Timestamps are in GMT/BST.
| 01:31:00 | karamazovapy | I don't think voting is necessary when uploading is disabled |
| 01:32:00 | | raptor has joined |
| 01:32:00 | | ChanServ sets mode +o raptor |
| 01:32:00 | raptor | karamazovapy: bothered by somethign? |
| 01:33:00 | karamazovapy | eh, it's a little frustrating to log on and have the only games on crappy levels, but I'm not particularly bothered |
| 01:34:00 | karamazovapy | I 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 |
| 01:34:00 | raptor | gitcha |
| 01:34:00 | raptor | gotcha |
| 01:34:00 | karamazovapy | and after people see them a little bit, they usually realize those types of levels don't work very well and have limited gameplay |
| 01:35:00 | karamazovapy | same for big open levels or levels that have a bunch of useless sections, although those aren't as annoying, they're just poorly designed |
| 01:36:00 | raptor | so what we need |
| 01:36:00 | raptor | is more ideas |
| 01:36:00 | karamazovapy | well |
| 01:36:00 | raptor | a larger community.. |
| 01:36:00 | karamazovapy | I think the idea of having a server where people can upload whatever they want is good in theory |
| 01:36:00 | karamazovapy | but in practice, it means we play a bunch of crappy levels |
| 01:37:00 | karamazovapy | and new people who have never seen the game before see everyone playing a bunch of crappy levels |
| 01:37:00 | raptor | that is true |
| 01:37:00 | raptor | i have seen that |
| 01:39:00 | raptor | sam686: do we have level randomization built in 016? |
| 01:40:00 | sam686 | i don't think there is any randomizing in 016 yet.. |
| 01:40:00 | karamazovapy | one fix could be to have uploaded levels automatically adjusted to a low win score and/or 2:00 time limit |
| 01:40:00 | karamazovapy | but I don't know how that would actually work out |
| 01:40:00 | raptor | what about uploaded level expiration? |
| 01:41:00 | karamazovapy | might work |
| 01:41:00 | karamazovapy | hard to say |
| 01:41:00 | karamazovapy | I don't know how many levels get uploaded or how often |
| 01:41:00 | sam686 | the 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.. |
| 01:42:00 | karamazovapy | I don't know what the ideal solution is, if there is one |
| 01:42:00 | karamazovapy | I might just have to deal with it |
| 01:42:00 | raptor | i think we might just need more people |
| 01:42:00 | raptor | i talked with an australian dude in bitfighter late last night |
| 01:42:00 | raptor | he said bitfighter doesn't get the attention it needs |
| 01:43:00 | raptor | i've talked with several people like that |
| 01:43:00 | raptor | who say that, i mean |
| 01:43:00 | raptor | but i don't know what to do... |
| 01:43:00 | karamazovapy | yeah, I don't know how to hit critical mass |
| 01:44:00 | sam686 | it might be due to the graphics itself. See-through asteroids? shouldn't the asteroid have a fill color? |
| 01:44:00 | raptor | you mean people hate the game because of the graphics? |
| 01:45:00 | raptor | that's how i was charmed by bitfighter to join... |
| 01:45:00 | karamazovapy | I think people never *find* it |
| 01:45:00 | sam686 | not sure, but if they only look at screenshot, they may not play it... |
| 01:45:00 | karamazovapy | well we certainly have limited appeal |
| 01:45:00 | karamazovapy | not everyone is a potential player |
| 01:46:00 | karamazovapy | but I think our target demographic could still support a hundred active player/members |
| 01:46:00 | karamazovapy | easily |
| 01:47:00 | raptor | yeah, me too |
| 01:48:00 | raptor | it may take a while |
| 01:48:00 | karamazovapy | I think we should try to get into some gaming festivals or conferences |
| 02:02:00 | karamazovapy | any opinions on what the most "impressive" bitfighter youtube video is? |
| 02:03:00 | raptor | there was one with the side by side playing |
| 02:03:00 | raptor | that was cool |
| 02:03:00 | karamazovapy | there are a bunch of those |
| 02:04:00 | raptor | really? |
| 02:04:00 | raptor | i only ever saw one... it was like one of the first ones sam686 did |
| 02:05:00 | raptor | i have an idea |
| 02:05:00 | raptor | i spin up an official server that says 'dungeon's' only |
| 02:06:00 | karamazovapy | http://www.youtube.com/watch?v=LNsVPA0429U&playnext=1&list=PL94F7FE2371FBEFBE |
| 02:15:00 | raptor | so what if we did an official upload/test server with map expiration, then a dungeon server |
| 02:15:00 | raptor | and we try to convince sam686 and zoomber only put up decent maps on their servers |
| 02:16:00 | karamazovapy | I think I just need to suck it up, as far as my personal views are concerned |
| 02:17:00 | karamazovapy | unless this is widely believed to be a problem |
| 02:17:00 | raptor | well we have different 'crowds' (some of 1 or 2) |
| 02:18:00 | raptor | i'm of the type that just likes to goof off, but I enjoy a good match on a good level |
| 02:18:00 | raptor | because really, i like to dabble in code as much as i like to play.. |
| 02:21:00 | raptor | karamazovapy: that video wasn't the one i was thinking about... but the music makes it interesting |
| 02:21:00 | karamazovapy | well it's a playlist |
| 02:22:00 | karamazovapy | my last half dozen or so videos have all had soundtracks, too |
| 02:22:00 | raptor | oh yeah.. cool |
| 02:23:00 | raptor | i didn't see the list.. |
| 02:24:00 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 02:26:00 | raptor | ok, it was blocks |
| 02:26:00 | raptor | sidebyside |
| 02:27:00 | raptor | but i remember it with different music for some reason.. |
| 02:32:00 | karamazovapy | we need better screenshots for the site |
| 02:33:00 | raptor | so the plan is for watusimoto to migrate the main site to a better VPS that allows more control of the server |
| 02:34:00 | raptor | then he'll be able to give out access to edit the site content easier |
| 02:34:00 | raptor | but then he decided to move to europe |
| 02:42:00 | karamazovapy | http://forums.tigsource.com/index.php?topic=21256.0 |
| 02:42:00 | karamazovapy | I should resize those screenshots |
| 02:42:00 | karamazovapy | oh shoot...they're hosted on bitfighter.org...nevermind |
| 02:43:00 | sam686 | http://bitfighter.org/screens/screenshot5.png they look like outdated version of bitfighter bright yellow rectangle at top left? |
| 02:44:00 | karamazovapy | fixed with thumbnail/link view |
| 02:44:00 | karamazovapy | yeah, the shots are old |
| 02:46:00 | sam686 | looks like the screenshot shown is only showing one player.. |
| 02:46:00 | karamazovapy | given the limited choices, I picked one that showed loadouts instead of two ships sitting still with only one firing |
| 02:53:00 | karamazovapy | I think we should submit! http://igf.com/2011/06/2012_independent_games_festiva.html |
| 03:03:00 | sam686 | part of the problem is Bitfighter is an english only game, lots of other games, and operation system are in multiple languages |
| 03:03:00 | sam686 | i have seen a few players chat in non-english.. |
| 03:12:00 | karamazovapy | I never really thought about that, but you might have a point |
| 03:20:00 | | kodax has joined |
| 03:22:00 | raptor | i've done localization once |
| 03:23:00 | raptor | it's a bit loopy - is another layer of abstraction in the code |
| 03:23:00 | raptor | and it requires translators |
| 03:23:00 | karamazovapy | look at all the guests on the forums! |
| 03:23:00 | karamazovapy | wonder if my feedback post has attracted people |
| 03:24:00 | raptor | wow karamazovapy, that post was very enthusiastic |
| 03:24:00 | karamazovapy | well that's the idea, isn't it? |
| 03:25:00 | karamazovapy | we had 9 guests a second ago |
| 03:25:00 | raptor | i saw that |
| 03:25:00 | raptor | scapers? |
| 03:25:00 | raptor | scrapers |
| 03:25:00 | karamazovapy | well the forum bots show up as forum bots |
| 03:26:00 | karamazovapy | like Yahoo[BOT] |
| 03:29:00 | raptor | hey sam686 what is a good way to tell if your ship has fired a shot? |
| 03:30:00 | raptor | I am going to adjust the spawn shield to be a bit longer, but go inactive if you move or shoot |
| 03:30:00 | raptor | and see how that is.. |
| 03:30:00 | sam686 | Ship::processWeaponFire |
| 03:32:00 | sam686 | probably will need to use if(mCurrentMove.fire) mHaveFired = true, and use Ship::mHaveFired as new boolean |
| 03:33:00 | raptor | good idea |
| 03:33:00 | raptor | where would to do that? in the render loop? |
| 03:34:00 | sam686 | or, can just use if(mCurrentMove.fire) mSpawnShield = 0; |
| 03:34:00 | raptor | i like that better... |
| 03:35:00 | sam686 | and, will need to send that to clients with setMaskBits(RespawnMask); (probably should be it's own mask) |
| 03:39:00 | raptor | have you noticed that our 016 can't seem to connect to master anymore? |
| 03:44:00 | sam686 | my 016 client connects to master... maybe you have the wrong master address set? |
| 03:45:00 | raptor | 67.18.11.66:25955 |
| 03:45:00 | raptor | right? |
| 03:46:00 | sam686 | there might be a MasterServerAddressList= |
| 03:46:00 | sam686 | try deleting both MasterServer lines, then try again.. |
| 03:47:00 | sam686 | i have: MasterServerAddress=IP:67.18.11.66:25955 |
| 03:47:00 | sam686 | MasterServerAddressList=IP:67.18.11.66:25955 |
| 03:47:00 | raptor | i don't have that first one for some reason... |
| 03:47:00 | sam686 | at some point, i added an option to try to connect to one of multiple address.. |
| 03:48:00 | raptor | still not working... weird |
| 03:48:00 | raptor | oh well |
| 03:48:00 | raptor | battle for a nother day |
| 03:48:00 | sam686 | does your 015 work? |
| 03:48:00 | raptor | yep |
| 03:49:00 | sam686 | did you make any un-commited changes in 016? |
| 03:49:00 | raptor | nope |
| 03:49:00 | raptor | first thing i checked... |
| 03:50:00 | sam686 | full rebuild? |
| 03:50:00 | raptor | did that :) |
| 03:51:00 | sam686 | i will try running latest bitfighter 016 in my linux, which may take a while.. |
| 04:03:00 | sam686 | building just zap with "make -B -j2" took about 8 minutes and 30 seconds for me. |
| 04:03:00 | sam686 | cd ../exe |
| 04:03:00 | sam686 | wrong keyboard... |
| 04:04:00 | raptor | haha |
| 04:05:00 | sam686 | mine connects to master, unless i use a wrong password with my "sam686" name |
| 04:05:00 | raptor | oh.. maybe that is what my problem is.. |
| 04:05:00 | sam686 | somehow, it is not displaying wrong password for registered name |
| 04:06:00 | raptor | yep |
| 04:06:00 | raptor | that's the problem - my password was incorrect |
| 04:07:00 | sam686 | problem, no warning that your password is wrong, acking like it cannot connect to master.. |
| 04:07:00 | raptor | yeah.. |
| 04:10:00 | sam686 | maybe 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.. |
| 04:11:00 | sam686 | don't do gClientGame->onConnectionTerminated, as that is for disconnect from game server, not master... |
| 04:16:00 | | kodax Quit (Ping timeout: 258 seconds) |
| 04:18:00 | | Flynnn has joined |
| 04:19:00 | sam686 | Changeset: |
| 04:19:00 | sam686 | 2236 (8cd8bf025048) Game connection now blissfully ignorant of UI details |
| 04:19:00 | sam686 | - thats the changes in masterConnection.cpp that caused the ReasonBadLogin to break.. |
| 04:20:00 | raptor | ah ha! |
| 04:21:00 | raptor | watusimoto is the culprit! |
| 04:21:00 | sam686 | here the link to that changes: http://code.google.com/p/bitfighter/source/detail?r=8cd8bf0250485bbbf97d528943192a277fc2ce09 |
| 04:21:00 | raptor | i think that was an important change... but i guess something was missed |
| 04:21:00 | raptor | because I think the UI classes should not be needed at all for dedicated server |
| 04:22:00 | sam686 | another note, ClientGame, and ServerGame can each have a MasterServerConnection |
| 04:24:00 | sam686 | the 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 |
| 04:25:00 | sam686 | and for dedicated server which don't have gClientGame, it may crash due to ServerGame using MasterServerConnection |
| 04:28:00 | karamazovapy | contest results: http://bitfighter.org/forums/viewtopic.php?f=13&t=836 |
| 04:28:00 | raptor | I KNEW IT sam686 |
| 04:29:00 | raptor | double debris was yours |
| 04:29:00 | karamazovapy | it was pretty reminiscent of triple point stars, which was the only thing I counted against it |
| 04:29:00 | sam686 | yes |
| 04:29:00 | karamazovapy | great level |
| 04:29:00 | raptor | everyone hated mine :) |
| 04:29:00 | karamazovapy | I liked it! |
| 04:29:00 | raptor | i tried really hard to make it hard |
| 04:29:00 | raptor | and unusual |
| 04:30:00 | karamazovapy | my hate was reserved for russian roulette |
| 04:30:00 | karamazovapy | see Google[Bot] and Yahoo[Bot] in the legend? |
| 04:30:00 | raptor | zoomber had 4 maps! |
| 04:31:00 | karamazovapy | yeah, he went wild. spacebar had 3. |
| 04:31:00 | raptor | knrl land had the exact effect i think it was going for... blood pressure rise |
| 04:32:00 | raptor | i figured dual rabbit was yours - it had the smartest levelgen |
| 04:32:00 | karamazovapy | thanks |
| 04:35:00 | karamazovapy | I think rabbit levelgens are an under-explored area of development |
| 04:35:00 | karamazovapy | and now I believe 2 flag rabbit is, too |
| 04:36:00 | raptor | yes, actually, you made the first level i've seen with both those features |
| 04:36:00 | karamazovapy | the level Labyrinth on kserv is a rabbit levelgen |
| 04:37:00 | raptor | really? |
| 04:37:00 | raptor | checking it out... |
| 04:37:00 | karamazovapy | yep |
| 04:39:00 | sam686 | except, Julgust Contest was not my first contest entries... November Contest was my first. http://bitfighter.org/forums/viewtopic.php?t=459 |
| 04:40:00 | karamazovapy | oh man, I thought this was your first! I'll fix it |
| 04:40:00 | raptor | was my second, too :) |
| 04:40:00 | sam686 | andNovember Contest RESULTS shows "Rhombic Dodecahedron CTF - raptor" |
| 04:41:00 | raptor | oh yeah, i remember that one |
| 04:41:00 | karamazovapy | careless of me! |
| 04:41:00 | karamazovapy | all fixed |
| 04:41:00 | raptor | i spent too much time on that... |
| 04:41:00 | raptor | and it was huge |
| 04:41:00 | karamazovapy | it was huge |
| 04:42:00 | raptor | i had over estimated the capacity of our community |
| 04:42:00 | karamazovapy | to answer the other question though, my process for levelgens depends on what I'm making |
| 04:42:00 | raptor | ok |
| 04:42:00 | karamazovapy | generally, I design the level with the different possibilities in mind |
| 04:43:00 | karamazovapy | and then move the variable level code into the levelgen code |
| 04:43:00 | karamazovapy | http://bitfighter.org/wiki/index.php?title=Karamazovapy%27s_levelgen_tutorial |
| 04:45:00 | karamazovapy | Project 3 gets into the process I use for some of this stuff |
| 04:45:00 | raptor | i don't know why i haven't seen that page before.. |
| 04:47:00 | karamazovapy | for dual rabbit, I mapped out the variable sections with different colored zones to imagine how it could look and play without coding it |
| 04:48:00 | karamazovapy | then 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 |
| 04:50:00 | raptor | cool |
| 04:51:00 | raptor | i should learn how do to this better because I bet I could come up with some crazy algos... |
| 04:51:00 | karamazovapy | well...that's the thing, does crazy = good? |
| 04:52:00 | raptor | not at all :) |
| 04:52:00 | karamazovapy | fireflags is a good example of an ambitious levelgen with dubious results |
| 04:52:00 | raptor | haha |
| 04:53:00 | sam686 | i 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. |
| 04:54:00 | karamazovapy | I liked that gen for nexus and bitmatch, in particular |
| 04:54:00 | raptor | yeah, sam686, your script was pretty good... |
| 04:55:00 | sam686 | maybe i could come up with another level gen soon... |
| 04:55:00 | karamazovapy | hey raptor - you know bomberman is a levelgen, right? |
| 04:55:00 | raptor | yes |
| 04:55:00 | raptor | that's a neat one |
| 04:56:00 | karamazovapy | block-based gens are easy to do well |
| 04:57:00 | sam686 | i have about 31.5 dozen ".level" files in my bitfighter level folder.. |
| 04:58:00 | raptor | sooo... 31 dozen and 6? |
| 04:58:00 | raptor | that's crazy |
| 04:58:00 | sam686 | 31.5 dozen = 378 |
| 04:59:00 | karamazovapy | I've got ~ 360, but I don't generally save levels from the forums |
| 04:59:00 | raptor | should i release 'Bats'? |
| 04:59:00 | karamazovapy | unless you want to keep the masking method a secret |
| 05:00:00 | raptor | nah |
| 05:00:00 | raptor | i'm an open source dev :) |
| 05:01:00 | karamazovapy | I've reduced kServ to a lean, mean, fighting machine |
| 05:01:00 | raptor | ? |
| 05:01:00 | karamazovapy | 24 maps, 3 of each gametype |
| 05:06:00 | raptor | Ok, it has been released |
| 05:23:00 | raptor | karamazovapy: you forgot to put level credits in your released levels... |
| 05:23:00 | raptor | (I did the same..) |
| 05:23:00 | karamazovapy | I never put in level credits |
| 05:24:00 | raptor | so people don't curse your name in the future? |
| 05:26:00 | karamazovapy | hah...nah, I just don't really care with filler levels |
| 05:26:00 | karamazovapy | if I'm releasing the code, I don't care that much about them |
| 05:27:00 | karamazovapy | YIKES. |
| 05:28:00 | karamazovapy | bots can solve the maze in Labyrinth. |
| 05:28:00 | karamazovapy | that level just got more exciting |
| 05:28:00 | karamazovapy | I'm going to need to up the win score |
| 05:28:00 | raptor | haha |
| 05:29:00 | sam686 | s_bot in rabbit sometimes do nothing if bot can not see any enemies.. |
| 05:29:00 | sam686 | or, it is not limited to rabbit, also Bitmatch. |
| 05:30:00 | raptor | yes, i've seen that on bitmatch |
| 05:30:00 | karamazovapy | Labyrinth is awesome now |
| 05:30:00 | raptor | maybe they need to just fly around a bit in those cases |
| 05:34:00 | karamazovapy | that is way more fun |
| 05:34:00 | raptor | haha, yeah, i agree |
| 05:35:00 | sam686 | i 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. |
| 05:35:00 | karamazovapy | yeah |
| 05:35:00 | sam686 | but, that appear to only happen in non-team rabbit.. |
| 05:36:00 | karamazovapy | the current bot code also has trouble with team flags in retrieve and zone contorl |
| 05:36:00 | karamazovapy | *control |
| 05:36:00 | karamazovapy | they try to pick up an enemy flag if it's the closest one |
| 05:38:00 | sam686 | once 016 is out, 016A could be for robot and levelgen improvements.. |
| 05:38:00 | raptor | 016 is going to come out some day?? |
| 05:38:00 | raptor | :) |
| 05:39:00 | sam686 | 016 can't come out yet, it currently have lots of problems.. |
| 05:39:00 | raptor | hey sam686, can you tell me why you use this math?: ship.cpp:959 |
| 05:39:00 | raptor | stream->writeInt((mSpawnShield + 20) / 40, 8) |
| 05:40:00 | sam686 | it is for rounding errors.. usually 0.9 goes to zero in integer. |
| 05:41:00 | raptor | so why divide by 40, then multiply afterwards? |
| 05:41:00 | sam686 | Clients don't need the exact time, using fewer bits save some bandwidth.. |
| 05:41:00 | raptor | ah ok |
| 05:41:00 | sam686 | 8 bit is limited to 0 - 255 |
| 05:41:00 | raptor | so 8 bits = 256 * 40 |
| 05:42:00 | sam686 | 255 * 40 = 10200, so at most, the mSpawnShield can be up to 10200 (10.2 seconds) |
| 05:42:00 | raptor | rats |
| 05:43:00 | raptor | was there a reason you didn't use the timer class? |
| 05:43:00 | sam686 | i kind of not thinking about timer class.. |
| 05:44:00 | raptor | ok |
| 05:44:00 | raptor | do you think it'd work? |
| 05:44:00 | sam686 | but i guess it could be converted to timer class.. |
| 05:45:00 | raptor | would that save bandwidth? |
| 05:46:00 | sam686 | using 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.. |
| 05:47:00 | karamazovapy | oh my goodness... |
| 05:48:00 | raptor | would 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 |
| 05:48:00 | raptor | i'm looking at the sensorZoomTimer |
| 05:49:00 | raptor | karamazovapy: you are suprised at something? |
| 05:49:00 | karamazovapy | bitfightervideo has gotten a ton of hits from this italian games forum |
| 05:50:00 | karamazovapy | and I'm copy and pasting the messages in the bitfighter thread one by one for translation, cause google's having trouble with it |
| 05:50:00 | karamazovapy | second message was something to the effect of "why are the servers all empty?" |
| 05:50:00 | raptor | can we respond by saying "because we need more italians" |
| 05:50:00 | raptor | ?? |
| 05:50:00 | raptor | which forum? |
| 05:51:00 | karamazovapy | first post: http://bitfighter.org/ |
| 05:51:00 | karamazovapy | toh |
| 05:51:00 | karamazovapy | download, learn to play it it makes a big partitezia |
| 05:51:00 | karamazovapy | I wonder why I'm playing is a desert, seriously, deserves bad |
| 05:51:00 | karamazovapy | www.warrock.it/forum |
| 05:51:00 | karamazovapy | have to register |
| 05:52:00 | raptor | which sub-forum? |
| 05:53:00 | raptor | i can't understand a thing, even though i read spanish decently... |
| 05:53:00 | raptor | too much coloquialisms and jargon |
| 05:55:00 | karamazovapy | WarRock.it - La Community Italiana di WarRock |
| 05:55:00 | karamazovapy | → Altro |
| 05:55:00 | karamazovapy | → Off Topic |
| 05:55:00 | karamazovapy | → Giochi e Console |
| 05:55:00 | karamazovapy | I posted in their thread |
| 05:56:00 | karamazovapy | via English > Italian google translation |
| 05:56:00 | raptor | haha, i can only imagine what they'd think |
| 05:57:00 | karamazovapy | I closed with "Please forgive my English to Italian Google Translation!" |
| 05:59:00 | sam686 | maybe that is one more reason to have bitfighter in multiple language, currently bitfighter game is english only. |
| 05:59:00 | raptor | i created an issue for localizing bitfighter... |
| 06:01:00 | raptor | well, karamazovapy, your italian translated back pretty well |
| 06:01:00 | karamazovapy | I'm playing the Engrish game. Original sentence: Everyone should play Bitfighter every day. |
| 06:01:00 | karamazovapy | You must play every day Bitfighter everyone. |
| 06:01:00 | karamazovapy | You need to play all of Bitfighter daily. |
| 06:01:00 | raptor | haha |
| 06:02:00 | karamazovapy | You need to play all day Bitfighter. |
| 06:02:00 | karamazovapy | You must play your Bitfighter day. |
| 06:02:00 | karamazovapy | You must play your Bitfighter Sun. |
| 06:02:00 | karamazovapy | You must play your Bitfighter sun. |
| 06:03:00 | karamazovapy | we have equilibrium. |
| 06:03:00 | raptor | what site was that again? |
| 06:04:00 | raptor | http://translationparty.com/ |
| 06:04:00 | raptor | found it |
| 06:04:00 | karamazovapy | I'm google translating English to Japanese, copying the result, pressing the swap language button |
| 06:05:00 | karamazovapy | your site is more streamlined, less suspenseful |
| 06:06:00 | raptor | sadly i can't find how to use a different langauge... |
| 06:06:00 | karamazovapy | you can do it my lame way |
| 06:52:00 | raptor | sam686: still awake? |
| 06:56:00 | raptor | good night |
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| 13:04:00 | | Zoomber has joined |
| 13:07:00 | Zoomber | hi |
| 13:26:00 | Zoomber | karamazovapy: you there? |
| 13:27:00 | Zoomber | i have something for you if you want it.. |
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| 14:00:00 | raptor | good morning! |
| 14:08:00 | watusimoto | hi |
| 14:08:00 | raptor | watusimoto: you respond! |
| 14:08:00 | watusimoto | indeed I did! |
| 14:08:00 | watusimoto | I've been hard at work this morning |
| 14:09:00 | raptor | in boston? |
| 14:09:00 | watusimoto | yet another half baked new game object |
| 14:09:00 | watusimoto | yes |
| 14:09:00 | raptor | sweet! |
| 14:09:00 | watusimoto | for a new gametype |
| 14:09:00 | raptor | OOoooo |
| 14:09:00 | watusimoto | that might give us a reason to do a release |
| 14:09:00 | watusimoto | even without all the 016 features |
| 14:09:00 | raptor | i am feeling the suspense... |
| 14:09:00 | watusimoto | we've discussed it before, at least in the forums |
| 14:10:00 | watusimoto | teams get 1 or more "reactors" (name subject to change) |
| 14:10:00 | watusimoto | you win when you destroy all enemy reactors |
| 14:10:00 | raptor | so you think afterwards we should test like mad and hash through bugfixing? |
| 14:10:00 | watusimoto | probably |
| 14:11:00 | raptor | i guess i've been kind of itching for a release a little bit - it's just that we have so many issues... |
| 14:11:00 | raptor | i remember the reactor idea |
| 14:12:00 | watusimoto | yes |
| 14:13:00 | watusimoto | well, we need a reason; perhaps the new game type will be compelling |
| 14:13:00 | watusimoto | we can defer most of the other 016 cases to 017 |
| 14:14:00 | raptor | did you see what karamazovapy did? he posted on tigforums: http://forums.tigsource.com/index.php?topic=21256.0 |
| 14:15:00 | raptor | we had a discussion about how what were really lacking is lots of players |
| 14:15:00 | raptor | which is a given, of course |
| 14:16:00 | watusimoto | I'm being summoned to breakfast. I'm going to try to checkin |
| 14:16:00 | raptor | ok |
| 14:16:00 | raptor | can't miss breakfast |
| 14:16:00 | watusimoto | looking at tigsource |
| 14:16:00 | watusimoto | looks great! |
| 14:16:00 | watusimoto | good explanation |
| 14:17:00 | raptor | i thought so too |
| 14:19:00 | watusimoto | I will say that the new editor design makes it MUCH easier to add new objects |
| 14:20:00 | watusimoto | just create the object and it (almost) automatically works in the editor |
| 14:20:00 | watusimoto | ok, new object committed, off to break fast. |
| 14:20:00 | watusimoto | later! |
| 14:20:00 | raptor | ok |
| 14:24:00 | | BFLogBot - 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. |
| 14:24:00 | | BFLogBot - Commit e15fb78f87e0 | Author: watusim...@bitfighter.org | Log: Merge |
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| 15:35:00 | raptor | that was great! |
| 15:35:00 | raptor | ok bye |
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| 16:52:00 | karamazovapy | check out the rocket you can fire around corners! http://www.youtube.com/watch?v=qGGfqiss8s8&feature=player_profilepage |
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| 17:13:00 | karamazovapy | watusimoto - you there? |
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| 19:25:00 | raptor | karamazovapy: i like that idea for a weapon |
| 19:25:00 | karamazovapy | you fire one at a time, and direct it with the mouse or left stick |
| 19:25:00 | karamazovapy | can't use other weapons until it detonates |
| 19:26:00 | karamazovapy | does about .3 damage |
| 19:29:00 | raptor | i thought it was a straight shot, then a homing device kicked in |
| 19:30:00 | karamazovapy | it's not homing - watch the cursor |
| 19:36:00 | karamazovapy | you shoot it straight in one direction, and then direct it |
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| 20:01:00 | raptor | i see it now |
| 20:01:00 | raptor | neat |
| 20:27:00 | raptor | sam686: i found a potential problem with ship idle() |
| 20:27:00 | raptor | I 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 |
| 20:27:00 | raptor | so the timer finishes faster on server |
| 20:29:00 | sam686 | does that happen all the time after respawn (suicide) or not |
| 20:29:00 | raptor | yep |
| 20:29:00 | raptor | same with the cloak and sensor timers |
| 20:29:00 | raptor | the server side one is always faster |
| 20:30:00 | sam686 | did you change something that made that happen? |
| 20:31:00 | raptor | i don't think so, but i will test with older revision... |
| 20:33:00 | raptor | it's like the server side timer is runnign twice as fast |
| 20:33:00 | raptor | i put a logprintf() in ship::idle(): http://pastie.org/2403253 |
| 20:34:00 | raptor | server-side idle() is running twice as fast I mean |
| 20:35:00 | raptor | getting timing values for cloak timer on unchanged trunk... |
| 20:37:00 | raptor | here is cloak timer on latest revision without my changes: http://pastie.org/2403260 |
| 20:37:00 | raptor | now i am curious about 015a.. |
| 20:39:00 | raptor | cloak timer on 015a: http://pastie.org/2403273 |
| 20:39:00 | raptor | same problem |
| 20:44:00 | sam686 | not sure, could just be a small delay of network packets. |
| 20:45:00 | raptor | it doesn't matter for something like cloak and zoom timers because the time is so small < 1 second |
| 20:45:00 | raptor | but 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 |
| 20:46:00 | sam686 | does now that shooting and moving gets rid of ii in server side? |
| 20:46:00 | raptor | yep |
| 20:46:00 | raptor | tested that |
| 20:47:00 | raptor | with my changes that aren't checked in yet... |
| 20:47:00 | sam686 | i won't see what changes you made unless you show me what you changed.. |
| 20:47:00 | raptor | ok, i can commit, because it works well |
| 20:47:00 | raptor | except for that timer issue |
| 20:50:00 | raptor | ok pushed |
| 20:54:00 | | BFLogBot - 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 |
| 21:00:00 | raptor | be back in a bit |
| 21:22:00 | sam686 | when 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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| 22:04:00 | | BFLogBot - Commit cb26ab2f31f2 | Author: sam8641 | Log: fix double speed mSpawnShield countdown on server side, fix a few warnings |
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| 22:21:00 | raptor | thanks sam686, for discovering that |
| 22:21:00 | raptor | so idle() is being called twice? |
| 22:22:00 | raptor | and is that necessary? |
| 22:24:00 | sam686 | it is callint idle() using different paths... ServerIdleControlFromClient is when we get move data from client, ServerIdleMainLoop is called on every tick, for server side |
| 22:24:00 | sam686 | it is idle(IdleCallPath path) |
| 22:24:00 | raptor | ah ok |
| 22:40:00 | raptor | good |
| 22:40:00 | raptor | 5 seconds ok for shield now? |
| 22:41:00 | raptor | that it disappears on movement or shot? |
| 22:41:00 | sam686 | not sure.. would need to test that. |
| 23:16:00 | | Disconnected. |