Timestamps are in GMT/BST.
| 00:00:01 | | kaen Quit (Changing host) |
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| 00:00:04 | raptor | bobdaduck: how do the zones flash? |
| 00:00:13 | bobdaduck | what? |
| 00:00:22 | bobdaduck | Arg what just happened |
| 00:01:05 | raptor | bobdaduck: freenode had a server(s) drop off the network |
| 00:01:19 | raptor | Watusimoto: what do you think about this?: http://sam6.25u.com/upload/10screenshot_5.png |
| 00:01:25 | bobdaduck | *checks logs* |
| 00:01:34 | bobdaduck | Okay the zones flash because when a zone changes teams it flashes |
| 00:01:40 | bobdaduck | leftovers from zone control code |
| 00:01:45 | bobdaduck | In no other gametype do zones flash |
| 00:01:47 | Watusimoto | bobdaduck: some pretty crafty scripting there |
| 00:02:07 | bobdaduck | er, do zones change teams. In no other gametype zones change teams. |
| 00:02:28 | bobdaduck | So using the script to change the zone teams made them flash |
| 00:02:30 | bobdaduck | *shrug* |
| 00:02:30 | Watusimoto | not sure about that screenshot\ |
| 00:02:41 | | -kloeri- [Global Notice] Hi all. We're currently having some network connectivity issues as you're most likely aware. We're looking into the issue and hope to be back to normal soon. Thanks for using freenode. |
| 00:02:57 | Watusimoto | but I had never considered what we could/should do with that screen |
| 00:03:16 | Watusimoto | it collides with the loadout menu in an unpleasant way, for example |
| 00:03:23 | raptor | the idea being it's difficult to read the mission overlay |
| 00:03:24 | bobdaduck | It looks a little less thrown together than what we have right now though |
| 00:03:39 | Watusimoto | yes, it is, and this does make it easier |
| 00:03:41 | raptor | Watusimoto: collides how? |
| 00:03:58 | Watusimoto | they occupy the same space, and each makes the other difficult to read |
| 00:04:11 | Watusimoto | it's worse if they both have boxes around them |
| 00:04:27 | raptor | why would you have the loadout open and the mission overlay open? |
| 00:04:40 | Watusimoto | here's my immediaet thought after seeing the screenshot |
| 00:04:51 | Watusimoto | it definitely suggests that we can improve that display |
| 00:05:00 | Watusimoto | this offers an idea to make it easier to read |
| 00:05:08 | Watusimoto | but now I want to animate it! |
| 00:05:13 | Watusimoto | I have an idea too |
| 00:05:15 | raptor | NOOoooo |
| 00:05:17 | raptor | ok |
| 00:05:18 | Watusimoto | wait |
| 00:05:23 | Watusimoto | I can show you |
| 00:05:37 | raptor | I haven't checked it in... but ok |
| 00:06:00 | Watusimoto | start this |
| 00:06:01 | Watusimoto | http://armorgames.com/play/13457/zombotron-2 |
| 00:06:12 | bobdaduck | I dunno, raptor's primary concern was "is this distracting" and I was like "as long as it isn't animated, no." |
| 00:06:12 | Watusimoto | load the game |
| 00:06:20 | Watusimoto | just take a look! |
| 00:06:29 | Watusimoto | click play |
| 00:06:34 | Watusimoto | and viva the swords!! |
| 00:06:50 | raptor | ok |
| 00:07:22 | raptor | so pixelly spontaneous generation? |
| 00:07:22 | Watusimoto | think two clanking swords to usher in that display |
| 00:07:26 | Watusimoto | no |
| 00:07:29 | Watusimoto | have you seen the swords? |
| 00:07:54 | Watusimoto | except we could uses... axes? to make it less a rip off |
| 00:07:58 | Watusimoto | tomohawks! |
| 00:08:50 | raptor | uh yes... are you feeling OK? |
| 00:08:54 | raptor | i guess I can't tell which animation you're thinking of (or if you're being serious?) |
| 00:08:56 | Watusimoto | have you seen them? |
| 00:09:02 | Watusimoto | don't close the window yet |
| 00:09:07 | Watusimoto | ok |
| 00:09:13 | Watusimoto | start the game |
| 00:09:22 | Watusimoto | the first thing that comes up is a sort of stage map |
| 00:09:33 | bobdaduck | rofl |
| 00:09:38 | bobdaduck | Those swords |
| 00:09:44 | Watusimoto | awesome, no? |
| 00:09:46 | raptor | yes i saw the swords |
| 00:09:49 | Watusimoto | alas, I was joking, not the swords |
| 00:09:54 | Watusimoto | but after the swords |
| 00:09:54 | bobdaduck | What if we just had these giant bitfighter ships crisscross over the screen |
| 00:10:10 | Watusimoto | a flying ship towing a banner with the level info |
| 00:10:17 | Watusimoto | have you seen the stage map? |
| 00:10:26 | Watusimoto | click play |
| 00:10:45 | raptor | the stage map |
| 00:10:52 | raptor | i see the stage map |
| 00:10:56 | Watusimoto | the way the stage map is progressively drawn |
| 00:11:11 | Watusimoto | a little faster, and perhaps each line of the info display drawn simultaneously |
| 00:11:18 | Watusimoto | but kind of computery |
| 00:11:37 | Watusimoto | see it again by clicking main menu |
| 00:11:43 | Watusimoto | and play again |
| 00:12:09 | Watusimoto | that is my idea |
| 00:12:37 | Watusimoto | or we could just do the swords |
| 00:12:45 | raptor | but freenode is making our conversation asynchronous... |
| 00:12:58 | Watusimoto | oh boy |
| 00:13:03 | Watusimoto | I can hear myself just fine! |
| 00:13:20 | Watusimoto | raptor: you can check that in if you like |
| 00:13:35 | Watusimoto | it's a step in the right direction |
| 00:13:54 | Watusimoto | but try it with the loadout menu up |
| 00:14:00 | Watusimoto | and see about the collision |
| 00:14:33 | raptor | ok, lookng at tthe logs i'm about 2 min behind.. |
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| 00:17:01 | | ChanServ sets mode +o raptor |
| 00:17:22 | raptor | hello hello |
| 00:17:24 | raptor | anyone hear me? |
| 00:17:36 | bobdaduck | Hello |
| 00:17:42 | raptor | ok, i'll check it in... |
| 00:17:46 | raptor | but i do see the collisoin with the loadout |
| 00:17:52 | raptor | maybe no outline? |
| 00:18:08 | raptor | Watusimoto, are we synced up OK? |
| 00:18:11 | Watusimoto | the collision |
| 00:18:11 | Watusimoto | http://img855.imageshack.us/img855/2579/screenshot18ck.png |
| 00:18:17 | Watusimoto | yes |
| 00:18:20 | Watusimoto | hellow |
| 00:18:30 | raptor | oh good |
| 00:18:46 | raptor | so that is the current collision |
| 00:19:00 | Watusimoto | if we just want readability, we could draw a series of strips a little bigger than the text and no outline |
| 00:19:08 | raptor | here is the new one: http://sam6.25u.com/upload/8screenshot_6.png |
| 00:19:21 | Watusimoto | so basically we put down a dim strip the size of each line of text, then reinder the text on top |
| 00:20:08 | raptor | is my collision worse? |
| 00:20:36 | Watusimoto | it's much better if you don;t want to change your loadout |
| 00:20:41 | raptor | yep |
| 00:20:57 | Watusimoto | but then you wouldn;t have your loadout menu open |
| 00:21:07 | Watusimoto | so 2 solutions for that: |
| 00:21:14 | Watusimoto | 1 draw loadout on top |
| 00:21:24 | Watusimoto | 2 rearrange text so they occupy different places |
| 00:21:41 | raptor | but the overlay is only active for the first 4 seconds or so |
| 00:21:51 | Watusimoto | levelinfo could be a slideout menu like the loadout menu, but from the right side |
| 00:22:07 | raptor | sure |
| 00:22:25 | Watusimoto | it would have to be smaller, but could basically occupy almost half the screen |
| 00:22:32 | Watusimoto | ideally it wouldn't cover the ship |
| 00:22:46 | raptor | yes |
| 00:23:00 | raptor | right now that levelinfo makes everything difficult... |
| 00:23:13 | | bobdaduck Quit (Remote host closed the connection) |
| 00:23:19 | Watusimoto | this shows the approximate size of the loadout menu with my favorite font so far |
| 00:23:20 | Watusimoto | http://img194.imageshack.us/img194/9004/screenshot19ry.png |
| 00:24:02 | | Nothing_Much Quit (*.net *.split) |
| 00:24:06 | Watusimoto | it either needs to be a tad wider, or we need to shorten armor |
| 00:24:11 | Watusimoto | or wrap it |
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| 00:24:40 | Watusimoto | why does levelinfo make things hard? |
| 00:25:31 | raptor | ok |
| 00:25:31 | Watusimoto | or |
| 00:26:24 | raptor | i can move the whole level info up |
| 00:26:24 | Watusimoto | levelinfo could be like loadout menu but coming down from the top |
| 00:26:24 | Watusimoto | nearly full width |
| 00:26:24 | raptor | shorten the armor ("adds mass") |
| 00:26:24 | Watusimoto | I like it! |
| 00:26:24 | Watusimoto | "adds mass" or "adds inertia"? |
| 00:26:24 | raptor | title -> "Pick 2 modules" |
| 00:26:27 | Watusimoto | yes |
| 00:27:24 | Watusimoto | I actually want to make the title font a little bigger, so shortening is a good idea |
| 00:27:24 | raptor | mass or inertia... or.. nothing? |
| 00:28:24 | Watusimoto | let's try adds interita for now and see how we like it |
| 00:28:24 | raptor | ok |
| 00:28:24 | raptor | I'll check in what I have and start making minor revisions |
| 00:28:24 | Watusimoto | ok |
| 00:28:24 | Watusimoto | good |
| 00:28:24 | raptor | it seems... you're up late? |
| 00:29:25 | Watusimoto | I'll keep plugging on the loadout |
| 00:29:27 | raptor | and still working on something? |
| 00:29:27 | raptor | ah |
| 00:29:27 | Watusimoto | 1:28 |
| 00:29:27 | Watusimoto | late, but not more than usual |
| 00:30:25 | raptor | will you change the loadout text, or me? (I can if you're not planning) |
| 00:30:25 | Watusimoto | I will change the loadout text |
| 00:30:25 | Watusimoto | I'll also create a font context for the levelinfo menu, but we can apply it later |
| 00:30:43 | | BFLogBot Commit: 8edbd52a6412 | Author: buckyballreaction | Message: Pull out UI box code into its own method and use it for the level info overlay |
| 00:30:43 | Watusimoto | then we can monkey with how that looks |
| 00:30:43 | raptor | ok |
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| 00:38:03 | fordcars | does a force field count as an obstacle in getFiringSolution(item)? Probably not, huh |
| 00:39:22 | raptor | fordcars: it would be a forcefield projector, i think |
| 00:39:23 | raptor | oh wait |
| 00:39:31 | raptor | in the c++ you mean? |
| 00:39:31 | fordcars | no lua |
| 00:39:31 | fordcars | because bots don't realize that they can't shoot through force fields |
| 00:40:24 | raptor | hmmm |
| 00:40:24 | raptor | it ends up being a c++ method.. |
| 00:41:03 | raptor | and probably FFs are *not* obstacles... |
| 00:41:03 | fordcars | :( |
| 00:41:03 | fordcars | ok |
| 00:41:03 | raptor | but maybe they should be? |
| 00:41:03 | fordcars | yes! |
| 00:41:11 | fordcars | because local angle = getFiringSolution(obj) if angle ~= nil and bot:hasWeapon(weapon) ------- would work with force fields |
| 00:41:23 | raptor | yes... |
| 00:41:26 | raptor | hmmm |
| 00:41:52 | fordcars | The only thing I can think of for this right now is some sort of time out |
| 00:41:53 | raptor | please add this to the s_bot improvement thread |
| 00:46:49 | | BFLogBot Quit (Ping timeout: 258 seconds) |
| 00:46:49 | | Disconnected. |
| 00:46:50 | | -cameron.freenode.net- *** Looking up your hostname... |
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| 00:46:56 | | BFLogBot2 has joined |
| 00:46:56 | | Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/' |
| 00:46:56 | | Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 GMT 2013 |
| 00:46:56 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 00:47:16 | fordcars | 2 log bots |
| 00:50:16 | | BFLogBot Quit (Ping timeout: 258 seconds) |
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| 00:52:53 | | BFLogBot has joined |
| 00:52:53 | | Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/' |
| 00:52:53 | | Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 GMT 2013 |
| 00:52:53 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 00:53:17 | | -moorcock.freenode.net- *** Looking up your hostname... |
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| 00:53:33 | | BFLogBot has joined |
| 00:53:33 | | Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/' |
| 00:53:33 | | Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 GMT 2013 |
| 00:53:33 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 00:54:11 | fordcars | ok |
| 00:54:23 | | Nothing_Much Quit (Quit: Leaving) |
| 00:54:45 | fordcars | brb later |
| 00:55:29 | | fordcars_ has joined |
| 00:55:41 | fordcars_ | fyi the things I did: S_BOT IMPROVEMENTS - Bots now don't shoot forcefields in one-team nexus, bitmatch and rabbit (code just over your new rabbit code) - Bots don't stay stuck on nexus when they have more than 3 flags (nexus) - Bots go to nexus when they have more than 4 flags and nexus is open (nexus) - Bots don't crash when there are no flags in capture the flags (added if myFlag ~= nil in our flag returning code) |
| 00:55:48 | fordcars_ | later |
| 00:56:23 | raptor | later |
| 00:58:59 | | fordcars Quit (Ping timeout: 245 seconds) |
| 01:00:14 | | fordcars_ Quit (Ping timeout: 245 seconds) |
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| 01:07:23 | Watusimoto | going to bed |
| 01:07:35 | Watusimoto | I'll check in what I've got, it's not perfect by any means |
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| 01:10:12 | raptor | night! |
| 01:10:14 | raptor | ok |
| 01:11:45 | raptor | Watusimoto: quick question about bots: they use getFiringSolution c++ method |
| 01:12:01 | raptor | but that method ignore FFs that are up in determining a target |
| 01:12:02 | Watusimoto | I think so |
| 01:12:09 | Watusimoto | ok |
| 01:12:13 | | fordcars has joined |
| 01:12:17 | Watusimoto | probably not intentional |
| 01:12:22 | raptor | should we consider FFs that are up? (as 'walls' in the way?) |
| 01:12:23 | Watusimoto | well... not intentional |
| 01:12:39 | Watusimoto | oh, they shoot "through" ffs? |
| 01:12:44 | raptor | yes |
| 01:12:50 | Watusimoto | yes, they shoudl recognize ffs... why not? |
| 01:12:58 | raptor | ok |
| 01:13:04 | Watusimoto | would make them a little less stupid |
| 01:13:07 | raptor | i ask because a c++ is more permanent with a release |
| 01:13:12 | raptor | c++ change |
| 01:13:51 | fordcars | yeah. If you do this, bots will stop being stuck everywhere |
| 01:13:58 | fordcars | well on force fields |
| 01:15:31 | raptor | but i want to be able to exploit stupid bots! |
| 01:15:50 | | BFLogBot Commit: 7a99db852421 | Author: watusimoto | Message: More mucking around with loadout menu, fonts, etc. Added LevelInfoContext for fonts. |
| 01:15:51 | | BFLogBot Commit: 33d8a6b5bbab | Author: watusimoto | Message: Merge |
| 01:15:52 | Watusimoto | ok, good night all! |
| 01:15:55 | raptor | night |
| 01:16:05 | fordcars | haha |
| 01:16:08 | fordcars | nihgt |
| 01:16:15 | fordcars | *night! |
| 01:25:00 | | BFLogBot Commit: 521071a43666 | Author: buckyballreaction | Message: Move level info information up and squish a little |
| 01:33:37 | | Disconnected. |
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| 01:35:02 | | BFLogBot has joined |
| 01:35:04 | | Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/' |
| 01:35:04 | | Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 GMT 2013 |
| 01:35:05 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 01:39:09 | fordcars | he's back |
| 01:39:14 | raptor | i resurrected him |
| 01:39:19 | raptor | but he's still not logging... |
| 01:43:46 | fordcars | :( |
| 01:45:25 | fordcars | hehe I have a bot idea, finally |
| 01:47:53 | raptor | fordcars: you removed a piece of code: game:getNexusTimeLeft() < 10000 |
| 01:48:03 | raptor | how come? |
| 01:48:21 | fordcars | that made the bots always stay at nexus when they had more than 3 flags |
| 01:48:40 | fordcars | you can change it back if you want |
| 01:49:04 | raptor | I'm going to change it back, but maybe reduce it a bit... |
| 01:49:18 | fordcars | it is 10000 seconds, you know |
| 01:49:28 | raptor | not milliseconds?? |
| 01:49:33 | fordcars | NO |
| 01:49:36 | raptor | WHAT |
| 01:49:43 | fordcars | :P put it to 10 and test it |
| 01:49:44 | raptor | that's... messed up |
| 01:49:58 | fordcars | Test s_bot and you will see |
| 01:50:18 | fordcars | when it gets 3 flags, it goes on nexus and waits |
| 01:50:39 | raptor | you mean before it would just go near the nexus and stay there if it had 3 or more flags?? |
| 01:50:49 | fordcars | yep |
| 01:51:13 | raptor | well that's dumb |
| 01:51:20 | fordcars | yeah :P |
| 01:55:06 | fordcars | maybe getNexusTimeLeft() is in seconds, for some reason |
| 01:55:06 | raptor | heh, you're right |
| 01:55:06 | raptor | i'm going to change it to 10... |
| 01:55:06 | fordcars | ok |
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| 01:59:00 | raptor | fordcars: your crash fix (when there are no flags in CTF), what triggered that? |
| 02:01:00 | fordcars | your code :P Actually it was: attempt to index local 'myFlag' (a nil value) |
| 02:01:42 | fordcars | when the level didn't have a flag |
| 02:01:43 | raptor | well yes, but why didn't hte level have a flag? |
| 02:01:44 | fordcars | because I didn't put one ther! |
| 02:01:44 | raptor | ha! |
| 02:02:36 | raptor | ok, i'm not going to include that fix because all ctf games are supposed to have flags. also, that means we'd have to add nil checks in dozens of other places... |
| 02:02:49 | raptor | for all flag game types |
| 02:03:07 | fordcars | but the normal s_bot was fine when there weren't flags |
| 02:03:24 | fordcars | that's why I put that there |
| 02:03:38 | raptor | really?? |
| 02:03:40 | raptor | huh... |
| 02:03:43 | fordcars | yeah |
| 02:03:59 | fordcars | well it was stuck on a wall but it didn't crash |
| 02:04:15 | raptor | haha |
| 02:04:24 | raptor | ok.. you've convinced me... |
| 02:04:35 | fordcars | haha ok |
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| 02:10:31 | | BFLogBot Commit: 0d511788f129 | Author: buckyballreaction | Message: More S_Bot AI improvements by Fordcars: - Bots don't waste time shooting team FFs/Turrets on single-team maps - Bots don't stay camped at Nexus anymore - Bots go to Nexus only if they have 4 flags now (instead of 3) - Fix crash I introduced |
| 02:10:37 | raptor | ok fordcars your changes are in |
| 02:10:48 | raptor | and with that, i'm calling it a night! |
| 02:11:09 | fordcars | goooooood |
| 02:11:16 | fordcars | ok! |
| 02:11:40 | fordcars | hmmm... Sentinel bot doesn't work for me. The bot shows up, but doesn't follow the player from the arg. Nothing in server log. Weird, huh |
| 02:11:59 | raptor | has to be case-sensitive, i think |
| 02:12:05 | raptor | ok night for real now! |
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| 02:12:10 | fordcars | ok night! |
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| 03:23:32 | fordcars | later |
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| 04:39:47 | bobdaduck_m | Wahhh everyone's dead |
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| 06:25:12 | WOOOOONA | Hi! |
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| 14:45:12 | bobdaduck | goodmorning |
| 14:45:17 | bobdaduck | gentleraptor |
| 14:45:29 | raptor | morning |
| 14:45:56 | bobdaduck | moving speedzones and my levelgen fix? |
| 14:46:29 | raptor | i didn't give you the fix?? |
| 14:46:32 | | raptor looks at logs |
| 14:46:35 | bobdaduck | nope |
| 14:46:50 | bobdaduck | Or if you did the network was being funky |
| 14:47:25 | raptor | ah, freenode was having problems... |
| 14:47:27 | raptor | http://pastie.org/7104827 |
| 14:47:28 | raptor | ^^ there |
| 14:47:51 | raptor | basically, since the 'ship' object will have disappeared during the onPlayerLeft, just use the 'playerInfo' itself |
| 14:48:38 | bobdaduck | ah |
| 14:48:46 | bobdaduck | xD |
| 14:49:06 | bobdaduck | Well great then |
| 14:49:25 | bobdaduck | The other thing was oscillating speedzones? You never got that to me |
| 14:49:51 | raptor | oscillationg speedzones: http://pastie.org/7111541 |
| 14:50:03 | raptor | there are two ways to oscillate in that |
| 14:50:03 | bobdaduck | Whoo! |
| 14:50:10 | raptor | linear and harmonic |
| 14:50:16 | raptor | linear has a bug that I can't figure out... |
| 14:50:39 | raptor | it will stutter and stand still for a little while every once in a while.. |
| 14:50:49 | raptor | some sort of float issue, I think.. |
| 14:50:55 | bobdaduck | I have no idea what the difference is |
| 14:51:27 | raptor | use this level: http://pastie.org/7111563 |
| 14:51:33 | raptor | (rename the Script) |
| 14:51:48 | raptor | you'll see the difference for a minute or so at the start |
| 14:59:16 | bobdaduck | Beautiful. |
| 14:59:32 | raptor | harmonic has a more 'natural' feel |
| 14:59:38 | | bobdaduck begins dissecting the script |
| 15:00:56 | bobdaduck | Arg, deltatimes |
| 15:00:58 | bobdaduck | and maths |
| 15:01:21 | raptor | yep.. |
| 15:02:43 | bobdaduck | Why make the math complicated for the linear one? |
| 15:03:08 | raptor | because it was like 1am and I probably did make waay too complicated.. |
| 15:03:12 | bobdaduck | lol |
| 15:03:39 | bobdaduck | Granted, that's extremely nifty. |
| 15:03:44 | bobdaduck | But hard to disect |
| 15:03:55 | raptor | yeah.. there's a bug in it somewhere, though.. |
| 15:04:07 | raptor | and I got sick of trying to figure it out |
| 15:04:20 | bobdaduck | What bug? |
| 15:05:48 | raptor | the linear one will 'stall' every once in a while |
| 15:05:59 | raptor | i think it's a rounding error somewhere |
| 15:06:43 | bobdaduck | You have all this tricky math |
| 15:07:02 | bobdaduck | I don't see why not just arbitrary "newstartpoint = x + 5" ontick wouldn't work. |
| 15:07:10 | raptor | it would |
| 15:07:19 | raptor | in fact I did that to begin with |
| 15:07:27 | raptor | but there were more problems |
| 15:07:58 | bobdaduck | There were? |
| 15:08:05 | raptor | when it would hit the time to reverse, sometimes it would it is after 10 ticks (for examples) and sometimes 11 ticks |
| 15:08:21 | raptor | basically what would happen is the whole thing would start to migrate across the level |
| 15:08:51 | raptor | so I decided to save the original starting point of the object and have everything be based off of that - then it wouldn't migrate |
| 15:09:08 | bobdaduck | lol |
| 15:09:29 | bobdaduck | I don't understand delta time |
| 15:09:33 | bobdaduck | and why you always use it. |
| 15:09:45 | raptor | delta just means 'change' |
| 15:09:59 | raptor | deltaTime means 'change since last time' |
| 15:10:18 | raptor | so it's the difference between ticks |
| 15:10:25 | raptor | probably 33ms |
| 15:10:30 | raptor | roughly, each time |
| 15:10:42 | bobdaduck | So why do you always use it? How is that helpful? |
| 15:11:09 | raptor | because onTick is always running |
| 15:11:21 | raptor | if you want to measure anything for a certain amount of time |
| 15:11:34 | raptor | you have to add up all the deltaTimes until you reach your amount |
| 15:11:53 | raptor | let's say you want something to move 1000 points in 1 second |
| 15:12:03 | raptor | and you use onTick (because setVel() isn't available) |
| 15:12:15 | raptor | so you have to move it little by little each tick |
| 15:12:25 | raptor | how much do you move it each tick? |
| 15:12:38 | raptor | you move it deltaTime / 1000 * distance |
| 15:12:49 | raptor | 1000 here == number of milliseconds in a second |
| 15:13:40 | raptor | because when you reach one second, deltaTime will be totalled up to 1000 so |
| 15:13:49 | raptor | 1000 / 1000 * distance = 1 * distance |
| 15:14:12 | bobdaduck | So why not just set up a timer(function, 1000) |
| 15:14:26 | raptor | you can |
| 15:14:55 | raptor | but what would happen if you moved something from it's starting spot to it ending spot in 1 second with no intermediate movement? |
| 15:15:18 | bobdaduck | It would look jumpy |
| 15:15:23 | raptor | very jumpy |
| 15:15:42 | bobdaduck | So set the timer up to be smaller. timer(function, 50) |
| 15:15:51 | bobdaduck | and adjust the values in the function to compensate... |
| 15:16:02 | raptor | you could do a repeating timer |
| 15:16:03 | raptor | yes |
| 15:16:11 | raptor | but deltaTime is the exact same thing |
| 15:16:27 | bobdaduck | but with eight times as much math |
| 15:16:36 | raptor | no, it'd be identical |
| 15:16:40 | raptor | because using repeating timer, you'd still have to do the ratio |
| 15:17:09 | raptor | because every 50 milliseconds on a repeating timer is waay too fast to move the object you want |
| 15:17:38 | raptor | so you have to only move it a fraction of what you want each time the timer kicks in... and thus you have deltaTime again |
| 15:18:31 | bobdaduck | arg, so why can I understand the timer method and not deltatime |
| 15:18:52 | raptor | just think of the onTick method as a repeating timer that goes off every 'deltaTime' |
| 15:18:58 | raptor | that's it |
| 15:19:05 | | Little_Apple has joined |
| 15:19:21 | Little_Apple | helo |
| 15:19:39 | bobdaduck | Hello |
| 15:19:41 | raptor | hi |
| 15:19:44 | bobdaduck | That helps a little |
| 15:19:54 | bobdaduck | But not in helping me see how to use it xD |
| 15:20:15 | raptor | you use it to make little incremental changes to things |
| 15:20:24 | raptor | in computer world that means... animations |
| 15:20:44 | bobdaduck | xD |
| 15:21:16 | raptor | if you couldn't adjust things in little tiny bits.. you'd have jumpiness |
| 15:21:49 | bobdaduck | I think I remember in sams snow script seeing a "TimePassed" variable in onTick |
| 15:22:04 | raptor | yeah, that's exactly the same as deltaTime |
| 15:22:19 | raptor | it's just that i guess I chose the more math-y term |
| 15:22:49 | raptor | the concept of little tiny changes is actually at the heart of calculus - so you're learning calculus with this :) |
| 15:23:01 | bobdaduck | I did poorly in precal |
| 15:23:16 | raptor | that's because school is stupid |
| 15:23:27 | bobdaduck | I was better than everybody else at all the geometry parts, and then had a hard time with all the straight algebra parts |
| 15:23:50 | raptor | school *needs* to teach the hard algebra/calculus *with* physics |
| 15:23:51 | bobdaduck | Well yeah school being stupid would be a part of that, but stiill xD |
| 15:24:08 | Little_Apple | ok, quick question. is it possible for a levelgen to set the winning score? |
| 15:24:15 | raptor | because if you don't learn calculus/algebra with physics - it's crazy hard to wrap your brain around hard concepts |
| 15:24:30 | raptor | Little_Apple: i'mnot sure... let me check |
| 15:24:33 | bobdaduck | I haven't managed it |
| 15:29:06 | raptor | doesn't look like it |
| 15:29:33 | Little_Apple | ok thanks |
| 15:29:38 | | Little_Apple Quit (Quit: Page closed) |
| 15:29:39 | raptor | still looking... |
| 15:30:09 | bobdaduck | Being able to modify game aspects could be fun. |
| 15:30:57 | raptor | yeah, no setting of stuff in the game, only 'getting' |
| 15:31:08 | bobdaduck | Though admittedly I'd probably mostly use it to make joke maps where the CTF turns to soccer just before you capture the flag xD |
| 15:31:26 | raptor | ha |
| 15:32:31 | bobdaduck | Back to physics and calculus? |
| 15:32:50 | raptor | yeah, our brains need to *see* what math does to understand it better |
| 15:32:58 | raptor | and they don't do that in public school... |
| 15:33:09 | raptor | at least at none of the ones I went to |
| 15:33:27 | bobdaduck | hah, nope. |
| 15:33:47 | bobdaduck | I was actually the class star in my geometry class |
| 15:33:49 | bobdaduck | Know why? |
| 15:33:57 | raptor | bitfighter? :) |
| 15:34:23 | bobdaduck | Because Zap!'s level editor was TERRIBLE and we had to do all the math and coord plane stuff by hand in the .txt file |
| 15:35:13 | raptor | ha |
| 15:35:15 | raptor | yep |
| 15:35:22 | raptor | you see what math is for and learn it better |
| 15:35:29 | bobdaduck | yeah |
| 15:37:23 | bobdaduck | Still dissecting the script |
| 15:37:46 | raptor | anyways, if you get used to the 'deltaTime' idea - you see that calculus is use for doing things that constantly change |
| 15:38:15 | bobdaduck | Right right. I think I get that part, I just don't get how to use it |
| 15:38:28 | bobdaduck | And I'm still a little fuzzy on why its superior to just using a timer xD |
| 15:38:41 | raptor | you can use a repeating timer and it'd be identical |
| 15:39:07 | raptor | except you'd be tied to onTick and deltaTime and couldn't adjust that |
| 15:39:46 | bobdaduck | I'm mostly comfortable just using fuzzy numbers and saying "ehhh close enough" |
| 15:41:04 | bobdaduck | See the problem is your script doesn't have any easily understandable/modifyable variables |
| 15:41:32 | raptor | yes, well, that's calculus :( |
| 15:41:38 | bobdaduck | There isn't a "switch the direction in 200 ms" thing or anything. Its like you manually programmed an entire timer and used it instead of just calling a timer |
| 15:41:46 | bobdaduck | xD |
| 15:41:50 | raptor | haha |
| 15:41:55 | raptor | ah |
| 15:41:56 | raptor | so |
| 15:42:16 | raptor | the reason is this: can we use setVel() on a speedzone? |
| 15:42:28 | raptor | (and you're right, I pretty much programmed my own timer) |
| 15:42:58 | bobdaduck | Nope |
| 15:42:58 | bobdaduck | xD |
| 15:43:00 | raptor | since we can't use velocity we have to use distance instead (with setGeom()) |
| 15:43:05 | bobdaduck | right |
| 15:43:37 | bobdaduck | I would still just use the hack method of geom.x + 5 every millisecond or whatever |
| 15:43:44 | raptor | and that's where calculus comes in - we have to make incremental changes |
| 15:43:52 | raptor | yeah, you can do that |
| 15:43:56 | raptor | it works |
| 15:44:09 | raptor | until it starts migrating across the screen... :) |
| 15:44:10 | bobdaduck | Though I can understand for the harmonic one. That one is cool. |
| 15:44:26 | raptor | yeah the harmonic one is neat - it's how nature actually does things |
| 15:44:46 | raptor | actually |
| 15:45:18 | bobdaduck | yeah |
| 15:45:25 | raptor | if you use a global variable on a repeatingTimer you can just say "switch after 10 movements" |
| 15:45:52 | raptor | that *would* be a lot easier to understand |
| 15:46:01 | raptor | and that's why you don't program things at 1am |
| 15:46:36 | bobdaduck | lol |
| 15:47:00 | bobdaduck | But then how else would I be amazed at your genius math skillz |
| 15:47:18 | raptor | well.. yeah... uh.. BOW TO ME |
| 15:47:38 | raptor | let me whip something up real quick and see if it works... |
| 15:48:05 | bobdaduck | lol |
| 15:48:36 | bobdaduck | So tell me |
| 15:48:51 | bobdaduck | Why is classical music playing on my pandora metal station? |
| 15:49:33 | raptor | because it's awesome music |
| 15:49:52 | raptor | ok a lot isn't, but a lot is :) |
| 15:50:11 | bobdaduck | Okay yeah sure. For the sake of argument, we'll pretend I agree with you. WHY IS IT PLAYING ON A METAL STATION. |
| 15:50:28 | raptor | now that is a mystery |
| 15:50:53 | bobdaduck | The station is named "metal" and everything |
| 15:51:00 | bobdaduck | WAIT |
| 15:51:01 | bobdaduck | its pandora |
| 15:51:10 | bobdaduck | I can totally just ask it "why is this music playing" |
| 15:51:55 | bobdaduck | "we're playing this track because it features pop rock qualities, a subtle use of paired vocal harmony, major key tonality, string section beds and acoustic rhythm guitars" |
| 15:51:56 | bobdaduck | ...what |
| 15:53:09 | raptor | haha |
| 15:54:05 | bobdaduck | In other news, I filled up my second research notebook |
| 15:54:12 | raptor | oh really? |
| 15:54:14 | raptor | neat! |
| 15:54:29 | bobdaduck | Yeah. Its so beat up now xD |
| 15:54:41 | bobdaduck | Cover peeling, everythings curling, pages half torn out |
| 15:54:51 | bobdaduck | I got a third one and its all nice and clean |
| 15:55:04 | bobdaduck | Still need data on more INTPs and INTJs. |
| 15:55:15 | bobdaduck | I need to meet more of you devs in person. I bet you're all INTPs. |
| 15:55:23 | raptor | ha |
| 15:55:30 | raptor | i don't know.. |
| 15:55:45 | raptor | i don't think most developer types are, actually... maybe kaen, though |
| 15:55:57 | bobdaduck | Maybe wat is INTJ |
| 15:56:17 | bobdaduck | INTPs are much more likely to become programmers than other types |
| 15:57:23 | raptor | you think? |
| 15:57:43 | raptor | i became a programmer, but i don't consider myself one |
| 15:58:11 | bobdaduck | Of the three INTPs I know, they're all programmers |
| 15:58:36 | raptor | heh |
| 15:58:36 | bobdaduck | I mean obviously its not "All programmers are INTPs" or anything like that. Just more likely. Same as INFJs (me) are likely to become psychologists xD |
| 15:58:55 | raptor | good think there are so few of you.... :) |
| 15:58:58 | raptor | *thing |
| 15:59:21 | bobdaduck | Good think! |
| 16:02:54 | raptor | ok bobdaduck, here: http://pastie.org/7112438 |
| 16:03:09 | raptor | there's your linear slide with a timer and a switch |
| 16:03:16 | raptor | and relative movement changes |
| 16:03:24 | raptor | it's still quick and dirty though |
| 16:03:30 | raptor | and now I have to go to school.. |
| 16:03:43 | bobdaduck | glhf |
| 16:10:02 | raptor | ok really leaving now... |
| 16:11:03 | raptor | FYI, my jab at psychologists was not because of prejudice... but because both of my sisters did psychology (so please don't take it personally and sorry if it came across as attacking) |
| 16:11:27 | raptor | i actually wonder what they'd type as... |
| 16:12:00 | bobdaduck | yeah I remember |
| 16:12:06 | bobdaduck | And I know xD |
| 16:15:34 | bobdaduck | And now pandora is playing jazzy-swing music from the 70s, still on my metal station. Like WHAT ARE YOU DOING. STOP. |
| 16:23:16 | | watusimoto has joined |
| 16:23:16 | | ChanServ sets mode +o watusimoto |
| 16:26:44 | | raptor Quit () |
| 16:27:43 | bobdaduck | Goodmorning, gentlewat. |
| 16:28:27 | watusimoto | hello |
| 16:28:48 | watusimoto | I was thinking about your crazy levelgen, and think that if we |
| 16:29:31 | watusimoto | if we are going to do some of those things, we may need to think about a way to do some client side prediction. the lag made some of the effects less good |
| 16:29:47 | watusimoto | like the healthpack following you around -- it was always 200ms behind me |
| 16:29:56 | watusimoto | which I assume was not the intent |
| 16:30:24 | watusimoto | just a topic for a future conversation |
| 16:32:49 | bobdaduck | Well it was always a bit behind me as well. It may be a part of how I did the movement function itself rather than client-server lag |
| 17:01:00 | | raptor has joined |
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| 17:03:22 | raptor | watusimoto: the lag of the health pack is partly due to the fact levelgens are locked at 30FPS |
| 17:03:31 | watusimoto | ah, I see |
| 17:03:33 | raptor | for onTick |
| 17:03:49 | watusimoto | but my lag was probably an even bigger factor! |
| 17:03:54 | raptor | oh yeah |
| 17:03:59 | raptor | and you're in europe :) |
| 17:04:12 | watusimoto | it would be nice if, in some instances, we could do client side prediction. The question is how |
| 17:04:34 | watusimoto | or maybe this is such a specialized and wacky situation that we don't need to worry about it |
| 17:04:39 | raptor | we would have had client-side prediction *if* you could use setVel() on health packs |
| 17:04:49 | raptor | we don't need to work, i don't think |
| 17:04:53 | raptor | *worry |
| 17:05:05 | watusimoto | hey, do you know much about bash scripting? |
| 17:05:14 | raptor | the workaround for no setVel() on health packs was to use setGeom() in onTick.. |
| 17:05:18 | raptor | yes, sadly, I do |
| 17:05:23 | watusimoto | if [[ $1 =~ \.7z$ ]] |
| 17:05:23 | watusimoto | then |
| 17:05:23 | watusimoto | cd `dirname $1` |
| 17:05:23 | watusimoto | p7zip -d $1 |
| 17:05:23 | watusimoto | exit |
| 17:05:24 | watusimoto | fi |
| 17:05:24 | watusimoto | # Check for proper filetype -- ignore the others |
| 17:05:25 | watusimoto | ( [[ $1 =~ \.gz$ ]] || [[ $1 =~ \.csv$ ]] || [[ $1 =~ \.xml$ ]] ) && |
| 17:05:25 | watusimoto | psql -U inners_data -d inners_db -c"insert into process_queue(file, owner) values('$1', '$2');" |
| 17:05:30 | watusimoto | hopefully that comes through |
| 17:05:51 | raptor | ok |
| 17:05:55 | watusimoto | I am getting a series of this error, and don't even know what it means |
| 17:06:00 | watusimoto | [[: not found |
| 17:06:05 | raptor | heh |
| 17:06:16 | watusimoto | at the fi block, and also on the last line |
| 17:06:21 | raptor | what type of system are you running on? |
| 17:06:24 | raptor | is it old unix? |
| 17:06:27 | watusimoto | no |
| 17:06:38 | watusimoto | it's a modern system, probably ubuntu |
| 17:06:38 | raptor | also, do you have the shebang as the first line: #!/bin/bash |
| 17:06:48 | watusimoto | yes |
| 17:06:52 | raptor | otherwise it uses /bin/sh |
| 17:06:54 | watusimoto | I left out the first bit, which is all comments |
| 17:07:01 | watusimoto | #!/bin/bash |
| 17:07:02 | raptor | which may not support '[[' |
| 17:07:05 | watusimoto | is the very first line |
| 17:07:11 | watusimoto | oh |
| 17:07:12 | watusimoto | wait |
| 17:07:21 | watusimoto | I ran it with sh <script> |
| 17:07:26 | raptor | EVIL |
| 17:07:29 | watusimoto | habit |
| 17:07:44 | watusimoto | ha, ok |
| 17:07:50 | watusimoto | remove the leading sh and it works fine |
| 17:07:54 | raptor | yeah the [[ ]] construct is for extended regular expressions with (I think) bash only |
| 17:08:43 | watusimoto | I *hate* bash/sh/csh scripting |
| 17:08:51 | watusimoto | it almost makes bat scripting look good |
| 17:08:57 | raptor | just like my feelings for PERL! |
| 17:09:12 | raptor | it's quite useful... but... BUT (insert complaint here) |
| 17:09:35 | watusimoto | it is still around because it's useful |
| 17:09:43 | watusimoto | if only the syntax were less bizarre |
| 17:09:56 | watusimoto | ok, thanks |
| 17:10:07 | raptor | you're welcome |
| 17:10:36 | watusimoto | saved me an hour of headaches |
| 17:13:34 | raptor | the discourtesy of my fellow students is starting to drive me crazy.. I can barely hear the professor |
| 17:16:42 | bobdaduck | They're loud? |
| 17:17:02 | raptor | there's like 8 different sub-conversations going on all over the room |
| 17:17:24 | raptor | it's like they don't even know half of us actually go to class to pay attention |
| 17:17:30 | bobdaduck | xD |
| 17:17:33 | bobdaduck | What class? |
| 17:18:23 | raptor | electromagnetic physics |
| 17:19:09 | bobdaduck | I would think that people in that class are actually trying to learn |
| 17:19:20 | bobdaduck | Sounds fairly specialized xD |
| 17:19:28 | raptor | you know.. a topic that actually requires advanced thought... |
| 17:19:34 | bobdaduck | lol |
| 17:19:34 | raptor | yeah |
| 17:19:51 | raptor | ok, enough complaining.. more paying attention :) |
| 17:19:58 | bobdaduck | So what you do is throw a paper airplane |
| 17:20:05 | bobdaduck | And then the professor will do something about it |
| 17:20:15 | bobdaduck | And everyone will quiet down in fear. |
| 17:20:20 | bobdaduck | And then you can pay attention! |
| 17:20:23 | raptor | good idea! |
| 17:21:55 | bobdaduck | Anytime! |
| 17:37:19 | | Little_Apple has joined |
| 17:37:24 | Little_Apple | hello |
| 17:38:46 | raptor | hi |
| 17:39:26 | Little_Apple | oh, question. do zones keep track of ships that enter? |
| 17:39:41 | raptor | bobdaduck knows all about that :) |
| 17:39:52 | bobdaduck | Yes, zones do. |
| 17:39:53 | raptor | there is an onShipEnteredZone event |
| 17:40:06 | bobdaduck | Not specific ships and whether they enter the zone, though that is simple enough to code. |
| 17:40:18 | Little_Apple | like if i were to have 4 ships in one zone and one gets destroyed would the zone know that there are only 3 left? |
| 17:40:44 | raptor | there is an onShipExitedZone() I think... which is triggered |
| 17:40:52 | raptor | onShipLeftZone |
| 17:40:57 | Little_Apple | im guessing i would have to make it check using a timer |
| 17:41:04 | bobdaduck | no |
| 17:41:10 | bobdaduck | You can subscribe to onShipLeftZone |
| 17:41:16 | bobdaduck | Or possibly onShipKilled |
| 17:41:38 | bobdaduck | http://bitfighter.org/luadocs/index.html Modules>Event |
| 17:41:45 | raptor | youi'd have to keep your own table to 'register' the ships |
| 17:41:56 | raptor | just ask bobdaduck - he's an expert on tables now! |
| 17:41:59 | | koda Quit (Ping timeout: 245 seconds) |
| 17:42:06 | bobdaduck | lol |
| 17:42:21 | bobdaduck | By expert he means "I have a vague idea and could maybe pull it off if I tried" |
| 17:43:05 | Little_Apple | basically what I'm thinking of doing is using one big zone to see how many players are left in the level and to tell which team wins... |
| 17:43:44 | bobdaduck | Did you check the luadoc I linked you? |
| 17:43:57 | Little_Apple | checking |
| 17:44:05 | bobdaduck | Also under modules is "ScoringEvent" |
| 17:44:20 | bobdaduck | Which I'm not quite sure how it works but I'd assume you subscribe to it the same as a normal event |
| 17:46:25 | | Little_Apple Quit (Quit: Page closed) |
| 17:46:55 | | Little_Apple has joined |
| 17:47:01 | Little_Apple | stupid multitouch... |
| 17:47:34 | raptor | back later |
| 17:47:37 | | raptor Quit () |
| 17:48:04 | bobdaduck | What are you trying to do with this level? |
| 17:48:22 | bobdaduck | Because if a ship spawns on a zone it doesn't count as onShipEnteredZone |
| 17:49:38 | Little_Apple | would a teleport onto a zone count as entrance? |
| 17:49:59 | bobdaduck | Uh. Hm. |
| 17:50:03 | bobdaduck | *checks* |
| 17:50:20 | bobdaduck | yes. |
| 17:50:26 | Little_Apple | oh ok |
| 17:50:36 | bobdaduck | Mind you could use the ShipSpawned and ShipKilled events to get the same result |
| 17:51:03 | Little_Apple | in case you are wondering this is for a one life level. |
| 17:51:12 | Little_Apple | trying to fine tune it some |
| 17:51:17 | bobdaduck | oooh |
| 17:51:40 | bobdaduck | drat, you can't edit max score via levelgen. |
| 17:51:41 | Little_Apple | im trying to make a player detection system so the level can see who wins |
| 17:51:54 | Little_Apple | if you could that would be so awesome.. |
| 17:52:00 | bobdaduck | You can do that |
| 17:52:20 | bobdaduck | The saying who wins is the hard part. |
| 17:52:33 | bobdaduck | What do you plan to do once the levelgen sees who's left? |
| 17:52:51 | Little_Apple | basically i want the zone to know if all the players in the zone are on the same team |
| 17:53:11 | bobdaduck | doable. |
| 17:53:13 | bobdaduck | Then what? |
| 17:53:44 | Little_Apple | then maybe a chat msg... |
| 17:54:09 | bobdaduck | xD |
| 17:54:23 | Little_Apple | OR MAYBE EVERYONE DIES BY MINES |
| 17:54:26 | bobdaduck | rofl |
| 17:54:35 | bobdaduck | woahhhh |
| 17:54:39 | bobdaduck | No maybe |
| 17:54:40 | bobdaduck | Hm |
| 17:54:43 | bobdaduck | Hmmmmm |
| 17:54:47 | bobdaduck | No probably not |
| 17:54:51 | bobdaduck | hm |
| 17:54:52 | Little_Apple | that would be awesome for like a one in one hundred chance.. |
| 17:55:32 | bobdaduck | Okay so since we can't change gamescore via levelgen |
| 17:55:39 | bobdaduck | What if we had a teleporter in the middle |
| 17:56:01 | bobdaduck | That redirected into the enemy base if all the enemies are dead |
| 17:56:16 | bobdaduck | On top of the wall, so the winning team is safe |
| 17:56:27 | bobdaduck | and then you just fire bursts down into the loser pit until you hit the max score? |
| 17:56:36 | Little_Apple | lol |
| 17:57:38 | Little_Apple | but theres also the issue of teammates suiciding in spawn |
| 17:57:45 | Little_Apple | bringing down their score.. |
| 17:58:16 | bobdaduck | I think handling trolls should be the admin's job |
| 17:58:57 | Little_Apple | but its pretty much the only thing dead players can do while waiting for thenext round.. |
| 17:59:24 | bobdaduck | give them something to play with |
| 17:59:27 | bobdaduck | Robbie the resource |
| 17:59:29 | bobdaduck | xD |
| 17:59:33 | Little_Apple | im thinking maybe a small mini game for waiting players to fight through to perhaps aid their team? |
| 17:59:43 | Little_Apple | like rewarding them with an energy item |
| 17:59:55 | Little_Apple | at the end of a maze or something |
| 18:00:41 | bobdaduck | I almost want to just make this level myself |
| 18:00:43 | bobdaduck | xD |
| 18:00:45 | Little_Apple | lol |
| 18:00:50 | bobdaduck | I dunno about the minigame part though. |
| 18:01:41 | Little_Apple | i think i should just redo what my existing script does and redirect the teleporters to the minigame section instead of just blocking them off |
| 18:02:53 | bobdaduck | Yeah you could do that |
| 18:03:10 | bobdaduck | I feel like a minigame shouldn't let someone help their team though xD |
| 18:03:31 | watusimoto | >> f a ship spawns on a zone it doesn't count as onShipEnteredZone <<< it should - if it doesn't it's a bug |
| 18:03:49 | bobdaduck | It doesn't. |
| 18:04:04 | bobdaduck | wait, let me doulbe check |
| 18:04:29 | bobdaduck | Yeah it doesn't |
| 18:05:17 | watusimoto | ok, I'll add it to the bug list |
| 18:05:49 | Little_Apple | woah this level is looking like an asian wheatley |
| 18:05:53 | bobdaduck | rofl |
| 18:06:38 | bobdaduck | So you got an idea of what you need to do? Should I try my hand at it? All good? |
| 18:06:49 | Little_Apple | you could help... |
| 18:06:56 | Little_Apple | im pretty bad at programming |
| 18:07:38 | bobdaduck | Well how do you expect to get better! |
| 18:08:07 | Little_Apple | dude. come look at this. it looks like wheatley. |
| 18:09:00 | bobdaduck | Yeah doesn't look like its letting me in |
| 18:09:57 | Little_Apple | oops |
| 18:10:29 | Little_Apple | i can send a screen cap if you want |
| 18:11:08 | bobdaduck | sure |
| 18:12:30 | Little_Apple | http://i.imgur.com/jtLOniH.png |
| 18:13:03 | bobdaduck | Woah |
| 18:13:05 | bobdaduck | Asian wheatly |
| 18:13:07 | Little_Apple | lol |
| 18:13:15 | | Little_Apple Quit (Quit: Page closed) |
| 18:13:54 | | Little_Apple has joined |
| 18:14:04 | Little_Apple | ack. |
| 18:17:23 | bobdaduck | Working on a script for you |
| 18:17:31 | Little_Apple | oh sweet |
| 18:17:31 | bobdaduck | Also at work working so give me a while. |
| 18:17:41 | Little_Apple | its fine |
| 18:17:50 | | Little_Apple Quit (Client Quit) |
| 18:18:08 | | Little_Apple has joined |
| 18:18:14 | Little_Apple | friggin multitouch... |
| 18:19:55 | bobdaduck | lol |
| 18:23:39 | | watusimoto Quit (Ping timeout: 245 seconds) |
| 18:24:31 | bobdaduck | wHOOPS |
| 18:24:43 | bobdaduck | Just realized that now I have to figure out tables |
| 18:24:43 | bobdaduck | xD |
| 18:24:48 | bobdaduck | wheeee |
| 18:28:48 | Little_Apple | fun |
| 18:37:47 | | bobdaduck Quit (Remote host closed the connection) |
| 19:00:25 | | bobdaduck has joined |
| 19:01:22 | Little_Apple | hello there |
| 19:07:17 | bobdaduck | hi |
| 19:07:33 | bobdaduck | I figured out the algorithm I'll use on my way to subway. |
| 19:07:43 | bobdaduck | Now for the hard part. |
| 19:07:55 | Little_Apple | is there any way of seeing if a resource item enters a zone? |
| 19:08:06 | bobdaduck | There is a very hack method |
| 19:08:18 | bobdaduck | Where you get the resourceItem's position every tick |
| 19:08:29 | bobdaduck | And check if its within the zone bounds |
| 19:09:01 | Little_Apple | so.. yes. |
| 19:09:19 | bobdaduck | if you want to do the work for that |
| 19:09:30 | bobdaduck | Or if I believe your cause to be sufficiently awesome. |
| 19:09:37 | Little_Apple | lol |
| 19:09:56 | Little_Apple | i still need to edit what i have |
| 19:11:27 | | Watusimoto has joined |
| 19:12:34 | Little_Apple | hello |
| 19:13:37 | Watusimoto | hi |
| 19:14:50 | bobdaduck | Hi |
| 19:20:10 | | kaen has joined |
| 19:20:17 | Little_Apple | hello |
| 19:22:54 | bobdaduck | dang this is getting complicated |
| 19:22:58 | bobdaduck | Someone wanna help me out? |
| 19:25:13 | bobdaduck | (levelgen scripting with linked arrays) |
| 19:37:39 | | raptor has joined |
| 19:37:39 | | ChanServ sets mode +o raptor |
| 19:38:44 | bobdaduck | raptor! Want to help scripting? |
| 19:38:51 | raptor | buhhh.. |
| 19:39:02 | raptor | ny... maybe? |
| 19:39:05 | bobdaduck | xD |
| 19:39:24 | bobdaduck | I'm doing complicated things for little apple and got myself lost. |
| 19:39:30 | raptor | ok |
| 19:39:40 | raptor | i can provide some guidance... maybe.. :) |
| 19:40:02 | bobdaduck | Its the arrays again! |
| 19:40:03 | bobdaduck | xD |
| 19:40:10 | raptor | ok, break it down |
| 19:40:45 | raptor | I know you have examples on how to add / remove /search arrays(tables) |
| 19:41:06 | bobdaduck | Its sort of this linked array thing I'm getting stuck at |
| 19:41:13 | raptor | linked? |
| 19:41:31 | bobdaduck | like how we linked health packs to registeredPlayers |
| 19:41:50 | raptor | how so... (note: the term "linked array" is used when each item in the array knows about the next item in the array) |
| 19:41:57 | raptor | ah ok |
| 19:42:05 | bobdaduck | okay |
| 19:42:11 | bobdaduck | Hold on I'll get you what I have so far |
| 19:42:35 | raptor | those weren't really linked exactly... but they used the same data to keep them grouped |
| 19:42:49 | | kaen Quit (Ping timeout: 245 seconds) |
| 19:43:16 | raptor | k |
| 19:43:42 | bobdaduck | http://pastie.org/7115615 |
| 19:43:58 | raptor | we should do our own pastie one of these days... |
| 19:44:15 | bobdaduck | lol |
| 19:44:15 | | BFLogBot Commit: 4bc4247f5f28 | Author: watusimoto | Message: Cleanup loadout menu rendering code, and spiff up the results a little |
| 19:44:19 | | BFLogBot Commit: e293508f072f | Author: watusimoto | Message: Shorten text on loadout menu |
| 19:44:20 | | BFLogBot Commit: 8156765a7793 | Author: watusimoto | Message: Merge |
| 19:44:22 | | BFLogBot Commit: e9192cdadfef | Author: watusimoto | Message: Allow passing of a fontContext to the string width calculation... fixes loadout menu width issue |
| 19:45:04 | raptor | yay commits! |
| 19:46:35 | bobdaduck | Do you see where I'm getting lost? |
| 19:47:17 | raptor | still loading.... (my kids emptied my backpack and I've lost my ethernet cable so I'm resigned to wireless at the library which is.. slow) |
| 19:47:33 | bobdaduck | hah okay |
| 19:47:48 | raptor | ok there we go.. |
| 19:48:18 | raptor | ok, break it up into logical steps |
| 19:48:32 | | kaen has joined |
| 19:48:34 | raptor | first...? register player when enters zone? |
| 19:48:34 | bobdaduck | I sort of did that in the start of the levelgen |
| 19:48:42 | bobdaduck | Right |
| 19:48:46 | raptor | register where |
| 19:48:56 | bobdaduck | playersInGame = {} |
| 19:49:04 | | Watusimoto Quit (Ping timeout: 245 seconds) |
| 19:49:06 | raptor | ok, that is done |
| 19:49:08 | raptor | next..? |
| 19:49:23 | bobdaduck | I need to tie all of them to team affiliations somehow |
| 19:49:32 | bobdaduck | so that I know if one team is out. |
| 19:49:35 | raptor | ok |
| 19:49:44 | raptor | then register then in the team tables at the same time |
| 19:49:48 | raptor | *them |
| 19:50:14 | raptor | so grab team, if on red -> insert into red team table, else -> insert into blue team table |
| 19:50:29 | raptor | at the same time you register into the total players table (which might not be needed?) |
| 19:53:01 | raptor | does that make sense? |
| 19:53:25 | bobdaduck | yeah |
| 19:53:40 | bobdaduck | And you're right, maybe the total players table isn't needed... |
| 19:55:28 | raptor | so when you have that done, let me know and we'll do the next step |
| 19:55:47 | bobdaduck | I stuck it in the shipEnteredZone event |
| 19:56:11 | raptor | great |
| 19:56:24 | raptor | i think you team from the ship:getTeam() or whatever |
| 19:56:31 | raptor | *get team.. |
| 19:56:37 | bobdaduck | yeah |
| 19:57:04 | raptor | so registration is taken care of, now what's next? |
| 19:57:22 | bobdaduck | When they die, remove them from the array |
| 19:57:37 | raptor | ok, so on death or on leaving the game? |
| 19:57:42 | bobdaduck | death |
| 19:57:47 | raptor | ok |
| 19:58:01 | raptor | so 40.2e-3 |
| 19:58:10 | raptor | uhh oops, that physics |
| 19:58:12 | bobdaduck | lol |
| 19:58:13 | raptor | 40.2e-3 |
| 19:58:15 | raptor | argh1 |
| 19:58:18 | bobdaduck | rofl |
| 19:58:32 | raptor | ok so in this event: onShipKilled |
| 19:59:06 | raptor | you grab the ship's team, pick the array that goes with it, and remove them from that array |
| 19:59:58 | bobdaduck | uh |
| 20:00:56 | bobdaduck | table.remove(teamBlueCount, ~~~~~~~) |
| 20:01:07 | bobdaduck | what goes in the second field? |
| 20:01:53 | raptor | what object did you register? |
| 20:01:57 | raptor | the playerInfo? |
| 20:02:09 | bobdaduck | yeah |
| 20:02:14 | raptor | then the second one needs to be the playerInfo for the ship |
| 20:02:54 | raptor | something like this: http://pastie.org/7115948 |
| 20:05:25 | bobdaduck | I don't understand lua for loops either |
| 20:06:04 | bobdaduck | But okay, I think this is right. |
| 20:07:39 | raptor | do you understand what loops do? |
| 20:07:45 | bobdaduck | Yeah |
| 20:07:53 | bobdaduck | I don't get the i v in ipairs |
| 20:08:00 | raptor | in a table each key/value is an 'entry' |
| 20:08:08 | raptor | so 0 -> bobdaduck |
| 20:08:09 | raptor | 1 -> raptor |
| 20:08:12 | raptor | etc.. |
| 20:08:15 | raptor | follow? |
| 20:08:40 | bobdaduck | right |
| 20:09:21 | raptor | so i, v in ipairs(someTable) just means "grab every entry from the table and give me its index as 'i' and it's value as 'v' " |
| 20:11:10 | bobdaduck | Ah so that's what they stand for |
| 20:11:17 | raptor | yes |
| 20:11:30 | raptor | in fact i usually right them out for index, value in ipairs(... |
| 20:12:35 | bobdaduck | Script isn't recognizing getTeam() |
| 20:13:20 | raptor | getTeamIndx()? |
| 20:13:23 | raptor | i don't rmemeber |
| 20:14:12 | bobdaduck | ah right |
| 20:14:13 | bobdaduck | that's it |
| 20:14:43 | bobdaduck | I remember because there's no E in index for ABSOLUTELY NO REASON. |
| 20:15:01 | raptor | hahah, yeah, why is it that way anyways?? |
| 20:15:13 | bobdaduck | Every other function ever writes everything out fully |
| 20:15:15 | raptor | i bet either I or watusimoto coded that at 1am |
| 20:16:14 | bobdaduck | prolly. |
| 20:17:06 | bobdaduck | Okay, the script is running without errors. |
| 20:17:12 | bobdaduck | Doesn't do anything yet, but its working. |
| 20:20:57 | | kaen Quit (Ping timeout: 255 seconds) |
| 20:24:17 | bobdaduck | Next step is to check if a team's array is empty, and if so add dests to a couple teleporters |
| 20:24:37 | raptor | to test if an array is empty, just check its size == 0 |
| 20:24:50 | raptor | to get size: local size = #teamArray |
| 20:25:00 | raptor | the '#' in front returns size |
| 20:26:45 | bobdaduck | okay |
| 20:26:58 | raptor | which seems weird |
| 20:27:09 | raptor | it would make more sense: teamArray.size() or something |
| 20:27:30 | bobdaduck | yeah |
| 20:35:54 | bobdaduck | it works yay |
| 20:36:15 | bobdaduck | Little_Apple you here? |
| 20:36:24 | Little_Apple | yep |
| 20:36:38 | Little_Apple | working out stuff... and things |
| 20:36:41 | bobdaduck | Okay its finished. |
| 20:36:51 | Little_Apple | whatsfinished |
| 20:37:36 | bobdaduck | Single life level system |
| 20:37:58 | Little_Apple | hows' it work? |
| 20:38:17 | bobdaduck | actually hold on let me polish a part |
| 20:38:26 | Little_Apple | ok |
| 20:38:51 | bobdaduck | You're going to have to adapt this to your level |
| 20:38:53 | bobdaduck | But it works pretty well |
| 20:39:07 | Little_Apple | whats it do specificallyish? |
| 20:39:23 | Little_Apple | like.. basic specifics |
| 20:39:44 | bobdaduck | When a team has no more people, the other team can teleport into their base and kill them all until they reach the max score |
| 20:40:08 | Little_Apple | are you planning on making a level as well? |
| 20:40:27 | bobdaduck | Maybe |
| 20:40:34 | bobdaduck | Dunno. I'll let you do it prolly |
| 20:40:53 | Little_Apple | well mine is near completion |
| 20:41:00 | Little_Apple | just need to get the script working |
| 20:41:11 | bobdaduck | http://pastie.org/7116373 |
| 20:41:36 | Little_Apple | ooh |
| 20:41:55 | raptor | bobdaduck: |
| 20:41:56 | raptor | bug |
| 20:42:04 | raptor | you're using the wrong tables to deregister |
| 20:42:27 | raptor | oh wait! |
| 20:42:29 | raptor | never mind |
| 20:42:37 | raptor | you're not actually using onPlayerLeft? |
| 20:42:50 | bobdaduck | uhhhh |
| 20:43:10 | bobdaduck | It looks like I'm using it to me? |
| 20:43:17 | bobdaduck | oh shoot you're right |
| 20:44:06 | bobdaduck | Little_Apple: On lines 83 and 35, change "PlayersInGame" to teamCountBlue and teamCountRed, respectively. |
| 20:44:19 | bobdaduck | (it'll still run if you don't, but won't be able to handle leaving players) |
| 20:44:27 | Little_Apple | oh ok |
| 20:44:53 | Little_Apple | im trying to figure something out at the moment...... |
| 20:45:05 | bobdaduck | Which part? |
| 20:46:07 | Little_Apple | in my script, im trying to get it to find a teleporter. i think i've got it |
| 20:47:51 | Little_Apple | got it! |
| 20:48:01 | bobdaduck | yay |
| 20:49:33 | bobdaduck | Mines shinier |
| 20:51:40 | Little_Apple | this is gonna look sloppy... no one look at my code if it works! |
| 20:52:27 | bobdaduck | lol |
| 20:52:33 | bobdaduck | You can use mine, that's what I made it for |
| 20:52:52 | bobdaduck | Well, also as an excersize to figure out arrays. But mostly for you to use xD |
| 20:54:33 | Little_Apple | you can use it for a level... |
| 20:54:40 | Little_Apple | it would probably turn out better than mine |
| 20:55:09 | Little_Apple | almost definitely... |
| 20:58:18 | bobdaduck | lol |
| 20:58:27 | bobdaduck | just use my levelgen for your level |
| 20:58:29 | bobdaduck | doittt |
| 20:59:02 | bobdaduck | Your brother (pedestrian?) has been on a bit lately... |
| 20:59:11 | Little_Apple | i'll use it somehow... |
| 20:59:15 | raptor | really? haha |
| 21:00:23 | bobdaduck | You see what I did in my example map? If you copy that three-teleporter system |
| 21:00:47 | bobdaduck | You'll have to redefine a couple points at the header of the levelgen to properly correlate to each team's base, but other than that |
| 21:01:44 | Little_Apple | havent tested... sorry |
| 21:01:53 | Little_Apple | ill get to it... |
| 21:04:26 | Little_Apple | yisss it works |
| 21:05:30 | bobdaduck | yours? |
| 21:05:33 | bobdaduck | What'd you do? |
| 21:05:42 | | Watusimoto has joined |
| 21:05:56 | Little_Apple | got the exits to change |
| 21:05:56 | bobdaduck | Morning, gentlewat |
| 21:06:00 | bobdaduck | nice |
| 21:12:27 | | Wuzzy has joined |
| 21:13:16 | Little_Apple | hello |
| 21:13:46 | raptor | Watusimoto: if you haven't seen, I changed the level info screen a bit |
| 21:13:57 | | Watusimoto Quit (Read error: Connection reset by peer) |
| 21:15:13 | | Watusimoto has joined |
| 21:16:15 | Watusimoto | I did see... moved it higher up and compressed it a little, right? |
| 21:16:21 | raptor | yes |
| 21:17:01 | Watusimoto | i want to look at it in the context of the now much narrower loadout screen |
| 21:17:38 | | bobdaduck Quit (Remote host closed the connection) |
| 21:18:38 | raptor | ok |
| 21:20:55 | Watusimoto | also, I fleshed out a couple of the gsoc projects |
| 21:21:03 | raptor | OOooo |
| 21:21:20 | Watusimoto | and I'm trying to talk my son(s) into doing the "easy' one |
| 21:21:28 | raptor | ha! |
| 21:21:36 | Watusimoto | they need something to keep them occupied... two weeks off school |
| 21:22:17 | Watusimoto | menu layouts are (computationally) easy, but tedius |
| 21:23:49 | raptor | nothing like tedium to pass the time! |
| 21:27:32 | Watusimoto | and make them love computing! |
| 21:28:09 | Little_Apple | or hate it... and vow revenge on the debs responsible... |
| 21:28:16 | Little_Apple | er, devs |
| 21:29:05 | Watusimoto | raptor: did you do anything that might cause hosting a level to break? |
| 21:29:22 | Watusimoto | after the last merge, I can no longer get a level to load |
| 21:29:37 | Watusimoto | it always stalls with the green bar only midway across |
| 21:29:49 | Watusimoto | either in the editor or from the main menu |
| 21:29:52 | Watusimoto | very odd |
| 21:30:20 | Watusimoto | going to do a full rebuild |
| 21:30:34 | Little_Apple | ok im off for now |
| 21:30:39 | | Little_Apple Quit (Quit: Page closed) |
| 21:30:40 | Watusimoto | ciao |
| 21:31:17 | raptor | Watusimoto: no |
| 21:31:37 | raptor | i just did a clean build, levels load |
| 21:31:38 | Watusimoto | didn't think so |
| 21:31:55 | Watusimoto | no worries |
| 21:32:27 | Watusimoto | your checkins looked completely unrelated |
| 21:32:50 | raptor | yeah yesterday was a bit random for me... |
| 21:36:51 | Watusimoto | I meant unrealted to possible stalling scenarios |
| 21:36:54 | raptor | ok heading out. back later... |
| 21:36:56 | Watusimoto | but also unrelated to each other |
| 21:36:57 | raptor | hah ok |
| 21:36:58 | Watusimoto | bye! |
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| 23:39:26 | | ChanServ sets mode +o raptor |
| 23:45:20 | raptor | hello again |
| 23:45:28 | raptor | the GSOC page is looking better |
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