#bitfighter IRC Log

Index Search ←Prev date Next date→

IRC Log for 2013-03-25

Timestamps are in GMT/BST.

00:00:01kaen Quit (Changing host)
00:00:03kaen has joined
00:00:04raptorbobdaduck: how do the zones flash?
00:00:13bobdaduckwhat?
00:00:22bobdaduckArg what just happened
00:01:05raptorbobdaduck: freenode had a server(s) drop off the network
00:01:19raptorWatusimoto: what do you think about this?: http://sam6.25u.com/upload/10screenshot_5.png
00:01:25bobdaduck*checks logs*
00:01:34bobdaduckOkay the zones flash because when a zone changes teams it flashes
00:01:40bobdaduckleftovers from zone control code
00:01:45bobdaduckIn no other gametype do zones flash
00:01:47Watusimotobobdaduck: some pretty crafty scripting there
00:02:07bobdaducker, do zones change teams. In no other gametype zones change teams.
00:02:28bobdaduckSo using the script to change the zone teams made them flash
00:02:30bobdaduck*shrug*
00:02:30Watusimotonot 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.
00:02:57Watusimotobut I had never considered what we could/should do with that screen
00:03:16Watusimotoit collides with the loadout menu in an unpleasant way, for example
00:03:23raptorthe idea being it's difficult to read the mission overlay
00:03:24bobdaduckIt looks a little less thrown together than what we have right now though
00:03:39Watusimotoyes, it is, and this does make it easier
00:03:41raptorWatusimoto: collides how?
00:03:58Watusimotothey occupy the same space, and each makes the other difficult to read
00:04:11Watusimotoit's worse if they both have boxes around them
00:04:27raptorwhy would you have the loadout open and the mission overlay open?
00:04:40Watusimotohere's my immediaet thought after seeing the screenshot
00:04:51Watusimotoit definitely suggests that we can improve that display
00:05:00Watusimotothis offers an idea to make it easier to read
00:05:08Watusimotobut now I want to animate it!
00:05:13WatusimotoI have an idea too
00:05:15raptorNOOoooo
00:05:17raptorok
00:05:18Watusimotowait
00:05:23WatusimotoI can show you
00:05:37raptorI haven't checked it in... but ok
00:06:00Watusimotostart this
00:06:01Watusimotohttp://armorgames.com/play/13457/zombotron-2
00:06:12bobdaduckI dunno, raptor's primary concern was "is this distracting" and I was like "as long as it isn't animated, no."
00:06:12Watusimotoload the game
00:06:20Watusimotojust take a look!
00:06:29Watusimotoclick play
00:06:34Watusimotoand viva the swords!!
00:06:50raptorok
00:07:22raptorso pixelly spontaneous generation?
00:07:22Watusimotothink two clanking swords to usher in that display
00:07:26Watusimotono
00:07:29Watusimotohave you seen the swords?
00:07:54Watusimotoexcept we could uses... axes? to make it less a rip off
00:07:58Watusimototomohawks!
00:08:50raptoruh yes... are you feeling OK?
00:08:54raptori guess I can't tell which animation you're thinking of (or if you're being serious?)
00:08:56Watusimotohave you seen them?
00:09:02Watusimotodon't close the window yet
00:09:07Watusimotook
00:09:13Watusimotostart the game
00:09:22Watusimotothe first thing that comes up is a sort of stage map
00:09:33bobdaduckrofl
00:09:38bobdaduckThose swords
00:09:44Watusimotoawesome, no?
00:09:46raptoryes i saw the swords
00:09:49Watusimotoalas, I was joking, not the swords
00:09:54Watusimotobut after the swords
00:09:54bobdaduckWhat if we just had these giant bitfighter ships crisscross over the screen
00:10:10Watusimotoa flying ship towing a banner with the level info
00:10:17Watusimotohave you seen the stage map?
00:10:26Watusimotoclick play
00:10:45raptorthe stage map
00:10:52raptori see the stage map
00:10:56Watusimotothe way the stage map is progressively drawn
00:11:11Watusimotoa little faster, and perhaps each line of the info display drawn simultaneously
00:11:18Watusimotobut kind of computery
00:11:37Watusimotosee it again by clicking main menu
00:11:43Watusimotoand play again
00:12:09Watusimotothat is my idea
00:12:37Watusimotoor we could just do the swords
00:12:45raptorbut freenode is making our conversation asynchronous...
00:12:58Watusimotooh boy
00:13:03WatusimotoI can hear myself just fine!
00:13:20Watusimotoraptor: you can check that in if you like
00:13:35Watusimotoit's a step in the right direction
00:13:54Watusimotobut try it with the loadout menu up
00:14:00Watusimotoand see about the collision
00:14:33raptorok, lookng at tthe logs i'm about 2 min behind..
00:14:58kaen Quit (Ping timeout: 240 seconds)
00:16:49raptor_ has joined
00:16:49raptor Quit (Disconnected by services)
00:16:55raptor_ is now known as raptor
00:17:01raptor Quit (Changing host)
00:17:01raptor has joined
00:17:01ChanServ sets mode +o raptor
00:17:22raptorhello hello
00:17:24raptoranyone hear me?
00:17:36bobdaduckHello
00:17:42raptorok, i'll check it in...
00:17:46raptorbut i do see the collisoin with the loadout
00:17:52raptormaybe no outline?
00:18:08raptorWatusimoto, are we synced up OK?
00:18:11Watusimotothe collision
00:18:11Watusimotohttp://img855.imageshack.us/img855/2579/screenshot18ck.png
00:18:17Watusimotoyes
00:18:20Watusimotohellow
00:18:30raptoroh good
00:18:46raptorso that is the current collision
00:19:00Watusimotoif we just want readability, we could draw a series of strips a little bigger than the text and no outline
00:19:08raptorhere is the new one: http://sam6.25u.com/upload/8screenshot_6.png
00:19:21Watusimotoso basically we put down a dim strip the size of each line of text, then reinder the text on top
00:20:08raptoris my collision worse?
00:20:36Watusimotoit's much better if you don;t want to change your loadout
00:20:41raptoryep
00:20:57Watusimotobut then you wouldn;t have your loadout menu open
00:21:07Watusimotoso 2 solutions for that:
00:21:14Watusimoto1 draw loadout on top
00:21:24Watusimoto2 rearrange text so they occupy different places
00:21:41raptorbut the overlay is only active for the first 4 seconds or so
00:21:51Watusimotolevelinfo could be a slideout menu like the loadout menu, but from the right side
00:22:07raptorsure
00:22:25Watusimotoit would have to be smaller, but could basically occupy almost half the screen
00:22:32Watusimotoideally it wouldn't cover the ship
00:22:46raptoryes
00:23:00raptorright now that levelinfo makes everything difficult...
00:23:13bobdaduck Quit (Remote host closed the connection)
00:23:19Watusimotothis shows the approximate size of the loadout menu with my favorite font so far
00:23:20Watusimotohttp://img194.imageshack.us/img194/9004/screenshot19ry.png
00:24:02Nothing_Much Quit (*.net *.split)
00:24:06Watusimotoit either needs to be a tad wider, or we need to shorten armor
00:24:11Watusimotoor wrap it
00:24:12kaen has joined
00:24:40Watusimotowhy does levelinfo make things hard?
00:25:31raptorok
00:25:31Watusimotoor
00:26:24raptori can move the whole level info up
00:26:24Watusimotolevelinfo could be like loadout menu but coming down from the top
00:26:24Watusimotonearly full width
00:26:24raptorshorten the armor ("adds mass")
00:26:24WatusimotoI like it!
00:26:24Watusimoto"adds mass" or "adds inertia"?
00:26:24raptortitle -> "Pick 2 modules"
00:26:27Watusimotoyes
00:27:24WatusimotoI actually want to make the title font a little bigger, so shortening is a good idea
00:27:24raptormass or inertia... or.. nothing?
00:28:24Watusimotolet's try adds interita for now and see how we like it
00:28:24raptorok
00:28:24raptorI'll check in what I have and start making minor revisions
00:28:24Watusimotook
00:28:24Watusimotogood
00:28:24raptorit seems... you're up late?
00:29:25WatusimotoI'll keep plugging on the loadout
00:29:27raptorand still working on something?
00:29:27raptorah
00:29:27Watusimoto1:28
00:29:27Watusimotolate, but not more than usual
00:30:25raptorwill you change the loadout text, or me? (I can if you're not planning)
00:30:25WatusimotoI will change the loadout text
00:30:25WatusimotoI'll also create a font context for the levelinfo menu, but we can apply it later
00:30:43BFLogBot Commit: 8edbd52a6412 | Author: buckyballreaction | Message: Pull out UI box code into its own method and use it for the level info overlay
00:30:43Watusimotothen we can monkey with how that looks
00:30:43raptorok
00:34:24kaen Quit (Ping timeout: 245 seconds)
00:34:24fordcars has joined
00:38:03fordcarsdoes a force field count as an obstacle in getFiringSolution(item)? Probably not, huh
00:39:22raptorfordcars: it would be a forcefield projector, i think
00:39:23raptoroh wait
00:39:31raptorin the c++ you mean?
00:39:31fordcarsno lua
00:39:31fordcarsbecause bots don't realize that they can't shoot through force fields
00:40:24raptorhmmm
00:40:24raptorit ends up being a c++ method..
00:41:03raptorand probably FFs are *not* obstacles...
00:41:03fordcars:(
00:41:03fordcarsok
00:41:03raptorbut maybe they should be?
00:41:03fordcarsyes!
00:41:11fordcarsbecause local angle = getFiringSolution(obj) if angle ~= nil and bot:hasWeapon(weapon) ------- would work with force fields
00:41:23raptoryes...
00:41:26raptorhmmm
00:41:52fordcarsThe only thing I can think of for this right now is some sort of time out
00:41:53raptorplease add this to the s_bot improvement thread
00:46:49BFLogBot Quit (Ping timeout: 258 seconds)
00:46:49Disconnected.
00:46:50-cameron.freenode.net- *** Looking up your hostname...
00:46:50-cameron.freenode.net- *** Checking Ident
00:46:50-cameron.freenode.net- *** No Ident response
00:46:50-cameron.freenode.net- *** Couldn't look up your hostname
00:46:56BFLogBot2 has joined
00:46:56Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
00:46:56Set 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.
00:47:16fordcars2 log bots
00:50:16BFLogBot Quit (Ping timeout: 258 seconds)
00:52:41-moorcock.freenode.net- *** Looking up your hostname...
00:52:41-moorcock.freenode.net- *** Checking Ident
00:52:41-moorcock.freenode.net- *** Couldn't look up your hostname
00:52:46-moorcock.freenode.net- *** No Ident response
00:52:53BFLogBot has joined
00:52:53Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
00:52:53Set 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...
00:53:17-moorcock.freenode.net- *** Checking Ident
00:53:17-moorcock.freenode.net- *** Couldn't look up your hostname
00:53:26-moorcock.freenode.net- *** No Ident response
00:53:33BFLogBot has joined
00:53:33Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
00:53:33Set 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.
00:54:11fordcarsok
00:54:23Nothing_Much Quit (Quit: Leaving)
00:54:45fordcarsbrb later
00:55:29fordcars_ has joined
00:55:41fordcars_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)
00:55:48fordcars_later
00:56:23raptorlater
00:58:59fordcars Quit (Ping timeout: 245 seconds)
01:00:14fordcars_ Quit (Ping timeout: 245 seconds)
01:05:36kaen Quit (Ping timeout: 256 seconds)
01:07:23Watusimotogoing to bed
01:07:35WatusimotoI'll check in what I've got, it's not perfect by any means
01:07:50kaen has joined
01:10:12raptornight!
01:10:14raptorok
01:11:45raptorWatusimoto: quick question about bots: they use getFiringSolution c++ method
01:12:01raptorbut that method ignore FFs that are up in determining a target
01:12:02WatusimotoI think so
01:12:09Watusimotook
01:12:13fordcars has joined
01:12:17Watusimotoprobably not intentional
01:12:22raptorshould we consider FFs that are up? (as 'walls' in the way?)
01:12:23Watusimotowell... not intentional
01:12:39Watusimotooh, they shoot "through" ffs?
01:12:44raptoryes
01:12:50Watusimotoyes, they shoudl recognize ffs... why not?
01:12:58raptorok
01:13:04Watusimotowould make them a little less stupid
01:13:07raptori ask because a c++ is more permanent with a release
01:13:12raptorc++ change
01:13:51fordcarsyeah. If you do this, bots will stop being stuck everywhere
01:13:58fordcarswell on force fields
01:15:31raptorbut i want to be able to exploit stupid bots!
01:15:50BFLogBot Commit: 7a99db852421 | Author: watusimoto | Message: More mucking around with loadout menu, fonts, etc. Added LevelInfoContext for fonts.
01:15:51BFLogBot Commit: 33d8a6b5bbab | Author: watusimoto | Message: Merge
01:15:52Watusimotook, good night all!
01:15:55raptornight
01:16:05fordcarshaha
01:16:08fordcarsnihgt
01:16:15fordcars*night!
01:25:00BFLogBot Commit: 521071a43666 | Author: buckyballreaction | Message: Move level info information up and squish a little
01:33:37Disconnected.
01:33:39-calvino.freenode.net- *** Looking up your hostname...
01:33:39-calvino.freenode.net- *** Checking Ident
01:33:39-calvino.freenode.net- *** No Ident response
01:34:07-calvino.freenode.net- *** Couldn't look up your hostname
01:34:29-barjavel.freenode.net- *** Looking up your hostname...
01:34:29-barjavel.freenode.net- *** Checking Ident
01:34:29-barjavel.freenode.net- *** No Ident response
01:34:57-barjavel.freenode.net- *** Couldn't look up your hostname
01:35:02BFLogBot has joined
01:35:04Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
01:35:04Set 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.
01:39:09fordcarshe's back
01:39:14raptori resurrected him
01:39:19raptorbut he's still not logging...
01:43:46fordcars:(
01:45:25fordcarshehe I have a bot idea, finally
01:47:53raptorfordcars: you removed a piece of code: game:getNexusTimeLeft() < 10000
01:48:03raptorhow come?
01:48:21fordcarsthat made the bots always stay at nexus when they had more than 3 flags
01:48:40fordcarsyou can change it back if you want
01:49:04raptorI'm going to change it back, but maybe reduce it a bit...
01:49:18fordcarsit is 10000 seconds, you know
01:49:28raptornot milliseconds??
01:49:33fordcarsNO
01:49:36raptorWHAT
01:49:43fordcars:P put it to 10 and test it
01:49:44raptorthat's... messed up
01:49:58fordcarsTest s_bot and you will see
01:50:18fordcarswhen it gets 3 flags, it goes on nexus and waits
01:50:39raptoryou mean before it would just go near the nexus and stay there if it had 3 or more flags??
01:50:49fordcarsyep
01:51:13raptorwell that's dumb
01:51:20fordcarsyeah :P
01:55:06fordcarsmaybe getNexusTimeLeft() is in seconds, for some reason
01:55:06raptorheh, you're right
01:55:06raptori'm going to change it to 10...
01:55:06fordcarsok
01:58:02kaen has joined
01:59:00raptorfordcars: your crash fix (when there are no flags in CTF), what triggered that?
02:01:00fordcarsyour code :P Actually it was: attempt to index local 'myFlag' (a nil value)
02:01:42fordcarswhen the level didn't have a flag
02:01:43raptorwell yes, but why didn't hte level have a flag?
02:01:44fordcarsbecause I didn't put one ther!
02:01:44raptorha!
02:02:36raptorok, 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...
02:02:49raptorfor all flag game types
02:03:07fordcarsbut the normal s_bot was fine when there weren't flags
02:03:24fordcarsthat's why I put that there
02:03:38raptorreally??
02:03:40raptorhuh...
02:03:43fordcarsyeah
02:03:59fordcarswell it was stuck on a wall but it didn't crash
02:04:15raptorhaha
02:04:24raptorok.. you've convinced me...
02:04:35fordcarshaha ok
02:07:27kaen Quit (Ping timeout: 258 seconds)
02:10:08kaen has joined
02:10:31BFLogBot 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
02:10:37raptorok fordcars your changes are in
02:10:48raptorand with that, i'm calling it a night!
02:11:09fordcarsgoooooood
02:11:16fordcarsok!
02:11:40fordcarshmmm... 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
02:11:59raptorhas to be case-sensitive, i think
02:12:05raptorok night for real now!
02:12:08raptor Quit ()
02:12:10fordcarsok night!
02:22:38kaen Quit (Ping timeout: 258 seconds)
02:25:41kaen has joined
02:35:16kaen Quit (*.net *.split)
03:05:32bobdaduck has joined
03:05:40bobdaduck Quit (Remote host closed the connection)
03:18:42Little_Apple has joined
03:23:32fordcarslater
03:27:44fordcars Quit (Ping timeout: 245 seconds)
04:12:31Little_Apple Quit (Quit: Page closed)
04:39:30bobdaduck_m has joined
04:39:47bobdaduck_mWahhh everyone's dead
04:39:53bobdaduck_m Quit (Client Quit)
05:03:17kaen has joined
05:08:32Platskies Quit (Ping timeout: 245 seconds)
05:08:52Platskies has joined
05:12:44bobdaduck_m has joined
05:13:19- *bobdaduck_m* !bobdaduc *bobdaduck_m* !bobdaduck
05:13:38bobdaduck_m Quit (Client Quit)
05:18:26raptor has joined
05:18:32ChanServ sets mode +o raptor
05:34:04kaen Quit (Ping timeout: 245 seconds)
05:45:13raptor Quit ()
06:25:08WOOOOONA has joined
06:25:12WOOOOONAHi!
07:44:42koda has joined
07:45:54WOOOOONA Quit (Quit: Page closed)
08:32:30Platskies Quit (Read error: Connection reset by peer)
08:40:44Platskies has joined
11:16:15Platskies Quit (Ping timeout: 256 seconds)
11:24:11Platskies has joined
11:57:31kodab has joined
12:00:44koda Quit (Ping timeout: 245 seconds)
12:01:56kodab Quit (Ping timeout: 240 seconds)
13:03:25koda has joined
14:06:14bobdaduck has joined
14:09:03Platskies Quit (Remote host closed the connection)
14:42:12raptor has joined
14:42:13ChanServ sets mode +o raptor
14:45:12bobdaduckgoodmorning
14:45:17bobdaduckgentleraptor
14:45:29raptormorning
14:45:56bobdaduckmoving speedzones and my levelgen fix?
14:46:29raptori didn't give you the fix??
14:46:32raptor looks at logs
14:46:35bobdaducknope
14:46:50bobdaduckOr if you did the network was being funky
14:47:25raptorah, freenode was having problems...
14:47:27raptorhttp://pastie.org/7104827
14:47:28raptor^^ there
14:47:51raptorbasically, since the 'ship' object will have disappeared during the onPlayerLeft, just use the 'playerInfo' itself
14:48:38bobdaduckah
14:48:46bobdaduckxD
14:49:06bobdaduckWell great then
14:49:25bobdaduckThe other thing was oscillating speedzones? You never got that to me
14:49:51raptoroscillationg speedzones: http://pastie.org/7111541
14:50:03raptorthere are two ways to oscillate in that
14:50:03bobdaduckWhoo!
14:50:10raptorlinear and harmonic
14:50:16raptorlinear has a bug that I can't figure out...
14:50:39raptorit will stutter and stand still for a little while every once in a while..
14:50:49raptorsome sort of float issue, I think..
14:50:55bobdaduckI have no idea what the difference is
14:51:27raptoruse this level: http://pastie.org/7111563
14:51:33raptor(rename the Script)
14:51:48raptoryou'll see the difference for a minute or so at the start
14:59:16bobdaduckBeautiful.
14:59:32raptorharmonic has a more 'natural' feel
14:59:38bobdaduck begins dissecting the script
15:00:56bobdaduckArg, deltatimes
15:00:58bobdaduckand maths
15:01:21raptoryep..
15:02:43bobdaduckWhy make the math complicated for the linear one?
15:03:08raptorbecause it was like 1am and I probably did make waay too complicated..
15:03:12bobdaducklol
15:03:39bobdaduckGranted, that's extremely nifty.
15:03:44bobdaduckBut hard to disect
15:03:55raptoryeah.. there's a bug in it somewhere, though..
15:04:07raptorand I got sick of trying to figure it out
15:04:20bobdaduckWhat bug?
15:05:48raptorthe linear one will 'stall' every once in a while
15:05:59raptori think it's a rounding error somewhere
15:06:43bobdaduckYou have all this tricky math
15:07:02bobdaduckI don't see why not just arbitrary "newstartpoint = x + 5" ontick wouldn't work.
15:07:10raptorit would
15:07:19raptorin fact I did that to begin with
15:07:27raptorbut there were more problems
15:07:58bobdaduckThere were?
15:08:05raptorwhen it would hit the time to reverse, sometimes it would it is after 10 ticks (for examples) and sometimes 11 ticks
15:08:21raptorbasically what would happen is the whole thing would start to migrate across the level
15:08:51raptorso I decided to save the original starting point of the object and have everything be based off of that - then it wouldn't migrate
15:09:08bobdaducklol
15:09:29bobdaduckI don't understand delta time
15:09:33bobdaduckand why you always use it.
15:09:45raptordelta just means 'change'
15:09:59raptordeltaTime means 'change since last time'
15:10:18raptorso it's the difference between ticks
15:10:25raptorprobably 33ms
15:10:30raptorroughly, each time
15:10:42bobdaduckSo why do you always use it? How is that helpful?
15:11:09raptorbecause onTick is always running
15:11:21raptorif you want to measure anything for a certain amount of time
15:11:34raptoryou have to add up all the deltaTimes until you reach your amount
15:11:53raptorlet's say you want something to move 1000 points in 1 second
15:12:03raptorand you use onTick (because setVel() isn't available)
15:12:15raptorso you have to move it little by little each tick
15:12:25raptorhow much do you move it each tick?
15:12:38raptoryou move it deltaTime / 1000 * distance
15:12:49raptor1000 here == number of milliseconds in a second
15:13:40raptorbecause when you reach one second, deltaTime will be totalled up to 1000 so
15:13:49raptor1000 / 1000 * distance = 1 * distance
15:14:12bobdaduckSo why not just set up a timer(function, 1000)
15:14:26raptoryou can
15:14:55raptorbut what would happen if you moved something from it's starting spot to it ending spot in 1 second with no intermediate movement?
15:15:18bobdaduckIt would look jumpy
15:15:23raptorvery jumpy
15:15:42bobdaduckSo set the timer up to be smaller. timer(function, 50)
15:15:51bobdaduckand adjust the values in the function to compensate...
15:16:02raptoryou could do a repeating timer
15:16:03raptoryes
15:16:11raptorbut deltaTime is the exact same thing
15:16:27bobdaduckbut with eight times as much math
15:16:36raptorno, it'd be identical
15:16:40raptorbecause using repeating timer, you'd still have to do the ratio
15:17:09raptorbecause every 50 milliseconds on a repeating timer is waay too fast to move the object you want
15:17:38raptorso you have to only move it a fraction of what you want each time the timer kicks in... and thus you have deltaTime again
15:18:31bobdaduckarg, so why can I understand the timer method and not deltatime
15:18:52raptorjust think of the onTick method as a repeating timer that goes off every 'deltaTime'
15:18:58raptorthat's it
15:19:05Little_Apple has joined
15:19:21Little_Applehelo
15:19:39bobdaduckHello
15:19:41raptorhi
15:19:44bobdaduckThat helps a little
15:19:54bobdaduckBut not in helping me see how to use it xD
15:20:15raptoryou use it to make little incremental changes to things
15:20:24raptorin computer world that means... animations
15:20:44bobdaduckxD
15:21:16raptorif you couldn't adjust things in little tiny bits.. you'd have jumpiness
15:21:49bobdaduckI think I remember in sams snow script seeing a "TimePassed" variable in onTick
15:22:04raptoryeah, that's exactly the same as deltaTime
15:22:19raptorit's just that i guess I chose the more math-y term
15:22:49raptorthe concept of little tiny changes is actually at the heart of calculus - so you're learning calculus with this :)
15:23:01bobdaduckI did poorly in precal
15:23:16raptorthat's because school is stupid
15:23:27bobdaduckI was better than everybody else at all the geometry parts, and then had a hard time with all the straight algebra parts
15:23:50raptorschool *needs* to teach the hard algebra/calculus *with* physics
15:23:51bobdaduckWell yeah school being stupid would be a part of that, but stiill xD
15:24:08Little_Appleok, quick question. is it possible for a levelgen to set the winning score?
15:24:15raptorbecause if you don't learn calculus/algebra with physics - it's crazy hard to wrap your brain around hard concepts
15:24:30raptorLittle_Apple: i'mnot sure... let me check
15:24:33bobdaduckI haven't managed it
15:29:06raptordoesn't look like it
15:29:33Little_Appleok thanks
15:29:38Little_Apple Quit (Quit: Page closed)
15:29:39raptorstill looking...
15:30:09bobdaduckBeing able to modify game aspects could be fun.
15:30:57raptoryeah, no setting of stuff in the game, only 'getting'
15:31:08bobdaduckThough admittedly I'd probably mostly use it to make joke maps where the CTF turns to soccer just before you capture the flag xD
15:31:26raptorha
15:32:31bobdaduckBack to physics and calculus?
15:32:50raptoryeah, our brains need to *see* what math does to understand it better
15:32:58raptorand they don't do that in public school...
15:33:09raptorat least at none of the ones I went to
15:33:27bobdaduckhah, nope.
15:33:47bobdaduckI was actually the class star in my geometry class
15:33:49bobdaduckKnow why?
15:33:57raptorbitfighter? :)
15:34:23bobdaduckBecause Zap!'s level editor was TERRIBLE and we had to do all the math and coord plane stuff by hand in the .txt file
15:35:13raptorha
15:35:15raptoryep
15:35:22raptoryou see what math is for and learn it better
15:35:29bobdaduckyeah
15:37:23bobdaduckStill dissecting the script
15:37:46raptoranyways, if you get used to the 'deltaTime' idea - you see that calculus is use for doing things that constantly change
15:38:15bobdaduckRight right. I think I get that part, I just don't get how to use it
15:38:28bobdaduckAnd I'm still a little fuzzy on why its superior to just using a timer xD
15:38:41raptoryou can use a repeating timer and it'd be identical
15:39:07raptorexcept you'd be tied to onTick and deltaTime and couldn't adjust that
15:39:46bobdaduckI'm mostly comfortable just using fuzzy numbers and saying "ehhh close enough"
15:41:04bobdaduckSee the problem is your script doesn't have any easily understandable/modifyable variables
15:41:32raptoryes, well, that's calculus :(
15:41:38bobdaduckThere 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
15:41:46bobdaduckxD
15:41:50raptorhaha
15:41:55raptorah
15:41:56raptorso
15:42:16raptorthe reason is this: can we use setVel() on a speedzone?
15:42:28raptor(and you're right, I pretty much programmed my own timer)
15:42:58bobdaduckNope
15:42:58bobdaduckxD
15:43:00raptorsince we can't use velocity we have to use distance instead (with setGeom())
15:43:05bobdaduckright
15:43:37bobdaduckI would still just use the hack method of geom.x + 5 every millisecond or whatever
15:43:44raptorand that's where calculus comes in - we have to make incremental changes
15:43:52raptoryeah, you can do that
15:43:56raptorit works
15:44:09raptoruntil it starts migrating across the screen... :)
15:44:10bobdaduckThough I can understand for the harmonic one. That one is cool.
15:44:26raptoryeah the harmonic one is neat - it's how nature actually does things
15:44:46raptoractually
15:45:18bobdaduckyeah
15:45:25raptorif you use a global variable on a repeatingTimer you can just say "switch after 10 movements"
15:45:52raptorthat *would* be a lot easier to understand
15:46:01raptorand that's why you don't program things at 1am
15:46:36bobdaducklol
15:47:00bobdaduckBut then how else would I be amazed at your genius math skillz
15:47:18raptorwell.. yeah... uh.. BOW TO ME
15:47:38raptorlet me whip something up real quick and see if it works...
15:48:05bobdaducklol
15:48:36bobdaduckSo tell me
15:48:51bobdaduckWhy is classical music playing on my pandora metal station?
15:49:33raptorbecause it's awesome music
15:49:52raptorok a lot isn't, but a lot is :)
15:50:11bobdaduckOkay yeah sure. For the sake of argument, we'll pretend I agree with you. WHY IS IT PLAYING ON A METAL STATION.
15:50:28raptornow that is a mystery
15:50:53bobdaduckThe station is named "metal" and everything
15:51:00bobdaduckWAIT
15:51:01bobdaduckits pandora
15:51:10bobdaduckI can totally just ask it "why is this music playing"
15:51:55bobdaduck"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"
15:51:56bobdaduck...what
15:53:09raptorhaha
15:54:05bobdaduckIn other news, I filled up my second research notebook
15:54:12raptoroh really?
15:54:14raptorneat!
15:54:29bobdaduckYeah. Its so beat up now xD
15:54:41bobdaduckCover peeling, everythings curling, pages half torn out
15:54:51bobdaduckI got a third one and its all nice and clean
15:55:04bobdaduckStill need data on more INTPs and INTJs.
15:55:15bobdaduckI need to meet more of you devs in person. I bet you're all INTPs.
15:55:23raptorha
15:55:30raptori don't know..
15:55:45raptori don't think most developer types are, actually... maybe kaen, though
15:55:57bobdaduckMaybe wat is INTJ
15:56:17bobdaduckINTPs are much more likely to become programmers than other types
15:57:23raptoryou think?
15:57:43raptori became a programmer, but i don't consider myself one
15:58:11bobdaduckOf the three INTPs I know, they're all programmers
15:58:36raptorheh
15:58:36bobdaduckI 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
15:58:55raptorgood think there are so few of you.... :)
15:58:58raptor*thing
15:59:21bobdaduckGood think!
16:02:54raptorok bobdaduck, here: http://pastie.org/7112438
16:03:09raptorthere's your linear slide with a timer and a switch
16:03:16raptorand relative movement changes
16:03:24raptorit's still quick and dirty though
16:03:30raptorand now I have to go to school..
16:03:43bobdaduckglhf
16:10:02raptorok really leaving now...
16:11:03raptorFYI, 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)
16:11:27raptori actually wonder what they'd type as...
16:12:00bobdaduckyeah I remember
16:12:06bobdaduckAnd I know xD
16:15:34bobdaduckAnd now pandora is playing jazzy-swing music from the 70s, still on my metal station. Like WHAT ARE YOU DOING. STOP.
16:23:16watusimoto has joined
16:23:16ChanServ sets mode +o watusimoto
16:26:44raptor Quit ()
16:27:43bobdaduckGoodmorning, gentlewat.
16:28:27watusimotohello
16:28:48watusimotoI was thinking about your crazy levelgen, and think that if we
16:29:31watusimotoif 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
16:29:47watusimotolike the healthpack following you around -- it was always 200ms behind me
16:29:56watusimotowhich I assume was not the intent
16:30:24watusimotojust a topic for a future conversation
16:32:49bobdaduckWell 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
17:01:00raptor has joined
17:01:01ChanServ sets mode +o raptor
17:03:22raptorwatusimoto: the lag of the health pack is partly due to the fact levelgens are locked at 30FPS
17:03:31watusimotoah, I see
17:03:33raptorfor onTick
17:03:49watusimotobut my lag was probably an even bigger factor!
17:03:54raptoroh yeah
17:03:59raptorand you're in europe :)
17:04:12watusimotoit would be nice if, in some instances, we could do client side prediction. The question is how
17:04:34watusimotoor maybe this is such a specialized and wacky situation that we don't need to worry about it
17:04:39raptorwe would have had client-side prediction *if* you could use setVel() on health packs
17:04:49raptorwe don't need to work, i don't think
17:04:53raptor*worry
17:05:05watusimotohey, do you know much about bash scripting?
17:05:14raptorthe workaround for no setVel() on health packs was to use setGeom() in onTick..
17:05:18raptoryes, sadly, I do
17:05:23watusimotoif [[ $1 =~ \.7z$ ]]
17:05:23watusimoto then
17:05:23watusimoto cd `dirname $1`
17:05:23watusimoto p7zip -d $1
17:05:23watusimoto exit
17:05:24watusimotofi
17:05:24watusimoto# Check for proper filetype -- ignore the others
17:05:25watusimoto( [[ $1 =~ \.gz$ ]] || [[ $1 =~ \.csv$ ]] || [[ $1 =~ \.xml$ ]] ) &&
17:05:25watusimoto psql -U inners_data -d inners_db -c"insert into process_queue(file, owner) values('$1', '$2');"
17:05:30watusimotohopefully that comes through
17:05:51raptorok
17:05:55watusimotoI am getting a series of this error, and don't even know what it means
17:06:00watusimoto[[: not found
17:06:05raptorheh
17:06:16watusimotoat the fi block, and also on the last line
17:06:21raptorwhat type of system are you running on?
17:06:24raptoris it old unix?
17:06:27watusimotono
17:06:38watusimotoit's a modern system, probably ubuntu
17:06:38raptoralso, do you have the shebang as the first line: #!/bin/bash
17:06:48watusimotoyes
17:06:52raptorotherwise it uses /bin/sh
17:06:54watusimotoI left out the first bit, which is all comments
17:07:01watusimoto#!/bin/bash
17:07:02raptorwhich may not support '[['
17:07:05watusimotois the very first line
17:07:11watusimotooh
17:07:12watusimotowait
17:07:21watusimotoI ran it with sh <script>
17:07:26raptorEVIL
17:07:29watusimotohabit
17:07:44watusimotoha, ok
17:07:50watusimotoremove the leading sh and it works fine
17:07:54raptoryeah the [[ ]] construct is for extended regular expressions with (I think) bash only
17:08:43watusimotoI *hate* bash/sh/csh scripting
17:08:51watusimotoit almost makes bat scripting look good
17:08:57raptorjust like my feelings for PERL!
17:09:12raptorit's quite useful... but... BUT (insert complaint here)
17:09:35watusimotoit is still around because it's useful
17:09:43watusimotoif only the syntax were less bizarre
17:09:56watusimotook, thanks
17:10:07raptoryou're welcome
17:10:36watusimotosaved me an hour of headaches
17:13:34raptorthe discourtesy of my fellow students is starting to drive me crazy.. I can barely hear the professor
17:16:42bobdaduckThey're loud?
17:17:02raptorthere's like 8 different sub-conversations going on all over the room
17:17:24raptorit's like they don't even know half of us actually go to class to pay attention
17:17:30bobdaduckxD
17:17:33bobdaduckWhat class?
17:18:23raptorelectromagnetic physics
17:19:09bobdaduckI would think that people in that class are actually trying to learn
17:19:20bobdaduckSounds fairly specialized xD
17:19:28raptoryou know.. a topic that actually requires advanced thought...
17:19:34bobdaducklol
17:19:34raptoryeah
17:19:51raptorok, enough complaining.. more paying attention :)
17:19:58bobdaduckSo what you do is throw a paper airplane
17:20:05bobdaduckAnd then the professor will do something about it
17:20:15bobdaduckAnd everyone will quiet down in fear.
17:20:20bobdaduckAnd then you can pay attention!
17:20:23raptorgood idea!
17:21:55bobdaduckAnytime!
17:37:19Little_Apple has joined
17:37:24Little_Applehello
17:38:46raptorhi
17:39:26Little_Appleoh, question. do zones keep track of ships that enter?
17:39:41raptorbobdaduck knows all about that :)
17:39:52bobdaduckYes, zones do.
17:39:53raptorthere is an onShipEnteredZone event
17:40:06bobdaduckNot specific ships and whether they enter the zone, though that is simple enough to code.
17:40:18Little_Applelike if i were to have 4 ships in one zone and one gets destroyed would the zone know that there are only 3 left?
17:40:44raptorthere is an onShipExitedZone() I think... which is triggered
17:40:52raptoronShipLeftZone
17:40:57Little_Appleim guessing i would have to make it check using a timer
17:41:04bobdaduckno
17:41:10bobdaduckYou can subscribe to onShipLeftZone
17:41:16bobdaduckOr possibly onShipKilled
17:41:38bobdaduckhttp://bitfighter.org/luadocs/index.html Modules>Event
17:41:45raptoryoui'd have to keep your own table to 'register' the ships
17:41:56raptorjust ask bobdaduck - he's an expert on tables now!
17:41:59koda Quit (Ping timeout: 245 seconds)
17:42:06bobdaducklol
17:42:21bobdaduckBy expert he means "I have a vague idea and could maybe pull it off if I tried"
17:43:05Little_Applebasically 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...
17:43:44bobdaduckDid you check the luadoc I linked you?
17:43:57Little_Applechecking
17:44:05bobdaduckAlso under modules is "ScoringEvent"
17:44:20bobdaduckWhich I'm not quite sure how it works but I'd assume you subscribe to it the same as a normal event
17:46:25Little_Apple Quit (Quit: Page closed)
17:46:55Little_Apple has joined
17:47:01Little_Applestupid multitouch...
17:47:34raptorback later
17:47:37raptor Quit ()
17:48:04bobdaduckWhat are you trying to do with this level?
17:48:22bobdaduckBecause if a ship spawns on a zone it doesn't count as onShipEnteredZone
17:49:38Little_Applewould a teleport onto a zone count as entrance?
17:49:59bobdaduckUh. Hm.
17:50:03bobdaduck*checks*
17:50:20bobdaduckyes.
17:50:26Little_Appleoh ok
17:50:36bobdaduckMind you could use the ShipSpawned and ShipKilled events to get the same result
17:51:03Little_Applein case you are wondering this is for a one life level.
17:51:12Little_Appletrying to fine tune it some
17:51:17bobdaduckoooh
17:51:40bobdaduckdrat, you can't edit max score via levelgen.
17:51:41Little_Appleim trying to make a player detection system so the level can see who wins
17:51:54Little_Appleif you could that would be so awesome..
17:52:00bobdaduckYou can do that
17:52:20bobdaduckThe saying who wins is the hard part.
17:52:33bobdaduckWhat do you plan to do once the levelgen sees who's left?
17:52:51Little_Applebasically i want the zone to know if all the players in the zone are on the same team
17:53:11bobdaduckdoable.
17:53:13bobdaduckThen what?
17:53:44Little_Applethen maybe a chat msg...
17:54:09bobdaduckxD
17:54:23Little_AppleOR MAYBE EVERYONE DIES BY MINES
17:54:26bobdaduckrofl
17:54:35bobdaduckwoahhhh
17:54:39bobdaduckNo maybe
17:54:40bobdaduckHm
17:54:43bobdaduckHmmmmm
17:54:47bobdaduckNo probably not
17:54:51bobdaduckhm
17:54:52Little_Applethat would be awesome for like a one in one hundred chance..
17:55:32bobdaduckOkay so since we can't change gamescore via levelgen
17:55:39bobdaduckWhat if we had a teleporter in the middle
17:56:01bobdaduckThat redirected into the enemy base if all the enemies are dead
17:56:16bobdaduckOn top of the wall, so the winning team is safe
17:56:27bobdaduckand then you just fire bursts down into the loser pit until you hit the max score?
17:56:36Little_Applelol
17:57:38Little_Applebut theres also the issue of teammates suiciding in spawn
17:57:45Little_Applebringing down their score..
17:58:16bobdaduckI think handling trolls should be the admin's job
17:58:57Little_Applebut its pretty much the only thing dead players can do while waiting for thenext round..
17:59:24bobdaduckgive them something to play with
17:59:27bobdaduckRobbie the resource
17:59:29bobdaduckxD
17:59:33Little_Appleim thinking maybe a small mini game for waiting players to fight through to perhaps aid their team?
17:59:43Little_Applelike rewarding them with an energy item
17:59:55Little_Appleat the end of a maze or something
18:00:41bobdaduckI almost want to just make this level myself
18:00:43bobdaduckxD
18:00:45Little_Applelol
18:00:50bobdaduckI dunno about the minigame part though.
18:01:41Little_Applei think i should just redo what my existing script does and redirect the teleporters to the minigame section instead of just blocking them off
18:02:53bobdaduckYeah you could do that
18:03:10bobdaduckI feel like a minigame shouldn't let someone help their team though xD
18:03:31watusimoto>> f a ship spawns on a zone it doesn't count as onShipEnteredZone <<< it should - if it doesn't it's a bug
18:03:49bobdaduckIt doesn't.
18:04:04bobdaduckwait, let me doulbe check
18:04:29bobdaduckYeah it doesn't
18:05:17watusimotook, I'll add it to the bug list
18:05:49Little_Applewoah this level is looking like an asian wheatley
18:05:53bobdaduckrofl
18:06:38bobdaduckSo you got an idea of what you need to do? Should I try my hand at it? All good?
18:06:49Little_Appleyou could help...
18:06:56Little_Appleim pretty bad at programming
18:07:38bobdaduckWell how do you expect to get better!
18:08:07Little_Appledude. come look at this. it looks like wheatley.
18:09:00bobdaduckYeah doesn't look like its letting me in
18:09:57Little_Appleoops
18:10:29Little_Applei can send a screen cap if you want
18:11:08bobdaducksure
18:12:30Little_Applehttp://i.imgur.com/jtLOniH.png
18:13:03bobdaduckWoah
18:13:05bobdaduckAsian wheatly
18:13:07Little_Applelol
18:13:15Little_Apple Quit (Quit: Page closed)
18:13:54Little_Apple has joined
18:14:04Little_Appleack.
18:17:23bobdaduckWorking on a script for you
18:17:31Little_Appleoh sweet
18:17:31bobdaduckAlso at work working so give me a while.
18:17:41Little_Appleits fine
18:17:50Little_Apple Quit (Client Quit)
18:18:08Little_Apple has joined
18:18:14Little_Applefriggin multitouch...
18:19:55bobdaducklol
18:23:39watusimoto Quit (Ping timeout: 245 seconds)
18:24:31bobdaduckwHOOPS
18:24:43bobdaduckJust realized that now I have to figure out tables
18:24:43bobdaduckxD
18:24:48bobdaduckwheeee
18:28:48Little_Applefun
18:37:47bobdaduck Quit (Remote host closed the connection)
19:00:25bobdaduck has joined
19:01:22Little_Applehello there
19:07:17bobdaduckhi
19:07:33bobdaduckI figured out the algorithm I'll use on my way to subway.
19:07:43bobdaduckNow for the hard part.
19:07:55Little_Appleis there any way of seeing if a resource item enters a zone?
19:08:06bobdaduckThere is a very hack method
19:08:18bobdaduckWhere you get the resourceItem's position every tick
19:08:29bobdaduckAnd check if its within the zone bounds
19:09:01Little_Appleso.. yes.
19:09:19bobdaduckif you want to do the work for that
19:09:30bobdaduckOr if I believe your cause to be sufficiently awesome.
19:09:37Little_Applelol
19:09:56Little_Applei still need to edit what i have
19:11:27Watusimoto has joined
19:12:34Little_Applehello
19:13:37Watusimotohi
19:14:50bobdaduckHi
19:20:10kaen has joined
19:20:17Little_Applehello
19:22:54bobdaduckdang this is getting complicated
19:22:58bobdaduckSomeone wanna help me out?
19:25:13bobdaduck(levelgen scripting with linked arrays)
19:37:39raptor has joined
19:37:39ChanServ sets mode +o raptor
19:38:44bobdaduckraptor! Want to help scripting?
19:38:51raptorbuhhh..
19:39:02raptorny... maybe?
19:39:05bobdaduckxD
19:39:24bobdaduckI'm doing complicated things for little apple and got myself lost.
19:39:30raptorok
19:39:40raptori can provide some guidance... maybe.. :)
19:40:02bobdaduckIts the arrays again!
19:40:03bobdaduckxD
19:40:10raptorok, break it down
19:40:45raptorI know you have examples on how to add / remove /search arrays(tables)
19:41:06bobdaduckIts sort of this linked array thing I'm getting stuck at
19:41:13raptorlinked?
19:41:31bobdaducklike how we linked health packs to registeredPlayers
19:41:50raptorhow so... (note: the term "linked array" is used when each item in the array knows about the next item in the array)
19:41:57raptorah ok
19:42:05bobdaduckokay
19:42:11bobdaduckHold on I'll get you what I have so far
19:42:35raptorthose weren't really linked exactly... but they used the same data to keep them grouped
19:42:49kaen Quit (Ping timeout: 245 seconds)
19:43:16raptork
19:43:42bobdaduckhttp://pastie.org/7115615
19:43:58raptorwe should do our own pastie one of these days...
19:44:15bobdaducklol
19:44:15BFLogBot Commit: 4bc4247f5f28 | Author: watusimoto | Message: Cleanup loadout menu rendering code, and spiff up the results a little
19:44:19BFLogBot Commit: e293508f072f | Author: watusimoto | Message: Shorten text on loadout menu
19:44:20BFLogBot Commit: 8156765a7793 | Author: watusimoto | Message: Merge
19:44:22BFLogBot Commit: e9192cdadfef | Author: watusimoto | Message: Allow passing of a fontContext to the string width calculation... fixes loadout menu width issue
19:45:04raptoryay commits!
19:46:35bobdaduckDo you see where I'm getting lost?
19:47:17raptorstill 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)
19:47:33bobdaduckhah okay
19:47:48raptorok there we go..
19:48:18raptorok, break it up into logical steps
19:48:32kaen has joined
19:48:34raptorfirst...? register player when enters zone?
19:48:34bobdaduckI sort of did that in the start of the levelgen
19:48:42bobdaduckRight
19:48:46raptorregister where
19:48:56bobdaduckplayersInGame = {}
19:49:04Watusimoto Quit (Ping timeout: 245 seconds)
19:49:06raptorok, that is done
19:49:08raptornext..?
19:49:23bobdaduckI need to tie all of them to team affiliations somehow
19:49:32bobdaduckso that I know if one team is out.
19:49:35raptorok
19:49:44raptorthen register then in the team tables at the same time
19:49:48raptor*them
19:50:14raptorso grab team, if on red -> insert into red team table, else -> insert into blue team table
19:50:29raptorat the same time you register into the total players table (which might not be needed?)
19:53:01raptordoes that make sense?
19:53:25bobdaduckyeah
19:53:40bobdaduckAnd you're right, maybe the total players table isn't needed...
19:55:28raptorso when you have that done, let me know and we'll do the next step
19:55:47bobdaduckI stuck it in the shipEnteredZone event
19:56:11raptorgreat
19:56:24raptori think you team from the ship:getTeam() or whatever
19:56:31raptor*get team..
19:56:37bobdaduckyeah
19:57:04raptorso registration is taken care of, now what's next?
19:57:22bobdaduckWhen they die, remove them from the array
19:57:37raptorok, so on death or on leaving the game?
19:57:42bobdaduckdeath
19:57:47raptorok
19:58:01raptorso 40.2e-3
19:58:10raptoruhh oops, that physics
19:58:12bobdaducklol
19:58:13raptor40.2e-3
19:58:15raptorargh1
19:58:18bobdaduckrofl
19:58:32raptorok so in this event: onShipKilled
19:59:06raptoryou grab the ship's team, pick the array that goes with it, and remove them from that array
19:59:58bobdaduckuh
20:00:56bobdaducktable.remove(teamBlueCount, ~~~~~~~)
20:01:07bobdaduckwhat goes in the second field?
20:01:53raptorwhat object did you register?
20:01:57raptorthe playerInfo?
20:02:09bobdaduckyeah
20:02:14raptorthen the second one needs to be the playerInfo for the ship
20:02:54raptorsomething like this: http://pastie.org/7115948
20:05:25bobdaduckI don't understand lua for loops either
20:06:04bobdaduckBut okay, I think this is right.
20:07:39raptordo you understand what loops do?
20:07:45bobdaduckYeah
20:07:53bobdaduckI don't get the i v in ipairs
20:08:00raptorin a table each key/value is an 'entry'
20:08:08raptorso 0 -> bobdaduck
20:08:09raptor1 -> raptor
20:08:12raptoretc..
20:08:15raptorfollow?
20:08:40bobdaduckright
20:09:21raptorso 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' "
20:11:10bobdaduckAh so that's what they stand for
20:11:17raptoryes
20:11:30raptorin fact i usually right them out for index, value in ipairs(...
20:12:35bobdaduckScript isn't recognizing getTeam()
20:13:20raptorgetTeamIndx()?
20:13:23raptori don't rmemeber
20:14:12bobdaduckah right
20:14:13bobdaduckthat's it
20:14:43bobdaduckI remember because there's no E in index for ABSOLUTELY NO REASON.
20:15:01raptorhahah, yeah, why is it that way anyways??
20:15:13bobdaduckEvery other function ever writes everything out fully
20:15:15raptori bet either I or watusimoto coded that at 1am
20:16:14bobdaduckprolly.
20:17:06bobdaduckOkay, the script is running without errors.
20:17:12bobdaduckDoesn't do anything yet, but its working.
20:20:57kaen Quit (Ping timeout: 255 seconds)
20:24:17bobdaduckNext step is to check if a team's array is empty, and if so add dests to a couple teleporters
20:24:37raptorto test if an array is empty, just check its size == 0
20:24:50raptorto get size: local size = #teamArray
20:25:00raptorthe '#' in front returns size
20:26:45bobdaduckokay
20:26:58raptorwhich seems weird
20:27:09raptorit would make more sense: teamArray.size() or something
20:27:30bobdaduckyeah
20:35:54bobdaduckit works yay
20:36:15bobdaduckLittle_Apple you here?
20:36:24Little_Appleyep
20:36:38Little_Appleworking out stuff... and things
20:36:41bobdaduckOkay its finished.
20:36:51Little_Applewhatsfinished
20:37:36bobdaduckSingle life level system
20:37:58Little_Applehows' it work?
20:38:17bobdaduckactually hold on let me polish a part
20:38:26Little_Appleok
20:38:51bobdaduckYou're going to have to adapt this to your level
20:38:53bobdaduckBut it works pretty well
20:39:07Little_Applewhats it do specificallyish?
20:39:23Little_Applelike.. basic specifics
20:39:44bobdaduckWhen a team has no more people, the other team can teleport into their base and kill them all until they reach the max score
20:40:08Little_Appleare you planning on making a level as well?
20:40:27bobdaduckMaybe
20:40:34bobdaduckDunno. I'll let you do it prolly
20:40:53Little_Applewell mine is near completion
20:41:00Little_Applejust need to get the script working
20:41:11bobdaduckhttp://pastie.org/7116373
20:41:36Little_Appleooh
20:41:55raptorbobdaduck:
20:41:56raptorbug
20:42:04raptoryou're using the wrong tables to deregister
20:42:27raptoroh wait!
20:42:29raptornever mind
20:42:37raptoryou're not actually using onPlayerLeft?
20:42:50bobdaduckuhhhh
20:43:10bobdaduckIt looks like I'm using it to me?
20:43:17bobdaduckoh shoot you're right
20:44:06bobdaduckLittle_Apple: On lines 83 and 35, change "PlayersInGame" to teamCountBlue and teamCountRed, respectively.
20:44:19bobdaduck(it'll still run if you don't, but won't be able to handle leaving players)
20:44:27Little_Appleoh ok
20:44:53Little_Appleim trying to figure something out at the moment......
20:45:05bobdaduckWhich part?
20:46:07Little_Applein my script, im trying to get it to find a teleporter. i think i've got it
20:47:51Little_Applegot it!
20:48:01bobdaduckyay
20:49:33bobdaduckMines shinier
20:51:40Little_Applethis is gonna look sloppy... no one look at my code if it works!
20:52:27bobdaducklol
20:52:33bobdaduckYou can use mine, that's what I made it for
20:52:52bobdaduckWell, also as an excersize to figure out arrays. But mostly for you to use xD
20:54:33Little_Appleyou can use it for a level...
20:54:40Little_Appleit would probably turn out better than mine
20:55:09Little_Applealmost definitely...
20:58:18bobdaducklol
20:58:27bobdaduckjust use my levelgen for your level
20:58:29bobdaduckdoittt
20:59:02bobdaduckYour brother (pedestrian?) has been on a bit lately...
20:59:11Little_Applei'll use it somehow...
20:59:15raptorreally? haha
21:00:23bobdaduckYou see what I did in my example map? If you copy that three-teleporter system
21:00:47bobdaduckYou'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
21:01:44Little_Applehavent tested... sorry
21:01:53Little_Appleill get to it...
21:04:26Little_Appleyisss it works
21:05:30bobdaduckyours?
21:05:33bobdaduckWhat'd you do?
21:05:42Watusimoto has joined
21:05:56Little_Applegot the exits to change
21:05:56bobdaduckMorning, gentlewat
21:06:00bobdaducknice
21:12:27Wuzzy has joined
21:13:16Little_Applehello
21:13:46raptorWatusimoto: if you haven't seen, I changed the level info screen a bit
21:13:57Watusimoto Quit (Read error: Connection reset by peer)
21:15:13Watusimoto has joined
21:16:15WatusimotoI did see... moved it higher up and compressed it a little, right?
21:16:21raptoryes
21:17:01Watusimotoi want to look at it in the context of the now much narrower loadout screen
21:17:38bobdaduck Quit (Remote host closed the connection)
21:18:38raptorok
21:20:55Watusimotoalso, I fleshed out a couple of the gsoc projects
21:21:03raptorOOooo
21:21:20Watusimotoand I'm trying to talk my son(s) into doing the "easy' one
21:21:28raptorha!
21:21:36Watusimotothey need something to keep them occupied... two weeks off school
21:22:17Watusimotomenu layouts are (computationally) easy, but tedius
21:23:49raptornothing like tedium to pass the time!
21:27:32Watusimotoand make them love computing!
21:28:09Little_Appleor hate it... and vow revenge on the debs responsible...
21:28:16Little_Appleer, devs
21:29:05Watusimotoraptor: did you do anything that might cause hosting a level to break?
21:29:22Watusimotoafter the last merge, I can no longer get a level to load
21:29:37Watusimotoit always stalls with the green bar only midway across
21:29:49Watusimotoeither in the editor or from the main menu
21:29:52Watusimotovery odd
21:30:20Watusimotogoing to do a full rebuild
21:30:34Little_Appleok im off for now
21:30:39Little_Apple Quit (Quit: Page closed)
21:30:40Watusimotociao
21:31:17raptorWatusimoto: no
21:31:37raptori just did a clean build, levels load
21:31:38Watusimotodidn't think so
21:31:55Watusimotono worries
21:32:27Watusimotoyour checkins looked completely unrelated
21:32:50raptoryeah yesterday was a bit random for me...
21:36:51WatusimotoI meant unrealted to possible stalling scenarios
21:36:54raptorok heading out. back later...
21:36:56Watusimotobut also unrelated to each other
21:36:57raptorhah ok
21:36:58Watusimotobye!
21:37:11raptor Quit ()
21:39:55bobdaduck has joined
21:52:16Little_Apple has joined
22:30:39koda has joined
22:38:05Little_Apple Quit (Quit: Page closed)
23:04:22Platskies has joined
23:04:35Platskies Quit (Remote host closed the connection)
23:22:11Wuzzy Quit (Quit: Wuzzy)
23:39:26raptor has joined
23:39:26ChanServ sets mode +o raptor
23:45:20raptorhello again
23:45:28raptorthe GSOC page is looking better
23:45:33Watusimoto_ has joined
23:48:18Watusimoto Quit (Ping timeout: 252 seconds)

Index Search ←Prev date Next date→

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