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| 03:54:04 | raptor | ok |
| 03:54:31 | raptor | masterkaen / neakretsam: you have morphed into different users, kean? |
| 03:54:38 | raptor | also what was i working on before? |
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| 04:43:12 | sam686 | the engineer menu won't disappear on ship's death? |
| 04:58:49 | sam686 | i 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) |
| 04:59:27 | raptor | hmm... i never test sound (I always have it off..) |
| 05:13:51 | raptor | you're right |
| 05:13:56 | raptor | it's a different sound |
| 05:19:49 | sam686 | I am trying a "quit engineer menu on ship death" |
| 05:20:18 | raptor | ok - i'm actually moving a bit from ship::packUpdate to ClientInfo... |
| 05:50:58 | | BFLogBot - Commit 5730f82709d2 | Author: buckyballreaction | Log: Move disabling of ship systems to ClientInfo; this frees up a bit in Ship::packUpdate |
| 05:56:00 | | BFLogBot - Commit 20b33418270f | Author: sam8641 | Log: Engineer menu now quits when your ship got destroyed, or you change loadout to not have Engineer Module. |
| 05:58:49 | | raptor looks... |
| 05:59:44 | raptor | reallY? just setting mHelper to NULL works like that? |
| 05:59:58 | sam686 | looks like that works fine... |
| 06:04:41 | raptor | is hasEngineerModule ever needed to be set to false? |
| 06:05:50 | sam686 | hasEngineerModule 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 |
| 06:06:46 | sam686 | it can happen to be false when you change loadout, open engineer menum then go to loadout zone.. |
| 06:07:10 | raptor | i mean - does it reset to false anywhere? |
| 06:07:56 | sam686 | hasEngineerModule is a local function variable in Ship:unpackUpdate |
| 06:08:50 | raptor | oh oops |
| 06:08:55 | sam686 | maybe your sleepiness is making it confusing? |
| 06:08:56 | raptor | your're right - i thought it was global |
| 06:09:01 | raptor | haha, it must be |
| 06:16:03 | raptor | good night |
| 06:17:27 | sam686 | night.. |
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| 07:16:12 | | BFLogBot - Commit 408faa84e33d | Author: sam8641 | Log: Engineering teleporter menu now quits when your teleporter get destroyed before setting your end point. |
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| 14:54:23 | raptor | good morning! |
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| 15:14:30 | watusimoto | hi |
| 15:14:35 | raptor | hi |
| 15:14:56 | watusimoto | hey, where did the game stats go? The page with the number of players per day? |
| 15:15:57 | raptor | umm |
| 15:16:12 | raptor | http://www.bitfighter.org/stats/stats.php |
| 15:16:19 | raptor | oh... |
| 15:16:23 | raptor | the graphs? |
| 15:16:38 | raptor | http://www.bitfighter.org/stats/graphs/ |
| 15:17:36 | watusimoto | I was looking for the graphs |
| 15:17:41 | watusimoto | and you seem to have found them! |
| 15:17:49 | raptor | sorry - i moved things around a bit... |
| 15:17:49 | watusimoto | where did they go, I wonder? |
| 15:17:56 | watusimoto | the url changed? |
| 15:18:04 | raptor | yes, i rebased everything here: http://www.bitfighter.org/stats/ |
| 15:18:17 | watusimoto | ah yes, ok that's fine |
| 15:18:37 | raptor | let me put up a redirect at the old link for the graphs (forgot to..) |
| 15:18:42 | watusimoto | actually, very nice |
| 15:18:43 | watusimoto | no need |
| 15:18:50 | raptor | ok |
| 15:18:54 | watusimoto | I'll just change my bookmark |
| 15:19:22 | raptor | sadly we are in another big decline... |
| 15:19:57 | watusimoto | yes indeed we are |
| 15:20:26 | watusimoto | yesterday we had over 10 players!! woohoo! |
| 15:20:38 | raptor | haha |
| 15:20:41 | raptor | i was one... |
| 15:20:49 | raptor | sam686 was another... |
| 15:22:26 | raptor | well, my idea of reducing the particle count for teleport health feedback won't work |
| 15:22:57 | raptor | because every teleporter in the game shares the same static array of particles... |
| 15:23:26 | watusimoto | interesting |
| 15:23:36 | watusimoto | how did it look beyond that? or did you get to that level? |
| 15:24:14 | raptor | i thought it looked pretty neat - although even the blue ones had particles disappear as i shot any engineered one.. |
| 15:24:37 | raptor | each has 100 particles at full health, i reduced it to 25 at zero health |
| 15:24:51 | watusimoto | we could fix that -- either make particles nonstatic, or create a nonstatic list of which of the static particles are still alive for each tp |
| 15:25:26 | watusimoto | especially as they only live on the clients |
| 15:25:31 | watusimoto | nonstatic wouldn't be too bad |
| 15:26:14 | raptor | so 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..) |
| 15:26:19 | watusimoto | <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. |
| 15:26:30 | watusimoto | ok |
| 15:26:30 | raptor | ?? |
| 15:26:37 | raptor | for a badge? |
| 15:26:47 | watusimoto | well, was thinking more of a crude rank |
| 15:26:50 | raptor | or for rank |
| 15:26:55 | raptor | ah, in the forums only? |
| 15:27:01 | watusimoto | perhaps |
| 15:27:06 | watusimoto | just musing |
| 15:27:10 | raptor | so like: raptor posts: 300, rank: level 6 |
| 15:27:17 | watusimoto | yes, perhaps |
| 15:27:28 | watusimoto | or it could be based on kdr |
| 15:27:37 | raptor | uhh |
| 15:27:44 | watusimoto | cannon fodder,marksman, sharpshooter |
| 15:27:48 | raptor | haha |
| 15:27:57 | watusimoto | if the idea sucks, just say so@ |
| 15:27:58 | watusimoto | ! |
| 15:28:06 | raptor | seems kind of fun |
| 15:28:26 | watusimoto | but a numeric rank might be easiest |
| 15:28:26 | raptor | footloose is the only regular player with a kdr above 1 |
| 15:28:38 | watusimoto | well there's a big range between 0 and 1 |
| 15:29:03 | watusimoto | 0-.25 = cannon fodder, .25-.50 = <<insert funny name here>> ... |
| 15:29:15 | raptor | pawn |
| 15:29:25 | watusimoto | but sorry I start on this line when you were discussing teleporters |
| 15:29:31 | watusimoto | we can come back to it if you want |
| 15:29:40 | watusimoto | my mind is very scattered after 3 days of intensive meetings |
| 15:29:58 | raptor | that's OK, I can drift with it.. |
| 15:30:55 | watusimoto | ok, so reducing particle count looks good |
| 15:31:00 | watusimoto | to signify damage |
| 15:31:24 | raptor | you tried it? |
| 15:31:31 | watusimoto | sorry, that was a question |
| 15:31:38 | watusimoto | just trying to close that topic out |
| 15:31:54 | raptor | yes, i think it looks good - the problem being the static array of 100 Trackers |
| 15:32:18 | watusimoto | ok, so what if we had a second array showing which trackers were active for a given teleport |
| 15:32:29 | watusimoto | at full health, the active array has 100 items |
| 15:32:31 | raptor | if we make it non-static, then we're loading loads of data each tick... |
| 15:32:33 | raptor | OR |
| 15:32:44 | watusimoto | loading? |
| 15:32:56 | raptor | uh.. instantiating |
| 15:33:01 | watusimoto | ok |
| 15:33:02 | raptor | OR |
| 15:33:05 | watusimoto | or? |
| 15:33:20 | raptor | we can move the Tracker array to teleporter.h, and have each teleporter have it's own, then pass it into the render method |
| 15:33:39 | raptor | *its |
| 15:33:42 | watusimoto | ah, so the trackers are generated only at render time |
| 15:33:51 | raptor | yes |
| 15:33:53 | watusimoto | and they're created, rendered, discarded |
| 15:34:05 | raptor | if we make it non-static, yes |
| 15:34:15 | raptor | unless we move it out of the render method.. |
| 15:34:17 | watusimoto | or created and used over and over because they're static |
| 15:34:27 | raptor | y |
| 15:34:55 | watusimoto | so if they were not static, and passed in, they'd be created once per tp, and would be persistant |
| 15:35:03 | raptor | yes |
| 15:35:21 | watusimoto | when you reduce trackers on injured tps, do you remove them randomly? |
| 15:35:33 | watusimoto | or just remove the last n trackers? |
| 15:36:15 | raptor | my test did something like this: ((currentHealth / fullHealth) * 75) + 25 |
| 15:36:28 | raptor | so it would scale linearly from 100 to 25 |
| 15:36:32 | watusimoto | that gave you the number of trackers |
| 15:36:34 | raptor | yes |
| 15:36:53 | raptor | and i'd resize the array to the new number (I actually changed the array to a Vector to make it easier) |
| 15:37:04 | watusimoto | but 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? |
| 15:37:22 | raptor | just called vector.resize(newNumber) |
| 15:37:28 | raptor | which chops at the end |
| 15:37:32 | watusimoto | ok, so from the end (effectivly) |
| 15:37:36 | raptor | correct |
| 15:38:05 | watusimoto | so... 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? |
| 15:39:11 | raptor | so pass in a Tracker count to the render method? |
| 15:39:14 | raptor | that might work... |
| 15:39:30 | raptor | let me try, says I |
| 15:39:46 | watusimoto | I don't know if it would work, but it would be better than maintaining separate arrays |
| 15:39:56 | watusimoto | but separate arrays would be better than recreating them every render tick |
| 15:40:16 | raptor | well if we keep the static render array then they're not recreated |
| 15:40:23 | watusimoto | right |
| 15:40:34 | watusimoto | the recreating scenario was the one we discussed above that you wanted to avoid |
| 15:40:45 | raptor | ah yes |
| 15:40:47 | watusimoto | that we both agree is terrible |
| 15:40:53 | raptor | yes yes |
| 15:41:25 | watusimoto | just ranking the options we'd been discussing :-) |
| 15:41:38 | raptor | ah ok |
| 15:42:10 | raptor | one side effect, maybe visually beneficial, of each teleport having it's own array is: each teleporter will be rendered differently |
| 15:42:37 | raptor | right now, all teleporters in a level are rendered identically |
| 15:42:57 | raptor | each Tracker at the exact same position, size, angle, etc.. |
| 15:43:57 | watusimoto | yes |
| 15:44:21 | watusimoto | when there is only one on the screen, it hardly matters |
| 15:45:37 | raptor | that's true.. |
| 15:46:52 | raptor | ok, testing... |
| 15:47:59 | raptor | it works! |
| 15:48:15 | watusimoto | excellent! |
| 15:48:59 | raptor | ok, i'll commit, then you can test.. |
| 15:49:11 | watusimoto | ok, I'll check it out this evening |
| 15:50:03 | raptor | feel free to make adjustments |
| 15:50:11 | watusimoto | my BF is broken with a TNL issue |
| 15:50:20 | raptor | what are you working on? |
| 15:50:35 | watusimoto | adding destinations to teleporters via lua |
| 15:50:50 | watusimoto | it requires refactoring your teleporter work a little |
| 15:51:00 | watusimoto | and generalizing it so it works with your stuff and mine |
| 15:51:28 | watusimoto | bottom line: I need to send a vector of points (a list of destinations) and we don't have a good way to do that |
| 15:51:44 | watusimoto | but I am trying to create a general method to do so, and it's been a pain |
| 15:52:03 | watusimoto | should be very easy, but I'm dealing with specializing a template and such stuff |
| 15:52:04 | raptor | interesting |
| 15:52:27 | | BFLogBot - Commit 03ccd8895a44 | Author: buckyballreaction | Log: Health feedback of engineered teleporter |
| 15:52:30 | raptor | oh, I think sam686 fixed the last of the engineered teleporter problems last night |
| 15:52:38 | watusimoto | Great! |
| 15:53:00 | raptor | so i think it's pretty much done, except for polishing |
| 15:53:17 | watusimoto | I want to do some more lua work, then we should implement a few more badges or whatever, and maybe do a release?? |
| 15:53:26 | raptor | yes |
| 15:53:35 | raptor | i was thinking release after we come up with a badge or two... |
| 15:53:46 | watusimoto | and get the lua stuff stablized |
| 15:53:48 | watusimoto | of course |
| 15:53:59 | raptor | oh yeah - and fix all the bots again.. |
| 15:54:24 | watusimoto | we'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 |
| 15:54:52 | watusimoto | and seems to work |
| 15:56:35 | watusimoto | maybe we could add some test numerical ranks to the stats page to see how they look |
| 15:56:55 | watusimoto | to get a sense of how much rank differentiation we have and such |
| 15:57:06 | watusimoto | might be a good place to refine the forumla if we go that route |
| 15:57:21 | watusimoto | see how players respond in an easy way |
| 16:02:05 | raptor | argh - sam686 told me some more bugs he found in-game a couple nights ago and i forgot to write them down.. |
| 16:04:22 | raptor | one of them was phaser's hitting a wall sounding different now |
| 16:04:34 | raptor | i have no idea how that could have broke.. |
| 16:05:07 | watusimoto | easy enough to fix... perhaps an enum got out-of-sync? |
| 16:05:21 | raptor | yeah, that what i think, too |
| 16:05:31 | watusimoto | need more xmacros!!! |
| 16:05:33 | raptor | but there have been a lot of weird bugs crop up |
| 16:05:57 | raptor | none of which i remember anybody touching the code for it to b e a problem |
| 16:06:28 | raptor | like the repair bugs |
| 16:08:10 | watusimoto | maybe after we fix a couple, we'll find the cause |
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| 16:44:40 | masterkaen | bah. my router is on the fritz :/ |
| 16:45:00 | masterkaen | I keep getting sporadically d/c'd from everything. |
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| 16:46:47 | kaen | doesn't seem like it's improving... feel free to boot me if make a lot of log spam :P |
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| 17:47:15 | raptor | hello! |
| 17:49:50 | Watusimoto | hi, soon to be bye |
| 17:49:55 | raptor | hi |
| 17:50:21 | raptor | did you see the teleporter Tracker changes? |
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| 18:36:54 | Watusimoto | haven't seen the changes yet -- can't yet compile |
| 18:37:04 | Watusimoto | but I'm looking forward to it!! |
| 18:37:56 | raptor | i finally found what the color.interp() method actually does |
| 18:39:40 | raptor | based on the float you give it from 0-1, it displays a color along the spectrum between two colors |
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| 20:16:22 | sam686 | Do I have unlimited sensor while engineering Teleporter Exit? |
| 20:16:37 | raptor | i don't know... do you? |
| 20:17:03 | sam686 | looks like yes, no energy drain while using sensor while engineering teleport exit.. |
| 20:17:30 | raptor | hmmm... you shouldn't be able to use sensor... |
| 20:17:57 | sam686 | same 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) |
| 20:18:41 | raptor | hmmm... i must have broke something... |
| 20:18:48 | raptor | modules should be disabled |
| 20:19:00 | | BFLogBot - 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) |
| 20:19:00 | raptor | looks like the client-side flag isn't being set properly |
| 20:22:36 | raptor | be back in a few.. |
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| 20:38:35 | raptor | sam686: what do you think of my recent teleporter changes on how to show the health? |
| 20:39:50 | sam686 | i think i like that.. |
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| 21:13:25 | raptor | all methods in GameObjectRender are just in the Zap namespace |
| 21:13:38 | raptor | gameObjectRender.h, i mean |
| 21:24:07 | | BFLogBot - Commit a775d228fe04 | Author: buckyballreaction | Log: Render all particles again for the teleport explosion |
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