Timestamps are in GMT/BST.
| 00:03:53 | raptor | whole-wheat biscuits! |
| 00:21:35 | raptor | ok, looks like i'll need to make my own add_struct_array_to_lua... |
| 00:21:47 | | SolumnMushroom Quit (Quit: Leaving) |
| 00:22:01 | raptor | but how to dynamically detect the type |
| 00:22:37 | | Watusimoto Quit (Ping timeout: 248 seconds) |
| 00:22:40 | raptor | if i use stringstream, and pass that to Lua, will Lua auto-detect the type of each member? |
| 00:22:45 | raptor | ...and goodbye |
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| 01:05:11 | | bobdaduck has joined |
| 01:15:28 | bobdaduck | raptor help? |
| 01:15:31 | raptor | hi |
| 01:15:40 | bobdaduck | I got it to delete the sword on exiting zone |
| 01:15:42 | bobdaduck | but |
| 01:15:47 | bobdaduck | it doesn't give you a sword back when you reenter |
| 01:15:48 | bobdaduck | xD |
| 01:16:01 | raptor | how did you delete it? |
| 01:16:20 | bobdaduck | Not correctly. |
| 01:16:43 | bobdaduck | http://pastie.org/7358905 |
| 01:17:45 | raptor | what event is that in? |
| 01:18:05 | bobdaduck | onshipleftzone |
| 01:18:31 | raptor | are you using playerInfo for each of those tables? or is one the players name? |
| 01:18:54 | bobdaduck | playerinfo |
| 01:18:55 | bobdaduck | I think |
| 01:19:00 | raptor | registeredZoneSwords |
| 01:19:02 | bobdaduck | Probably. |
| 01:19:03 | bobdaduck | xD |
| 01:19:08 | raptor | uses player name... |
| 01:19:58 | bobdaduck | okay nothing |
| 01:20:28 | bobdaduck | oooh |
| 01:20:33 | bobdaduck | I managed to crash the game |
| 01:20:48 | bobdaduck | When I passed "name" into playersinswords instead of playerInfo |
| 01:20:56 | | Platskies Quit (Remote host closed the connection) |
| 01:21:04 | bobdaduck | I CALL THAT PROGRESS. |
| 01:22:31 | raptor | wrong one |
| 01:22:35 | raptor | searchAndRemoveFromTable(registeredZoneSwords, name) |
| 01:22:43 | raptor | oh wait |
| 01:22:45 | raptor | .. |
| 01:22:47 | bobdaduck | crashes it |
| 01:23:18 | bobdaduck | We need to kill the "ship has a sword" assosiation |
| 01:23:19 | bobdaduck | yah? |
| 01:23:39 | raptor | ha.. too much work being done.. |
| 01:23:59 | raptor | since its a dictionary you don't need a for loop |
| 01:24:35 | bobdaduck | okey |
| 01:24:39 | bobdaduck | what do |
| 01:25:20 | raptor | try just this: http://pastie.org/7358976 |
| 01:26:10 | bobdaduck | crash! |
| 01:26:33 | bobdaduck | Like, game crash. |
| 01:26:48 | raptor | try swapping out the nil line with this: table.remove(registeredZoneSwords, name) |
| 01:26:57 | raptor | WHAT |
| 01:26:59 | raptor | WAIT |
| 01:27:34 | bobdaduck | that makes it so the sword disappears but doesn't come backstill |
| 01:28:00 | raptor | here: http://pastie.org/7358994 |
| 01:28:09 | raptor | i did the wrong table at the bottom |
| 01:28:12 | raptor | in the first pastie |
| 01:29:23 | bobdaduck | coo |
| 01:29:24 | bobdaduck | it works |
| 01:29:28 | bobdaduck | and then it crashes |
| 01:29:41 | bobdaduck | I must not have done registerIfUnique somewhere |
| 01:31:29 | bobdaduck | nope |
| 01:31:36 | bobdaduck | I did insertIfUnique... Hm |
| 01:33:58 | bobdaduck | HOWEVER if I use BOTH then it doesn't crash, and the sword never comes back. |
| 01:34:09 | raptor | is that good? |
| 01:34:18 | bobdaduck | no sword is supposed to come back |
| 01:34:28 | raptor | try just the table.remove one... |
| 01:34:38 | bobdaduck | that crashes it. |
| 01:34:45 | bobdaduck | okay so |
| 01:35:10 | bobdaduck | with just the top one it doesn't always crash. It let me go in and out of there like six times before it crashed (on leaving) |
| 01:35:23 | raptor | ok |
| 01:35:32 | bobdaduck | and then that time it crashed on trying to leave. |
| 01:36:32 | bobdaduck | crash |
| 01:37:12 | raptor | hmmm |
| 01:37:18 | raptor | when you exited, right? |
| 01:37:20 | bobdaduck | right |
| 01:37:34 | raptor | maybe because you didn't have a health pack? i.e. wasn't registered/ |
| 01:37:46 | bobdaduck | no |
| 01:37:51 | bobdaduck | because I'm not using that table anyway |
| 01:38:07 | bobdaduck | And also its not crashing on me right now. Its like a really random chance. |
| 01:39:02 | bobdaduck | and... I think its not crashing if I teleport out of the zone |
| 01:39:09 | bobdaduck | NOPE NEVERMIND |
| 01:39:18 | raptor | sounds like memory corruption... |
| 01:39:29 | bobdaduck | right... |
| 01:39:41 | bobdaduck | Want me to throw the scripts and stuff at you so you can try for a stack trace? |
| 01:39:45 | raptor | sure |
| 01:39:56 | raptor | private pastie is fine... don't want this to get into the wrong hands |
| 01:52:34 | bobdaduck | anything? |
| 01:52:46 | raptor | yeah... |
| 01:53:13 | raptor | registeredZoneSwords is messed up somehow.. .keeps returning zero size |
| 01:58:46 | bobdaduck | So... Its most likely not my fault? |
| 01:58:54 | raptor | heh... |
| 01:59:13 | raptor | it's a coding error for sure... but whether it's yours or mine - i'm still not sure |
| 02:01:16 | raptor | it might have something to do with the fact one registry is an array table and the other is a dictionary table |
| 02:02:17 | bobdaduck | I still barely know the difference so don't look at me |
| 02:02:17 | bobdaduck | xD |
| 02:02:37 | raptor | segfault! |
| 02:06:20 | bobdaduck | BIG BOY ERRORS. |
| 02:06:36 | raptor | it's funny because it's true.. |
| 02:06:38 | kaen | I got segfaults writing an editor plugin today \o/ |
| 02:06:44 | raptor | hooray! |
| 02:07:02 | kaen | you'll like it raptor |
| 02:07:07 | raptor | oh boy! |
| 02:07:10 | kaen | generation of objects via parametric equations |
| 02:07:22 | kaen | supports lineitems barriermaker polywall and zones |
| 02:07:35 | raptor | so a graphing calculator? |
| 02:07:38 | kaen | yep |
| 02:07:39 | raptor | :) |
| 02:07:40 | kaen | for bitfigher |
| 02:07:43 | raptor | ha! |
| 02:08:01 | kaen | and if you type in your equation wrong |
| 02:08:04 | kaen | it segfaults \o/ |
| 02:08:42 | bobdaduck | lol |
| 02:08:54 | kaen | but you can make some crazy shapes with it |
| 02:08:54 | raptor | haha |
| 02:09:07 | kaen | it's actually an iterative parametric grapher |
| 02:09:18 | kaen | I'll show you some screenshots... |
| 02:09:44 | kaen | oops meatballs are done |
| 02:10:04 | kaen | so you'll just have to live with the unbearable suspense! |
| 02:10:52 | bobdaduck | THE SUSPENSE |
| 02:19:06 | raptor | i still don't see how this crashes... |
| 02:20:23 | bobdaduck | lol |
| 02:20:27 | bobdaduck | Stress testing lua |
| 02:20:35 | bobdaduck | Gotta make sure its solid before I leave |
| 02:22:21 | raptor | found the problem |
| 02:22:31 | raptor | but i'm not sure what to do about it... |
| 02:22:40 | bobdaduck | lol |
| 02:22:42 | bobdaduck | What is it? |
| 02:22:57 | raptor | so, you call removeFromGame() |
| 02:23:01 | raptor | BUT |
| 02:23:49 | raptor | you hit onShipLeftZone when remove the zone |
| 02:23:57 | raptor | when removing the swordzone, i mean |
| 02:24:01 | raptor | but you just removed it |
| 02:24:35 | raptor | so... remove swordzone -> onShipLeftZone(swordZone) but swordZone is missing |
| 02:25:33 | bobdaduck | wait what |
| 02:25:47 | raptor | because you're right on top of the zone as you remove it |
| 02:26:07 | bobdaduck | maybe a timer to remove swords? |
| 02:26:17 | raptor | yes |
| 02:26:25 | bobdaduck | but wait I got it to crash when teleporting into and out of the zone |
| 02:26:33 | raptor | or a recycling bin |
| 02:37:38 | raptor | ok bobdaduck, got it fixe |
| 02:38:16 | raptor | the relevant code looks like this: http://pastie.org/7359653 |
| 02:38:26 | raptor | i created some helper function that can be used elsewhere... |
| 02:39:00 | raptor | maybe we should start putting the helper functions into another lua file to just import - that way you can reduce code in the main script |
| 02:41:09 | raptor | back later |
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| 03:48:25 | bobdaduck | What was the problem? Hows the fix work? |
| 03:48:32 | raptor | hi |
| 03:48:35 | raptor | you got the code? |
| 03:48:54 | bobdaduck | implementing now |
| 03:49:16 | bobdaduck | oooh |
| 03:49:24 | raptor | the problem was removing the zone at the exact moment a onShipLeftZone for the removed zone was being triggered |
| 03:49:43 | bobdaduck | removeObjectFromGameWithDelay! I was going to put that in for a different thing anyway! |
| 03:49:51 | raptor | solution was to delay the removeFromGame() in a timer.. |
| 03:49:53 | raptor | oh good! |
| 03:49:55 | raptor | :) |
| 03:50:29 | bobdaduck | For a "popcorn room" |
| 03:51:08 | raptor | haha |
| 03:51:13 | raptor | i can only imagine.. |
| 03:51:19 | bobdaduck | lol |
| 03:51:28 | bobdaduck | yep and I ain't saying anything! |
| 03:51:38 | bobdaduck | Though its next in line |
| 03:53:54 | raptor | note that i added a method to remove from a dictionary along side the searchAndRemoveFromTable |
| 03:54:05 | raptor | which should be renamed to searchAndRemoveFromArray |
| 03:54:58 | bobdaduck | hm? |
| 03:55:25 | raptor | removing from a dictionary is different than an array |
| 03:55:46 | raptor | so searchAndRemoveFromTable won't really work well with a dictionary.. |
| 03:55:51 | raptor | unless... unless |
| 03:56:06 | raptor | unless you use 'pairs' in that method, too |
| 03:56:11 | raptor | instead of ipairs |
| 03:56:53 | bobdaduck | I told you I swore I'll never use ipairs again because pairs works without crashes and problems :P |
| 03:57:15 | raptor | haha |
| 03:57:27 | raptor | and the reason is because ipairs only works on array-tables |
| 03:57:34 | raptor | and you don't always work with those.. |
| 03:57:43 | bobdaduck | right so since pairs works so much better why not just use pairs |
| 03:57:49 | raptor | exactly |
| 03:58:13 | raptor | unless you need an ordered list - but I don't think you've really needed order in any tables yet |
| 04:01:14 | bobdaduck | code works, btw |
| 04:01:20 | raptor | hooray! |
| 04:04:19 | kaen | http://imgbin.org/index.php?page=image&id=12680 http://imgbin.org/index.php?page=image&id=12681 http://imgbin.org/index.php?page=image&id=12682 http://imgbin.org/index.php?page=image&id=12683 http://imgbin.org/index.php?page=image&id=12684 http://imgbin.org/index.php?page=image&id=12685 |
| 04:04:27 | kaen | some screenshots ^ |
| 04:04:53 | bobdaduck | ooh |
| 04:05:01 | raptor | ! |
| 04:05:07 | bobdaduck | I wish I knew how to math so that I could do those |
| 04:05:10 | raptor | great! |
| 04:05:13 | bobdaduck | Wonderful designs for my levels |
| 04:05:37 | raptor | kaen: next level: http://mathworld.wolfram.com/BatmanCurve.html |
| 04:05:51 | bobdaduck | rofl |
| 04:07:08 | kaen | I'd definitely just use the svg converter for that :) |
| 04:07:26 | bobdaduck | but that would be EASY. |
| 04:07:37 | kaen | I actually haven't tapped the full power of my plugin. I'm still figuring out something cool to do with iterations |
| 04:07:43 | kaen | like the logarithmic sine |
| 04:09:07 | raptor | i don't remember what that looks like... researches.. |
| 04:10:19 | raptor | a function that uses it, I mean |
| 04:10:31 | kaen | I don't think that's the proper term for it |
| 04:10:38 | kaen | but it's the first screenshot I posted |
| 04:10:46 | raptor | decaying sine? |
| 04:10:48 | raptor | oh |
| 04:10:58 | kaen | each wave has an amplitude of log(i+1) |
| 04:11:04 | kaen | where i is the iteration |
| 04:11:49 | kaen | now, to figure out how to allow "sin(t)" instead of "math.sin(t)" |
| 04:15:25 | raptor | you mean like alias the function? |
| 04:15:46 | kaen | yeah, I'm gonna use setfenv |
| 04:15:59 | kaen | clone the math functions into a table with some other junk (PI, TAU, etc) |
| 04:16:11 | raptor | cool |
| 04:16:29 | raptor | I was just thinking that maybe we need to start collection helper functions into our own libraries |
| 04:16:31 | kaen | much like javascript, I hate lua slightly less every time I learn something about it |
| 04:16:57 | raptor | because I know I've written loads of handy helper functions for bobdaduck |
| 04:17:14 | kaen | well then definitely |
| 04:17:14 | bobdaduck | They're all in levelgen carnival |
| 04:17:21 | kaen | for heaven's sake don't write them twice! |
| 04:18:24 | raptor | i wonder - if I were to include a utility library in a script - how would the size of that utility library affect script performance? |
| 04:18:47 | kaen | I can not imagine it being a significant impact |
| 04:18:47 | bobdaduck | Levelgen carnival seems to run fine with like 5 ontick functions |
| 04:18:56 | raptor | haha |
| 04:19:18 | kaen | we're talking a few hundred kilobytes at most, including file contents and compiled bytecode |
| 04:19:20 | raptor | 5? you've added some since 2 hours ago.. |
| 04:19:28 | bobdaduck | popcorn will be ontick |
| 04:24:02 | bobdaduck | oh man |
| 04:24:05 | bobdaduck | This room is going to be great |
| 04:24:37 | bobdaduck | Want to see my todo list for levelgen carnival currently? |
| 04:25:10 | kaen | success! |
| 04:26:01 | bobdaduck | uh dudes, I can't add a neutral ship via levelgen yet |
| 04:26:05 | bobdaduck | fix pl0x |
| 04:26:32 | raptor | never! |
| 04:26:40 | bobdaduck | But... The popcorn room! |
| 04:33:25 | bobdaduck | NOT YET. |
| 04:33:26 | raptor | haha |
| 04:33:28 | bobdaduck | just a few more tweaks. |
| 04:39:08 | bobdaduck | Ahah! |
| 04:39:18 | bobdaduck | Editor has its first persistent neon yellow warning! |
| 04:39:28 | bobdaduck | Okay |
| 04:39:34 | bobdaduck | You guys have permission to come see now |
| 04:46:02 | bobdaduck | raptor? |
| 04:48:05 | bobdaduck | hah! |
| 04:50:28 | bobdaduck | new bug. |
| 04:50:33 | bobdaduck | Sort of. |
| 05:10:58 | raptor | bobdaduck: I'm not sure that level should be a good introduction to the game... |
| 05:13:19 | bobdaduck | lol |
| 05:13:20 | bobdaduck | ikr |
| 05:13:33 | bobdaduck | but every time I host anything crazy |
| 05:13:38 | bobdaduck | all the people always join |
| 05:13:40 | bobdaduck | xD |
| 05:21:10 | raptor | argh, I don't want to do my current coding task... |
| 05:21:16 | bobdaduck | lol |
| 05:21:19 | bobdaduck | which one is that? |
| 05:21:30 | raptor | porting over the old Lua classes |
| 05:21:36 | raptor | to the new API |
| 05:21:44 | raptor | I have ModuleInfo and WeaponInfo left.. |
| 05:21:54 | bobdaduck | That's not too bad? |
| 05:22:05 | raptor | I saved the worst for last |
| 05:24:25 | raptor | maybe I should just not do them... |
| 05:24:30 | raptor | that sounds great |
| 05:24:35 | raptor | and delete them |
| 05:24:41 | raptor | it's not like they're being used.. |
| 05:26:07 | bobdaduck | lol |
| 05:26:13 | bobdaduck | I /would/ use them |
| 05:26:21 | bobdaduck | if I could setModuleInfo and setWeaponInfo |
| 05:26:35 | bobdaduck | but nooo you can only get them. pfft. |
| 05:26:52 | bobdaduck | Levelgen carnival is now over 800 lines of code |
| 05:28:00 | raptor | we currently only expose them as read-only... you'd want to be able to change them? |
| 05:28:15 | bobdaduck | Reading most of these things is useless |
| 05:28:23 | bobdaduck | Setting things is power! |
| 05:28:43 | raptor | exactly! that's why I should just delete them.. |
| 05:28:56 | raptor | uh because.. we only read from them.. |
| 05:29:06 | bobdaduck | xD |
| 05:31:34 | bobdaduck | Like I guess I might use them. |
| 05:31:38 | bobdaduck | On some weird edge case |
| 05:31:59 | bobdaduck | If I wanted to give like, tank ninjas swords or something |
| 05:35:53 | raptor | our weapon and module code is pretty locked - even in c++ it's set as readonly |
| 05:36:25 | raptor | but I wonder if allowing it to be modifiable might give some advantages.. |
| 05:36:37 | raptor | (but I wouldn't do it) |
| 05:37:53 | bobdaduck | Weren't I hoping that you were planning to add ship:setloadout() to the code? |
| 05:38:25 | raptor | oh, yeah - i'm planning on that... but I have to finish my current project |
| 05:42:14 | bobdaduck | The current project of moving across weaponInfo and ModuleInfo? |
| 05:42:37 | raptor | yeah, we use an old c++ -> Lua library called Lunar |
| 05:42:40 | raptor | it needs to go |
| 05:42:57 | raptor | we use a new one called LuaW |
| 05:43:11 | raptor | and those are the last two Lua objects still using Lunar |
| 05:45:13 | bobdaduck | hm |
| 05:45:16 | bobdaduck | Will this affect me? |
| 05:45:18 | bobdaduck | xD |
| 05:45:36 | raptor | no |
| 05:45:41 | raptor | you haven't used much of the objects |
| 05:45:45 | bobdaduck | Okay cool |
| 05:45:50 | bobdaduck | objects like what? |
| 05:45:51 | raptor | but there have been some minor API changes... |
| 05:45:56 | raptor | ModuleInfo |
| 05:46:01 | raptor | oh |
| 05:46:23 | raptor | PlayerInfo was converted but it stayed the same with how you use it |
| 06:01:48 | raptor | I think I hate iDevices |
| 06:02:03 | raptor | they have this great hardware, then put a piece of trash OS on top |
| 06:02:27 | raptor | piece of trash == I can't play with it as much as I want |
| 06:07:55 | bobdaduck | lol |
| 06:08:24 | bobdaduck | In the words of UnknownJoe (my neighbor): "Hey, apple makes great hardware. Apple computers are great once you install windows on them! |
| 06:09:49 | raptor | hahaha |
| 06:14:13 | raptor | now i'm researching to see if i can install android on this thing... |
| 06:15:49 | raptor | iDroid haha |
| 06:16:23 | bobdaduck | lol |
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| 06:22:51 | raptor | night! |
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| 15:42:14 | bobdaduck | So the playerinfo method has both getRating and getScore(). What are the differences? |
| 15:44:47 | kaen | I think rating is your +1.00 business whereas score is the points you've scored |
| 15:44:52 | kaen | also good morning |
| 15:45:18 | kaen | spectator mode is proving absolutely intractable... |
| 15:47:27 | bobdaduck | Good morning |
| 15:47:53 | bobdaduck | You should just re-implement hostile takeovers of other people's ships |
| 15:48:04 | bobdaduck | It would work easist |
| 15:48:16 | kaen | true. that was literally three lines of code... |
| 15:48:48 | bobdaduck | Surprisingly easy... |
| 15:48:56 | kaen | right now I'm subclassing Ship and I haven't overridden any methods at all |
| 15:49:11 | kaen | and yet it doesn't move on the server |
| 15:49:18 | kaen | but the client tries to move it then gets corrected |
| 15:49:36 | bobdaduck | What part is proving difficult? |
| 15:49:49 | watusimoto | hi |
| 15:49:53 | kaen | currently the ability to move your "spectator ship" |
| 15:49:54 | kaen | hi |
| 15:50:30 | watusimoto | kaen: when I've thought about spectator mode, I figured it would just be an ordinary ship that is invisible to other players (i.e. no updates for that ship are sent to others) |
| 15:50:32 | bobdaduck | You're making a whole new ship for people to play on if they're on spectator? |
| 15:50:52 | watusimoto | it might actually make sense to superclass ship, rather than subclass it |
| 15:51:12 | kaen | watusimoto, I tried just adding an mSpectating boolean to ship and it gave me tons of crazy behavior |
| 15:51:19 | kaen | I hadn't thought of a superclassing... |
| 15:51:38 | watusimoto | well, a spectator ship is really just a ship that sends no updates |
| 15:51:46 | watusimoto | it could go either way |
| 15:51:58 | kaen | but there's the problem of scoping |
| 15:52:00 | watusimoto | but... why did mSpectating cause problems? or what sorts of problems didi it cause |
| 15:52:14 | watusimoto | scoping should be more or less the same, no? |
| 15:52:32 | watusimoto | except maybe more objects are visible on the cmdrs map |
| 15:52:53 | kaen | hmm. a new approach is starting to materialize |
| 15:53:12 | kaen | previously I tried just setting mControlObject to the target (obviously not the way to do it) |
| 15:53:13 | watusimoto | I'd say for the immediate moment, leave scoping the same as for regular ships |
| 15:53:35 | kaen | I hadn't thought of letting the player keep his old ship as the control object then using a boolean |
| 15:53:54 | watusimoto | yeah, try that... it should be pretty easy |
| 15:54:01 | kaen | I hope so... |
| 15:54:05 | watusimoto | me too! |
| 15:54:22 | watusimoto | work on ui code for a few days, then spectator mode will seem like a dream |
| 15:54:40 | kaen | I like my brain not being in the shape of a pretzel |
| 15:54:45 | kaen | so I'll let you do the UI stuff |
| 15:54:48 | bobdaduck | lol |
| 15:54:49 | watusimoto | great! |
| 15:54:56 | bobdaduck | So |
| 15:54:57 | watusimoto | it's not hard just... tedious! |
| 15:55:03 | bobdaduck | Next order of business: |
| 15:55:14 | bobdaduck | It was brought to my attention that I can set an asteroid's team. |
| 15:55:18 | bobdaduck | ..."what" |
| 15:56:37 | watusimoto | yeah, you probably can; won't do anything though |
| 15:57:00 | watusimoto | it's easier to let you do it than to try to prevent it |
| 15:57:06 | bobdaduck | lol |
| 15:57:35 | watusimoto | an asteroid is a moveObject, and moveObjects have teams |
| 15:57:43 | watusimoto | or something like that |
| 15:58:17 | watusimoto | I wonder if team asteroids would be useful |
| 15:58:17 | bobdaduck | Yeah |
| 15:58:31 | bobdaduck | lol |
| 15:58:35 | watusimoto | hurt everyone but your teammates |
| 15:58:44 | bobdaduck | I'm gonna go ahead and say not. |
| 15:58:56 | bobdaduck | I mean they would be |
| 15:59:03 | bobdaduck | but not to an extent that its worth it. I think. |
| 15:59:15 | bobdaduck | Having difficulty conceptualizing it, honestly. |
| 15:59:55 | kaen | I used doxygen to make a collaboration diagram of all of bitfighter's classes once |
| 16:00:02 | kaen | reminded me of nautical navigation charts. |
| 16:00:41 | watusimoto | raptor usually keeps a fairly up-to-date doxygen build somewhere |
| 16:01:20 | kaen | yeah, but not with all the extra graphics and stuff enabled |
| 16:01:23 | watusimoto | http://bitfighter.org/~raptor/doxygen/current/ |
| 16:01:49 | watusimoto | hmmmm looks like nothing is enabled, currently |
| 16:02:07 | watusimoto | oh, there we go... under classes |
| 16:26:19 | bobdaduck | http://www.bitfighter.org/wiki/index.php/Add_the_Bitfighter_logo_in_your_levels |
| 16:38:47 | kaen | so, 2v2 tournament |
| 16:39:00 | kaen | I'm thinking round robin style on stock team maps |
| 16:39:26 | kaen | 1 match per week, 1 point for losses, 2 for wins, 0 for no-play |
| 16:39:38 | bobdaduck | This is the bot programming tournament? |
| 16:39:49 | kaen | no a regular bitfighter tournament |
| 16:40:27 | bobdaduck | Oh. |
| 16:41:02 | bobdaduck | So... What else? |
| 16:41:11 | kaen | uhh.. that's it |
| 16:41:17 | kaen | oh, each round is best of three |
| 16:42:05 | bobdaduck | preset teams? Random teams? people choosing their teamates? |
| 16:42:13 | kaen | yeah you choose your team |
| 16:42:48 | bobdaduck | Prizes? |
| 16:42:54 | kaen | glory? |
| 16:42:59 | bobdaduck | lol |
| 16:43:09 | kaen | being a hero to those less skilled with a keyboard and mouse than you |
| 16:43:13 | bobdaduck | lol |
| 16:43:16 | bobdaduck | OR |
| 16:43:16 | kaen | that's all I've got |
| 16:43:22 | bobdaduck | I could make a personalized troll map for the winners |
| 16:43:34 | bobdaduck | You can't win because you already got one |
| 16:43:45 | kaen | oh maaaaaan |
| 16:44:11 | bobdaduck | Lamp can't win either |
| 16:44:53 | bobdaduck | I think that's it though. |
| 16:45:11 | bobdaduck | Logically then, your partner for the tournament should be Lamp. |
| 16:45:31 | kaen | lol |
| 16:45:50 | kaen | thumbs up/down? |
| 16:46:02 | kaen | I'd be happy if we got four teams |
| 16:46:06 | bobdaduck | I'd like some sort of prize though |
| 16:46:13 | kaen | suggestions? |
| 16:46:21 | kaen | keeping in mind I have zero disposable income. |
| 16:47:09 | kaen | best I could do unilaterally is add something on the stats page |
| 16:47:16 | bobdaduck | We can do badges |
| 16:47:20 | kaen | maybe I could talk the others into a badge |
| 16:47:25 | kaen | but it wouldn't show up until 019 |
| 16:47:31 | kaen | in-game at least |
| 16:47:36 | bobdaduck | Yeah |
| 16:48:03 | bobdaduck | 019 is not I think too far out? |
| 16:48:11 | kaen | I hope not |
| 16:48:21 | kaen | I should spend more time fixing bugs instead of adding features... |
| 16:48:26 | bobdaduck | xD |
| 16:48:36 | bobdaduck | Yes, but spectator mode will be a really nice feature. |
| 16:49:04 | kaen | I've hit yet another technical wall with it in my new approach... |
| 16:49:14 | kaen | but if I persevere, wat's idea will work |
| 16:49:25 | bobdaduck | What wall? |
| 16:49:32 | kaen | I just have to scour a code path to make sure I hit all the needed conditionals |
| 16:50:01 | kaen | basically I have to add logic to the game in places where it manipulates or queries player ships |
| 16:50:23 | bobdaduck | Wow |
| 16:50:27 | bobdaduck | Looking at the bug list |
| 16:50:37 | kaen | it's smaller than it looks |
| 16:50:40 | bobdaduck | Makes me want to actually work on fixing things myself |
| 16:50:43 | bobdaduck | ITS OVER 30 ITEMS. |
| 16:50:50 | bobdaduck | Like I don't think its ever been this big. |
| 16:50:59 | kaen | there's a bunch of doc stuff and holdovers from the last release |
| 16:52:09 | bobdaduck | I bet I could fix some of these myself... |
| 16:52:29 | bobdaduck | Specifically looking at the teleporter delay=0 one |
| 16:52:51 | kaen | I've fixed it but we're undecided on what to do with Delay |
| 16:53:15 | bobdaduck | I think Quartz used it in a level |
| 16:53:37 | kaen | and then also whether delay=0 needs to be supported itself |
| 16:53:42 | bobdaduck | nah |
| 16:54:01 | bobdaduck | delay=0.1 is effectively the same |
| 16:54:11 | kaen | that's what I did on kaen test |
| 16:54:12 | kaen | works well |
| 16:56:35 | bobdaduck | I keep distracting raptor from fixing bugs by finding more bugs |
| 16:56:45 | bobdaduck | And then I tell him to fix my bugs instead of his bugs |
| 16:57:10 | bobdaduck | I find bugs faster than he can fix them |
| 16:57:27 | bobdaduck | Good news is the game is becoming evermore robust! |
| 17:00:13 | watusimoto | kaen: I'll make an executive decision on the teleporter delay. Let's keep it, fix it by setting the delay to some minimum value, and not add it to the editor. |
| 17:00:34 | kaen | sounds good to me |
| 17:01:23 | watusimoto | though probably at some point we should add some sort of indicator to show when the teleporter is ready for action again if people are setting silly delays (read: using the feature at all) |
| 17:02:18 | watusimoto | maybe on the teleporter we could have a bit of text "Opens in xxx seconds" like with nexus. Omitted if delay is normal, of course |
| 17:02:55 | bobdaduck | There's already a sort of animation for it built in. If the delay is high the teleporter just disappears completely until one second before it opens |
| 17:05:22 | | BFLogBot Commit: 6439235e0d06 | Author: kaen | Message: set minimum teleporter delay to 100 milliseconds |
| 17:05:25 | watusimoto | it does that now? |
| 17:05:35 | bobdaduck | Its always done that |
| 17:05:52 | bobdaduck | The teleporter disappears completely until it reaches the normal respawn time, and then plays the animation like normal |
| 17:07:07 | kaen | bobdaduck can you help me with this: |
| 17:07:10 | kaen | "ghost (neutral) ship touching a levelgen'd zone (goalzone did the job)" |
| 17:07:40 | kaen | I levelgen'd a zone (of every kind), pushed a neutral ship onto it, and nothing happened. |
| 17:07:56 | kaen | I also made sure to test goalzones in every gamemode |
| 17:08:14 | bobdaduck | Okay so the one that I can get consistent is in levelgen carnival |
| 17:08:23 | bobdaduck | where the neutral ship is pushed into the bouncehouse |
| 17:08:42 | bobdaduck | its added into an array, and then the gravity effect happens for every ship in the array |
| 17:09:19 | bobdaduck | Do you want me to send you the level? |
| 17:09:24 | kaen | please |
| 17:09:39 | bobdaduck | Okay no wait. |
| 17:09:44 | bobdaduck | Are you *sure*. |
| 17:10:31 | kaen | lol |
| 17:10:34 | kaen | yeah |
| 17:10:42 | bobdaduck | Okay |
| 17:10:45 | bobdaduck | but I warned you |
| 17:10:46 | kaen | I'll just plug my nose |
| 17:11:42 | bobdaduck | Good luck. |
| 17:15:54 | bobdaduck | So put the neutral ship above the bounce house and push it in. |
| 17:16:11 | bobdaduck | Also the slipzone is walled off because it crashes people so if you want to take a look at that as well |
| 17:27:41 | | watusimoto Quit (Ping timeout: 248 seconds) |
| 17:30:35 | kaen | next! |
| 17:30:40 | | BFLogBot Commit: 11b07ffd5769 | Author: kaen | Message: add null checks in LuaBase::returnPlayerInfo |
| 17:30:48 | bobdaduck | Did you look at the slipzone? |
| 17:31:21 | kaen | guess I will |
| 17:31:34 | kaen | how does it crash? |
| 17:31:38 | bobdaduck | For me instead of reducing friction, it like, increases my speed a ton |
| 17:31:50 | bobdaduck | When another player joins and enters the slipzone, the screen goes black |
| 17:31:58 | kaen | whoa |
| 17:32:00 | bobdaduck | And then four secondsish later the game crashes. |
| 17:32:14 | kaen | oh boy... |
| 17:32:39 | bobdaduck | If you get the blackscreen hosting from editor (from repeated entry/leaving the slipzone or something) you can go into the level edtior before it crashes, but if you host game again it crashes. |
| 17:32:58 | bobdaduck | And raptor isn't sure if I'm just using a faulty copy of 018b or if its something bigger. |
| 17:33:14 | kaen | no I've gotten similar behavior before in my own testing |
| 17:33:29 | bobdaduck | You have? |
| 17:33:31 | kaen | not with speedzones though |
| 17:33:33 | kaen | but yes |
| 17:33:58 | bobdaduck | not with slipzones? With what then? |
| 17:34:06 | kaen | zones with no geometry |
| 17:34:18 | kaen | er, not with slipzones** |
| 17:34:43 | bobdaduck | Do you get the behavior in levelgen carnival? I haven't tested it from someone elses computer yet |
| 17:34:48 | bobdaduck | Make sure its not just my copy acting up |
| 17:34:52 | kaen | checking |
| 17:35:03 | kaen | I just need to join my own game and go into the slipzone? |
| 17:35:13 | bobdaduck | Just go into the slipzone. It'll be immediately apparent if something is wrong. |
| 17:36:31 | bobdaduck | Joining your own game and going into the slipzone is what's going on for me but I'm still not sure if ifs a global problem |
| 17:37:35 | kaen | just duplicated it |
| 17:37:42 | kaen | and this is a crazy bug... |
| 17:37:51 | bobdaduck | I'M NOT CRAZY |
| 17:37:51 | kaen | the crash is in the movement spark emission logic for me |
| 17:37:53 | bobdaduck | WHOO |
| 17:38:01 | bobdaduck | Hm? |
| 17:38:16 | kaen | yeah. the function it crashes in has nothing to do with slipzones... |
| 17:38:42 | bobdaduck | Well I figured that. |
| 17:39:00 | bobdaduck | No other zone crashes though so that's where we start. |
| 17:41:05 | bobdaduck | And didja see how big the levelgen code for it is? I'm proud of how hideously large it is. |
| 17:41:15 | | Watusimoto has joined |
| 17:41:28 | kaen | looks like ship shape support is causing the bug... |
| 17:41:49 | bobdaduck | lolwhat |
| 17:42:06 | bobdaduck | literally last place I would expect. |
| 17:42:24 | kaen | not certain how yet... |
| 17:42:30 | kaen | do slipzones work elsewhere? |
| 17:42:49 | bobdaduck | Actually no. |
| 17:42:58 | bobdaduck | I haven't gotten them to work like they're supposed to in 018b |
| 17:43:48 | bobdaduck | nowait |
| 17:44:02 | bobdaduck | *tests further* They're working when I just threw one into this level. |
| 17:44:08 | kaen | uh I just added one in a plain level in 019 |
| 17:44:18 | kaen | it doesn't crash, but it acts like a weird speedzone |
| 17:44:22 | kaen | I don't even. |
| 17:44:29 | bobdaduck | Yeah exactly |
| 17:44:34 | bobdaduck | but I just made one that's working normal |
| 17:44:49 | kaen | well I copied your level line from carnival |
| 17:44:54 | kaen | so maybe you have a weird parameter |
| 17:45:11 | bobdaduck | Woahhh |
| 17:45:21 | bobdaduck | Okay so a square one works and a hexagon gets the speedzone effect? |
| 17:45:35 | bobdaduck | THECRAP IS THIS BUG. |
| 17:45:51 | kaen | are you serious? |
| 17:46:28 | bobdaduck | Well I added one using the plugin and it works completely normal |
| 17:47:17 | bobdaduck | okay no |
| 17:47:34 | bobdaduck | making the one copied from levelgen carnival a square continues the weird behavior. |
| 17:48:32 | kaen | is it because the slip coefficient is negative? |
| 17:48:39 | bobdaduck | uh |
| 17:48:41 | bobdaduck | ...yes. |
| 17:48:44 | kaen | :| |
| 17:48:49 | bobdaduck | Thecrap. |
| 17:49:02 | bobdaduck | Is that what that is? |
| 17:49:12 | kaen | yeah |
| 17:49:22 | kaen | so none of this explains why the game crashes |
| 17:49:32 | kaen | while trying to find the right-most corner of the ship... |
| 17:49:40 | bobdaduck | No but we at least have a lead now. |
| 17:49:47 | kaen | yeah. |
| 17:50:50 | bobdaduck | I wouldn't think that I would change that first number to negative... |
| 17:51:28 | bobdaduck | Maybe I copied it from some other zone... |
| 17:51:54 | kaen | maybe you were trying to make it hostile? |
| 17:51:59 | kaen | :) |
| 17:52:47 | bobdaduck | More likely I just copied a goalzone and then in the text file changed the goal to slip |
| 17:53:41 | bobdaduck | I had no idea slipzones had an arg there |
| 17:53:46 | bobdaduck | I thought they went straight into coords |
| 17:55:47 | kaen | it's optional |
| 17:55:56 | kaen | the argument processing code for slipzones is absurd. |
| 17:56:01 | kaen | imo |
| 17:56:44 | bobdaduck | I bet |
| 18:14:46 | kaen | okay slipzones with negative slip |
| 18:14:49 | kaen | feature or bug? |
| 18:15:08 | | raptor has joined |
| 18:15:08 | | ChanServ sets mode +o raptor |
| 18:16:23 | bobdaduck | Feature |
| 18:16:25 | bobdaduck | definitely! |
| 18:16:33 | bobdaduck | Why are you even ASKING me? :P |
| 18:16:37 | bobdaduck | Hi raptor! |
| 18:16:39 | raptor | bug! |
| 18:16:50 | kaen | I'm coming down on "bug" too |
| 18:16:50 | bobdaduck | Remember how in levelgen carnival the slipzones were all crazy speedzone crashy weird? |
| 18:16:56 | raptor | bug |
| 18:17:07 | raptor | because you copypastad some other zone line? |
| 18:17:10 | kaen | "bug" means a one line fix |
| 18:17:17 | kaen | "feature" means more logic |
| 18:17:34 | raptor | bug - because it's an 'unsupported' game object... :) |
| 18:17:45 | bobdaduck | The problem is apparently that when you give a slipzone negative slip, the game crashes while trying to find the right-most corner of the ship. |
| 18:17:59 | raptor | integer overflow! |
| 18:19:25 | kaen | nope |
| 18:19:29 | kaen | division by zero |
| 18:19:55 | kaen | there's a conditional that isn't smart enough to handle negative slip factors |
| 18:20:13 | raptor | black-hole creation! |
| 18:20:21 | bobdaduck | Make all ints in bitfighter's code signed pl0x |
| 18:20:25 | kaen | and then the division by zero thwarts a transversal of the vertices, so it uses a default index to dereference an array |
| 18:20:28 | kaen | and that index is negative |
| 18:20:35 | raptor | oh levely |
| 18:20:38 | raptor | *lovely |
| 18:20:44 | kaen | and also levely |
| 18:20:49 | raptor | heh |
| 18:20:58 | bobdaduck | So just make a 0 check? |
| 18:21:18 | kaen | that's how I'd disable the negative slip |
| 18:21:22 | kaen | good idea bob! |
| 18:21:58 | bobdaduck | oh xD |
| 18:22:24 | kaen | yep definitely a bug imo |
| 18:22:59 | bobdaduck | But negative slip slipzones could be so fun! |
| 18:24:25 | bobdaduck | Why does it only crash some of the time? |
| 18:25:04 | kaen | it crashes every time for me |
| 18:28:14 | kaen | oh, it only crashes if you're trying to move while you get into it |
| 18:28:23 | kaen | if you double boost then coast into it you're fine |
| 18:29:10 | kaen | wait... now it's randomly not crashing at all |
| 18:29:14 | kaen | "randomly" |
| 18:33:55 | bobdaduck | lol |
| 18:39:45 | bobdaduck | Have you figured anything out? |
| 18:41:09 | | BFLogBot Commit: 56aa2967a979 | Author: kaen | Message: handle slipzone factors using the absolute value of acceleration limit (fix negative slip zone factors) |
| 18:41:12 | kaen | fixed the bug and saved the feature :) |
| 18:43:56 | bobdaduck | Whoo! |
| 18:44:40 | bobdaduck | okay I just realized |
| 18:45:02 | bobdaduck | levelgen carnival is starting to feel a lot like Lamps lab level |
| 18:45:25 | | Watusimoto Quit (Ping timeout: 245 seconds) |
| 18:54:45 | | BFLogBot Commit: f4f477b7aeee | Author: kaen | Message: render pickups behind ships |
| 19:01:46 | | raptor Quit () |
| 19:14:05 | | raptor has joined |
| 19:14:06 | | ChanServ sets mode +o raptor |
| 19:14:24 | raptor | is it 2013 already? |
| 19:15:33 | raptor | yay kaen. bugfixing! |
| 19:16:05 | raptor | i've never seen getRenderSortValue() before... weird |
| 19:17:35 | | raptor Quit (Disconnected by services) |
| 19:17:43 | | raptor has joined |
| 19:17:43 | | ChanServ sets mode +o raptor |
| 19:18:04 | | bobdaduck_ Quit (Ping timeout: 245 seconds) |
| 19:18:04 | | bobdaduck Quit (Ping timeout: 245 seconds) |
| 19:21:05 | | LordDVG has joined |
| 19:30:50 | raptor | GSOC has rejected us! |
| 19:36:17 | Darrel | Awwww, too bad |
| 19:36:24 | Darrel | Hedgewars got rejected, too |
| 19:36:27 | Darrel | PySoy too |
| 19:37:22 | raptor | oh really!? |
| 19:37:26 | raptor | even hedgewars? |
| 19:38:09 | Darrel | yep |
| 19:38:13 | raptor | wow |
| 19:38:17 | Darrel | they are like "what the hell happened" |
| 19:39:33 | raptor | heh |
| 19:54:51 | raptor | maybe the great Google want new projects |
| 19:55:48 | raptor | here are the accepted ones: https://www.google-melange.com/gsoc/accepted_orgs/google/gsoc2013 |
| 19:57:12 | raptor | and the list is growing... slowly |
| 20:02:11 | Darrel | heh |
| 20:02:21 | Darrel | some projects are ... quite unimpressive |
| 20:08:41 | raptor | i'm unfamiliar with a lot of them.. |
| 20:13:40 | | Watusimoto has joined |
| 20:16:27 | raptor | Watusimoto: did you get the news? |
| 20:16:37 | Watusimoto | apparently not |
| 20:16:45 | Watusimoto | what news? |
| 20:16:49 | raptor | GSoC |
| 20:16:53 | raptor | we've been... |
| 20:16:58 | raptor | REJECTED |
| 20:17:07 | Watusimoto | really? |
| 20:17:15 | raptor | yup |
| 20:17:18 | raptor | so was hedgewars |
| 20:17:34 | Watusimoto | I knew we shouldn't have let them vouch for us!!! |
| 20:17:38 | raptor | haha |
| 20:17:40 | Watusimoto | well that's a bummer |
| 20:17:44 | Watusimoto | all around |
| 20:17:50 | Watusimoto | but also a tiny bit of a relief |
| 20:17:52 | raptor | bummer summer |
| 20:17:55 | Watusimoto | but mostly a bummer |
| 20:18:32 | raptor | you didn't get an e-mail? (if not I can forward mine) |
| 20:18:35 | Watusimoto | well, by the time gsoc starts, kaen will probably have finished most of our gsoc projects |
| 20:18:39 | Watusimoto | :-) |
| 20:18:59 | Watusimoto | yes, I see the email |
| 20:19:24 | Watusimoto | says very little |
| 20:19:28 | Watusimoto | not even a checkbox |
| 20:19:50 | raptor | maybe we should show up at the IRC meeting mentioned |
| 20:19:53 | Watusimoto | your project is a) too small b) dysfunctional c) totally lame |
| 20:21:25 | kaen | that's pretty ridiculous |
| 20:22:48 | raptor | that we're a, b, and c? |
| 20:23:18 | raptor | i agree :) |
| 20:23:49 | raptor | I bet hedgewars folks are pretty bummed... they were really expecting to get in |
| 20:23:59 | Darrel | yep, they were |
| 20:24:39 | Darrel | (I'm spying on several orgs, lol) |
| 20:26:01 | Watusimoto | I was thinking they'd just check one box |
| 20:26:07 | Watusimoto | not all 3 :-) |
| 20:26:18 | Watusimoto | hi Darrel |
| 20:26:29 | Watusimoto | I never know if you listen in or not :-) |
| 20:26:56 | Darrel | hey :) well yeah, I don't really listen, usually |
| 20:27:02 | Watusimoto | :-) |
| 20:27:25 | Darrel | but when I'm not busy I like to read what's going on |
| 20:27:33 | Watusimoto | Darrel: are you participating in gsoc? |
| 20:27:45 | Darrel | nope, still too young :)) |
| 20:28:04 | Watusimoto | well, that will be cured in time |
| 20:28:13 | Darrel | *with time :P |
| 20:31:59 | | bobdaduck has joined |
| 20:32:14 | | bobdaduck_ has joined |
| 20:32:39 | bobdaduck_ | goodmorning peepz |
| 20:33:49 | raptor | hi |
| 20:34:13 | raptor | so Footloose asked me to make it so admins can kick other admins |
| 20:34:27 | raptor | I responded by telling her to give out the admin password more responsibly... |
| 20:34:50 | raptor | but then, we tested changing the admin password with multiple admins connected |
| 20:35:04 | raptor | and everyone kept their admin status |
| 20:35:23 | raptor | is that the behavior we want? |
| 20:35:44 | raptor | as opposed to revoking status when password is changed (on-the-fly in-game) |
| 20:36:06 | bobdaduck_ | Revoking status when password is changed is better. |
| 20:36:33 | bobdaduck_ | like yeah, give it out responsibly |
| 20:36:51 | bobdaduck_ | but there should be a fallback. |
| 20:37:02 | raptor | right now you have to restart the server |
| 20:37:09 | bobdaduck_ | If you change levelchange password in-game do levelchangers lose their privs? |
| 20:37:18 | raptor | i woudl say yes |
| 20:37:30 | bobdaduck_ | test? |
| 20:37:32 | raptor | oh wait |
| 20:37:40 | raptor | you mean like what it really does... |
| 20:37:45 | raptor | ok, lets test, you host? |
| 20:37:58 | bobdaduck_ | hosting |
| 20:38:03 | bobdaduck_ | assuming you can join from my work comp |
| 20:40:21 | bobdaduck_ | k |
| 20:41:42 | raptor | thanks bobdaduck_ |
| 20:41:44 | bobdaduck_ | Even gives a message "You must enter new password to change levels" |
| 20:42:10 | raptor | so the one thing about admin |
| 20:42:19 | Watusimoto | maybe we should have a new level ... owner |
| 20:42:22 | raptor | is if you have a troll admin - he'll jump on and change password fast |
| 20:42:31 | Watusimoto | owner can do everything an admin can, plus kick admins |
| 20:42:39 | raptor | Watusimoto: that was footies idea, too - owner == admin +... yes |
| 20:42:39 | Watusimoto | and that's it |
| 20:43:01 | Watusimoto | that woudl reduce the temptation to give out owner pw... you can;t do anything with it an admin can't |
| 20:43:17 | Watusimoto | I think that would make sense |
| 20:43:19 | bobdaduck_ | perfect |
| 20:43:40 | raptor | ok, so would the implementation basically be the same as admin? |
| 20:43:50 | Watusimoto | yes. if you change admin pw, what should happen? |
| 20:44:04 | Watusimoto | if owner changes admin pw, I think all admins should be kicked |
| 20:44:10 | raptor | yes |
| 20:44:12 | bobdaduck_ | I think they should just get demoted |
| 20:44:20 | raptor | maybe only owner can change admin password, then? |
| 20:44:22 | Watusimoto | but if an admin changes admin pw, they should keep admin |
| 20:44:25 | Watusimoto | yes |
| 20:44:29 | raptor | because right now admin can change admin password.. |
| 20:44:33 | raptor | ok |
| 20:47:25 | raptor | just for kaen, I'm going to enter this into the google tracker |
| 20:47:37 | bobdaduck_ | lol |
| 20:48:36 | Watusimoto | in 2 weeks, footloose is going to ask you to let owners kick other ownser |
| 20:49:27 | raptor | hahaha, i bet |
| 20:50:20 | bobdaduck_ | lol |
| 20:50:48 | bobdaduck_ | We should just make a server with the admin password in the server description and see what happens |
| 20:51:03 | raptor | kaen test started out that way... |
| 20:51:19 | raptor | it took like 1/2 day to change it (once Lamp got the password, I think) |
| 20:51:48 | raptor | maybe force it so only one person has ownership at a time? |
| 20:51:58 | bobdaduck_ | lol |
| 20:52:13 | raptor | and should they show up as normal admin in scoreboard with '@' ? |
| 20:52:18 | bobdaduck_ | Yeah |
| 20:52:22 | raptor | yeah, me too |
| 20:52:24 | bobdaduck_ | I don't think that needs to be changed |
| 20:52:58 | bobdaduck_ | What did happen, that made you need to change the admin on kaen test, kaen? I remember there was something about abuse but... |
| 20:53:08 | kaen | <raptor> it took like 1/2 day to change it (once Lamp got the password, I think) |
| 20:53:18 | kaen | that's all. |
| 20:53:37 | raptor | enough complaints eventually got to kaen... |
| 20:54:02 | bobdaduck_ | I don't remember what the specific complaints were |
| 20:54:18 | bobdaduck_ | All I remember was Lamp was telling everyone who joined the server what the admin pass was. xD |
| 20:54:47 | raptor | I remember that Lamp stayed connected, but would go AFK by holding down the fire button and leave |
| 20:56:09 | bobdaduck_ | ...Can't you still do that anyway? |
| 20:56:41 | raptor | yes, but the consequence was that after 1/2 an hour there was still one player skewing the teams but not playing (because he never went idle) |
| 20:58:06 | bobdaduck_ | Surely that isn't the only reason to revoke admin though |
| 20:59:31 | raptor | it would pretty much be a repentant move - one admin would make poor judgement about another... |
| 20:59:41 | raptor | and give away the password |
| 21:00:02 | bobdaduck_ | Lamp giving away password to everyone who joins server, for example. |
| 21:00:15 | raptor | no the error was giving it to Lamp in the first place |
| 21:00:24 | bobdaduck_ | xD |
| 21:00:27 | raptor | which I even made once |
| 21:01:49 | bobdaduck_ | Really? How |
| 21:01:51 | bobdaduck_ | How. |
| 21:02:02 | | Darrel Quit (Quit: Closed IRC client) |
| 21:02:41 | raptor | i was testing something once - as soon as i gave permission away he made choice that slowed down my testing |
| 21:02:46 | raptor | *choices |
| 21:03:04 | bobdaduck_ | he does that. Why'd you give permission away? |
| 21:03:17 | bobdaduck_ | On the test server it was a massive chain of user to user to user to user to user to Lamp |
| 21:03:20 | raptor | poor judgement on my part (and it was probably part of the test) |
| 21:03:43 | raptor | i don't rememebr the specifics very well.. |
| 21:03:57 | raptor | but anyways - no Google $$! |
| 21:04:02 | raptor | i mean t-shirt |
| 21:04:05 | bobdaduck_ | What? |
| 21:04:08 | bobdaduck_ | Oh xD |
| 21:04:18 | raptor | we were rejected as a Google Summer of Code project |
| 21:04:50 | bobdaduck_ | that's too bad? |
| 21:05:44 | raptor | maybe... |
| 21:06:00 | raptor | we lost the chance for more visibility |
| 21:06:27 | raptor | maybe next year.. |
| 21:06:55 | raptor | Watusimoto: i wonder - if we've been rejected, does that mean the great Google will give our souls back? |
| 21:07:06 | raptor | I remember having to sign mine away... |
| 21:08:00 | Watusimoto | unlikely |
| 21:08:05 | Watusimoto | they take but never give |
| 21:08:12 | Watusimoto | souls, anyway |
| 21:09:59 | bobdaduck_ | what? |
| 21:15:58 | bobdaduck_ | Raptor I just found this on my bitfighter todo list: "Remind raptor to add /announce command to lua api" |
| 21:16:12 | raptor | oh good |
| 21:17:41 | raptor | written down: https://code.google.com/p/bitfighter/issues/detail?id=196 |
| 21:17:57 | bobdaduck_ | coolthanks |
| 21:30:54 | raptor | heading out... back later |
| 21:33:02 | bobdaduck_ | Have fun! |
| 21:33:08 | | raptor Quit () |
| 21:35:28 | | LordDVG Quit (Remote host closed the connection) |
| 22:33:35 | | BFLogBot Commit: b07b2bd54304 | Author: watusimoto | Message: Comments, rename function |
| 22:33:37 | | BFLogBot Commit: 6712c2f2631b | Author: watusimoto | Message: Sex up the fps display |
| 22:33:39 | | BFLogBot Commit: 005cf37e3321 | Author: watusimoto | Message: Merge |
| 22:33:40 | | BFLogBot Commit: df0ebc4bd440 | Author: watusimoto | Message: Pull out FPS management into its own class |
| 22:33:42 | | BFLogBot Commit: e03554669a22 | Author: watusimoto | Message: Enable sliding effect |
| 22:33:44 | | BFLogBot Commit: f84ec24e9d08 | Author: watusimoto | Message: Merge |
| 22:39:50 | bobdaduck_ | Sex up the fps display |
| 22:39:57 | bobdaduck_ | We're trying to keep our game G rated yes? |
| 22:44:17 | | BFLogBot Commit: 604978b7e063 | Author: kaen | Message: write out repop delay for pickup items even when it's set to zero |
| 22:44:18 | | BFLogBot Commit: 9847817e31ab | Author: kaen | Message: merge |
| 22:44:49 | kaen | This game is rated G for GRAVITATIONAL |
| 22:45:42 | bobdaduck_ | Our gravitational pull is rather small, methinks. |
| 22:47:19 | kaen | I fixed like a half-dozen bugs today... |
| 22:47:24 | kaen | why doesn't that list look any smaller? |
| 22:47:50 | bobdaduck_ | lol |
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| 22:53:53 | | bobdaduck Quit (Ping timeout: 245 seconds) |
| 23:19:49 | | raptor has joined |
| 23:19:49 | | ChanServ sets mode +o raptor |
| 23:23:34 | | Platskies has joined |
| 23:31:25 | | bobdaduck has joined |
| 23:45:28 | raptor | yay commits! |
| 23:45:41 | raptor | also two-part epoxy is awesome |
| 23:56:53 | | Platskies Quit (Remote host closed the connection) |