#bitfighter IRC Log

Index Search ←Prev date Next date→

IRC Log for 2011-12-15

Timestamps are in GMT/BST.

00:03:00Watusimotosam686 -- 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
00:03:00Watusimotodon't knwo why it didn't show up as an error before
00:04:00Watusimotounless you can declare globals in main without using global keyword
00:04:00Watusimotoand I broke that
00:05:00Watusimotomaybe you are supposed to be able to do that, because mazeracer does it too
00:05:00Watusimotoand now that's broke as well
00:06:00sam686 Quit (Ping timeout: 245 seconds)
00:06:00sam686 has joined
00:06:00ChanServ sets mode +v sam686
00:07:00Watusimotoso maybe not a bug
00:07:00Watusimotodisregard!
00:09:00BFLogBot - Commit b3c546c1f44d | Author: watusim...@bitfighter.org | Log: Added warning to lua script runner when no main() function is found
00:09:00BFLogBot - Commit 1d15058b9b63 | Author: watusim...@bitfighter.org | Log: Fix crash running levels introduced earlier this evening
00:19:00BFLogBot - Commit 24ee992bf59c | Author: watusim...@bitfighter.org | Log: Kind of hacky warning now given if bot or level missing main() function
00:50:00raptor has joined
00:50:00ChanServ sets mode +o raptor
00:50:00raptorso main()?
01:05:00raptorWatusimoto: did you eventually get my script to run?
01:07:00Watusimotoyes
01:07:00Watusimotomain()
01:08:00raptormy whole scrip needs to be in main()?
01:08:00Watusimotothe latest update will scold you if your main is missing
01:08:00raptorah
01:08:00Watusimotojust the bits that aren't in anything else
01:08:00raptorwhat about global vars?
01:09:00Watusimotothey don't need to be
01:09:00raptor?
01:10:00raptorso global = bad
01:10:00WatusimotoI 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
01:10:00Watusimotohttp://www.gamedev.net/topic/452484-lua-1-verifying-function-exists-in-a-script--2--unloadingremoving-loaded-scripts/
01:10:00Watusimotono, global is not bad
01:10:00raptorokey doke
01:10:00Watusimotoglobals
01:10:00Watusimotomain()
01:10:00Watusimotoother fns()
01:10:00raptorah
01:10:00raptori undersyand now
01:10:00raptoryou go
01:10:00raptorsleep now
01:11:00Watusimotohttp://pastie.org/3018630
01:11:00Watusimotoshows where main should be
01:11:00raptorok
01:11:00Watusimotomore tomorrow
01:11:00Watusimotogood night!
01:11:00raptornight!
01:16:00Watusimoto Quit (Ping timeout: 244 seconds)
01:20:00sam686 Quit (Ping timeout: 245 seconds)
01:21:00sam686 has joined
01:21:00ChanServ sets mode +v sam686
01:37:00sam686 Quit (Ping timeout: 245 seconds)
01:38:00sam686 has joined
01:38:00ChanServ sets mode +v sam686
02:10:00raptorcan't wait for the contest!
02:11:00karamazovapyit's an interesting selection
02:11:00raptorsorry about the third revision of my map
02:12:00raptori promised myself i wouldn't work on maps this week because of 016
02:12:00karamazovapyno worries
02:13:00karamazovapydoesn't make any real difference to me
02:14:00raptori'm always interested in what Qui might submit
02:14:00karamazovapyhe's one of my favorites
02:14:00karamazovapy(as a general rule)
02:15:00raptorhehe
02:29:00raptorafte rthe level design contest, i'm thinking about touching up and releasing my SVG to BarrierMaker GUI
02:29:00raptordo you think I should in the forums?
02:39:00karamazovapysure...I don't think anyone will get it, though
02:39:00karamazovapybobdaduck might see the potential
02:39:00karamazovapythose guys are kind of lazy, though
02:39:00raptori know
02:39:00raptortell me about it
02:40:00karamazovapyI don't even mean the kids, I mean the highschool/college-y guys
02:40:00raptorthey want someone else to do everything for them
02:40:00karamazovapyqui/bob/shadow
02:40:00karamazovapythey aren't usually interested in learning to use the new tools
02:40:00raptorinteresting
02:40:00karamazovapyvery aspirational, but you don't usually see much out of them
02:40:00raptorset in their ways already?
02:41:00karamazovapyeh
02:41:00raptor:)
02:41:00karamazovapyit's more "someday I'm gonna figure out levelgens"
02:41:00karamazovapy"at some point I want to code my own bots"
02:41:00raptorah
02:41:00karamazovapybut 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
02:43:00karamazovapyI'm still kind of puzzled why we haven't seen more/better/different bots
02:43:00raptoryeah, me too
02:43:00raptors_bot is a great launching platform
02:44:00karamazovapy...but the same is true for levelgens
02:44:00karamazovapynobody bothers to write them
02:51:00karamazovapymaybe we never see them because people can't upload them to public servers
02:51:00raptoroh yeah
02:51:00raptoractually - is there an issue for that?
02:52:00karamazovapyno idea
02:52:00raptorsam686: is there any way to upload a levelgen with a level to a server?
02:52:00raptorthere should be an issue for it
02:52:00karamazovapyobviously, it would have to maintain the filename
02:52:00raptoryep
02:56:00karamazovapyhm...my levelgen tutorial files have been downloaded 18 times. that's more than I would've guessed.
02:57:00raptori think once was me..
02:58:00raptori made an attempt once, but got involved with the base code more instead
02:58:00karamazovapywow - the wiki version has been accessed 660 times
02:59:00karamazovapyalthough I guess the main wiki page is up to 18,135
03:04:00sam686there is not a way to upload a levelgen, yet...
03:07:00karamazovapywho knows...maybe there's a modest crop of levelgens out there we've just never seen
03:13:00raptorsam686: I've been thinking it would be good to work on watusimoto's list: http://pastie.org/3017178
03:13:00raptorright now i'm working on the 'hide joystick info in diagnostics screen' one
03:39:00BFLogBot - Commit 135405ffcb9d | Author: buckyballreaction | Log: Don't show joystick data on diagnostics screen if none are detected
03:45:00raptorkaramazovapy: do you use the quick keys for inserting turrets/spawnpoints/etc. in the editor much?
03:45:00karamazovapyI use them exclusively
03:46:00raptorso watusimoto has on in his list to change them all to be CTRL+... - would you consider this bad?
03:46:00karamazovapyabsolutely
03:46:00raptorok, i'll talk it over with him and i will not commit my changes... :)
03:46:00karamazovapyit's not end-of-the-universe bad, but it seems like a needless hassle
03:49:00BFLogBot - Commit 9acf54039b85 | Author: buckyballreaction | Log: Remove CTRL-A edit mode from help
04:36:00raptor Quit (Remote host closed the connection)
05:40:00sam686 Quit (Ping timeout: 245 seconds)
05:50:00Zoomber has joined
05:50:00ChanServ sets mode +v Zoomber
05:50:00Zoomberhi
05:50:00Zoombersup karamazovapy
05:52:00Zoomberim 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
05:53:00Zoomberand 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
05:54:00Zoomberthey leave me with questions about the subject some of the time, and confused most of the time about what seems to be going on
05:55:00Zoomberfinally 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
05:56:00Zoomberkaramazovapy 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?
06:08:00Zoomberbah
06:08:00Zoombergood night
06:08:00Zoomber Quit (Quit: Zoomber)
08:35:00kodax has joined
08:42:00watusimoto has joined
08:42:00ChanServ sets mode +o watusimoto
09:09:00watusimotoNew wiki script page
09:09:00watusimotohttp://bitfighter.org/wiki/index.php?title=Script_Structure
09:45:00kodax Quit (Ping timeout: 240 seconds)
13:13:00kodax has joined
13:42:00raptor has joined
13:42:00ChanServ sets mode +o raptor
13:42:00raptorhhello
13:47:00LordDVG has joined
13:50:00raptorwatusimoto: good wiki page!
13:58:00LordDVG Quit (Ping timeout: 240 seconds)
13:58:00watusimotoI hope that between the link I sent last night and this page, it clarifies what I was too tired to explain last night
13:58:00raptoryes, i understand now
13:58:00raptorso you can cross that off your list :)
13:58:00watusimotoI figured I'd wait and explain it to the world rathre than just for you :-)
13:58:00watusimotoUnfortunately, my paper list grew a fiair bit last night
13:59:00watusimotobut (mostly) easy stuff
13:59:00raptoralso - you can remove the f7 diagnostic joystick info one...
13:59:00watusimotoI saw that -- great
13:59:00raptoroh, and i ran into funny behavior with reactor
14:00:00raptorit seems that getCollisionRect isn't fully implemented in the game
14:00:00raptorand i'm not sure why
14:01:00raptorso I changed it to getCollisionPoly and now if you hit the reactor you get stuck
14:01:00raptori don't get it...
14:03:00watusimotoMaybe because I implemented it and didn't get to fully test it
14:04:00watusimotoit wsa intended to be an optimization on getCollisionPolygon
14:04:00watusimotomaybe the tiny bit of performance gain isn't worth the extra complexity in the code
14:04:00watusimotoif you agree, maybe we should just get rid of it -- it's hardly used (only reactors, or whatever we're calling them), I think
14:05:00watusimotooh, I see you already moved to getColPoly
14:05:00watusimotoin which case, getColRect proably is not used at all, and I think we can remove it
14:05:00raptorok
14:08:00raptorhowever, when is wtiched to getCollisionPoly
14:08:00raptori swetiched
14:08:00raptorswitched, ugh
14:08:00raptorI now get 'stuck' when running into the reactor
14:08:00raptorhave you ever run into that?
14:09:00watusimotostuck???
14:10:00raptorlet me get you a screenshot...
14:10:00watusimotono
14:10:00watusimotonever run into it :-)
14:10:00watusimotoI'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?
14:10:00raptorhttp://host-78-12-107-208.midco.net/upload/1screenshot_3.png
14:10:00raptoryes
14:11:00raptor^^ this shows the problem
14:11:00watusimotoodd
14:11:00watusimotoand you are trapped there?
14:11:00raptori can only leave be reversing completely
14:11:00raptorby
14:11:00raptori can't go left/right
14:11:00raptorit's so weird
14:12:00watusimotoso this should be behaving like a little square polywall
14:12:00raptorexactly!!
14:14:00raptorok, well, i'll keep at it... but i just wanted to ask if you've seen that behavior before
14:15:00watusimotono.
14:17:00watusimotoI'd do a comparison with polywalls
14:17:00watusimotoalso, we probably need to add these to the nav zone creator
14:17:00watusimotothat just ocurred to me
14:17:00watusimotomaybe we can find a general way to do that -- some sort of flag or list or test or something
14:18:00watusimotothat would automatically get applied to future inpenetrable objects
14:18:00raptori think we already have that
14:19:00raptorlet me look real quick..
14:19:00watusimotogood work!
14:20:00raptorhmmm... nope, looks like we create specific holes for barriers/FFprojectors/and turrets
14:21:00watusimotoone 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?
14:21:00watusimotoor maybe only when they die?
14:21:00watusimotoor never?
14:21:00raptorugh, dynamic nav grids
14:22:00watusimotosomething to ponder
14:22:00watusimotough indeed
14:22:00watusimotomaybe we could insert small zones where the reactor was, and not recompute everything
14:22:00watusimotoor some hack like that
14:22:00raptorhaha, that's a neat idea
14:22:00watusimotoactually, we could probably do that with forcefields as well
14:22:00raptoryou mean engineered ones?
14:23:00watusimotocreate a long rectangular hole where the ff is, and fill it when the ff is down, and unfill it when the ff is up
14:23:00raptorahhh...
14:23:00raptorinteresting
14:23:00raptorhmmm
14:23:00watusimotothat would break and restore connectivity based on ff state
14:23:00watusimotowe'd still need to recompute zone connectivity, but maybe there is a way ooooh... wait!
14:23:00raptorbut that's for another day... i need to figure out this collision problem..
14:23:00watusimotobut this idea is awesome!
14:23:00watusimotook
14:23:00raptorok
14:24:00watusimotoso
14:24:00watusimotoare you waiting for it?
14:24:00raptoryes
14:24:00raptorsince you added exclamation point
14:24:00watusimotowhat 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
14:25:00watusimotoso we have a continuous zone system, with obstacle-sized-and-shaped zones where the transient obstacles are
14:25:00watusimotowe never need to recompute zones or connectivity, we only adjust the cost of traversing that hole-shaped-zone as things change
14:25:00watusimotowhen ffs are visible, the cost of traversing the ff zone is very high
14:25:00watusimotoand when the ff is gone, the cost of traversing gets set to normal
14:26:00raptorso we just set the traversal coast really high?
14:26:00raptorcost
14:26:00watusimotothat would require very little recomputation --maybe only the paths of objects, or maybe not even that
14:26:00raptorlike higher than hitting every zone on the map
14:26:00watusimotoyes
14:26:00watusimotoso normally the cost of traversing a ff-shaped zone is very low, as the distance is very short
14:26:00raptorgood idea
14:26:00watusimotosuddenly the ff gets activated, and the cost becomes 1000000x as high
14:27:00watusimotosuddenly bots will route around the ff if possible
14:27:00raptorFF's would need to take team into account?
14:27:00watusimotoah, yes, probably
14:27:00raptorthat's the only problem i see with FFs
14:27:00raptorbut reactors.....
14:27:00watusimotobut how hard is that? we know the bot's team as it's doing it's route finding
14:27:00watusimotowe could have some zones have a cost function based on team
14:28:00watusimotothat wouldn't add too much overhead
14:29:00watusimotowe could (eventually) make ffs that are healthy have a higher cost than ones tha twill just require a single shot to disable
14:29:00watusimotobut that would be a later refinement
14:29:00raptoryes - or we could even add a 'team' flag for all zones
14:29:00watusimotohigher cost for zones with enemy turrets
14:29:00watusimotoor something
14:30:00raptorok - i'm not finding how polywalls compute their collision
14:30:00watusimotobut with things like the cores (was that the name we decided on?) the cost would be 1000000 or 0
14:30:00watusimototheir collision poly you mean?
14:30:00raptoryes
14:30:00watusimotolet me take a peek
14:31:00watusimoto getCollisionPoly(mRenderOutlineGeometry);
14:31:00watusimotowhich just returns
14:31:00raptorin the PolyWall class?
14:31:00watusimotopolyPoints = mPoints;
14:31:00watusimotobarrier.cpp
14:31:00watusimotojust returns the edge points of the polywall
14:31:00LordDVG has joined
14:32:00raptorso Barrier::getCollisionPoly
14:32:00watusimotobarrier.cpp, line 191
14:32:00raptornot PolyWall::
14:32:00watusimotoyes
14:32:00watusimotomSolid == polywall
14:33:00raptorha!
14:33:00raptorman, i'm remembering this class now
14:33:00raptorand the nightmares that came with it..
14:33:00watusimotowe need to clean that up someday
14:33:00watusimotoso I'd posit that the cores need only return their 4 corners
14:33:00watusimotoin the proper order, of course
14:34:00watusimotomaybe the problem is the points are returned in the wrong order?
14:34:00raptorthat's what I'm thinking...
14:34:00watusimotonot sure if CW/CCW makes a difference
14:34:00raptortried that - didn't work
14:34:00watusimotobut if we're returning in bowtie order, it's def. wrong
14:35:00raptorwell, i put htem in bowtie order, and i get the same behavior
14:36:00raptorstuckj against the wall
14:36:00raptorsigh
14:36:00watusimotowhat is the class name?
14:36:00raptorit's in item.cpp
14:37:00raptori build a rect under Reactor::getCollisionPoly
14:37:00watusimotoah, ok, I don't have your changes
14:37:00watusimotobut
14:37:00watusimotoit might also be a problem with how the collision is handled, rather than detected
14:38:00raptoryes...
14:38:00raptorthat's what i'm thinking
14:38:00raptoroh
14:38:00raptori found something interesting..
14:38:00raptorgridDB.cpp:377
14:38:00raptorcould this be a problem with getCollisionRect?
14:39:00watusimotoit looks wrong
14:39:00raptorthe surfaceNormal - which I don't quite understand..
14:39:00watusimotosurface normal is a perpendicular line from the surface you've collided with
14:40:00raptorline or vector?
14:40:00watusimotobut we're not using rect anymore so this shouldn't matter
14:40:00raptorok
14:40:00raptorsoryr just found that
14:42:00watusimotomaybe MoveObject::move ??
14:44:00watusimotomoveObject.cpp line 260:
14:44:00watusimotoelse if(isCollideableType(objectHit->getObjectTypeNumber()))
14:44:00watusimoto {
14:44:00watusimoto computeCollisionResponseBarrier(stateIndex, collisionPoint);
14:44:00watusimoto //moveTime = 0;
14:44:00watusimoto }
14:44:00raptorReactor is not a MoveObject
14:44:00raptormaybe that's what's missing?
14:44:00watusimotowe need to trigger computeCollisionResponseBarrier()
14:44:00watusimotoor something similar
14:44:00watusimotobarriers are not moveObjects
14:44:00watusimotoreactors don't move, after all
14:45:00watusimotoahah
14:45:00watusimotomaybe
14:45:00watusimotochange bool isCollideableType(U8 x)
14:45:00watusimototo include reactors
14:45:00raptorha!
14:45:00watusimotogameObject.cpp, line 122
14:45:00raptorjust found that too!
14:45:00watusimotoand add a comment about what this function is for
14:46:00watusimotoI wonder if it would be better to get rid of these fns, and add an bool isCollideable() fn to every object
14:47:00watusimotoand a bool isMotionTriggerType()
14:47:00watusimotoetc
14:47:00watusimotoor if that would just be too much clutter
14:47:00raptorwell, these function are for fast griddb searching
14:47:00raptorso it's more than just collideable stuff
14:47:00watusimotooh yes, we need to pass the fn to griddb
14:48:00watusimotonever mind
14:51:00raptoroh yay, much better
15:00:00watusimotogood
15:35:00raptor Quit (Remote host closed the connection)
16:10:00raptor has joined
16:10:00ChanServ sets mode +o raptor
16:11:00raptorok,e verything works right except for the collision poly is different than the drawing poly...
16:28:00watusimotobigger? smaller?
16:28:00raptorsmaller
16:28:00watusimotook, well, I can check it out later. I'm heading out
16:28:00raptorI think it is because reactor size is being set with grid size
16:28:00raptordo we want that?
16:28:00watusimotobut once created, it should be set. if it draw properly...
16:29:00watusimotoand I don't know. probably not
16:29:00raptorok - then i think i can solve it
16:29:00raptorsee you in a bit
16:29:00watusimotoI'm thinking I'd like to get rid of gridsize at some point...
16:29:00raptoryes, now that we have arbitrary resize
16:29:00watusimotoI won't be on until about 6hrs from now, if at all tonight
16:29:00watusimotochow
16:29:00raptorno problem, chao
16:29:00raptor :)
16:37:00watusimoto Quit (Read error: Operation timed out)
16:40:00sam686 has joined
16:40:00ChanServ sets mode +v sam686
16:45:00raptorhi sam686
16:47:00sam686hi
16:50:00raptorwould you have a moment to look at some code?
16:50:00raptori'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...
16:52:00sam686ok
16:52:00raptorhttp://host-78-12-107-208.midco.net/upload/reactor_fix.diff
16:52:00raptorwait!
16:52:00raptornot that one!
16:53:00BlackBird has joined
16:53:00BlackBirdHelloo
16:53:00sam686screwed up with wrong diff?
16:53:00sam686hiu
16:53:00sam686hi
16:53:00raptoryeah..
16:53:00raptorok: http://host-78-12-107-208.midco.net/upload/reactor_fix2.diff
16:53:00raptorthat one^^
16:53:00raptorBlackBird: i have another beta for you
16:54:00raptorif you are willing to test
16:54:00BlackBirdim on the g3
16:55:00BlackBirddid you squish the resizing bug?
16:55:00raptoryes, i think, that is what i have for you
16:55:00BlackBirdok
16:56:00raptorhere it is: http://host-78-12-107-208.midco.net/upload/Bitfighter-016-beta-fix-for-resize.zip
16:56:00BlackBirdi need mac os tiger
16:56:00raptorremember to save the bitfighter INI first
16:56:00BlackBirdumm
16:56:00BlackBirdi cant test it ight now because im on the g3
16:57:00raptorok
16:57:00raptorwell come back on the g4 sometime :)
16:58:00BlackBirdok
16:59:00BlackBirdisnt the deadline for the level contest tonight?
17:00:00raptoryes! at midnight!
17:00:00raptori can't wait
17:00:00BlackBirdlike at midnight tonight?
17:00:00BlackBirdarg
17:00:00BlackBirdi want to see the other entries!
17:00:00raptorme too!
17:01:00BlackBirdi want to see how badly i failed!
17:01:00raptorcurvy maps hav ethe potential to be huge in size
17:01:00BlackBird?
17:01:00BlackBirdhow?
17:01:00raptorbecause of all the curves - the map file size would be inflated
17:02:00BlackBirdlol
17:02:00raptorbecause each barrier has lots of points now..
17:03:00BlackBirdyea
17:03:00BlackBirdalot of the points are "off grid", so the point coordinates are in the decimals
17:05:00BlackBirdso if a level has only one curve in it, would that count as an entry?
17:05:00raptorhaha, i think so
17:05:00BlackBirdLOL
17:06:00raptorwell, maybe it needs two - i think the rule says 'curves'
17:06:00BlackBirdwhat if a level is only curves?
17:06:00raptori'm sure that's ok
17:06:00BlackBirdlol
17:07:00BlackBirdso hows bitfighter mobile coming along?
17:07:00BlackBird:D
17:07:00raptornon-existent!
17:08:00BlackBirdlol
17:08:00sam686maybe in the future, but not sure..
17:08:00BlackBirdhas zoomber even tried to run bitfighter on iOS?
17:09:00BlackBirdi havnt seen zoomber in a very long time
17:09:00raptorhe shows up about once a week really late at night
17:09:00BlackBirdok
17:09:00BlackBirdglad to know he isnt dead
17:11:00BlackBird*akward scilence*
17:11:00raptor is on a conference call
17:12:00raptor can still type quietly
17:13:00BlackBirdlol
17:13:00sam686it seem like zoomber has complained about some forum locked topics..
17:14:00BlackBirdwhy do we say "lol" when "haha" is just one letter longer?
17:16:00sam686not sure, maybe because people use one more then the other..
17:17:00sam686both could mean many different things.
17:17:00sam686http://en.wikipedia.org/wiki/Haha_(disambiguation)
17:17:00sam686http://en.wikipedia.org/wiki/LOL_(disambiguation)
17:18:00BlackBirdhaha? or lol?
17:18:00sam686both
17:19:00sam686type the first 2 letters of "haha: and the first 2 letters of "lol"
17:20:00BlackBirdlalo?
17:20:00BlackBirdoh
17:20:00BlackBirdha-lo?
17:20:00BlackBirdhalo?
17:20:00BlackBirdhallo?
17:20:00sam686yes
17:20:00raptorhi
17:20:00BlackBirdlike hello?
17:21:00sam686"haha" + "lol" first 2 letters of each is "ha" + "lo" which is halo
17:21:00sam686haven't you ever heard of "halo" as being an xbox game?
17:23:00BlackBirdyes
17:26:00BlackBirdwasnt the first halo game for mac?
17:27:00BlackBirdthen later on, it bacame an xbox exclusive game
17:28:00raptorsam686: do you see any obvious problem with the Reactor?
17:31:00sam686i don't see problems yet
17:31:00sam686except, ships kind of go inside reactor by a little bit
17:32:00raptoryes that's the thing - the collisionPoly is always that size
17:32:00raptorif i make the render poly larger, the collision poly still is that size
17:33:00sam686let me try Reactor::getCollisionPoly Rect rect = Rect(getActualPos(), getReactorRadiusCurrent() * 2);
17:34:00sam686darn it, that even worse...
17:34:00raptorhaha, yeah
17:35:00BlackBird...
17:35:00BlackBirdim lost
17:37:00sam686well, there the problem, it may be rendering at double size, if you take the rendering half size, that may fix the problem
17:37:00sam686and double REACTOR_STARTING_RADIUS
17:37:00raptoryeah - that's what i figure
17:37:00raptorbut why wouldn't doubling the collision poly work?
17:38:00sam686it may be something with extents
17:38:00sam686it doesn't check that item unless inside the extents
17:38:00BlackBirdgoobaii
17:38:00BlackBird Quit (Quit: Page closed)
17:40:00raptorinteresting...
17:42:00raptorso if the collision == the extents, would it find it?
17:45:00sam686Reactor is part of Item, and item have void Item::setActualPos(const Point &p) { setVert(p, 0); setExtent(Rect(p, mRadius)); }
17:45:00sam686so if you simply double the radius, and take the rendering size in half, it should work
17:45:00raptorit does!
17:45:00raptoryay
17:46:00raptorbut it seems kind of colluded...
17:52:00LordDVG Quit (Quit: mjuza, better way to listen music: sf.net/projects/mjuza/)
17:53:00LordDVG has joined
18:23:00sam686 Quit (Ping timeout: 245 seconds)
18:31:00BFLogBot - Commit 624273c42626 | Author: buckyballreaction | Log: Many Reactor behavioral problems should be fixed now. Also add potentially useful toPoly() method to Rect
18:31:00BFLogBot - Commit c9bde02c64c0 | Author: buckyballreaction | Log: Get rid of getCollisionRect - it was adding unnecessary complexity and didn't work quite right
18:36:00BFLogBot - Commit 66e62dbb916a | Author: buckyballreaction | Log: Increase Reactor hit points a bit
19:02:00kodax Quit (Ping timeout: 268 seconds)
19:49:00raptorsorry 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
20:11:00sam686 has joined
20:11:00ChanServ sets mode +v sam686
20:15:00koda has joined
20:34:00karamazovapyyou there raptor?
20:34:00raptorhi
20:34:00karamazovapyyeah, I locked that mobile thread for a couple reasons
20:34:00karamazovapyalthough I'm fine with you unlocking it if you really think it's worthwhile
20:34:00karamazovapy1) it was dead for over two months with no new conversation
20:35:00karamazovapy2) I didn't see any more useful ideas coming from it
20:35:00karamazovapy3) the bump was suggesting we port bitfighter to XBox 360, Wii, or PS3 as a console game
20:35:00raptoryes - i was hoping more useful ideas would come from it, but it doesn't look like it will happen...
20:36:00karamazovapywell...4) with the low probability of new ideas coming up, I wasn't really interested in the ensuing console conversation
20:37:00karamazovapyhonestly, 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
20:37:00raptoryeah - i'm going to lock it again with a note
20:37:00raptoris there a way to allow BlackBird post more ideas if he gets them?
20:37:00karamazovapyshort answer...no
20:37:00raptorok
20:37:00karamazovapyhe can send a pm or start a new thread
20:38:00karamazovapyyou might include a note suggesting PMs
20:38:00karamazovapyor irc
20:38:00karamazovapydue 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
20:39:00raptorok re-locked
20:40:00raptorthe new posts lists is quite noisy when i'm not logged in...
20:40:00karamazovapyif you lock or unlock something, don't worry about my response
20:40:00raptorko
20:42:00sam686conrol ?
20:42:00sam686its the latest raptor reply in forum
20:42:00raptorugh
20:43:00raptorand you'd think i could pay attention to the browser built-in spell-checker...
21:06:00LordDVG Quit (Remote host closed the connection)
21:44:00karamazovapy Quit (Read error: Connection reset by peer)
21:44:00karamazovapy has joined
22:31:00Little_Apple has joined
22:31:00Little_Applehellooo
22:31:00raptorhi
22:32:00Little_Applehello raptor
22:32:00Little_Applecan your kid eat chili yet?
22:32:00Little_Apple:3
22:32:00raptormethinks your sense of time is slightly off
22:33:00Little_Appleneaahh
22:33:00raptoralso: http://host-78-12-107-208.midco.net/upload/Bitfighter-016-beta-fix-for-resize.zip
22:33:00Little_Appleim not on the right computer for that D:
22:33:00Little_Applei can get there in a sec
22:33:00Little_Applebrb
22:33:00Little_Apple Quit (Client Quit)
22:35:00Little_Apple has joined
22:35:00Little_Applehelloo
22:35:00Little_Appleone sec
22:35:00Little_Appleneed to backup my ini
22:35:00raptorhi
22:35:00Little_Applehi
22:35:00raptorhttp://host-78-12-107-208.midco.net/upload/Bitfighter-016-beta-fix-for-resize.zip
22:35:00raptor^^ there you go
22:35:00raptor:)
22:35:00raptorand thanks!
22:36:00Little_Appledone
22:36:00Little_Applenow i can download
22:36:00Little_AppleWUUUUTT
22:36:00Little_AppleYOU SPELLED BETA RIGHT!! :O
22:37:00Little_Apple:3
22:37:00Little_Applei has romanian disco stuck in mah head
22:37:00raptoryes, i took extra special care..
22:37:00Little_Appleits done!
22:37:00Little_Appleimma test
22:38:00Little_Appleoops
22:39:00Little_Applehooray!
22:39:00Little_Appleit no go black no moar
22:39:00Little_Applebut!!
22:39:00raptoroh goodie
22:39:00Little_Applethere is one more complaint i has
22:39:00raptorok
22:39:00Little_Applei still have the mac control bar at the top of the screen :\
22:39:00Little_Appleis that on purpose?
22:40:00Little_Applev_v
22:40:00raptori dont' know what that is
22:40:00raptorthe window decorations?
22:40:00Little_Applethe thing on the top of the screen with macs
22:40:00raptorthat let's you minimize it?
22:40:00Little_Applethe thing with the apple on the top left corner
22:40:00raptoreven when you do full screen?
22:40:00Little_Applethat u use to sleep the computer
22:41:00Little_Appleyes
22:41:00raptorwas this a problem before, too?
22:41:00Little_Appleda ja si yes
22:41:00raptorhmm, ok
22:41:00raptori'll have to look at that..
22:41:00Little_Apple:3
22:41:00Little_Applethanx
22:41:00raptoroh wait!
22:41:00Little_Applewut :3
22:41:00sam686umm, fake fullscreen vs real fullscreen? check your INI settings
22:41:00Little_Apple:#
22:41:00raptoropen up the new INI
22:41:00Little_Appleok
22:41:00Little_Applethen wut
22:42:00raptorlook for 'UseFakeFullscreen'
22:42:00Little_Applethats probably it xD
22:42:00raptorwhat does it say?
22:42:00raptorYes?
22:42:00raptoror No?
22:42:00Little_Applei havent found it yet
22:42:00Little_Applelookin
22:42:00sam686ctrl + F for easy search
22:42:00raptorit's under 'Settings'
22:42:00raptorapple key + f
22:43:00Little_Applefoud it
22:43:00Little_Applenow what
22:43:00raptorwhat is it set to?
22:44:00Watusimoto has joined
22:44:00Little_Appleuhh
22:44:00raptorwas it 'Yes' or 'No'?
22:44:00Little_Applewhat do you mean by that?
22:44:00Little_Applei dont see a yes or no :
22:44:00raptordoes it say: UseFakeFullscreen=Yes
22:44:00Watusimotohi
22:44:00Little_Applethis is what i see:
22:44:00Little_Apple; UseFakeFullscreen - Faster fullscreen switching; however, may not cover the taskbar
22:44:00raptorthen look down one page for the real option
22:44:00raptorhi Watusimoto
22:45:00raptorReactor is fixed now
22:45:00raptorLittle_Apple: that's the option description, the option itself will say something like: UseFakeFullscreen=Yes
22:45:00Little_Applehelps?
22:45:00Little_Appleok..
22:45:00raptorlook down one page further for the option itself
22:45:00Little_Appleahh
22:45:00Little_Applei was loking at the wrong one xD
22:46:00Little_Applechange yes to no?
22:46:00Little_AppleNo?
22:46:00raptorcorrect
22:46:00raptorthen restart the game
22:46:00raptorand try fullscreen
22:46:00Little_Appleok
22:46:00Little_Applehere goes
22:46:00Little_Appleimma restart bitfighter beta
22:47:00Little_Appleuhh
22:47:00Little_Appletry this again...
22:48:00Little_Appleok, its working now :D
22:48:00Little_Applethannx
22:48:00Watusimotoraptor: excelent
22:48:00raptoryay
22:48:00Little_Applecan you set the non-fake fullscreen to be default?
22:48:00raptorok, default for mac must be non-fake fullscreen
22:48:00raptoryes
22:48:00Little_Appleok thanks
22:48:00Little_Apple:2
22:49:00Little_Apple:k
22:49:00Little_Applec:
22:49:00Little_Apple(c:
22:50:00Little_AppleHEY!
22:50:00Little_AppleHEY RAPTOR HEY!
22:50:00raptorhi
22:50:00Little_Applehi
22:51:00Little_Applewhen all else fails, use your face
22:51:00Little_Applebb
22:51:00Little_Apple Quit (Quit: Page closed)
22:59:00raptorok gotta go.. be back later
23:05:00raptor Quit (Remote host closed the connection)
23:06:00Little_Apple has joined
23:06:00Little_Applehhelllooo
23:07:00Little_Applei has a request
23:08:00Little_Applehello? anyone home?
23:11:00sam686hi
23:12:00sam686<@raptor> ok gotta go.. be back later (Little_Apple missed that message)
23:14:00Little_Apple Quit (Quit: Page closed)
23:27:00BFLogBot - Commit 53151f2f4dbe | Author: watusim...@bitfighter.org | Log: Console no longer stores blank lines in history list
23:27:00BFLogBot - Commit f5f2e53c35dc | Author: watusim...@bitfighter.org | Log: Merge

Index Search ←Prev date Next date→

These logs were automatically created by BFLogBot on irc.freenode.net.