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IRC Log for 2011-11-08

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03:56:00karamazovapytoday is the anniversary of Led Zeppelin IV, in case you didn't know
04:13:00raptoralso marie curie's birthday
04:16:00karamazovapyfuck that radioactive bitch
04:16:00karamazovapyALL HAIL GOJIRA!
04:22:00raptorman what was i smoking when i wrote this new joystick code
05:26:00raptorsam686: are you around?
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12:03:00watusimoto>>> woah, i gotta be more careful with my levelgen coding xD I crashed bitfighter with it woops! <<<
12:03:00watusimotohow?
12:10:00sam686not hure how CrazyLinuxNerd ho it to crash, but there a way it can freeze in a LUA. "while true do end"
12:41:00watusimotoyou can freeze it with an endless loop
12:41:00watusimotoI'm worried less about that than a crash. I'll ask him again when he comes back on
12:41:00watusimotooh yes, I see you had posted an endless loop :-)
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15:32:00watusimoto >>> woah, i gotta be more careful with my levelgen coding xD I crashed bitfighter with it woops! <<<
15:32:00watusimotowhy?
15:32:00watusimotohow did you do it?
15:33:00watusimotothat query is for CrazyLinuxNerd
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16:36:00CrazyLinuxNerdback, sorry i was afk
16:38:00CrazyLinuxNerdi made the levelgen abort the game due to incorrect coding, it's a coder error more than anything. I'll take a look at my code, though i fixed it since. I'll try to remember how :-)
16:46:00CrazyLinuxNerdah yes that was it, i accidently fed a math.random into a levelgen:additem where it was expecting a string
16:46:00CrazyLinuxNerdresulting in this error
16:46:00CrazyLinuxNerdLevelGenerator:addItem() expected string arg at position 8
16:46:00CrazyLinuxNerdterminate called after throwing an instance of 'LuaException'
16:46:00CrazyLinuxNerd what(): LevelGenerator:addItem() expected string arg at position 8
16:46:00CrazyLinuxNerdAborted
16:47:00CrazyLinuxNerdclearly my own mistake
17:17:00karamazovapyand that crashed the whole server?
17:18:00CrazyLinuxNerdwasn't on my server, it was my game editing via level editor, crashed the whole thing :-)
17:18:00CrazyLinuxNerdbut hey, it's bad code, it happens lol.
17:19:00karamazovapyhm. usually the script just doesn't run.
17:19:00CrazyLinuxNerdthis levelgen:addItem("TextItem", -1, -1.15, -8.1, -0.942671, -8.1, 23, randommaze) should have been levelgen:addItem("TextItem", -1, -1.15, -8.1, -0.942671, -8.1, 23, randomizemaze) - I simply made a typo and put the wrong var in :-)
17:19:00karamazovapythat's interesting.
17:21:00CrazyLinuxNerdsorry, it was the randommaze that was the wrong one I think. randommaze being randommaze = true; while randomize maze being randomizemaze = math.random(0,3)
17:21:00karamazovapywell it's the fact that it crashed the editor instead of just aborting the script that's interesting
17:22:00CrazyLinuxNerdoh well :-) it's just bad code and a bug in my own code that's all :-)
17:22:00CrazyLinuxNerdwas easy to fix (just put the right var in..)
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17:24:00raptorwatusimoto: what would be a better format for buttons in the INI?:
17:25:00raptorButton1=0,A,Blue,Circle (SDL raw, label, label color, button shape)
17:25:00raptoror
17:26:00raptorButton1=0
17:26:00raptorButton1Label=A
17:26:00raptorButton1Color=Blue
17:26:00raptorButton1Shape=Circle
17:27:00watusimotoor Button1=Label:A;Color:Blue;Shape:Circle
17:27:00watusimotocss style!
17:27:00karamazovapywhat?
17:27:00raptorthen I have one more level of parsing..
17:28:00watusimotomore than Button1=0,A,Blue,Circle ?
17:28:00CrazyLinuxNerdI like the css one.. not that it matters lol.
17:28:00raptorsure - i'd have to find 'Label' ane 'Color' instead of hard-coding index 0,1 of the split Vector... :)
17:29:00watusimotooh I see, because things could be in any order
17:29:00raptoryes
17:29:00watusimotoI'm just heading out; I have one other proposal I'll give you when I get home
17:29:00raptoror maybe I should just use JSON?
17:29:00raptorok
17:29:00watusimotoI'll be home in about 15 minutes
17:29:00raptork
17:30:00karamazovapywait. what?
17:30:00watusimotoread this; it will give you a preview
17:30:00watusimotohttp://www.lua.org/pil/25.html
17:30:00watusimotolater
17:30:00raptorbye
17:30:00raptorkaramazovapy: I am rewriting the joystick presets to be editable from an INI file
17:31:00raptorthen people can share presets
17:31:00raptorbecause it's not in the compiled code
17:31:00CrazyLinuxNerdthat sounds a lot easier raptor
17:31:00CrazyLinuxNerdwell for the end user, not so much your self having to make that work xD
17:31:00karamazovapyI think I understand.
17:32:00raptorkaramazovapy: are you ok?
17:32:00karamazovapyat first I didn't get that you were talking about controller buttons
17:32:00karamazovapyand I was trying to imagine where buttons could possibly come in
17:33:00raptorah - sorry, i guess i picked up in the middle of a conversation i had with watusimoto yesterday like there was no pause...
17:33:00CrazyLinuxNerdooh i think he was getting mixed up with my levelgen crash of game and your buttons? I think.
17:33:00karamazovapyI wasn't mixing anything together, I was just imagining how buttons would work inside the game
17:33:00karamazovapyfor any purpose
17:34:00CrazyLinuxNerdfair enough :-)
17:34:00CrazyLinuxNerdraptor: Fedora 16 is out btw..
17:35:00watusimoto Quit (Ping timeout: 256 seconds)
17:39:00raptorCrazyLinuxNerd: doesn't look like Fedora 16 is imported into the Open Build Service yet - may be a few weeks befoer I can build bitfighter for it..
17:39:00CrazyLinuxNerdthat's ok for two reasons: 1 I'm on 15 for now, till i upgrade at some point.. really fearing that grub2..... and 2, i can easily compile on my own :-)
17:41:00CrazyLinuxNerdthing i'm worried about though is fedora 16 upgrade, will replace my current grub and mbr... if it goes wrong.. i gotta learn grub2 and fast to install it properly :/
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17:58:00raptorso I read much of that LUA chapter Watusimoto
17:58:00raptorare you suggesting that long-term we move away from INI and do LUA config files?
18:06:00Watusimotohi, ok, back
18:06:00Watusimotono
18:06:00WatusimotoI was thinking of suggesting that, but I don't think I am
18:07:00Watusimotothe more I think about it, the more problems it seems to create;
18:07:00Watusimotothe solution I like best of those we've discussed is the css format one
18:07:00raptori think staying with a data format, instead of a programming language would be simplest
18:07:00WatusimotoI like it because it's compact and readble
18:07:00Watusimotoand writable
18:08:00Watusimotoif we go this route, we'd obvously want some tool that reads a line and spits out a map<string><string>
18:08:00raptoryes
18:08:00Watusimotowith the first item being param name and teh second being param value
18:08:00raptorfunny thing: i don't think i've used maps much in c++
18:08:00Watusimotoand probably one to go the other way
18:09:00WatusimotoI've used them a couple of times
18:09:00Watusimotobut mostly recently
18:09:00WatusimotoI don't thing writing a parser would be hard at all
18:09:00raptorme neither
18:09:00raptorok, i can do that...
18:09:00raptor(I already started the joysticks_presets.ini)
18:10:00Watusimotothe main advantage of using lua is that it would save us writing the parser; but then we'd need to process the resulting tables anyway, which might even be harder
18:10:00raptoryeah...
18:10:00raptori'll just write a parser
18:10:00Watusimotook
18:11:00Watusimotoso the general format will be; key=name1:val1; name2:val2; name3:val3
18:11:00raptoryes
18:11:00raptorok
18:11:00Watusimotothe parser need not worry about vals other than strings
18:11:00Watusimotoor names other than strings
18:12:00Watusimotobut we'll probably need to allow for name1:"name with a ; in it"; name2:blah
18:12:00Watusimotobut I think we can discard the case "funky name with : in it":value
18:12:00Watusimotoi.e. no quotes in name
18:13:00raptori'll just check for the first ':'
18:13:00raptoror we can use an obscure delimiter
18:13:00raptorlike |
18:13:00raptor(pipe)
18:13:00Watusimotoanother advantage that occured to me on the way home is that we can use this to normalize some of the syntax that sam added for things like rotating speedzones
18:14:00Watusimotoand to extend various aspects of level files
18:14:00raptoror one of my favorites: Ø
18:14:00Watusimoto:-)
18:14:00Watusimotolet;s stick with ;
18:14:00raptorah, so you're thinking of adding the parser to .level files?
18:14:00Watusimoto| is not so obscure that we could ignore it inside quotes, and that other one is untypable on my keyboard
18:15:00Watusimotoand the ; looks rather normal and expected to me, at least, given that I've been doing a bumch of css lately
18:16:00Watusimotohow do we handle cases like this?
18:16:00Watusimotokey=no colons here
18:16:00WatusimotoI guess return an empty map
18:16:00raptorwait wait
18:16:00raptorare you suggesting we extend the INI parser?
18:16:00WatusimotoI was just about to clarify my thinking on that
18:16:00Watusimotono
18:17:00Watusimotoin short
18:17:00Watusimotoso the ini still reads in a string value
18:17:00Watusimotojust as it does to day.
18:17:00Watusimotoso if we have key=name1:val1; name2:val2; name3:val3
18:17:00Watusimotoit just comes back as the string key=name1:val1; name2:val2; name3:val3
18:17:00Watusimotosorry
18:17:00Watusimotothe string name1:val1; name2:val2; name3:val3
18:17:00raptorok that makes sense
18:18:00raptorthen we call the secondary parser on a per-case basis?
18:18:00Watusimotothen since we know that we're expecting a set of joystick thinggies, we pass that on to something like parseMultiString()
18:18:00Watusimotoyes
18:18:00WatusimotoI think that makes the most sense
18:19:00raptorok that was my original thought
18:19:00Watusimotomabye map<string><string> parseMultiString(string multiString)
18:19:00raptorbut you mention rotating speed-zones - isn't that in the .level files?
18:19:00Watusimotoyes; but we can use the same parser to digest those strings
18:20:00Watusimotobecause now we'll have a general way to turn a string into a map
18:20:00raptorok, simple enough
18:20:00Watusimotoor maybe parseMultiString(string multiString, map<string,string> fillMap)
18:20:00Watusimotodeneding on what you feel like
18:21:00Watusimoto(where you pass the empty map to avoid copying costs)
18:21:00Watusimotoat the risk of reduced clarity
18:22:00WatusimotoparseMultiString()? unpackMultiString()? multiStringToMap()?
18:22:00raptoryeah, that's a funny thing: I am seeing a movement in the c++ community back to returning objects instead of passing in fill objects...
18:22:00raptorparseMultiDimensionalString
18:22:00Watusimotoreturning pointers to objects, or the objects them selves?
18:22:00raptorboth
18:23:00Watusimotopointers makes sense
18:23:00raptorjust the 'return' vs 'pass in'
18:23:00raptorbecause of increased readability
18:23:00Watusimotoreturning the object incurs unneeded copy cost
18:23:00raptoryes
18:23:00Watusimotowhich for somethings, like Point, are probably insignificant
18:23:00Watusimotobut for a long vector might be a bit bigger
18:24:00Watusimotoall of this will run at startup time, so performance isn't critical
18:25:00raptorsee first answer: http://stackoverflow.com/questions/5212794/pass-reference-to-output-location-vs-using-return
18:25:00Watusimotodoes this plan make sense?
18:25:00raptoryep
18:28:00raptorlooks like GCC already does return value optimization
18:29:00raptorok, i'll be back...
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18:36:00Watusimotohttp://msdn.microsoft.com/en-us/library/ms364057(v=vs.80).aspx
18:36:00Watusimotomildly interesting. looks like vc++ does it too
18:37:00Watusimotoso write it however you want
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18:40:00raptorvc++ doesn't do it with debug code it looks like
18:40:00raptorbut my gcc does
18:42:00WatusimotoI'm less concerned with performance in debug code
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21:09:00sam686http://208.107.52.15/bitfighter/016_editor.png selecting multiple turret and press TAB don't look that good. Overlapping spybugs visible area from different teams don't look good either...
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21:36:00raptorreading up on lambda function support for c++
21:37:00karamazovapyin spite of this answer, I don't think he understands what compiling is.
21:37:00karamazovapyhttp://bitfighter.org/forums/viewtopic.php?f=29&t=946&p=7988#p7982
21:38:00raptorhmmm
21:38:00Watusimotosam -- what would you propose as something that would look good? Perhaps a solid red area for the red spybugs, a solid blue one for the blue bugs, with a purple area where they overlap?
21:39:00raptorwell, if sam686 or Watusimoto has time, they could add to the readme here: http://code.google.com/p/bitfighter/source/browse/README.txt
21:39:00Watusimotothough not sure how to do that
21:39:00Watusimotoyes, they could
21:39:00Watusimoto:-)
21:40:00karamazovapythe turret squares appear to overlap properly, while the spybugs just cover each other up
21:40:00WatusimotoI think for windows, it's just a matter of installing vc++, downloading the code, and compiling
21:41:00karamazovapynew users need more descriptive step-by-step instruction than that
21:41:00Watusimoto@k yes, if they are on the same team -- but what if, as in sam's pic, yellow overlaps red, which overlaps green?
21:42:00karamazovapythe rgb values are averaged for the overlapping area?
21:42:00Watusimotothen you end up with a muddled brown
21:42:00karamazovapysometimes
21:42:00karamazovapymore likely grayscale,though
21:42:00Watusimotoluckily, this situation only occurs in the editor, not in the game
21:42:00sam686also, turrets can't fire all angles, only about a little more then 180 degree angles..
21:43:00Watusimotothat's true -- they also can't fire through walls
21:43:00karamazovapyI agree that it would be nice, but far more complicated to apply line of sight to the turret ranges
21:43:00Watusimotoabsolutely
21:43:00WatusimotoI'm wondering if the turret ranges are really worth showing at all
21:44:00karamazovapyit's kind of nice when you're designing a level
21:44:00karamazovapyyou can see how deadly different areas are
21:50:00sam686turrets visible area only shows when selected, so i guess that ok, but spybug from multiple teams overlap may be a problem, right now in 016, spybug always shows visible area even when not selected..
21:50:00sam686then pressing TAB
21:50:00Watusimototrying to figure out how to improve the situation
21:51:00karamazovapytest averaging the rgb values. you won't get brown very often.
21:51:00Watusimotocan't jsut draw areas as translucent, because overlapping red spybugs shoould not be different than areas that don't overlap
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21:51:00Watusimotobut where red and blue overlap, they should be different'
21:51:00Watusimotomaybe there is a glMode that will do this...
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21:53:00sam686i don't think glMode oe other GL stuff might do for orange,gray, brown, and other non-primary light colors (red, green, blue)
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21:54:00sam686maybe, they could be rendered off-screen, one per team, then blend into screen..
21:57:00karamazovapyrgb works for some values, but not for others
21:57:00karamazovapywhat if each team had its own fill pattern?
21:58:00Watusimotomight need one of these
21:58:00Watusimotohttp://www.opengl.org/sdk/docs/man/xhtml/glBlendFunc.xml
21:58:00Watusimotonot sure, need to try and error
21:58:00WatusimotoI dislike fill patterns!!!
21:58:00karamazovapyI dislike kooky blending more
21:59:00sam686fill patterns might look ugly at low resolutions, i think (640 x 480 or less)
22:00:00karamazovapyyou might look ugly at low resolutions
22:01:00sam686another way is to do some kind of smart overlap calculation, but only render one time transparently...
22:02:00sam686or maybe make use of z-buffer to prevent overlap semi- transparent rendering of same team..
22:02:00WatusimotoI'm not really concerned with low-res editing
22:02:00WatusimotoI don't think it's a use case we need to consider
22:03:00WatusimotoI was thinking about doing a merge of the polygons, somehow
22:07:00Watusimotocould run the polys through clipper
22:07:00Watusimototo generate one merged polygon per team
22:07:00Watusimotothen draw those with transluceny
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22:14:00BFLogBot - Commit 05d0b6ead2a2 | Author: sam8641 | Log: Fix Pick up flags through barrier, Make SpeedZone snap work even when partially on wall
22:14:00raptorsam686: did you really just make plumbing work?
22:15:00sam686well, what else should it work?
22:15:00WatusimotoI looked at that speedzone video posted a while back, and didn't see the problem
22:16:00Watusimotoyou presented three cases
22:16:00Watusimotothe first, where you bounced back into the wall, was obviously broken
22:16:00sam686turning on snapping causes speedzone not to work on 015a, thats the fix i kind of done...
22:16:00sam686if speedzone is partially on the wall
22:16:00Watusimotothe second case seemed to work great
22:17:00Watusimotothe thrid, where you missed the slot, seemed to be broken
22:17:00Watusimotobut what was wrong with the second case?
22:17:00Watusimotoyou always hit the slot
22:18:00Watusimotoit seemed that the video suggested that was the current version
22:18:00Watusimotoand that the thrid case, where you misseed the slot, was a proposed fix
22:18:00sam686so, a new snapping option instead?
22:19:00Watusimotono, sorry
22:19:00WatusimotoI'm referring to the three examples in the video link you posted a few days ago
22:19:00Watusimotobut I can't produce the url
22:19:00sam686SpeedZone.cpp line 407 thats where we can enable the speedzone snap only when lined up..
22:20:00raptorhttp://www.youtube.com/watch?v=_xAlDRarlUM
22:20:00Watusimotoa man a plan a canal panama
22:20:00Watusimotoso the "currently on 015a" case looks like it works right
22:21:00raptorhttp://www.azlyrics.com/lyrics/weirdalyankovic/bob.html
22:21:00raptori like 'No x in Nixon'
22:22:00sam686so what are you going to do with http://code.google.com/p/bitfighter/issues/detail?id=140 ? as a "Won't fix" or what?
22:23:00sam686i can easily revert back to how 015a have it for snapping..
22:23:00raptori figure sam's third case is: if my ship cannot snap (because of a wall in the way) just propell at the same vector where it hits anyways
22:23:00Watusimotowhat was the problem with it?
22:24:00sam686as sky_lark put a picture up, http://i.imgur.com/Gx3gJ.png doesn't work with snapping on in 015a
22:25:00Watusimotook, so your theory is that if you can't get to the center of the gofast (due to wall), snapping should not occur?
22:25:00sam686kind of, or more like, get to as close to snapping as possible..
22:26:00raptorright now if you cannot get to the center and snapping is enabled, you are not propelled
22:26:00raptorsam686
22:26:00raptor's solution: propel at same vector anyways at current location
22:26:00Watusimotois that true? doesn't 2nd video show snapping with inability to get to center?
22:27:00raptoryes, the issue is that if snapping is enable and center in unreachable no propulsion
22:27:00raptoris unreachable, no propulsion occurs
22:28:00Watusimotoi contend that if snapping is on, you should always end up in the same place
22:28:00Watusimotothat is, after all, the point
22:28:00sam686from what the old Zap had it, it looks like it doesn't snap, but sets velocity to zero when hitting speedZone
22:28:00WatusimotoI'm less concerned with when gofast is effectivley disabled because it's partially blcoked
22:29:00Watusimotoold zap didn;t have snapping
22:29:00raptormy idea was have a third speedzone option: lock vector
22:29:00Watusimotowhat does that do?
22:29:00raptormakes sure you go in the direction of the speedzone no matter at what angle you hit it
22:30:00sam686old zap appears to just throw away old velocity, preventing drifting from coming into speedzone from the side when snap is off...
22:30:00sam686bitfighter speedzone, just adds on velocity when snap is off..
22:31:00raptor'lock direction' may be better
22:32:00karamazovapythis problem only currently exists for one level, since it's a slightly ridiculous application
22:34:00WatusimotoI'm surprised there's even one
22:34:00Watusimotoprobably a dungeon
22:34:00karamazovapynope an old zap level called Plumbing
22:34:00sam686not a dungeon...
22:34:00karamazovapyfrom when speedzones functioned differently
22:35:00Watusimotowell my point is this, and only this: when snap is on, you should end up in a predefined lcoation, regardless of how you hit the speedzone
22:36:00Watusimotothe thrid example in the video seemed to voilate that
22:36:00sam686but Plumbing level, that problem in bitfighter doesn't really kill gameplay, all flags have been gotten before...
22:36:00karamazovapythe issue is what the behavior should be when the center of the speed zone is blocked by a barrier
22:36:00sam686also, another problem is with "Armor" and speedzone go a lot farther..
22:37:00raptoris that a problem?
22:37:00raptorarmor adds more 'momentum'
22:37:00Watusimotoif you want to talk physics, it is a problem
22:37:00sam686well, armor can make it much harder to control in Plumbing level, expecially when hitting speedzone
22:38:00Watusimotoif you want to talk gameplay, that's a different question
22:38:00Watusimotomaybe we need an adjustment factor to the speed added when you ahve armor, so you end up in the same location
22:38:00Watusimotoyou get flung less fast, but travel further
22:38:00Watusimotobalancing out in the end
22:39:00sam686as for speed zone snapping, better to just keep using the 015a way of snapping and won't fix the problem in the google code bug?
22:39:00raptorphysics shmisics
22:39:00raptoror not think of it as a snapping issue and add 'lock direction' - which could be used in other cases
22:40:00raptoror ignore
22:40:00raptorkeep calm and carry on
22:41:00sam686thats a lot of "OR", which one to go with?
22:41:00Watusimotowhich bug?
22:41:00Watusimoto140?
22:41:00sam686http://code.google.com/p/bitfighter/issues/detail?id=140 yes
22:42:00sam686turn off snapping, and you can use speedzone even when partially on the wall...
22:43:00Watusimotois it essentially a question of when collision occurs?
22:44:00Watusimotoactually, maybe not, as snapping doesn't change the collisino calculations
22:44:00raptorsnapping normalizes the vector, which is what he wants
22:44:00Watusimotoit does seem that in that second pic, you should be going fast
22:44:00sam686the way 015a works for snapping, if ships cannot line up, ships can't speed up. is snap is off, then ships can speed up...
22:44:00raptori.e. no addition of approach vector to the propulsion
22:45:00Watusimotoso because you can't "snap into poisition", you just don't go?
22:45:00karamazovapyyes
22:45:00Watusimotowhat if we disabled wall collisions for the snap phase?
22:46:00sam686go through walls problem...
22:46:00karamazovapythat might be the way it was in 014 where you could get trapped
22:46:00raptorthat was 014
22:46:00Watusimotooh
22:46:00raptoryes and much trapping occured
22:46:00Watusimotothat was the first video
22:46:00sam686each way have a problem, it seems...
22:47:00karamazovapythe vector lock isn't a bad solution, I just don't see it as a serious problem to begin with
22:47:00Watusimotowell, if you snap onto the wall, then get flung, being on the wall shouldn;t make a pro...
22:47:00WatusimotoWHO THE HELL MAKES THESE LEVELS?!??!??!
22:47:00karamazovapythat was hamster, back in the day
22:47:00WatusimotoJUST MAKE A NORMAL LEVEL, AND IT WILL BE FINE
22:48:00raptorthis is a backwards-compatibility issue
22:48:00karamazovapywell it's the only implementation of the problem I've ever seen
22:48:00raptorme too
22:49:00Watusimotolooks liek the 014 problem was snapping without going fast
22:49:00karamazovapythe quick fix would be to shift the speedzones just a tiny bit off the barriers
22:49:00karamazovapyI assume they work correctly if the centerline gets moved
22:50:00karamazovapymaybe not?
22:51:00sam686i would probably make speedzone like 015a, where ships can't use speedzone until ships can snap and line up, to stay the same as 015a..
22:51:00Watusimotofine by me
22:51:00karamazovapylooks like even a slight parallel overlap of barrier and sz makes it useless
22:52:00raptoryep
22:52:00sam686so, http://code.google.com/p/bitfighter/issues/detail?id=140 would need to close with a reason, as a "won't fix"?
22:53:00Watusimotohow about: MAKE A NORMAL LEVEL!!!!!
22:54:00Watusimotoor, perhaps more politic: Hard to fix, obsure case, too much work for the benefit
22:54:00raptorI can create that one...
22:54:00Watusimotoor we can defer to 017 :-)
22:54:00raptorthe magic wand of procrastination!
22:59:00sam686so there, I have undo my speedzone change. 2863 (af72071519c0) Issue 140 will be delayed or won't be fixed.
22:59:00BFLogBot - Commit af72071519c0 | Author: sam8641 | Log: Issue 140 will be delayed or won't be fixed.
23:14:00Watusimotofalling asleep... see y'all tomorrow
23:14:00raptornight
23:19:00Watusimototomorrow I'm going to solve the overlapping spybug problem using clipper in union mode
23:19:00WatusimotoGL_ONE
23:19:00Watusimotohttp://www.cs.man.ac.uk/~toby/alan/software/gpc.html
23:22:00raptori remember studying this...
23:22:00raptorfor a long slog through nav mesh zone land
23:24:00Watusimoto Quit (Ping timeout: 258 seconds)

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