the closest one
05:38:00sam686once 016 is out, 016A could be for robot and levelgen improvements..
05:38:00raptor016 is going to come out some day??
05:38:00raptor:)
05:39:00sam686016 can't come out yet, it currently have lots of problems..
05:39:00raptorhey sam686, can you tell me why you use this math?: ship.cpp:959
05:39:00raptorstream->writeInt((mSpawnShield + 20) / 40, 8)
05:40:00sam686it is for rounding errors.. usually 0.9 goes to zero in integer.
05:41:00raptorso why divide by 40, then multiply afterwards?
05:41:00sam686Clients don't need the exact time, using fewer bits save some bandwidth..
05:41:00raptorah ok
05:41:00sam6868 bit is limited to 0 - 255
05:41:00raptorso 8 bits = 256 * 40
05:42:00sam686255 * 40 = 10200, so at most, the mSpawnShield can be up to 10200 (10.2 seconds)
05:42:00raptorrats
05:43:00raptorwas there a reason you didn't use the timer class?
05:43:00sam686i kind of not thinking about timer class..
05:44:00raptorok
05:44:00raptordo you think it'd work?
05:44:00sam686but i guess it could be converted to timer class..
05:45:00raptorwould that save bandwidth?
05:46:00sam686using timer class or just using U32 won't make a difference on network bandwidth, unless pack / unpack has changed number of bits to write for anything..
05:47:00karamazovapyoh my goodness...
05:48:00raptorwould it save those 8 bits? it looks like the timer just counts down on both client and server without the need for sending extra bits
05:48:00raptori'm looking at the sensorZoomTimer
05:49:00raptorkaramazovapy: you are suprised at something?
05:49:00karamazovapybitfightervideo has gotten a ton of hits from this italian games forum
05:50:00karamazovapyand I'm copy and pasting the messages in the bitfighter thread one by one for translation, cause google's having trouble with it
05:50:00karamazovapysecond message was something to the effect of "why are the servers all empty?"
05:50:00raptorcan we respond by saying "because we need more italians"
05:50:00raptor??
05:50:00raptorwhich forum?
05:51:00karamazovapyfirst post: http://bitfighter.org/
05:51:00karamazovapytoh
05:51:00karamazovapydownload, learn to play it it makes a big partitezia
05:51:00karamazovapyI wonder why I'm playing is a desert, seriously, deserves bad
05:51:00karamazovapywww.warrock.it/forum
05:51:00karamazovapyhave to register
05:52:00raptorwhich sub-forum?
05:53:00raptori can't understand a thing, even though i read spanish decently...
05:53:00raptortoo much coloquialisms and jargon
05:55:00karamazovapy WarRock.it - La Community Italiana di WarRock
05:55:00karamazovapy → Altro
05:55:00karamazovapy → Off Topic
05:55:00karamazovapy → Giochi e Console
05:55:00karamazovapyI posted in their thread
05:56:00karamazovapyvia English > Italian google translation
05:56:00raptorhaha, i can only imagine what they'd think
05:57:00karamazovapyI closed with "Please forgive my English to Italian Google Translation!"
05:59:00sam686maybe that is one more reason to have bitfighter in multiple language, currently bitfighter game is english only.
05:59:00raptori created an issue for localizing bitfighter...
06:01:00raptorwell, karamazovapy, your italian translated back pretty well
06:01:00karamazovapyI'm playing the Engrish game. Original sentence: Everyone should play Bitfighter every day.
06:01:00karamazovapyYou must play every day Bitfighter everyone.
06:01:00karamazovapyYou need to play all of Bitfighter daily.
06:01:00raptorhaha
06:02:00karamazovapyYou need to play all day Bitfighter.
06:02:00karamazovapyYou must play your Bitfighter day.
06:02:00karamazovapyYou must play your Bitfighter Sun.
06:02:00karamazovapyYou must play your Bitfighter sun.
06:03:00karamazovapywe have equilibrium.
06:03:00raptorwhat site was that again?
06:04:00raptorhttp://translationparty.com/
06:04:00raptorfound it
06:04:00karamazovapyI'm google translating English to Japanese, copying the result, pressing the swap language button
06:05:00karamazovapyyour site is more streamlined, less suspenseful
06:06:00raptorsadly i can't find how to use a different langauge...
06:06:00karamazovapyyou can do it my lame way
06:52:00raptorsam686: still awake?
06:56:00raptorgood night
06:57:00raptor Quit (Remote host closed the connection)
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13:07:00Zoomberhi
13:26:00Zoomberkaramazovapy: you there?
13:27:00Zoomberi have something for you if you want it..
13:34:00Zoomber Quit (Quit: Zoomber)
14:00:00raptor has joined
14:00:00ChanServ sets mode +o raptor
14:00:00raptorgood morning!
14:08:00watusimotohi
14:08:00raptorwatusimoto: you respond!
14:08:00watusimotoindeed I did!
14:08:00watusimotoI've been hard at work this morning
14:09:00raptorin boston?
14:09:00watusimotoyet another half baked new game object
14:09:00watusimotoyes
14:09:00raptorsweet!
14:09:00watusimotofor a new gametype
14:09:00raptorOOoooo
14:09:00watusimotothat might give us a reason to do a release
14:09:00watusimotoeven without all the 016 features
14:09:00raptori am feeling the suspense...
14:09:00watusimotowe've discussed it before, at least in the forums
14:10:00watusimototeams get 1 or more "reactors" (name subject to change)
14:10:00watusimotoyou win when you destroy all enemy reactors
14:10:00raptorso you think afterwards we should test like mad and hash through bugfixing?
14:10:00watusimotoprobably
14:11:00raptori guess i've been kind of itching for a release a little bit - it's just that we have so many issues...
14:11:00raptori remember the reactor idea
14:12:00watusimotoyes
14:13:00watusimotowell, we need a reason; perhaps the new game type will be compelling
14:13:00watusimotowe can defer most of the other 016 cases to 017
14:14:00raptordid you see what karamazovapy did? he posted on tigforums: http://forums.tigsource.com/index.php?topic=21256.0
14:15:00raptorwe had a discussion about how what were really lacking is lots of players
14:15:00raptorwhich is a given, of course
14:16:00watusimotoI'm being summoned to breakfast. I'm going to try to checkin
14:16:00raptorok
14:16:00raptorcan't miss breakfast
14:16:00watusimotolooking at tigsource
14:16:00watusimotolooks great!
14:16:00watusimotogood explanation
14:17:00raptori thought so too
14:19:00watusimotoI will say that the new editor design makes it MUCH easier to add new objects
14:20:00watusimotojust create the object and it (almost) automatically works in the editor
14:20:00watusimotook, new object committed, off to break fast.
14:20:00watusimotolater!
14:20:00raptorok
14:24:00BFLogBot - Commit e54b3a6c5198 | Author: watusim...@bitfighter.org | Log: Another half-baked game object; needs ship-collision (should be fixed like a wall), and better bullet hitting. Have better graphic design in mind. This will be core of new gametype. Feel free to tinker.
14:24:00BFLogBot - Commit e15fb78f87e0 | Author: watusim...@bitfighter.org | Log: Merge
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15:35:00raptorthat was great!
15:35:00raptorok bye
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16:52:00karamazovapycheck out the rocket you can fire around corners! http://www.youtube.com/watch?v=qGGfqiss8s8&feature=player_profilepage
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17:13:00karamazovapywatusimoto - you there?
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19:23:00ChanServ sets mode +o raptor
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19:25:00raptorkaramazovapy: i like that idea for a weapon
19:25:00karamazovapyyou fire one at a time, and direct it with the mouse or left stick
19:25:00karamazovapycan't use other weapons until it detonates
19:26:00karamazovapydoes about .3 damage
19:29:00raptori thought it was a straight shot, then a homing device kicked in
19:30:00karamazovapyit's not homing - watch the cursor
19:36:00karamazovapyyou shoot it straight in one direction, and then direct it
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20:01:00raptori see it now
20:01:00raptorneat
20:27:00raptorsam686: i found a potential problem with ship idle()
20:27:00raptorI have the Timer for spawn shield working fine now, but I noticed that the idle() method on client and server are running at different rates
20:27:00raptorso the timer finishes faster on server
20:29:00sam686does that happen all the time after respawn (suicide) or not
20:29:00raptoryep
20:29:00raptorsame with the cloak and sensor timers
20:29:00raptorthe server side one is always faster
20:30:00sam686did you change something that made that happen?
20:31:00raptori don't think so, but i will test with older revision...
20:33:00raptorit's like the server side timer is runnign twice as fast
20:33:00raptori put a logprintf() in ship::idle(): http://pastie.org/2403253
20:34:00raptorserver-side idle() is running twice as fast I mean
20:35:00raptorgetting timing values for cloak timer on unchanged trunk...
20:37:00raptorhere is cloak timer on latest revision without my changes: http://pastie.org/2403260
20:37:00raptornow i am curious about 015a..
20:39:00raptorcloak timer on 015a: http://pastie.org/2403273
20:39:00raptorsame problem
20:44:00sam686not sure, could just be a small delay of network packets.
20:45:00raptorit doesn't matter for something like cloak and zoom timers because the time is so small < 1 second
20:45:00raptorbut for spawn shield, if we have it set for like 5 seconds (now that shooting and moving gets rid of it), then you'll actually be vulnerable for the latter 2 seconds of that
20:46:00sam686does now that shooting and moving gets rid of ii in server side?
20:46:00raptoryep
20:46:00raptortested that
20:47:00raptorwith my changes that aren't checked in yet...
20:47:00sam686i won't see what changes you made unless you show me what you changed..
20:47:00raptorok, i can commit, because it works well
20:47:00raptorexcept for that timer issue
20:50:00raptorok pushed
20:54:00BFLogBot - Commit 50d291e81d35 | Author: buckyballreaction | Log: Spawn shield now uses a timer to save bandwidth. Also increase time for shield, but remove shield if the ship moves or shoots
21:00:00raptorbe back in a bit
21:22:00sam686when using printf("s %i %i\n", mSpawnShield.getCurrent(), path);, i found it is counting down from both ServerIdleControlFromClient and ServerIdleMainLoop in the server side, making count down twice as fast. Client side only count down from ClientIdleControlMain
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22:04:00BFLogBot - Commit cb26ab2f31f2 | Author: sam8641 | Log: fix double speed mSpawnShield countdown on server side, fix a few warnings
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22:21:00raptorthanks sam686, for discovering that
22:21:00raptorso idle() is being called twice?
22:22:00raptorand is that necessary?
22:24:00sam686it is callint idle() using different paths... ServerIdleControlFromClient is when we get move data from client, ServerIdleMainLoop is called on every tick, for server side
22:24:00sam686it is idle(IdleCallPath path)
22:24:00raptorah ok
22:40:00raptorgood
22:40:00raptor5 seconds ok for shield now?
22:41:00raptorthat it disappears on movement or shot?
22:41:00sam686not sure.. would need to test that.
23:16:00Disconnected.

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