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IRC Log for 2012-06-27

Timestamps are in GMT/BST.

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03:54:04raptorok
03:54:31raptormasterkaen / neakretsam: you have morphed into different users, kean?
03:54:38raptoralso what was i working on before?
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04:43:12sam686the engineer menu won't disappear on ship's death?
04:58:49sam686i seem to be getting some different sound effect when phaser bullets hits the wall.. (a few times it did the old tick sound, but mostly does bouncer sound)
04:59:27raptorhmm... i never test sound (I always have it off..)
05:13:51raptoryou're right
05:13:56raptorit's a different sound
05:19:49sam686I am trying a "quit engineer menu on ship death"
05:20:18raptorok - i'm actually moving a bit from ship::packUpdate to ClientInfo...
05:50:58BFLogBot - Commit 5730f82709d2 | Author: buckyballreaction | Log: Move disabling of ship systems to ClientInfo; this frees up a bit in Ship::packUpdate
05:56:00BFLogBot - Commit 20b33418270f | Author: sam8641 | Log: Engineer menu now quits when your ship got destroyed, or you change loadout to not have Engineer Module.
05:58:49raptor looks...
05:59:44raptorreallY? just setting mHelper to NULL works like that?
05:59:58sam686looks like that works fine...
06:04:41raptoris hasEngineerModule ever needed to be set to false?
06:05:50sam686hasEngineerModule starts out as false, then the for loop goes through all the modules slots to see if any one is engineer to set to true
06:06:46sam686it can happen to be false when you change loadout, open engineer menum then go to loadout zone..
06:07:10raptori mean - does it reset to false anywhere?
06:07:56sam686hasEngineerModule is a local function variable in Ship:unpackUpdate
06:08:50raptoroh oops
06:08:55sam686maybe your sleepiness is making it confusing?
06:08:56raptoryour're right - i thought it was global
06:09:01raptorhaha, it must be
06:16:03raptorgood night
06:17:27sam686night..
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07:16:12BFLogBot - Commit 408faa84e33d | Author: sam8641 | Log: Engineering teleporter menu now quits when your teleporter get destroyed before setting your end point.
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14:54:23raptorgood morning!
14:54:24ChanServ sets mode +o raptor
15:14:30watusimotohi
15:14:35raptorhi
15:14:56watusimotohey, where did the game stats go? The page with the number of players per day?
15:15:57raptorumm
15:16:12raptorhttp://www.bitfighter.org/stats/stats.php
15:16:19raptoroh...
15:16:23raptorthe graphs?
15:16:38raptorhttp://www.bitfighter.org/stats/graphs/
15:17:36watusimotoI was looking for the graphs
15:17:41watusimotoand you seem to have found them!
15:17:49raptorsorry - i moved things around a bit...
15:17:49watusimotowhere did they go, I wonder?
15:17:56watusimotothe url changed?
15:18:04raptoryes, i rebased everything here: http://www.bitfighter.org/stats/
15:18:17watusimotoah yes, ok that's fine
15:18:37raptorlet me put up a redirect at the old link for the graphs (forgot to..)
15:18:42watusimotoactually, very nice
15:18:43watusimotono need
15:18:50raptorok
15:18:54watusimotoI'll just change my bookmark
15:19:22raptorsadly we are in another big decline...
15:19:57watusimotoyes indeed we are
15:20:26watusimotoyesterday we had over 10 players!! woohoo!
15:20:38raptorhaha
15:20:41raptori was one...
15:20:49raptorsam686 was another...
15:22:26raptorwell, my idea of reducing the particle count for teleport health feedback won't work
15:22:57raptorbecause every teleporter in the game shares the same static array of particles...
15:23:26watusimotointeresting
15:23:36watusimotohow did it look beyond that? or did you get to that level?
15:24:14raptori thought it looked pretty neat - although even the blue ones had particles disappear as i shot any engineered one..
15:24:37raptoreach has 100 particles at full health, i reduced it to 25 at zero health
15:24:51watusimotowe could fix that -- either make particles nonstatic, or create a nonstatic list of which of the static particles are still alive for each tp
15:25:26watusimotoespecially as they only live on the clients
15:25:31watusimotononstatic wouldn't be too bad
15:26:14raptorso for purposes of rendering a teleporter, each particle and its trail are called a 'Tracker' (I spent some time trying to document the rendering method - got about half way..)
15:26:19watusimoto<looking at the forums> I think we could create a simple level metric that takes number of games played and creates some sort of exponential level metric like play 10 games = level 1, 20 = level 2, 40 = level 3, etc.
15:26:30watusimotook
15:26:30raptor??
15:26:37raptorfor a badge?
15:26:47watusimotowell, was thinking more of a crude rank
15:26:50raptoror for rank
15:26:55raptorah, in the forums only?
15:27:01watusimotoperhaps
15:27:06watusimotojust musing
15:27:10raptorso like: raptor posts: 300, rank: level 6
15:27:17watusimotoyes, perhaps
15:27:28watusimotoor it could be based on kdr
15:27:37raptoruhh
15:27:44watusimotocannon fodder,marksman, sharpshooter
15:27:48raptorhaha
15:27:57watusimotoif the idea sucks, just say so@
15:27:58watusimoto!
15:28:06raptorseems kind of fun
15:28:26watusimotobut a numeric rank might be easiest
15:28:26raptorfootloose is the only regular player with a kdr above 1
15:28:38watusimotowell there's a big range between 0 and 1
15:29:03watusimoto0-.25 = cannon fodder, .25-.50 = <<insert funny name here>> ...
15:29:15raptorpawn
15:29:25watusimotobut sorry I start on this line when you were discussing teleporters
15:29:31watusimotowe can come back to it if you want
15:29:40watusimotomy mind is very scattered after 3 days of intensive meetings
15:29:58raptorthat's OK, I can drift with it..
15:30:55watusimotook, so reducing particle count looks good
15:31:00watusimototo signify damage
15:31:24raptoryou tried it?
15:31:31watusimotosorry, that was a question
15:31:38watusimotojust trying to close that topic out
15:31:54raptoryes, i think it looks good - the problem being the static array of 100 Trackers
15:32:18watusimotook, so what if we had a second array showing which trackers were active for a given teleport
15:32:29watusimotoat full health, the active array has 100 items
15:32:31raptorif we make it non-static, then we're loading loads of data each tick...
15:32:33raptorOR
15:32:44watusimotoloading?
15:32:56raptoruh.. instantiating
15:33:01watusimotook
15:33:02raptorOR
15:33:05watusimotoor?
15:33:20raptorwe can move the Tracker array to teleporter.h, and have each teleporter have it's own, then pass it into the render method
15:33:39raptor*its
15:33:42watusimotoah, so the trackers are generated only at render time
15:33:51raptoryes
15:33:53watusimotoand they're created, rendered, discarded
15:34:05raptorif we make it non-static, yes
15:34:15raptorunless we move it out of the render method..
15:34:17watusimotoor created and used over and over because they're static
15:34:27raptory
15:34:55watusimotoso if they were not static, and passed in, they'd be created once per tp, and would be persistant
15:35:03raptoryes
15:35:21watusimotowhen you reduce trackers on injured tps, do you remove them randomly?
15:35:33watusimotoor just remove the last n trackers?
15:36:15raptormy test did something like this: ((currentHealth / fullHealth) * 75) + 25
15:36:28raptorso it would scale linearly from 100 to 25
15:36:32watusimotothat gave you the number of trackers
15:36:34raptoryes
15:36:53raptorand i'd resize the array to the new number (I actually changed the array to a Vector to make it easier)
15:37:04watusimotobut as you were removing the trackers from the static array, did you remove them from the end of the array, or randomly from the middle?
15:37:22raptorjust called vector.resize(newNumber)
15:37:28raptorwhich chops at the end
15:37:32watusimotook, so from the end (effectivly)
15:37:36raptorcorrect
15:38:05watusimotoso... could we keep the static tracker array and then for each tp say render the first n elements, where n is computed as you showed above?
15:39:11raptorso pass in a Tracker count to the render method?
15:39:14raptorthat might work...
15:39:30raptorlet me try, says I
15:39:46watusimoto I don't know if it would work, but it would be better than maintaining separate arrays
15:39:56watusimotobut separate arrays would be better than recreating them every render tick
15:40:16raptorwell if we keep the static render array then they're not recreated
15:40:23watusimotoright
15:40:34watusimotothe recreating scenario was the one we discussed above that you wanted to avoid
15:40:45raptorah yes
15:40:47watusimotothat we both agree is terrible
15:40:53raptoryes yes
15:41:25watusimotojust ranking the options we'd been discussing :-)
15:41:38raptorah ok
15:42:10raptorone side effect, maybe visually beneficial, of each teleport having it's own array is: each teleporter will be rendered differently
15:42:37raptorright now, all teleporters in a level are rendered identically
15:42:57raptoreach Tracker at the exact same position, size, angle, etc..
15:43:57watusimotoyes
15:44:21watusimotowhen there is only one on the screen, it hardly matters
15:45:37raptorthat's true..
15:46:52raptorok, testing...
15:47:59raptorit works!
15:48:15watusimoto excellent!
15:48:59raptorok, i'll commit, then you can test..
15:49:11watusimotook, I'll check it out this evening
15:50:03raptorfeel free to make adjustments
15:50:11watusimotomy BF is broken with a TNL issue
15:50:20raptorwhat are you working on?
15:50:35watusimotoadding destinations to teleporters via lua
15:50:50watusimotoit requires refactoring your teleporter work a little
15:51:00watusimotoand generalizing it so it works with your stuff and mine
15:51:28watusimotobottom line: I need to send a vector of points (a list of destinations) and we don't have a good way to do that
15:51:44watusimotobut I am trying to create a general method to do so, and it's been a pain
15:52:03watusimotoshould be very easy, but I'm dealing with specializing a template and such stuff
15:52:04raptorinteresting
15:52:27BFLogBot - Commit 03ccd8895a44 | Author: buckyballreaction | Log: Health feedback of engineered teleporter
15:52:30raptoroh, I think sam686 fixed the last of the engineered teleporter problems last night
15:52:38watusimotoGreat!
15:53:00raptorso i think it's pretty much done, except for polishing
15:53:17watusimotoI want to do some more lua work, then we should implement a few more badges or whatever, and maybe do a release??
15:53:26raptoryes
15:53:35raptori was thinking release after we come up with a badge or two...
15:53:46watusimotoand get the lua stuff stablized
15:53:48watusimotoof course
15:53:59raptoroh yeah - and fix all the bots again..
15:54:24watusimotowe're still using lunar a bit, but I think we can leave that in place for the moment; all the must-convert stuff has been converted
15:54:52watusimotoand seems to work
15:56:35watusimotomaybe we could add some test numerical ranks to the stats page to see how they look
15:56:55watusimototo get a sense of how much rank differentiation we have and such
15:57:06watusimotomight be a good place to refine the forumla if we go that route
15:57:21watusimotosee how players respond in an easy way
16:02:05raptorargh - sam686 told me some more bugs he found in-game a couple nights ago and i forgot to write them down..
16:04:22raptorone of them was phaser's hitting a wall sounding different now
16:04:34raptori have no idea how that could have broke..
16:05:07watusimotoeasy enough to fix... perhaps an enum got out-of-sync?
16:05:21raptoryeah, that what i think, too
16:05:31watusimotoneed more xmacros!!!
16:05:33raptorbut there have been a lot of weird bugs crop up
16:05:57raptornone of which i remember anybody touching the code for it to b e a problem
16:06:28raptorlike the repair bugs
16:08:10watusimotomaybe after we fix a couple, we'll find the cause
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16:44:40masterkaenbah. my router is on the fritz :/
16:45:00masterkaenI keep getting sporadically d/c'd from everything.
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16:46:47kaendoesn't seem like it's improving... feel free to boot me if make a lot of log spam :P
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17:47:15raptorhello!
17:49:50Watusimotohi, soon to be bye
17:49:55raptorhi
17:50:21raptordid you see the teleporter Tracker changes?
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18:36:54Watusimotohaven't seen the changes yet -- can't yet compile
18:37:04Watusimoto but I'm looking forward to it!!
18:37:56raptori finally found what the color.interp() method actually does
18:39:40raptorbased on the float you give it from 0-1, it displays a color along the spectrum between two colors
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20:16:22sam686Do I have unlimited sensor while engineering Teleporter Exit?
20:16:37raptori don't know... do you?
20:17:03sam686looks like yes, no energy drain while using sensor while engineering teleport exit..
20:17:30raptorhmmm... you shouldn't be able to use sensor...
20:17:57sam686same with othe modules... except it acks like you aren't using it on server side (looks like you have shield on client side, but still get hit)
20:18:41raptorhmmm... i must have broke something...
20:18:48raptormodules should be disabled
20:19:00BFLogBot - Commit 2bd83da5f8fb | Author: sam8641 | Log: Limit "Your teleporter got destroyed" message to only when your engineer teleporter was shot down (not when quitting engineer teleport exit menu)
20:19:00raptorlooks like the client-side flag isn't being set properly
20:22:36raptorbe back in a few..
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20:38:35raptorsam686: what do you think of my recent teleporter changes on how to show the health?
20:39:50sam686i think i like that..
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21:13:25raptorall methods in GameObjectRender are just in the Zap namespace
21:13:38raptorgameObjectRender.h, i mean
21:24:07BFLogBot - Commit a775d228fe04 | Author: buckyballreaction | Log: Render all particles again for the teleport explosion
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