Timestamps are in GMT/BST.
| 00:03:00 | Watusimoto | sam686 -- I think there is an error in s_bot (at least the copy I have). averageArray needs to be declared, and it is not. fix by adding averageArray = nil at top of file with other declarations |
| 00:03:00 | Watusimoto | don't knwo why it didn't show up as an error before |
| 00:04:00 | Watusimoto | unless you can declare globals in main without using global keyword |
| 00:04:00 | Watusimoto | and I broke that |
| 00:05:00 | Watusimoto | maybe you are supposed to be able to do that, because mazeracer does it too |
| 00:05:00 | Watusimoto | and now that's broke as well |
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| 00:07:00 | Watusimoto | so maybe not a bug |
| 00:07:00 | Watusimoto | disregard! |
| 00:09:00 | | BFLogBot - Commit b3c546c1f44d | Author: watusim...@bitfighter.org | Log: Added warning to lua script runner when no main() function is found |
| 00:09:00 | | BFLogBot - Commit 1d15058b9b63 | Author: watusim...@bitfighter.org | Log: Fix crash running levels introduced earlier this evening |
| 00:19:00 | | BFLogBot - Commit 24ee992bf59c | Author: watusim...@bitfighter.org | Log: Kind of hacky warning now given if bot or level missing main() function |
| 00:50:00 | | raptor has joined |
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| 00:50:00 | raptor | so main()? |
| 01:05:00 | raptor | Watusimoto: did you eventually get my script to run? |
| 01:07:00 | Watusimoto | yes |
| 01:07:00 | Watusimoto | main() |
| 01:08:00 | raptor | my whole scrip needs to be in main()? |
| 01:08:00 | Watusimoto | the latest update will scold you if your main is missing |
| 01:08:00 | raptor | ah |
| 01:08:00 | Watusimoto | just the bits that aren't in anything else |
| 01:08:00 | raptor | what about global vars? |
| 01:09:00 | Watusimoto | they don't need to be |
| 01:09:00 | raptor | ? |
| 01:10:00 | raptor | so global = bad |
| 01:10:00 | Watusimoto | I need to get to bed, I can explain how this works tomorrow. IN the meantime, I'll leave you with this, which is a little esoteric, but may explain things |
| 01:10:00 | Watusimoto | http://www.gamedev.net/topic/452484-lua-1-verifying-function-exists-in-a-script--2--unloadingremoving-loaded-scripts/ |
| 01:10:00 | Watusimoto | no, global is not bad |
| 01:10:00 | raptor | okey doke |
| 01:10:00 | Watusimoto | globals |
| 01:10:00 | Watusimoto | main() |
| 01:10:00 | Watusimoto | other fns() |
| 01:10:00 | raptor | ah |
| 01:10:00 | raptor | i undersyand now |
| 01:10:00 | raptor | you go |
| 01:10:00 | raptor | sleep now |
| 01:11:00 | Watusimoto | http://pastie.org/3018630 |
| 01:11:00 | Watusimoto | shows where main should be |
| 01:11:00 | raptor | ok |
| 01:11:00 | Watusimoto | more tomorrow |
| 01:11:00 | Watusimoto | good night! |
| 01:11:00 | raptor | night! |
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| 02:10:00 | raptor | can't wait for the contest! |
| 02:11:00 | karamazovapy | it's an interesting selection |
| 02:11:00 | raptor | sorry about the third revision of my map |
| 02:12:00 | raptor | i promised myself i wouldn't work on maps this week because of 016 |
| 02:12:00 | karamazovapy | no worries |
| 02:13:00 | karamazovapy | doesn't make any real difference to me |
| 02:14:00 | raptor | i'm always interested in what Qui might submit |
| 02:14:00 | karamazovapy | he's one of my favorites |
| 02:14:00 | karamazovapy | (as a general rule) |
| 02:15:00 | raptor | hehe |
| 02:29:00 | raptor | afte rthe level design contest, i'm thinking about touching up and releasing my SVG to BarrierMaker GUI |
| 02:29:00 | raptor | do you think I should in the forums? |
| 02:39:00 | karamazovapy | sure...I don't think anyone will get it, though |
| 02:39:00 | karamazovapy | bobdaduck might see the potential |
| 02:39:00 | karamazovapy | those guys are kind of lazy, though |
| 02:39:00 | raptor | i know |
| 02:39:00 | raptor | tell me about it |
| 02:40:00 | karamazovapy | I don't even mean the kids, I mean the highschool/college-y guys |
| 02:40:00 | raptor | they want someone else to do everything for them |
| 02:40:00 | karamazovapy | qui/bob/shadow |
| 02:40:00 | karamazovapy | they aren't usually interested in learning to use the new tools |
| 02:40:00 | raptor | interesting |
| 02:40:00 | karamazovapy | very aspirational, but you don't usually see much out of them |
| 02:40:00 | raptor | set in their ways already? |
| 02:41:00 | karamazovapy | eh |
| 02:41:00 | raptor | :) |
| 02:41:00 | karamazovapy | it's more "someday I'm gonna figure out levelgens" |
| 02:41:00 | karamazovapy | "at some point I want to code my own bots" |
| 02:41:00 | raptor | ah |
| 02:41:00 | karamazovapy | but you make a first attempt, it's a lot of work with not a lot of payoff, and you kind of put it off for another time |
| 02:43:00 | karamazovapy | I'm still kind of puzzled why we haven't seen more/better/different bots |
| 02:43:00 | raptor | yeah, me too |
| 02:43:00 | raptor | s_bot is a great launching platform |
| 02:44:00 | karamazovapy | ...but the same is true for levelgens |
| 02:44:00 | karamazovapy | nobody bothers to write them |
| 02:51:00 | karamazovapy | maybe we never see them because people can't upload them to public servers |
| 02:51:00 | raptor | oh yeah |
| 02:51:00 | raptor | actually - is there an issue for that? |
| 02:52:00 | karamazovapy | no idea |
| 02:52:00 | raptor | sam686: is there any way to upload a levelgen with a level to a server? |
| 02:52:00 | raptor | there should be an issue for it |
| 02:52:00 | karamazovapy | obviously, it would have to maintain the filename |
| 02:52:00 | raptor | yep |
| 02:56:00 | karamazovapy | hm...my levelgen tutorial files have been downloaded 18 times. that's more than I would've guessed. |
| 02:57:00 | raptor | i think once was me.. |
| 02:58:00 | raptor | i made an attempt once, but got involved with the base code more instead |
| 02:58:00 | karamazovapy | wow - the wiki version has been accessed 660 times |
| 02:59:00 | karamazovapy | although I guess the main wiki page is up to 18,135 |
| 03:04:00 | sam686 | there is not a way to upload a levelgen, yet... |
| 03:07:00 | karamazovapy | who knows...maybe there's a modest crop of levelgens out there we've just never seen |
| 03:13:00 | raptor | sam686: I've been thinking it would be good to work on watusimoto's list: http://pastie.org/3017178 |
| 03:13:00 | raptor | right now i'm working on the 'hide joystick info in diagnostics screen' one |
| 03:39:00 | | BFLogBot - Commit 135405ffcb9d | Author: buckyballreaction | Log: Don't show joystick data on diagnostics screen if none are detected |
| 03:45:00 | raptor | karamazovapy: do you use the quick keys for inserting turrets/spawnpoints/etc. in the editor much? |
| 03:45:00 | karamazovapy | I use them exclusively |
| 03:46:00 | raptor | so watusimoto has on in his list to change them all to be CTRL+... - would you consider this bad? |
| 03:46:00 | karamazovapy | absolutely |
| 03:46:00 | raptor | ok, i'll talk it over with him and i will not commit my changes... :) |
| 03:46:00 | karamazovapy | it's not end-of-the-universe bad, but it seems like a needless hassle |
| 03:49:00 | | BFLogBot - Commit 9acf54039b85 | Author: buckyballreaction | Log: Remove CTRL-A edit mode from help |
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| 05:50:00 | Zoomber | hi |
| 05:50:00 | Zoomber | sup karamazovapy |
| 05:52:00 | Zoomber | im sort of fed up with the forums. i dont really have the time to go on adding people to my "foes list", but there are way too many threads going around |
| 05:53:00 | Zoomber | and i find it absolutely so unordinary that a few hand picked threads are just randomly locked after posts, and not a single message saying why the thread is locked |
| 05:54:00 | Zoomber | they leave me with questions about the subject some of the time, and confused most of the time about what seems to be going on |
| 05:55:00 | Zoomber | finally one thread is locked by raptor with an explanation, this answers my question and curiosity: http://bitfighter.org/forums/viewtopic.php?f=4&t=1087 |
| 05:56:00 | Zoomber | karamazovapy always seems to give a reason for locking the topics too, are there other people moderating the forum i'm not at all aware about? |
| 06:08:00 | Zoomber | bah |
| 06:08:00 | Zoomber | good night |
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| 09:09:00 | watusimoto | New wiki script page |
| 09:09:00 | watusimoto | http://bitfighter.org/wiki/index.php?title=Script_Structure |
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| 13:42:00 | raptor | hhello |
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| 13:50:00 | raptor | watusimoto: good wiki page! |
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| 13:58:00 | watusimoto | I hope that between the link I sent last night and this page, it clarifies what I was too tired to explain last night |
| 13:58:00 | raptor | yes, i understand now |
| 13:58:00 | raptor | so you can cross that off your list :) |
| 13:58:00 | watusimoto | I figured I'd wait and explain it to the world rathre than just for you :-) |
| 13:58:00 | watusimoto | Unfortunately, my paper list grew a fiair bit last night |
| 13:59:00 | watusimoto | but (mostly) easy stuff |
| 13:59:00 | raptor | also - you can remove the f7 diagnostic joystick info one... |
| 13:59:00 | watusimoto | I saw that -- great |
| 13:59:00 | raptor | oh, and i ran into funny behavior with reactor |
| 14:00:00 | raptor | it seems that getCollisionRect isn't fully implemented in the game |
| 14:00:00 | raptor | and i'm not sure why |
| 14:01:00 | raptor | so I changed it to getCollisionPoly and now if you hit the reactor you get stuck |
| 14:01:00 | raptor | i don't get it... |
| 14:03:00 | watusimoto | Maybe because I implemented it and didn't get to fully test it |
| 14:04:00 | watusimoto | it wsa intended to be an optimization on getCollisionPolygon |
| 14:04:00 | watusimoto | maybe the tiny bit of performance gain isn't worth the extra complexity in the code |
| 14:04:00 | watusimoto | if you agree, maybe we should just get rid of it -- it's hardly used (only reactors, or whatever we're calling them), I think |
| 14:05:00 | watusimoto | oh, I see you already moved to getColPoly |
| 14:05:00 | watusimoto | in which case, getColRect proably is not used at all, and I think we can remove it |
| 14:05:00 | raptor | ok |
| 14:08:00 | raptor | however, when is wtiched to getCollisionPoly |
| 14:08:00 | raptor | i swetiched |
| 14:08:00 | raptor | switched, ugh |
| 14:08:00 | raptor | I now get 'stuck' when running into the reactor |
| 14:08:00 | raptor | have you ever run into that? |
| 14:09:00 | watusimoto | stuck??? |
| 14:10:00 | raptor | let me get you a screenshot... |
| 14:10:00 | watusimoto | no |
| 14:10:00 | watusimoto | never run into it :-) |
| 14:10:00 | watusimoto | I'm thinking that a reactor would be like a wall, where you shouldn't be able to run into it. Is that how you're thinking? |
| 14:10:00 | raptor | http://host-78-12-107-208.midco.net/upload/1screenshot_3.png |
| 14:10:00 | raptor | yes |
| 14:11:00 | raptor | ^^ this shows the problem |
| 14:11:00 | watusimoto | odd |
| 14:11:00 | watusimoto | and you are trapped there? |
| 14:11:00 | raptor | i can only leave be reversing completely |
| 14:11:00 | raptor | by |
| 14:11:00 | raptor | i can't go left/right |
| 14:11:00 | raptor | it's so weird |
| 14:12:00 | watusimoto | so this should be behaving like a little square polywall |
| 14:12:00 | raptor | exactly!! |
| 14:14:00 | raptor | ok, well, i'll keep at it... but i just wanted to ask if you've seen that behavior before |
| 14:15:00 | watusimoto | no. |
| 14:17:00 | watusimoto | I'd do a comparison with polywalls |
| 14:17:00 | watusimoto | also, we probably need to add these to the nav zone creator |
| 14:17:00 | watusimoto | that just ocurred to me |
| 14:17:00 | watusimoto | maybe we can find a general way to do that -- some sort of flag or list or test or something |
| 14:18:00 | watusimoto | that would automatically get applied to future inpenetrable objects |
| 14:18:00 | raptor | i think we already have that |
| 14:19:00 | raptor | let me look real quick.. |
| 14:19:00 | watusimoto | good work! |
| 14:20:00 | raptor | hmmm... nope, looks like we create specific holes for barriers/FFprojectors/and turrets |
| 14:21:00 | watusimoto | one slight complexity will be that the reacotrs change size as they get shot, and eventually disappear... do we recompute the nav grid every time they change size? |
| 14:21:00 | watusimoto | or maybe only when they die? |
| 14:21:00 | watusimoto | or never? |
| 14:21:00 | raptor | ugh, dynamic nav grids |
| 14:22:00 | watusimoto | something to ponder |
| 14:22:00 | watusimoto | ugh indeed |
| 14:22:00 | watusimoto | maybe we could insert small zones where the reactor was, and not recompute everything |
| 14:22:00 | watusimoto | or some hack like that |
| 14:22:00 | raptor | haha, that's a neat idea |
| 14:22:00 | watusimoto | actually, we could probably do that with forcefields as well |
| 14:22:00 | raptor | you mean engineered ones? |
| 14:23:00 | watusimoto | create a long rectangular hole where the ff is, and fill it when the ff is down, and unfill it when the ff is up |
| 14:23:00 | raptor | ahhh... |
| 14:23:00 | raptor | interesting |
| 14:23:00 | raptor | hmmm |
| 14:23:00 | watusimoto | that would break and restore connectivity based on ff state |
| 14:23:00 | watusimoto | we'd still need to recompute zone connectivity, but maybe there is a way ooooh... wait! |
| 14:23:00 | raptor | but that's for another day... i need to figure out this collision problem.. |
| 14:23:00 | watusimoto | but this idea is awesome! |
| 14:23:00 | watusimoto | ok |
| 14:23:00 | raptor | ok |
| 14:24:00 | watusimoto | so |
| 14:24:00 | watusimoto | are you waiting for it? |
| 14:24:00 | raptor | yes |
| 14:24:00 | raptor | since you added exclamation point |
| 14:24:00 | watusimoto | what if we compute a zone system with holes where the the cores are, and then create a core-sized zone to fill in that hole |
| 14:25:00 | watusimoto | so we have a continuous zone system, with obstacle-sized-and-shaped zones where the transient obstacles are |
| 14:25:00 | watusimoto | we never need to recompute zones or connectivity, we only adjust the cost of traversing that hole-shaped-zone as things change |
| 14:25:00 | watusimoto | when ffs are visible, the cost of traversing the ff zone is very high |
| 14:25:00 | watusimoto | and when the ff is gone, the cost of traversing gets set to normal |
| 14:26:00 | raptor | so we just set the traversal coast really high? |
| 14:26:00 | raptor | cost |
| 14:26:00 | watusimoto | that would require very little recomputation --maybe only the paths of objects, or maybe not even that |
| 14:26:00 | raptor | like higher than hitting every zone on the map |
| 14:26:00 | watusimoto | yes |
| 14:26:00 | watusimoto | so normally the cost of traversing a ff-shaped zone is very low, as the distance is very short |
| 14:26:00 | raptor | good idea |
| 14:26:00 | watusimoto | suddenly the ff gets activated, and the cost becomes 1000000x as high |
| 14:27:00 | watusimoto | suddenly bots will route around the ff if possible |
| 14:27:00 | raptor | FF's would need to take team into account? |
| 14:27:00 | watusimoto | ah, yes, probably |
| 14:27:00 | raptor | that's the only problem i see with FFs |
| 14:27:00 | raptor | but reactors..... |
| 14:27:00 | watusimoto | but how hard is that? we know the bot's team as it's doing it's route finding |
| 14:27:00 | watusimoto | we could have some zones have a cost function based on team |
| 14:28:00 | watusimoto | that wouldn't add too much overhead |
| 14:29:00 | watusimoto | we could (eventually) make ffs that are healthy have a higher cost than ones tha twill just require a single shot to disable |
| 14:29:00 | watusimoto | but that would be a later refinement |
| 14:29:00 | raptor | yes - or we could even add a 'team' flag for all zones |
| 14:29:00 | watusimoto | higher cost for zones with enemy turrets |
| 14:29:00 | watusimoto | or something |
| 14:30:00 | raptor | ok - i'm not finding how polywalls compute their collision |
| 14:30:00 | watusimoto | but with things like the cores (was that the name we decided on?) the cost would be 1000000 or 0 |
| 14:30:00 | watusimoto | their collision poly you mean? |
| 14:30:00 | raptor | yes |
| 14:30:00 | watusimoto | let me take a peek |
| 14:31:00 | watusimoto | getCollisionPoly(mRenderOutlineGeometry); |
| 14:31:00 | watusimoto | which just returns |
| 14:31:00 | raptor | in the PolyWall class? |
| 14:31:00 | watusimoto | polyPoints = mPoints; |
| 14:31:00 | watusimoto | barrier.cpp |
| 14:31:00 | watusimoto | just returns the edge points of the polywall |
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| 14:32:00 | raptor | so Barrier::getCollisionPoly |
| 14:32:00 | watusimoto | barrier.cpp, line 191 |
| 14:32:00 | raptor | not PolyWall:: |
| 14:32:00 | watusimoto | yes |
| 14:32:00 | watusimoto | mSolid == polywall |
| 14:33:00 | raptor | ha! |
| 14:33:00 | raptor | man, i'm remembering this class now |
| 14:33:00 | raptor | and the nightmares that came with it.. |
| 14:33:00 | watusimoto | we need to clean that up someday |
| 14:33:00 | watusimoto | so I'd posit that the cores need only return their 4 corners |
| 14:33:00 | watusimoto | in the proper order, of course |
| 14:34:00 | watusimoto | maybe the problem is the points are returned in the wrong order? |
| 14:34:00 | raptor | that's what I'm thinking... |
| 14:34:00 | watusimoto | not sure if CW/CCW makes a difference |
| 14:34:00 | raptor | tried that - didn't work |
| 14:34:00 | watusimoto | but if we're returning in bowtie order, it's def. wrong |
| 14:35:00 | raptor | well, i put htem in bowtie order, and i get the same behavior |
| 14:36:00 | raptor | stuckj against the wall |
| 14:36:00 | raptor | sigh |
| 14:36:00 | watusimoto | what is the class name? |
| 14:36:00 | raptor | it's in item.cpp |
| 14:37:00 | raptor | i build a rect under Reactor::getCollisionPoly |
| 14:37:00 | watusimoto | ah, ok, I don't have your changes |
| 14:37:00 | watusimoto | but |
| 14:37:00 | watusimoto | it might also be a problem with how the collision is handled, rather than detected |
| 14:38:00 | raptor | yes... |
| 14:38:00 | raptor | that's what i'm thinking |
| 14:38:00 | raptor | oh |
| 14:38:00 | raptor | i found something interesting.. |
| 14:38:00 | raptor | gridDB.cpp:377 |
| 14:38:00 | raptor | could this be a problem with getCollisionRect? |
| 14:39:00 | watusimoto | it looks wrong |
| 14:39:00 | raptor | the surfaceNormal - which I don't quite understand.. |
| 14:39:00 | watusimoto | surface normal is a perpendicular line from the surface you've collided with |
| 14:40:00 | raptor | line or vector? |
| 14:40:00 | watusimoto | but we're not using rect anymore so this shouldn't matter |
| 14:40:00 | raptor | ok |
| 14:40:00 | raptor | soryr just found that |
| 14:42:00 | watusimoto | maybe MoveObject::move ?? |
| 14:44:00 | watusimoto | moveObject.cpp line 260: |
| 14:44:00 | watusimoto | else if(isCollideableType(objectHit->getObjectTypeNumber())) |
| 14:44:00 | watusimoto | { |
| 14:44:00 | watusimoto | computeCollisionResponseBarrier(stateIndex, collisionPoint); |
| 14:44:00 | watusimoto | //moveTime = 0; |
| 14:44:00 | watusimoto | } |
| 14:44:00 | raptor | Reactor is not a MoveObject |
| 14:44:00 | raptor | maybe that's what's missing? |
| 14:44:00 | watusimoto | we need to trigger computeCollisionResponseBarrier() |
| 14:44:00 | watusimoto | or something similar |
| 14:44:00 | watusimoto | barriers are not moveObjects |
| 14:44:00 | watusimoto | reactors don't move, after all |
| 14:45:00 | watusimoto | ahah |
| 14:45:00 | watusimoto | maybe |
| 14:45:00 | watusimoto | change bool isCollideableType(U8 x) |
| 14:45:00 | watusimoto | to include reactors |
| 14:45:00 | raptor | ha! |
| 14:45:00 | watusimoto | gameObject.cpp, line 122 |
| 14:45:00 | raptor | just found that too! |
| 14:45:00 | watusimoto | and add a comment about what this function is for |
| 14:46:00 | watusimoto | I wonder if it would be better to get rid of these fns, and add an bool isCollideable() fn to every object |
| 14:47:00 | watusimoto | and a bool isMotionTriggerType() |
| 14:47:00 | watusimoto | etc |
| 14:47:00 | watusimoto | or if that would just be too much clutter |
| 14:47:00 | raptor | well, these function are for fast griddb searching |
| 14:47:00 | raptor | so it's more than just collideable stuff |
| 14:47:00 | watusimoto | oh yes, we need to pass the fn to griddb |
| 14:48:00 | watusimoto | never mind |
| 14:51:00 | raptor | oh yay, much better |
| 15:00:00 | watusimoto | good |
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| 16:11:00 | raptor | ok,e verything works right except for the collision poly is different than the drawing poly... |
| 16:28:00 | watusimoto | bigger? smaller? |
| 16:28:00 | raptor | smaller |
| 16:28:00 | watusimoto | ok, well, I can check it out later. I'm heading out |
| 16:28:00 | raptor | I think it is because reactor size is being set with grid size |
| 16:28:00 | raptor | do we want that? |
| 16:28:00 | watusimoto | but once created, it should be set. if it draw properly... |
| 16:29:00 | watusimoto | and I don't know. probably not |
| 16:29:00 | raptor | ok - then i think i can solve it |
| 16:29:00 | raptor | see you in a bit |
| 16:29:00 | watusimoto | I'm thinking I'd like to get rid of gridsize at some point... |
| 16:29:00 | raptor | yes, now that we have arbitrary resize |
| 16:29:00 | watusimoto | I won't be on until about 6hrs from now, if at all tonight |
| 16:29:00 | watusimoto | chow |
| 16:29:00 | raptor | no problem, chao |
| 16:29:00 | raptor | :) |
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| 16:45:00 | raptor | hi sam686 |
| 16:47:00 | sam686 | hi |
| 16:50:00 | raptor | would you have a moment to look at some code? |
| 16:50:00 | raptor | i'm trying to solve the reactor hitbox problem - i'm almost there, i just can't seem to figure out why the hitbox is always the same... |
| 16:52:00 | sam686 | ok |
| 16:52:00 | raptor | http://host-78-12-107-208.midco.net/upload/reactor_fix.diff |
| 16:52:00 | raptor | wait! |
| 16:52:00 | raptor | not that one! |
| 16:53:00 | | BlackBird has joined |
| 16:53:00 | BlackBird | Helloo |
| 16:53:00 | sam686 | screwed up with wrong diff? |
| 16:53:00 | sam686 | hiu |
| 16:53:00 | sam686 | hi |
| 16:53:00 | raptor | yeah.. |
| 16:53:00 | raptor | ok: http://host-78-12-107-208.midco.net/upload/reactor_fix2.diff |
| 16:53:00 | raptor | that one^^ |
| 16:53:00 | raptor | BlackBird: i have another beta for you |
| 16:54:00 | raptor | if you are willing to test |
| 16:54:00 | BlackBird | im on the g3 |
| 16:55:00 | BlackBird | did you squish the resizing bug? |
| 16:55:00 | raptor | yes, i think, that is what i have for you |
| 16:55:00 | BlackBird | ok |
| 16:56:00 | raptor | here it is: http://host-78-12-107-208.midco.net/upload/Bitfighter-016-beta-fix-for-resize.zip |
| 16:56:00 | BlackBird | i need mac os tiger |
| 16:56:00 | raptor | remember to save the bitfighter INI first |
| 16:56:00 | BlackBird | umm |
| 16:56:00 | BlackBird | i cant test it ight now because im on the g3 |
| 16:57:00 | raptor | ok |
| 16:57:00 | raptor | well come back on the g4 sometime :) |
| 16:58:00 | BlackBird | ok |
| 16:59:00 | BlackBird | isnt the deadline for the level contest tonight? |
| 17:00:00 | raptor | yes! at midnight! |
| 17:00:00 | raptor | i can't wait |
| 17:00:00 | BlackBird | like at midnight tonight? |
| 17:00:00 | BlackBird | arg |
| 17:00:00 | BlackBird | i want to see the other entries! |
| 17:00:00 | raptor | me too! |
| 17:01:00 | BlackBird | i want to see how badly i failed! |
| 17:01:00 | raptor | curvy maps hav ethe potential to be huge in size |
| 17:01:00 | BlackBird | ? |
| 17:01:00 | BlackBird | how? |
| 17:01:00 | raptor | because of all the curves - the map file size would be inflated |
| 17:02:00 | BlackBird | lol |
| 17:02:00 | raptor | because each barrier has lots of points now.. |
| 17:03:00 | BlackBird | yea |
| 17:03:00 | BlackBird | alot of the points are "off grid", so the point coordinates are in the decimals |
| 17:05:00 | BlackBird | so if a level has only one curve in it, would that count as an entry? |
| 17:05:00 | raptor | haha, i think so |
| 17:05:00 | BlackBird | LOL |
| 17:06:00 | raptor | well, maybe it needs two - i think the rule says 'curves' |
| 17:06:00 | BlackBird | what if a level is only curves? |
| 17:06:00 | raptor | i'm sure that's ok |
| 17:06:00 | BlackBird | lol |
| 17:07:00 | BlackBird | so hows bitfighter mobile coming along? |
| 17:07:00 | BlackBird | :D |
| 17:07:00 | raptor | non-existent! |
| 17:08:00 | BlackBird | lol |
| 17:08:00 | sam686 | maybe in the future, but not sure.. |
| 17:08:00 | BlackBird | has zoomber even tried to run bitfighter on iOS? |
| 17:09:00 | BlackBird | i havnt seen zoomber in a very long time |
| 17:09:00 | raptor | he shows up about once a week really late at night |
| 17:09:00 | BlackBird | ok |
| 17:09:00 | BlackBird | glad to know he isnt dead |
| 17:11:00 | BlackBird | *akward scilence* |
| 17:11:00 | | raptor is on a conference call |
| 17:12:00 | | raptor can still type quietly |
| 17:13:00 | BlackBird | lol |
| 17:13:00 | sam686 | it seem like zoomber has complained about some forum locked topics.. |
| 17:14:00 | BlackBird | why do we say "lol" when "haha" is just one letter longer? |
| 17:16:00 | sam686 | not sure, maybe because people use one more then the other.. |
| 17:17:00 | sam686 | both could mean many different things. |
| 17:17:00 | sam686 | http://en.wikipedia.org/wiki/Haha_(disambiguation) |
| 17:17:00 | sam686 | http://en.wikipedia.org/wiki/LOL_(disambiguation) |
| 17:18:00 | BlackBird | haha? or lol? |
| 17:18:00 | sam686 | both |
| 17:19:00 | sam686 | type the first 2 letters of "haha: and the first 2 letters of "lol" |
| 17:20:00 | BlackBird | lalo? |
| 17:20:00 | BlackBird | oh |
| 17:20:00 | BlackBird | ha-lo? |
| 17:20:00 | BlackBird | halo? |
| 17:20:00 | BlackBird | hallo? |
| 17:20:00 | sam686 | yes |
| 17:20:00 | raptor | hi |
| 17:20:00 | BlackBird | like hello? |
| 17:21:00 | sam686 | "haha" + "lol" first 2 letters of each is "ha" + "lo" which is halo |
| 17:21:00 | sam686 | haven't you ever heard of "halo" as being an xbox game? |
| 17:23:00 | BlackBird | yes |
| 17:26:00 | BlackBird | wasnt the first halo game for mac? |
| 17:27:00 | BlackBird | then later on, it bacame an xbox exclusive game |
| 17:28:00 | raptor | sam686: do you see any obvious problem with the Reactor? |
| 17:31:00 | sam686 | i don't see problems yet |
| 17:31:00 | sam686 | except, ships kind of go inside reactor by a little bit |
| 17:32:00 | raptor | yes that's the thing - the collisionPoly is always that size |
| 17:32:00 | raptor | if i make the render poly larger, the collision poly still is that size |
| 17:33:00 | sam686 | let me try Reactor::getCollisionPoly Rect rect = Rect(getActualPos(), getReactorRadiusCurrent() * 2); |
| 17:34:00 | sam686 | darn it, that even worse... |
| 17:34:00 | raptor | haha, yeah |
| 17:35:00 | BlackBird | ... |
| 17:35:00 | BlackBird | im lost |
| 17:37:00 | sam686 | well, there the problem, it may be rendering at double size, if you take the rendering half size, that may fix the problem |
| 17:37:00 | sam686 | and double REACTOR_STARTING_RADIUS |
| 17:37:00 | raptor | yeah - that's what i figure |
| 17:37:00 | raptor | but why wouldn't doubling the collision poly work? |
| 17:38:00 | sam686 | it may be something with extents |
| 17:38:00 | sam686 | it doesn't check that item unless inside the extents |
| 17:38:00 | BlackBird | goobaii |
| 17:38:00 | | BlackBird Quit (Quit: Page closed) |
| 17:40:00 | raptor | interesting... |
| 17:42:00 | raptor | so if the collision == the extents, would it find it? |
| 17:45:00 | sam686 | Reactor is part of Item, and item have void Item::setActualPos(const Point &p) { setVert(p, 0); setExtent(Rect(p, mRadius)); } |
| 17:45:00 | sam686 | so if you simply double the radius, and take the rendering size in half, it should work |
| 17:45:00 | raptor | it does! |
| 17:45:00 | raptor | yay |
| 17:46:00 | raptor | but it seems kind of colluded... |
| 17:52:00 | | LordDVG Quit (Quit: mjuza, better way to listen music: sf.net/projects/mjuza/) |
| 17:53:00 | | LordDVG has joined |
| 18:23:00 | | sam686 Quit (Ping timeout: 245 seconds) |
| 18:31:00 | | BFLogBot - Commit 624273c42626 | Author: buckyballreaction | Log: Many Reactor behavioral problems should be fixed now. Also add potentially useful toPoly() method to Rect |
| 18:31:00 | | BFLogBot - Commit c9bde02c64c0 | Author: buckyballreaction | Log: Get rid of getCollisionRect - it was adding unnecessary complexity and didn't work quite right |
| 18:36:00 | | BFLogBot - Commit 66e62dbb916a | Author: buckyballreaction | Log: Increase Reactor hit points a bit |
| 19:02:00 | | kodax Quit (Ping timeout: 268 seconds) |
| 19:49:00 | raptor | sorry karamazovapy, i unlocked the bitfighter mobile ideas topic because i thought they were going to add actual ideas - i didn't mean to go over your authority |
| 20:11:00 | | sam686 has joined |
| 20:11:00 | | ChanServ sets mode +v sam686 |
| 20:15:00 | | koda has joined |
| 20:34:00 | karamazovapy | you there raptor? |
| 20:34:00 | raptor | hi |
| 20:34:00 | karamazovapy | yeah, I locked that mobile thread for a couple reasons |
| 20:34:00 | karamazovapy | although I'm fine with you unlocking it if you really think it's worthwhile |
| 20:34:00 | karamazovapy | 1) it was dead for over two months with no new conversation |
| 20:35:00 | karamazovapy | 2) I didn't see any more useful ideas coming from it |
| 20:35:00 | karamazovapy | 3) the bump was suggesting we port bitfighter to XBox 360, Wii, or PS3 as a console game |
| 20:35:00 | raptor | yes - i was hoping more useful ideas would come from it, but it doesn't look like it will happen... |
| 20:36:00 | karamazovapy | well...4) with the low probability of new ideas coming up, I wasn't really interested in the ensuing console conversation |
| 20:37:00 | karamazovapy | honestly, I'm not clear on what else we need to discuss on mobile control, especially since it's a non-issue for the time being |
| 20:37:00 | raptor | yeah - i'm going to lock it again with a note |
| 20:37:00 | raptor | is there a way to allow BlackBird post more ideas if he gets them? |
| 20:37:00 | karamazovapy | short answer...no |
| 20:37:00 | raptor | ok |
| 20:37:00 | karamazovapy | he can send a pm or start a new thread |
| 20:38:00 | karamazovapy | you might include a note suggesting PMs |
| 20:38:00 | karamazovapy | or irc |
| 20:38:00 | karamazovapy | due to the recent wildfire spread of senseless bumps, useless threads, and irritating digressions, I've been locking threads when I haven't been able to see any positive path forward |
| 20:39:00 | raptor | ok re-locked |
| 20:40:00 | raptor | the new posts lists is quite noisy when i'm not logged in... |
| 20:40:00 | karamazovapy | if you lock or unlock something, don't worry about my response |
| 20:40:00 | raptor | ko |
| 20:42:00 | sam686 | conrol ? |
| 20:42:00 | sam686 | its the latest raptor reply in forum |
| 20:42:00 | raptor | ugh |
| 20:43:00 | raptor | and you'd think i could pay attention to the browser built-in spell-checker... |
| 21:06:00 | | LordDVG Quit (Remote host closed the connection) |
| 21:44:00 | | karamazovapy Quit (Read error: Connection reset by peer) |
| 21:44:00 | | karamazovapy has joined |
| 22:31:00 | | Little_Apple has joined |
| 22:31:00 | Little_Apple | hellooo |
| 22:31:00 | raptor | hi |
| 22:32:00 | Little_Apple | hello raptor |
| 22:32:00 | Little_Apple | can your kid eat chili yet? |
| 22:32:00 | Little_Apple | :3 |
| 22:32:00 | raptor | methinks your sense of time is slightly off |
| 22:33:00 | Little_Apple | neaahh |
| 22:33:00 | raptor | also: http://host-78-12-107-208.midco.net/upload/Bitfighter-016-beta-fix-for-resize.zip |
| 22:33:00 | Little_Apple | im not on the right computer for that D: |
| 22:33:00 | Little_Apple | i can get there in a sec |
| 22:33:00 | Little_Apple | brb |
| 22:33:00 | | Little_Apple Quit (Client Quit) |
| 22:35:00 | | Little_Apple has joined |
| 22:35:00 | Little_Apple | helloo |
| 22:35:00 | Little_Apple | one sec |
| 22:35:00 | Little_Apple | need to backup my ini |
| 22:35:00 | raptor | hi |
| 22:35:00 | Little_Apple | hi |
| 22:35:00 | raptor | http://host-78-12-107-208.midco.net/upload/Bitfighter-016-beta-fix-for-resize.zip |
| 22:35:00 | raptor | ^^ there you go |
| 22:35:00 | raptor | :) |
| 22:35:00 | raptor | and thanks! |
| 22:36:00 | Little_Apple | done |
| 22:36:00 | Little_Apple | now i can download |
| 22:36:00 | Little_Apple | WUUUUTT |
| 22:36:00 | Little_Apple | YOU SPELLED BETA RIGHT!! :O |
| 22:37:00 | Little_Apple | :3 |
| 22:37:00 | Little_Apple | i has romanian disco stuck in mah head |
| 22:37:00 | raptor | yes, i took extra special care.. |
| 22:37:00 | Little_Apple | its done! |
| 22:37:00 | Little_Apple | imma test |
| 22:38:00 | Little_Apple | oops |
| 22:39:00 | Little_Apple | hooray! |
| 22:39:00 | Little_Apple | it no go black no moar |
| 22:39:00 | Little_Apple | but!! |
| 22:39:00 | raptor | oh goodie |
| 22:39:00 | Little_Apple | there is one more complaint i has |
| 22:39:00 | raptor | ok |
| 22:39:00 | Little_Apple | i still have the mac control bar at the top of the screen :\ |
| 22:39:00 | Little_Apple | is that on purpose? |
| 22:40:00 | Little_Apple | v_v |
| 22:40:00 | raptor | i dont' know what that is |
| 22:40:00 | raptor | the window decorations? |
| 22:40:00 | Little_Apple | the thing on the top of the screen with macs |
| 22:40:00 | raptor | that let's you minimize it? |
| 22:40:00 | Little_Apple | the thing with the apple on the top left corner |
| 22:40:00 | raptor | even when you do full screen? |
| 22:40:00 | Little_Apple | that u use to sleep the computer |
| 22:41:00 | Little_Apple | yes |
| 22:41:00 | raptor | was this a problem before, too? |
| 22:41:00 | Little_Apple | da ja si yes |
| 22:41:00 | raptor | hmm, ok |
| 22:41:00 | raptor | i'll have to look at that.. |
| 22:41:00 | Little_Apple | :3 |
| 22:41:00 | Little_Apple | thanx |
| 22:41:00 | raptor | oh wait! |
| 22:41:00 | Little_Apple | wut :3 |
| 22:41:00 | sam686 | umm, fake fullscreen vs real fullscreen? check your INI settings |
| 22:41:00 | Little_Apple | :# |
| 22:41:00 | raptor | open up the new INI |
| 22:41:00 | Little_Apple | ok |
| 22:41:00 | Little_Apple | then wut |
| 22:42:00 | raptor | look for 'UseFakeFullscreen' |
| 22:42:00 | Little_Apple | thats probably it xD |
| 22:42:00 | raptor | what does it say? |
| 22:42:00 | raptor | Yes? |
| 22:42:00 | raptor | or No? |
| 22:42:00 | Little_Apple | i havent found it yet |
| 22:42:00 | Little_Apple | lookin |
| 22:42:00 | sam686 | ctrl + F for easy search |
| 22:42:00 | raptor | it's under 'Settings' |
| 22:42:00 | raptor | apple key + f |
| 22:43:00 | Little_Apple | foud it |
| 22:43:00 | Little_Apple | now what |
| 22:43:00 | raptor | what is it set to? |
| 22:44:00 | | Watusimoto has joined |
| 22:44:00 | Little_Apple | uhh |
| 22:44:00 | raptor | was it 'Yes' or 'No'? |
| 22:44:00 | Little_Apple | what do you mean by that? |
| 22:44:00 | Little_Apple | i dont see a yes or no : |
| 22:44:00 | raptor | does it say: UseFakeFullscreen=Yes |
| 22:44:00 | Watusimoto | hi |
| 22:44:00 | Little_Apple | this is what i see: |
| 22:44:00 | Little_Apple | ; UseFakeFullscreen - Faster fullscreen switching; however, may not cover the taskbar |
| 22:44:00 | raptor | then look down one page for the real option |
| 22:44:00 | raptor | hi Watusimoto |
| 22:45:00 | raptor | Reactor is fixed now |
| 22:45:00 | raptor | Little_Apple: that's the option description, the option itself will say something like: UseFakeFullscreen=Yes |
| 22:45:00 | Little_Apple | helps? |
| 22:45:00 | Little_Apple | ok.. |
| 22:45:00 | raptor | look down one page further for the option itself |
| 22:45:00 | Little_Apple | ahh |
| 22:45:00 | Little_Apple | i was loking at the wrong one xD |
| 22:46:00 | Little_Apple | change yes to no? |
| 22:46:00 | Little_Apple | No? |
| 22:46:00 | raptor | correct |
| 22:46:00 | raptor | then restart the game |
| 22:46:00 | raptor | and try fullscreen |
| 22:46:00 | Little_Apple | ok |
| 22:46:00 | Little_Apple | here goes |
| 22:46:00 | Little_Apple | imma restart bitfighter beta |
| 22:47:00 | Little_Apple | uhh |
| 22:47:00 | Little_Apple | try this again... |
| 22:48:00 | Little_Apple | ok, its working now :D |
| 22:48:00 | Little_Apple | thannx |
| 22:48:00 | Watusimoto | raptor: excelent |
| 22:48:00 | raptor | yay |
| 22:48:00 | Little_Apple | can you set the non-fake fullscreen to be default? |
| 22:48:00 | raptor | ok, default for mac must be non-fake fullscreen |
| 22:48:00 | raptor | yes |
| 22:48:00 | Little_Apple | ok thanks |
| 22:48:00 | Little_Apple | :2 |
| 22:49:00 | Little_Apple | :k |
| 22:49:00 | Little_Apple | c: |
| 22:49:00 | Little_Apple | (c: |
| 22:50:00 | Little_Apple | HEY! |
| 22:50:00 | Little_Apple | HEY RAPTOR HEY! |
| 22:50:00 | raptor | hi |
| 22:50:00 | Little_Apple | hi |
| 22:51:00 | Little_Apple | when all else fails, use your face |
| 22:51:00 | Little_Apple | bb |
| 22:51:00 | | Little_Apple Quit (Quit: Page closed) |
| 22:59:00 | raptor | ok gotta go.. be back later |
| 23:05:00 | | raptor Quit (Remote host closed the connection) |
| 23:06:00 | | Little_Apple has joined |
| 23:06:00 | Little_Apple | hhelllooo |
| 23:07:00 | Little_Apple | i has a request |
| 23:08:00 | Little_Apple | hello? anyone home? |
| 23:11:00 | sam686 | hi |
| 23:12:00 | sam686 | <@raptor> ok gotta go.. be back later (Little_Apple missed that message) |
| 23:14:00 | | Little_Apple Quit (Quit: Page closed) |
| 23:27:00 | | BFLogBot - Commit 53151f2f4dbe | Author: watusim...@bitfighter.org | Log: Console no longer stores blank lines in history list |
| 23:27:00 | | BFLogBot - Commit f5f2e53c35dc | Author: watusim...@bitfighter.org | Log: Merge |