Timestamps are in GMT/BST.
| 00:03:00 | raptor | oh, please test CoreGameType |
| 00:03:00 | raptor | anyone |
| 00:03:00 | raptor | i think there is a rendering bug... |
| 00:04:00 | Watusimoto | does it stand to reason that if you don't want your pw saved, admin/levelchange pws should also not be saved (at least for that session?) |
| 00:04:00 | raptor | i don't know - they don't seem to be on the same level |
| 00:05:00 | raptor | (pun intended) |
| 00:06:00 | sam686 | oh, and also, how about combining 2 password menus into one, "enter password" instead of "level change password" and "admin password"? |
| 00:06:00 | sam686 | and when a password is entered, it will check the level change password and admin password to see if any of it is right |
| 00:06:00 | raptor | oh - if karamazovapy didn't mention it to you already - he suggested spawnshield not blink, but rotate slower and slower until off (with hollow arcs) |
| 00:07:00 | Watusimoto | he didn't |
| 00:08:00 | Watusimoto | @r: I think the logic is the same -- if you don;t want your username to be saved on a machine, you probably don;t want your admin pws to be stored there either |
| 00:08:00 | Watusimoto | @s, yes, I think it makes sense |
| 00:08:00 | raptor | yes, i think that's true |
| 00:08:00 | raptor | you've convinced me |
| 00:09:00 | Watusimoto | @r especially as we don't (no longer) encrypt the pws |
| 00:09:00 | Watusimoto | so they are available plaintext in the ini |
| 00:09:00 | Watusimoto | here;s a thought... we could always store pws, but hash them agaist the username |
| 00:10:00 | Watusimoto | so only the user who entered the pws would get them.... |
| 00:10:00 | Watusimoto | already thought of a flaw |
| 00:10:00 | raptor | ah yes - do you think we should still employ 'security through obscurity'? |
| 00:10:00 | raptor | like base64 the pw |
| 00:10:00 | raptor | ooo.. dinner time! |
| 00:11:00 | raptor | be back.. |
| 00:11:00 | Watusimoto | ok, will discuss tomorrow |
| 00:11:00 | sam686 | hash against username only have a flaw: you could enter that same username, and decrypt, without username password |
| 00:11:00 | Watusimoto | the hash has many flaws, that being one of them |
| 00:12:00 | Watusimoto | sam, are you going to combine the pws, or was that just a thought for later? |
| 00:13:00 | sam686 | probably yes, now, as i got nothing much to do.. |
| 00:13:00 | Watusimoto | lots of cases :-) |
| 00:13:00 | Watusimoto | ok, wuld you also make it not write pws to ini if you've selected not to save your login pw? |
| 00:13:00 | sam686 | half of cases (or more) is editor only... |
| 00:13:00 | Watusimoto | sigh |
| 00:14:00 | Watusimoto | yes |
| 00:14:00 | sam686 | ok |
| 00:14:00 | Watusimoto | no one wants to fix my editor bugs |
| 00:14:00 | Watusimoto | including me! |
| 00:14:00 | Watusimoto | :-) |
| 00:15:00 | sam686 | i kind of want to write my own editor instead of looking at the editor's mess... |
| 00:15:00 | sam686 | the spawn shield looks like brown instead of orange... |
| 00:16:00 | Watusimoto | orange is a tricky color |
| 00:16:00 | Watusimoto | rewriting the editor would be a huge undertaking |
| 00:16:00 | Watusimoto | totally not worth it |
| 00:16:00 | Watusimoto | it's really not that messy |
| 00:16:00 | Watusimoto | just some parts of it are |
| 00:17:00 | sam686 | i am not going to rewrite everything, as there is already a "toString" and other functions are there |
| 00:19:00 | sam686 | well, maybe its not very messy, but i half way haven't read the UIeditor stuff... |
| 00:20:00 | Watusimoto | there's a lot of code to read :-) |
| 00:37:00 | raptor | hello |
| 00:37:00 | raptor | editor is almost good |
| 00:37:00 | raptor | i think |
| 00:38:00 | raptor | argh - ok, i'm going to install FRAPS in WINE and see if it works.. |
| 00:39:00 | | BFLogBot - Commit ceb56f5052b5 | Author: watusim...@bitfighter.org | Log: Add coreGame to VC++ project |
| 00:39:00 | | BFLogBot - Commit 7bbbb15dd373 | Author: watusim...@bitfighter.org | Log: Fix warning |
| 00:39:00 | | BFLogBot - Commit a79275e01279 | Author: watusim...@bitfighter.org | Log: Suppress special Y/N instructions on first menu to avoid clashing green text |
| 00:39:00 | | BFLogBot - Commit 9b2470ac6aad | Author: watusim...@bitfighter.org | Log: Comment |
| 00:39:00 | | BFLogBot - Commit 4148dfe84fbf | Author: watusim...@bitfighter.org | Log: Formatting |
| 00:39:00 | | BFLogBot - Commit 429da343aa38 | Author: watusim...@bitfighter.org | Log: Fix coreItem selection rendering in editor, make repairItems selection render the same |
| 00:39:00 | | BFLogBot - Commit 6372c8440d90 | Author: watusim...@bitfighter.org | Log: Formatting |
| 00:39:00 | | BFLogBot - Commit dd776dd214de | Author: watusim...@bitfighter.org | Log: Formatting |
| 00:40:00 | raptor | oh hey Watusimoto, thanks for fixing the editor rendering |
| 00:40:00 | sam686 | can't you just hold down the Ctrl+Q button to repeatedly screenshot it? then "convert *.png animated.gif" |
| 00:41:00 | raptor | will that works? |
| 00:41:00 | raptor | work |
| 00:41:00 | sam686 | well, i don't know if the timing is right, but it will put it as animated gif |
| 00:47:00 | raptor | be back, have to run an errand.. |
| 00:59:00 | | BFLogBot - Commit 5b3e54086f77 | Author: watusim...@bitfighter.org | Log: Formatting |
| 00:59:00 | | BFLogBot - Commit bcba3f0b721a | Author: watusim...@bitfighter.org | Log: Fixed problems with core hitpoints (though I think hitpoints should be setable on a per-item basis, rather than on a per-game basis) |
| 00:59:00 | | koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee) |
| 01:09:00 | raptor | ok back |
| 01:09:00 | raptor | ooo, another core fix |
| 01:09:00 | raptor | thanks! |
| 01:10:00 | raptor | ok, yes, if you want make them each have changeable hit points... |
| 01:10:00 | raptor | (if not I can) |
| 01:10:00 | raptor | I did most of the core stuff late at night... |
| 01:16:00 | raptor | did 'Save password' become smaller? |
| 01:18:00 | Watusimoto | yes |
| 01:18:00 | Watusimoto | I hope you like it because it was a crapton of work |
| 01:18:00 | Watusimoto | and pain |
| 01:19:00 | Watusimoto | heading to bed |
| 01:19:00 | Watusimoto | checking in new visual effect for cores |
| 01:19:00 | | BFLogBot - Commit 2ecbb9a4cf06 | Author: watusim...@bitfighter.org | Log: Still kind of spazzy.... but an idea for the future. Probably need to add trails or something. Feel free to experiment. |
| 01:19:00 | Watusimoto | not at all what i was amimg for, looks kind of cool in editor |
| 01:19:00 | raptor | night! oh goodie |
| 01:19:00 | raptor | ok |
| 01:20:00 | raptor | well, the major gametype work is done - feel free to alter as much as wanted |
| 01:20:00 | Watusimoto | feel free to expand on the idea, or make it better in any way you see fit |
| 01:20:00 | raptor | ha! ok |
| 01:20:00 | Watusimoto | I'll be tweaking |
| 01:20:00 | Watusimoto | good night |
| 01:20:00 | raptor | good night |
| 01:20:00 | Watusimoto | (not in the meth sense) |
| 01:20:00 | raptor | :) |
| 01:21:00 | raptor | what on earth... |
| 01:22:00 | raptor | hahaha |
| 01:22:00 | raptor | wow |
| 01:22:00 | raptor | you actually implemented the spirograph graphic |
| 01:23:00 | raptor | http://sam686.maxhushahn.com/upload/screenshot_18.png |
| 01:25:00 | | Watusimoto Quit (Ping timeout: 240 seconds) |
| 01:46:00 | karamazovapy | is that what "cores" look like? |
| 01:48:00 | raptor | after watusimoto's latest, yes - except all the dots are flying around in spirograph patterns |
| 01:49:00 | karamazovapy | guess I'll have to see it to understand it |
| 01:49:00 | raptor | let me see if i can get a capture again... |
| 01:55:00 | karamazovapy | I think I was expecting a mix of polygons |
| 01:59:00 | raptor | sigh, i can't get a video capture - my program keeps crashing... |
| 02:01:00 | karamazovapy | I like gear-looking things as ideas for cores |
| 02:01:00 | karamazovapy | http://aux.iconpedia.net/uploads/10979787221993774188.png |
| 02:01:00 | karamazovapy | http://www.integralprintmedia.com/logo/IM-GearBig_bw.jpg |
| 02:01:00 | karamazovapy | http://www.yukonforge.com/images/Gear3.jpg |
| 02:01:00 | raptor | what about animated |
| 02:01:00 | raptor | ? |
| 02:02:00 | karamazovapy | they could turn |
| 02:03:00 | karamazovapy | or have some kind of spyrograph sparks like the boxes |
| 02:03:00 | raptor | oh, so you say instead of a giant square, be a sprocket? |
| 02:03:00 | raptor | a gear, i mean |
| 02:04:00 | karamazovapy | right |
| 02:04:00 | raptor | ah, ok |
| 02:04:00 | karamazovapy | there are already lots of colored squares |
| 02:05:00 | karamazovapy | assuming you're supposed to assault a core, it seems like cores should look more substantial |
| 02:05:00 | raptor | haha, yeah i agree |
| 02:07:00 | raptor | what do you think about enemy cores killing you like asteroids if you run into them? |
| 02:07:00 | karamazovapy | cores don't move, do they? |
| 02:07:00 | raptor | nope |
| 02:08:00 | karamazovapy | it might be neat of they knocked you back and gave damage like a mine |
| 02:31:00 | raptor | does the dash '-' look wider than it should be, in-game? |
| 02:39:00 | | BFLogBot - Commit d0db782209cc | Author: sam8641 | Log: Combine level change and admin password into one menu |
| 02:39:00 | | BFLogBot - Commit f086e13ba603 | Author: sam8641 | Log: Fix several problems with level change and admin permission. |
| 02:39:00 | | BFLogBot - Commit 3d12630eb0c2 | Author: sam8641 | Log: Merge |
| 02:50:00 | karamazovapy | the - appears to be the same length as the _ |
| 03:11:00 | raptor | sam686: is there a way to reduce the dash length to the same as a zero (or other numbers?) i've been playing with the free glut stuff, but i'm not sure i understand it much |
| 03:12:00 | sam686 | http://www.youtube.com/watch?v=Ymo8sswIzo0 (core game type and Worm) |
| 03:13:00 | karamazovapy | interesting look - thanks sam! |
| 03:14:00 | raptor | thanks sam! |
| 03:14:00 | sam686 | my computer is kind of slow, and can barely be able to record at 30 fps at 960x720.. |
| 03:15:00 | raptor | at least you can record! |
| 03:15:00 | sam686 | as for font, freeglut_stroke_roman.h you will really need to see the ascii chart for character number (hex number in comment) |
| 03:16:00 | sam686 | - is 45 (0x2D) |
| 03:17:00 | raptor | sam686: adminPassHandler has is not found... |
| 03:17:00 | raptor | oh, not in .h - i'll fix |
| 03:19:00 | raptor | wait, more missing .h |
| 03:20:00 | sam686 | umm, not sure whats going on with yours... |
| 03:20:00 | sam686 | it compiles fine for me.. |
| 03:20:00 | sam686 | make -B ? |
| 03:21:00 | raptor | i did that anyways.. |
| 03:22:00 | sam686 | is it link error or is it compile error? |
| 03:22:00 | raptor | compile |
| 03:24:00 | raptor | http://pastie.org/3152120 |
| 03:24:00 | sam686 | is it "setAdminPassHandler" or is it "adminPassHandler" ? which file is it? |
| 03:25:00 | raptor | wait - something might have gone wrong with my merge |
| 03:25:00 | sam686 | i can't find any "adminPassHandler" |
| 03:26:00 | raptor | ok, that's better |
| 03:27:00 | raptor | yeah, there was an issue with the merge |
| 03:27:00 | raptor | sorry |
| 03:27:00 | raptor | false alarm |
| 03:28:00 | sam686 | ok |
| 03:35:00 | | BFLogBot - Commit d30d02acea78 | Author: buckyballreaction | Log: Almost fix for displaying negative scores on Core |
| 03:43:00 | sam686 | there will be a problem when using neutral or hostile CoreItem |
| 03:43:00 | raptor | probably |
| 03:43:00 | sam686 | score can't reach to zero |
| 03:57:00 | sam686 | those negative numbers in Core game type seems a little confusing, especially with multiple teams... |
| 03:58:00 | raptor | yup |
| 04:25:00 | | BFLogBot - Commit efa374b8345d | Author: sam8641 | Log: Fix unable to go through just destroyed CoreItem, and fix some desync problem. |
| 04:38:00 | Zoomber | i cant connect to bitfighter |
| 04:38:00 | Zoomber | everytime i join, i get rejected by server because i sent duplicate player id |
| 04:40:00 | Zoomber | right now im in the game as "raptor", though probably not underlined |
| 04:42:00 | Zoomber | fixed |
| 04:42:00 | Zoomber | and gotta go! |
| 04:42:00 | raptor | oh good |
| 04:42:00 | raptor | bye |
| 04:54:00 | sam686 | that was probably due to trying to connect to wrong master... |
| 04:54:00 | sam686 | using the old client.. |
| 05:17:00 | raptor | so what we need is a better way to show core scores |
| 05:21:00 | sam686 | maybe, for each team, show how many cores of their own color are left. |
| 05:47:00 | raptor | well i'm off to bed - i haven't worked on much else tonight |
| 05:48:00 | raptor | i tried to make a generic function for drawing spirographs, but failed at the math because my head is not very alert at the moment |
| 05:48:00 | raptor | good night! |
| 05:52:00 | sam686 | ok, night... |
| 05:53:00 | | raptor Quit (Remote host closed the connection) |
| 06:46:00 | | karamazovapy Quit (*.net *.split) |
| 06:49:00 | | karamazovapy has joined |
| 08:25:00 | | kodax has joined |
| 08:51:00 | | watusimoto has joined |
| 08:51:00 | | ChanServ sets mode +o watusimoto |
| 09:36:00 | | sam686 Quit (Ping timeout: 245 seconds) |
| 11:22:00 | | kodax Quit (Remote host closed the connection) |
| 11:24:00 | | LordDVG has joined |
| 12:17:00 | | Watusimoto_ has joined |
| 14:27:00 | | Watusimoto_ Quit (Ping timeout: 244 seconds) |
| 14:47:00 | | raptor has joined |
| 14:47:00 | | ChanServ sets mode +o raptor |
| 15:02:00 | | raptor Quit (Remote host closed the connection) |
| 15:37:00 | | Watusimoto_ has joined |
| 15:40:00 | | LordDVG Quit (Ping timeout: 240 seconds) |
| 16:36:00 | | Watusimoto_ Quit (Ping timeout: 252 seconds) |
| 16:43:00 | | raptor has joined |
| 16:43:00 | | ChanServ sets mode +o raptor |
| 16:43:00 | raptor | good day! |
| 16:48:00 | raptor | ok, now to work on setting each Core to have it's own hitpoints... |
| 16:48:00 | raptor | right? |
| 17:17:00 | watusimoto | yeah, I think so. You'll want to copy how attributes such as speedzone speed are set in the editor (or I can do it if you don't want to go there) |
| 17:17:00 | watusimoto | later |
| 17:17:00 | watusimoto | ! |
| 17:18:00 | raptor | bye! |
| 17:20:00 | raptor | i think i got it.. |
| 17:22:00 | | watusimoto Quit (Ping timeout: 240 seconds) |
| 17:36:00 | | BFLogBot - Commit bdeb1e7e8897 | Author: buckyballreaction | Log: Remove level-wide CoreItem hit-point attribute. Allow each CoreItem to have its own hitpoints set from within the editor |
| 17:41:00 | | LordDVG has joined |
| 17:56:00 | | BFLogBot - Commit 6a79389ceb9d | Author: buckyballreaction | Log: Add more scoring event points so kills/deaths don't effect score |
| 17:57:00 | raptor | my horendous spelling... |
| 21:14:00 | | LordDVG Quit (Read error: Connection reset by peer) |
| 21:17:00 | | koda has joined |
| 21:20:00 | | Watusimoto has joined |
| 21:21:00 | raptor | hi Watusimoto |
| 21:22:00 | Watusimoto | hey ho |
| 21:22:00 | raptor | and up she rises |
| 21:22:00 | raptor | Core hitpoints are editable on a per-item basis now |
| 21:22:00 | Watusimoto | excellent |
| 21:23:00 | Watusimoto | no problems with the menus? |
| 21:23:00 | raptor | nope - it was easy to just copypasta from speedzone |
| 21:23:00 | Watusimoto | excellent |
| 21:23:00 | raptor | so for further refinement to the gametype: |
| 21:24:00 | raptor | the scores as displayed can be a little confusing i think |
| 21:24:00 | Watusimoto | yes |
| 21:24:00 | Watusimoto | I think they should be displayed as a countdown -- the number left to kill |
| 21:24:00 | raptor | yes, that's what sam and I thought |
| 21:24:00 | raptor | but |
| 21:25:00 | raptor | well, maybe that would work... |
| 21:25:00 | raptor | so basically the last to zero wins |
| 21:25:00 | Watusimoto | I think it would |
| 21:25:00 | Watusimoto | um.... last non-zero |
| 21:25:00 | raptor | haha, that's what i meant |
| 21:26:00 | raptor | thanks |
| 21:26:00 | Watusimoto | of course it is |
| 21:26:00 | Watusimoto | we probably want objective arrows pointing towards these things |
| 21:26:00 | raptor | already done |
| 21:26:00 | Watusimoto | also, they're pretty easy to kill |
| 21:26:00 | Watusimoto | 5 hits takes about 1/2 sec |
| 21:26:00 | raptor | 20 shots is default |
| 21:26:00 | Watusimoto | isn't much arder than 1 hit |
| 21:26:00 | raptor | i can make it 50 |
| 21:27:00 | raptor | maximum is S32_MAX... |
| 21:27:00 | Watusimoto | that might work, or maybe you need to hit it a certain number of times before it loses a hit point |
| 21:27:00 | raptor | :) |
| 21:27:00 | Watusimoto | maybe the way it works now is ok |
| 21:27:00 | raptor | sounds needlessly complex |
| 21:27:00 | Watusimoto | probably is |
| 21:28:00 | raptor | we can just increase the number of shots |
| 21:28:00 | Watusimoto | yes |
| 21:28:00 | raptor | maybe adjust with increments of 5 or 10? |
| 21:28:00 | Watusimoto | I think they should be reparable at a pretty quick pace |
| 21:28:00 | Watusimoto | yes |
| 21:28:00 | raptor | ah... that was my next question |
| 21:28:00 | raptor | should we allow repair? |
| 21:28:00 | Watusimoto | no need to distinguish btwn 23 and 24 shots to kill |
| 21:29:00 | Watusimoto | maybe little increments of 5 and big increments (with shift) of 20 |
| 21:29:00 | raptor | i didn't know you could do bigger increments like that... |
| 21:29:00 | Watusimoto | I think it will be a fun game type |
| 21:30:00 | Watusimoto | there are two increments |
| 21:30:00 | Watusimoto | yes |
| 21:30:00 | Watusimoto | for time it's 5 secs and 1 minute or somesuch |
| 21:30:00 | raptor | for CounterMenuItem? |
| 21:30:00 | raptor | huh - i only see one... |
| 21:30:00 | Watusimoto | not sure exactly how to set it |
| 21:30:00 | raptor | what is an object that allows it? |
| 21:31:00 | karamazovapy | so - core questions |
| 21:31:00 | Watusimoto | CounterMenuItem::handleKey(InputCode inputCode, char ascii) |
| 21:31:00 | Watusimoto | { |
| 21:31:00 | Watusimoto | if(inputCode == KEY_RIGHT || inputCode == MOUSE_LEFT) |
| 21:31:00 | Watusimoto | { |
| 21:31:00 | Watusimoto | if(checkModifier(KEY_SHIFT)) |
| 21:31:00 | Watusimoto | { |
| 21:31:00 | Watusimoto | increment(getBigIncrement()); |
| 21:31:00 | Watusimoto | snap(); |
| 21:31:00 | Watusimoto | } |
| 21:31:00 | Watusimoto | else |
| 21:31:00 | Watusimoto | increment(1); |
| 21:31:00 | Watusimoto | bigIncrement and increment |
| 21:31:00 | raptor | ah... |
| 21:31:00 | karamazovapy | do we want auto-repair as an option? |
| 21:31:00 | raptor | not in constructor... |
| 21:31:00 | Watusimoto | it's an aftermarket option |
| 21:32:00 | Watusimoto | auto repair? |
| 21:32:00 | raptor | haha - CounterMenuItem has: |
| 21:32:00 | raptor | S32 CounterMenuItem::getBigIncrement() |
| 21:32:00 | raptor | { |
| 21:32:00 | raptor | return 10; |
| 21:32:00 | raptor | } |
| 21:32:00 | Watusimoto | I;d vote no, but it's not a strong feeling |
| 21:32:00 | karamazovapy | health regeneration - like turrets and force fields |
| 21:32:00 | karamazovapy | how many cores do you see a typical game using? |
| 21:32:00 | Watusimoto | @r you'll need to add a mbigIncrement// getbigIncrement //setBigIncrement trio |
| 21:32:00 | raptor | yep |
| 21:33:00 | Watusimoto | I was thinking 5 or 6 or more |
| 21:33:00 | Watusimoto | would make a good level |
| 21:33:00 | karamazovapy | per team, or total? |
| 21:33:00 | Watusimoto | perhaps spread out over a wide area |
| 21:33:00 | Watusimoto | per team |
| 21:33:00 | Watusimoto | 2 teams |
| 21:33:00 | Watusimoto | I envision one of the larger stock maps being perfect |
| 21:33:00 | karamazovapy | ...so you don't see these things as being defensible? |
| 21:33:00 | Watusimoto | well, any of the stock maps |
| 21:33:00 | Watusimoto | they're so easy to kill |
| 21:34:00 | Watusimoto | but one thing I've learned is how I imagine things to work is rarely how they will |
| 21:34:00 | karamazovapy | well for whatever reason, maybe because people kept talking about a mothership gametype, I kept imagining 1-3 per team and each one taking significant work to take down |
| 21:34:00 | Watusimoto | I imagine several lightly defended (turrets, ffs) mini-bases |
| 21:34:00 | Watusimoto | that will be an option |
| 21:35:00 | karamazovapy | do we have a visual indicator for how "tough" one is? |
| 21:35:00 | Watusimoto | they shrink when shot |
| 21:35:00 | raptor | looks like getBigIncrement is a factor times the normal increment - so i have to do nothing. yay. |
| 21:35:00 | Watusimoto | so larger = healthier |
| 21:36:00 | Watusimoto | but maybe we could do more |
| 21:36:00 | raptor | there is a bug with the rendering |
| 21:36:00 | karamazovapy | ah - I see why they're squares now! |
| 21:36:00 | raptor | when really large, the serverside hit box does not match client's |
| 21:36:00 | raptor | like > 200 hit points |
| 21:36:00 | karamazovapy | oh - there's not a ceiling, either? |
| 21:36:00 | raptor | well, about 2 billion |
| 21:36:00 | Watusimoto | 2 billion |
| 21:37:00 | Watusimoto | or so |
| 21:37:00 | Watusimoto | we all know that will be abused |
| 21:37:00 | karamazovapy | going back to the mothership, I was (obviously) imagining one size |
| 21:37:00 | karamazovapy | but that's interesting |
| 21:37:00 | karamazovapy | healthier = easier to hit |
| 21:37:00 | karamazovapy | harder to defend |
| 21:37:00 | Watusimoto | even small ones are easy to hit |
| 21:38:00 | karamazovapy | I mean dexterity-wise |
| 21:38:00 | karamazovapy | having to aim or not |
| 21:38:00 | Watusimoto | it's like hitting a testitem |
| 21:38:00 | Watusimoto | ok, maybe not that bad |
| 21:38:00 | karamazovapy | how big is the 2 billion core compared to a ship? |
| 21:39:00 | Watusimoto | I don't think we want to know |
| 21:39:00 | raptor | yeah - what happened - i created a maximum and minimum size for the core at one point... |
| 21:39:00 | karamazovapy | well that's what I'm saying - even if 10 people were trying to defend something huge, the attackers wouldn't even have to aim their fire to hit it |
| 21:40:00 | raptor | ok, so... do we need to change to a different hitpoint system? right now it's just hits, but if we want them repairable we may need to go to the same a ships |
| 21:41:00 | karamazovapy | honestly, I wasn't even thinking about repair-module repairable |
| 21:41:00 | raptor | which means triple is the best weapon against them right now |
| 21:41:00 | karamazovapy | I was just thinking about auto regeneration |
| 21:41:00 | | BFLogBot - Commit 061892b500ec | Author: buckyballreaction | Log: Increase default core hit points; increase hit point increment in editor |
| 21:44:00 | raptor | so like 1% a sec or so? |
| 21:44:00 | Watusimoto | even an easy-to-hhit target will be difficult to kill if it takes 2 billion shots |
| 21:44:00 | Watusimoto | I guess that's why we have unlim. time games |
| 21:45:00 | karamazovapy | well, do you get my meaning though? the difficulty of the task changes over time |
| 21:50:00 | Watusimoto | just meant my hand would get tired |
| 21:53:00 | karamazovapy | for some reason, I imagined cores being about this size and shape: http://pastie.org/3156758 |
| 21:55:00 | raptor | that's a good size.. |
| 21:55:00 | raptor | and graphic |
| 21:55:00 | | sam686 has joined |
| 21:55:00 | | ChanServ sets mode +v sam686 |
| 21:55:00 | karamazovapy | it's a bit...woobly |
| 21:55:00 | karamazovapy | but it's kind of what was in my head |
| 21:56:00 | karamazovapy | about one regular large grid box in size |
| 21:57:00 | karamazovapy | but then, I haven't actually thought this through |
| 22:01:00 | raptor | found a hitponits bug... |
| 22:06:00 | raptor | Watusimoto: do you not want a maximum/minimum width for reactor? |
| 22:08:00 | Watusimoto | meaning limits on size or on hitpoints |
| 22:08:00 | raptor | on size |
| 22:09:00 | raptor | and the size would reduce as a ratio of current hitpoints / starting hitpoints |
| 22:10:00 | raptor | here is what i just coded as maximum and minimum: http://sam686.maxhushahn.com/upload/1screenshot_11.png |
| 22:11:00 | Watusimoto | that seems a good max size |
| 22:11:00 | karamazovapy | what's the deal with the white boxes? |
| 22:11:00 | Watusimoto | maybe min size a little smaller? |
| 22:11:00 | Watusimoto | it's just the edge |
| 22:12:00 | karamazovapy | I think I interpreted that as the original size in the first image I saw |
| 22:12:00 | raptor | so a core with 10 hit points vs 10000 will still be between those two sizes, but shrink in proportion to hitpoints left |
| 22:12:00 | Watusimoto | right now, it's a white box with a colored core |
| 22:12:00 | Watusimoto | with some dots in it |
| 22:13:00 | Watusimoto | sory -- colored center |
| 22:13:00 | Watusimoto | @r doesn't seem right, does it |
| 22:13:00 | raptor | http://sam686.maxhushahn.com/upload/1screenshot_12.png |
| 22:13:00 | Watusimoto | I like that |
| 22:13:00 | raptor | Watusimoto: i'm not sure - we could have some other indicator for 'health' |
| 22:14:00 | Watusimoto | what if the size were scaled vs. the biggest core in the game? |
| 22:14:00 | sam686 | i think the dots are too big at the bottom right where it shows the score. |
| 22:14:00 | sam686 | more dots = more health? |
| 22:14:00 | raptor | Watusimoto: i think there should be consistency across levels - so people won't be confused every time |
| 22:14:00 | Watusimoto | the dots prob. won't be there on the scoreboard |
| 22:14:00 | Watusimoto | I'm hoping the dots coalece into something prettier |
| 22:15:00 | Watusimoto | btw, if you turn the dots into a line_strip, it looks pretty wacky |
| 22:15:00 | karamazovapy | my vote is for a cooler shape, but that's the last I'll say about it |
| 22:15:00 | Watusimoto | @k, concrete suggestions? |
| 22:15:00 | raptor | shape can be changed |
| 22:16:00 | karamazovapy | I kind of like the gear-ish idea...I posted a few images the other night |
| 22:16:00 | karamazovapy | <karamazovapy> I like gear-looking things as ideas for cores |
| 22:16:00 | karamazovapy | <karamazovapy> http://aux.iconpedia.net/uploads/10979787221993774188.png |
| 22:16:00 | karamazovapy | <karamazovapy> http://www.integralprintmedia.com/logo/IM-GearBig_bw.jpg |
| 22:16:00 | karamazovapy | <karamazovapy> http://www.yukonforge.com/images/Gear3.jpg |
| 22:16:00 | Watusimoto | that first one might work |
| 22:17:00 | | BFLogBot - Commit fd57449fbeaf | Author: buckyballreaction | Log: Add maximum/minimum size to CoreItems; also fix a few hit point problems |
| 22:17:00 | karamazovapy | that's what I put into that pastie a minute ago - as barrier code |
| 22:17:00 | Watusimoto | what about http://upload.wikimedia.org/wikipedia/commons/thumb/5/52/Necker_cube_and_impossible_cube.svg/402px-Necker_cube_and_impossible_cube.svg.png |
| 22:17:00 | raptor | haha |
| 22:18:00 | karamazovapy | wonder how that would look 2D...lol |
| 22:18:00 | Watusimoto | http://www.google.com/imgres?hl=en&safe=off&client=firefox-a&rls=org.mozilla:en-US:official&tbm=isch&tbnid=pUXs90GgGgoTGM:&imgrefurl=http://www.photoshopessentials.com/basics/custom-shapes/page-4.php&docid=ch1Up5J7jPw5PM&imgurl=http://www.photoshopessentials.com/images/photo-effects/custom-shapes/gingerbread-man-shape.gif&w=364&h=450&ei=t2cLT-_XA87Wsgai8qWnBA&zoom=1&biw=1366&bih=582 |
| 22:18:00 | sam686 | easy, it would just be a flat picture, maybe.. |
| 22:18:00 | raptor | what |
| 22:19:00 | Watusimoto | sure; we call the game "gingerbread" |
| 22:19:00 | sam686 | umm, "bitfighter" is a space game, not on any planets... |
| 22:20:00 | raptor | so, should we have some sort of visual indication like a health bar? |
| 22:20:00 | sam686 | how could ship eat gingerbread? |
| 22:20:00 | Watusimoto | I don't think we need a helathbar |
| 22:20:00 | raptor | ooo, i have an idea... |
| 22:20:00 | raptor | oh.. nevermind |
| 22:20:00 | karamazovapy | http://www.rachro.com/animatedAtomicSymbol.gif |
| 22:20:00 | karamazovapy | I like that |
| 22:21:00 | karamazovapy | maybe even something like that inside a gear |
| 22:21:00 | raptor | ah yes - that's what i was trying to do last night and failed - a generic spirograph like function |
| 22:21:00 | karamazovapy | you could map the particle paths to a triskelion |
| 22:21:00 | Watusimoto | that's what I want for the interior |
| 22:21:00 | Watusimoto | the equation is there |
| 22:22:00 | Watusimoto | not need to tweak the params a bit |
| 22:22:00 | Watusimoto | or something like this |
| 22:22:00 | Watusimoto | https://encrypted-tbn0.google.com/images?q=tbn:ANd9GcR6yYopu7JTPhTwCM5Np4NmaVNjizEDed0INNGkqndC_VbCVhk7Ag |
| 22:22:00 | karamazovapy | not a triskelion exactly...more like what you had for the level contest, raptor |
| 22:22:00 | raptor | yes - i didn't fail at the equation, as much as integrating proper time into it |
| 22:22:00 | Watusimoto | where eahh hitpoint strips away the outer lobe |
| 22:22:00 | Watusimoto | mod time by 1000, divide by 10 |
| 22:22:00 | raptor | the wormhole does that, sort of... |
| 22:22:00 | karamazovapy | that's kind of interesting |
| 22:23:00 | Watusimoto | I don't really like that one, but maybe the idea could work |
| 22:24:00 | Watusimoto | Perhaps a spirograph that changes as it gets smaller |
| 22:25:00 | karamazovapy | following the trefoil path could be neat |
| 22:26:00 | karamazovapy | if there were separate paths like in the gif up there, particles could disappear with damage |
| 22:26:00 | karamazovapy | like the core was losing energy |
| 22:27:00 | Watusimoto | that's the idea I'm going for |
| 22:27:00 | Watusimoto | smaller, less powerful |
| 22:32:00 | karamazovapy | this would make an interesting path - http://upload.wikimedia.org/wikipedia/commons/thumb/1/19/Trefoil-of-trefoil.svg/660px-Trefoil-of-trefoil.svg.png |
| 22:43:00 | Watusimoto | which master is 016 using? the new one or the old one? |
| 22:43:00 | sam686 | new one, as we have changed the master protocols... |
| 22:44:00 | Watusimoto | good |
| 22:47:00 | | BlackBird has joined |
| 22:49:00 | Watusimoto | sam686, raptor -- do either of you have any reason to suspect a Vector<bool> of length 8 would use any more bandwidht than a U8 for RPC transmissions? |
| 22:50:00 | raptor | bool is evil |
| 22:50:00 | raptor | Watusimoto: i have no idea |
| 22:50:00 | sam686 | Vector<bool> and U8 use the same number of bits when sending over network... |
| 22:50:00 | sam686 | at least it is for BitStream |
| 22:50:00 | Watusimoto | thanks |
| 22:53:00 | Watusimoto | ah, but vector probably needs to send length in addition to the bits |
| 22:56:00 | sam686 | ok, probably better go with U8, or RangedU32<min, max> if you only want to always be that many bits or range |
| 22:56:00 | Watusimoto | I'm testing Int<n> |
| 22:56:00 | Watusimoto | where n is predefined |
| 22:57:00 | sam686 | sending Vector means the receiving side will have to check size of vector |
| 22:59:00 | sam686 | i guess Int<8> will work as 8 bits, as tnlTypes says. |
| 23:03:00 | raptor | side question since we're all here: should I release my SVG to BarrierMaker converter? I don't really plan on using it - it was just for the one contest; I could see abuses coming from it |
| 23:04:00 | Watusimoto | On the other hand, it might encourage nicer looking levels overall |
| 23:04:00 | raptor | yes - but also shown with my level - looks are usually fleeting :) |
| 23:04:00 | sam686 | i don't think users might be able to use that converter if they don't have it or know how to use it... |
| 23:05:00 | raptor | i would only release it with a no-support clause :) |
| 23:05:00 | sam686 | ok, i guess you could throw the code out there, i don't think there would be much harm... |
| 23:09:00 | | BlackBird Quit (Quit: Page closed) |
| 23:12:00 | Watusimoto | I'd release it |
| 23:12:00 | Watusimoto | better yet rewrite in lua and release as an editor plugin |
| 23:13:00 | raptor | i'm thinking of bundling the source and class files into a JAR with some simple instructions... |
| 23:13:00 | raptor | ha! |
| 23:13:00 | raptor | actually... |
| 23:13:00 | raptor | SVG is an open standard... |
| 23:13:00 | Watusimoto | http://karnakgames.com/wp/tag/svg-parser/ |
| 23:14:00 | Watusimoto | you're not the only one with this idea |
| 23:14:00 | raptor | hey.. i was just reading that... |
| 23:14:00 | raptor | https://github.com/singularity-is-i/SVG-Path-in-Lua |
| 23:15:00 | raptor | comes with an xml_parser and everything... great! |
| 23:16:00 | sam686 | is there an editor TAB mode where it doesn't show that giant ship visible area when zoomed in too much? |
| 23:16:00 | Watusimoto | same project |
| 23:16:00 | Watusimoto | https://github.com/singularity-is-i/SVG-Path-in-Lua |
| 23:16:00 | Watusimoto | ship is shown actual size |
| 23:18:00 | raptor | wow, all the work is done |
| 23:18:00 | Watusimoto | raptor: that parser looks like it could be the key to actually doing a plugin someday. i wrote that as a joke, but... |
| 23:18:00 | Watusimoto | it really does the same thing, no? |
| 23:18:00 | raptor | exactlyt he same as my java app |
| 23:18:00 | Watusimoto | we could tweak it to do things like line widths |
| 23:19:00 | raptor | wow, good find |
| 23:19:00 | Watusimoto | or save other attributes, but that's the core right there |
| 23:19:00 | sam686 | that TAB mode ship visible area seems useless when zoomed in too far |
| 23:19:00 | raptor | zoomed in too far is already useless, no? |
| 23:20:00 | sam686 | and the whole screen going blue seem to bother me when zoomed in by a lot.. |
| 23:20:00 | raptor | Watusimoto: let's shelve this until after 016 |
| 23:20:00 | Watusimoto | of course |
| 23:20:00 | Watusimoto | I will now try to actually get my daily case done. |
| 23:21:00 | Watusimoto | in the next hour before I fall asleep |
| 23:21:00 | raptor | go ninja go ninja go |
| 23:22:00 | Watusimoto | sam, an easy case for you would be the increased stats tracking... #112, if you are looking for ideas |
| 23:25:00 | raptor | karamazovapy: would you like another 016 beta to test the new GameType? |
| 23:30:00 | karamazovapy | sure |
| 23:31:00 | raptor | should be done compiling in about 5 min.. |
| 23:33:00 | karamazovapy | hey - the next "easy" bug you fix, could you keep a step-by-step record of how you reasoned through it? |
| 23:34:00 | karamazovapy | I'm not planning on jumping into the development world right away, but it might be a worthwhile learning experience |
| 23:34:00 | karamazovapy | (for me, not you) |
| 23:38:00 | raptor | i can probably do that - it will be a good exercise for me, too |
| 23:41:00 | raptor | ok karamazovapy: http://host-78-12-107-208.midco.net/upload/bitfighter-016-beta-coregametype.7z |
| 23:41:00 | raptor | sam686: i tried uploading that ^^ via sam686.maxhushahn.com and it never completed |
| 23:42:00 | sam686 | what is the filesize you try to upload? |
| 23:42:00 | raptor | 1.9 MB |
| 23:42:00 | karamazovapy | Allow Robots - I didn't know that was a new option! |
| 23:42:00 | sam686 | not sure, try again? |
| 23:43:00 | raptor | i tried 3 times |
| 23:43:00 | sam686 | what file is it? |
| 23:43:00 | raptor | the one i pasted above for karamazovapy |
| 23:43:00 | karamazovapy | those particles are really zipping around! |
| 23:43:00 | raptor | haha |
| 23:44:00 | sam686 | what is the filename you tried to upload? |
| 23:44:00 | Watusimoto | you need to shoot each one |
| 23:44:00 | raptor | bitfighter-016-beta-coregametype.7z |
| 23:44:00 | Watusimoto | maybe we erred to far to the side of requireing accuracy |
| 23:44:00 | raptor | i uploaded it via host-78-12-107-208.midco.net instead |
| 23:45:00 | raptor | which worked |
| 23:45:00 | karamazovapy | I didn't expect to be able to fly into the white box! |
| 23:45:00 | raptor | you did?? |
| 23:45:00 | karamazovapy | I'm inside it right now |
| 23:45:00 | karamazovapy | also, I have a magic regenerating core |
| 23:46:00 | sam686 | which name were you trying to upload, sam686.maxhushahn.com ? |
| 23:46:00 | raptor | yes |
| 23:46:00 | sam686 | then i am not sure, problem with your web browser cache? |
| 23:49:00 | raptor | well, it doesn't matter much - it may be because i'm in a VM behind NAT behind a firewall |
| 23:52:00 | raptor | join k's game to see bugs |
| 23:55:00 | Watusimoto | can't! |
| 23:55:00 | Watusimoto | :-( |
| 23:56:00 | sam686 | do you have problems connecting to master? |
| 23:56:00 | Watusimoto | yes |
| 23:57:00 | Watusimoto | I just upgraded the protocol on my machine |
| 23:57:00 | Watusimoto | but not yet on the master |
| 23:57:00 | | BFLogBot - Commit 2a6ca26a46ee | Author: watusim...@bitfighter.org | Log: Pass merit badges from master to client (though we have none so far...) |
| 23:57:00 | | BFLogBot - Commit ee78d715f392 | Author: watusim...@bitfighter.org | Log: Merge |
| 23:57:00 | Watusimoto | so WARNING -- master and latest client are now out of sync |
| 23:57:00 | Watusimoto | going to upgrade master |
| 23:57:00 | Watusimoto | so you'll need to upgrade client after I do so |
| 23:57:00 | sam686 | oh, i see... |
| 23:58:00 | Watusimoto | that will unfortunately break k's new build! |
| 23:58:00 | sam686 | maybe i can rebuild that new master... |
| 23:58:00 | Watusimoto | sure -- all the code is in |