Timestamps are in GMT/BST.
| 00:00:37 | kaen | hmmm... now to guess whether the new class is client-only... |
| 00:00:55 | kaen | also I broke the dedicated build like two weeks ago and nobody noticed :/ |
| 00:09:53 | | BFLogBot Commit: 7a562a85e7f5 | Author: kaen | Message: update CMakeLists.txt (and fix dedicated build on linux...) |
| 00:16:42 | bobdaduck | Broke it how? |
| 00:20:23 | kaen | with level DB stuff |
| 00:21:09 | kaen | and I broke it as in "it doesn't build" |
| 00:23:32 | bobdaduck | nobody noticed. |
| 00:23:37 | bobdaduck | It seems to build fine for me |
| 00:24:05 | kaen | only broke it with cmake |
| 00:24:16 | kaen | vc++ is all wat's responsibility |
| 00:24:26 | bobdaduck | oh |
| 00:35:51 | | fordcars has joined |
| 01:11:36 | | SolumnMushroom has joined |
| 01:11:48 | SolumnMushroom | I hate my PE class |
| 01:12:01 | kaen | makes sense |
| 01:12:10 | kaen | you're on irc and use linux so... |
| 01:12:22 | kaen | (I hated PE too even though I'm athletic) |
| 01:12:22 | SolumnMushroom | I've had "Call Me Maybe" in my head since 10:00 AM PST |
| 01:12:27 | kaen | oh god |
| 01:12:39 | kaen | ARE YOU OKAY? |
| 01:12:54 | kaen | if it persists for more than four hours I think you're supposed to see a doctor |
| 01:13:00 | bobdaduck | No way |
| 01:13:05 | bobdaduck | If it goes for four hourse |
| 01:13:06 | bobdaduck | hours |
| 01:13:11 | bobdaduck | not even a doctor can help you at that point |
| 01:13:15 | SolumnMushroom | I'm only sane thanks to random awesome Japaneese remixes |
| 01:13:28 | SolumnMushroom | *Japanesse |
| 01:13:47 | bobdaduck | Okay so |
| 01:13:52 | SolumnMushroom | https://dl.dropboxusercontent.com/u/40874924/GLaDOS%20on%20the%20swing.mp3 |
| 01:13:54 | bobdaduck | The fix is dubstep |
| 01:13:58 | bobdaduck | BUT IT IS A LONG AND HARD JOURNEY. |
| 01:15:08 | SolumnMushroom | It's still there! |
| 01:15:33 | | SolumnMushroom tries to force it out using blunt force trauma |
| 01:15:42 | kaen | I secretly love dubstep |
| 01:15:50 | kaen | but if you tell anyone I'll cut you |
| 01:15:52 | bobdaduck | lol |
| 01:15:58 | bobdaduck | Its an aquired taste |
| 01:16:08 | SolumnMushroom | Why did "Call Me Maybe" have to exist |
| 01:16:16 | SolumnMushroom | WHY!?!?!?!? |
| 01:16:19 | bobdaduck | Okay solumnMushroom |
| 01:16:20 | kaen | $$$ |
| 01:16:27 | bobdaduck | You have to look up "gamefire" by klaypex |
| 01:16:29 | bobdaduck | ITS THE ONLY WAY. |
| 01:16:56 | SolumnMushroom | INTERNET! SAVE MEEEEEEE!!!!!!! |
| 01:17:15 | bobdaduck | Because dubstep shatters your thoughts, which makes it great for dealing with anxiety, songs stuck in your head, or procrastinating math. |
| 01:18:49 | bobdaduck | So I'm actually totally serious in recommending dubstep |
| 01:19:23 | SolumnMushroom | I approve |
| 01:19:34 | SolumnMushroom | of all of those statements |
| 01:20:20 | SolumnMushroom | And japanesse music melts your brain with it's lack of any logic |
| 01:22:24 | | BFLogBot Commit: 29dbf4535c1c | Author: kaen | Message: add some null checks in renderCommander |
| 01:26:27 | SolumnMushroom | Thank JChornet41! It's gone! |
| 01:26:33 | | Nothing_Much Quit (Remote host closed the connection) |
| 01:27:12 | kaen | SolumnMushroom, I just met you, and this is crazy |
| 01:27:17 | kaen | but here's my username, so pm me maybe |
| 01:27:28 | SolumnMushroom | Don't even. |
| 01:27:32 | kaen | :) |
| 01:29:23 | kaen | time to make a crashy editor plugin! |
| 01:29:56 | | Little_Apple has joined |
| 01:30:19 | SolumnMushroom | For those who missed it: https://dl.dropboxusercontent.com/u/40874924/GLaDOS%20on%20the%20swing.mp3 |
| 01:39:46 | | raptor has joined |
| 01:39:47 | | ChanServ sets mode +o raptor |
| 01:41:53 | raptor | a couple things: |
| 01:42:09 | raptor | dedicated build frequently ends up broken until release day.. :) |
| 01:42:57 | raptor | dubstep as a remedy does not exist: it's like swallowing a spider to catch the fly |
| 01:47:56 | SolumnMushroom | And, anything on Japanesse music melting brain cells? |
| 01:48:26 | kaen | no that's pretty much spot on |
| 01:48:47 | | Little_Apple Quit (Ping timeout: 245 seconds) |
| 01:50:28 | kaen | also, koreans http://www.facebook.com/video/video.php?v=162601907145011 |
| 01:52:34 | kaen | woops that is actually not the right niji no kakera |
| 01:52:42 | kaen | but enjoy! |
| 01:52:51 | | kaen Quit (Quit: Leaving) |
| 01:53:37 | bobdaduck | xD |
| 02:01:49 | fordcars | seriously kaen? |
| 02:01:56 | bobdaduck | hm? |
| 02:03:28 | | Little_Apple has joined |
| 02:04:07 | Little_Apple | raptor i might have a bug for you. not sure if intended |
| 02:06:09 | fordcars | raptor, if I put a timer in a function called in onTick, will all hell break lose? |
| 02:06:23 | fordcars | timer longer than a frame |
| 02:06:39 | bobdaduck | raptor what is the best way to make choco chip cookies? |
| 02:06:51 | fordcars | raptor, are we annoying you? |
| 02:07:03 | Little_Apple | as much lard as you can fit in each cookie |
| 02:07:43 | fordcars | and porc tongues, don't forget the tongues! |
| 02:09:54 | raptor | momma's cowboy cookies: flour, brown sugar, white sugar, butter, eggs, vanilla, old-fashioned oatmeal, chocolate chips, coconut, walnuts (optional, I prefer no nuts) |
| 02:10:17 | raptor | oh, and a bit of salt |
| 02:10:47 | raptor | and if you're crazy like my wife, add a tiny bit of cayenne pepper |
| 02:11:14 | bobdaduck | lol |
| 02:11:25 | fordcars | hah |
| 02:11:32 | raptor | i suppose baking powder and soda are in there somewhere too |
| 02:17:58 | raptor | i'm reading that using varargs in c++ is 'a bad thing' |
| 02:19:51 | fordcars | ouch my bot is 72 kb |
| 02:20:03 | fordcars | ok trying the timer anyways |
| 02:20:39 | raptor | setting a timer will not hold up onTick |
| 02:21:09 | raptor | but adding a timer to onTick is not a good idea as a new one will be created *every* tick unless you do special handling like using a toggle |
| 02:21:19 | fordcars | argh |
| 02:22:29 | fordcars | ok fine, I will have touse a stupid global variable |
| 02:24:38 | SolumnMushroom | http://www.youtube.com/watch?v=NwmDUVxBxA0 |
| 02:25:54 | fordcars | ooooooooooooooohhhhhhhhhhhhhhhhh... |
| 02:29:34 | fordcars | http://www.youtube.com/watch?v=GheAd59anbU |
| 02:34:09 | bobdaduck | Okay so |
| 02:34:22 | bobdaduck | this DnD new RTS sequel map thing. Engineer enabled or no? |
| 02:34:33 | raptor | uhh... |
| 02:35:16 | bobdaduck | It will have classes and stuff |
| 02:42:52 | | FoOtloOse has joined |
| 02:42:58 | FoOtloOse | hai |
| 02:43:01 | fordcars | hey foot |
| 02:43:06 | FoOtloOse | evil captcha. |
| 02:43:08 | raptor | hi footloose |
| 02:43:49 | raptor | here is your levelgen: http://pastie.org/pastes/7443936/text |
| 02:43:54 | raptor | you need to do two things |
| 02:44:19 | raptor | 1. save that as a levelgen file in the levels folder (and add it to your level in the editor) |
| 02:44:32 | fordcars | that sounds like an evil levelgen |
| 02:44:53 | raptor | 2. add the ID '1' to your zone in the editor - you do this by selecting the zone and pressing SHIFT + 1 |
| 02:44:57 | raptor | and enter the ID of '1' |
| 02:45:06 | FoOtloOse | kty .levelgen? |
| 02:45:24 | raptor | sure |
| 02:45:31 | FoOtloOse | k |
| 02:45:34 | raptor | then just use 'kty' in the editor under 'Script' |
| 02:46:10 | FoOtloOse | hehe k ty. - .levelgen but i can name it anything i want? |
| 02:46:26 | raptor | yes |
| 02:46:33 | fordcars | haha |
| 02:51:53 | raptor | FoOtloOse: i made an error! |
| 02:52:03 | FoOtloOse | D: |
| 02:52:04 | raptor | see where it says: 'ship.setLoc' |
| 02:52:13 | raptor | change the period . to a colon : |
| 02:52:16 | FoOtloOse | k |
| 02:53:24 | FoOtloOse | i have no clue wut im doin. i saved it as mh2013.levelgen in the lvls file n put mh2013 in the script thing n nothing came up? |
| 02:53:43 | raptor | good |
| 02:53:46 | raptor | ok |
| 02:54:01 | | Platskies has joined |
| 02:54:04 | raptor | did you set the zone ID? |
| 02:54:18 | FoOtloOse | i make a zone where i want it n set the id? |
| 02:54:27 | raptor | yes |
| 02:54:30 | FoOtloOse | aw k |
| 02:55:00 | FoOtloOse | k i did it |
| 02:55:06 | raptor | ok what ID does the zone have? |
| 02:55:10 | FoOtloOse | 1 |
| 02:55:17 | raptor | ok good, now test the level and let me join |
| 02:57:38 | raptor | any windows 7 users here? |
| 02:57:50 | raptor | how can FoOtloOse see file extensions in the folder options? |
| 03:01:09 | raptor | ok FoOtloOse download this directly to your folder: http://sam6.25u.com/upload/mh2013.levelgen |
| 03:01:20 | raptor | it has the extension set correctly |
| 03:03:22 | | Little_Apple Quit (Ping timeout: 245 seconds) |
| 03:04:33 | | kaen has joined |
| 03:04:36 | kaen | hi FoOtloOse ! |
| 03:08:20 | FoOtloOse | hai |
| 03:12:36 | Platskies | It's footie's clinic! |
| 03:13:47 | FoOtloOse | :D not right now :P |
| 03:13:56 | FoOtloOse | its closed 4 repairs. |
| 03:14:38 | raptor | ok.. almost up |
| 03:16:23 | raptor | ok FoOtloOse |
| 03:16:32 | raptor | in the game folder under program files |
| 03:16:41 | raptor | there is a 'Bitfighter' folder, that has the EXE right? |
| 03:17:30 | FoOtloOse | yup |
| 03:17:45 | raptor | there is also a levels folder, correct? |
| 03:17:53 | raptor | is that where you put your levels? |
| 03:17:54 | FoOtloOse | yup |
| 03:17:56 | FoOtloOse | nope |
| 03:17:59 | raptor | ok |
| 03:18:08 | FoOtloOse | but it has like all them i think |
| 03:18:25 | raptor | is there a 'bitfighter' configuration file there? bitfighter.ini |
| 03:18:59 | FoOtloOse | joystick presests ini... |
| 03:19:06 | raptor | ok, but no other INI? |
| 03:19:10 | FoOtloOse | nope |
| 03:19:11 | raptor | good |
| 03:19:13 | raptor | ok |
| 03:19:14 | raptor | now |
| 03:19:21 | raptor | you know your %appdata% folder? |
| 03:19:27 | FoOtloOse | mhm |
| 03:19:49 | raptor | can you please copy the 'scripts' folder from where the EXE is, into your %appdata%/Bitfighter folder? |
| 03:20:16 | FoOtloOse | it already has a scripts thing? |
| 03:20:22 | raptor | yeah thats fine |
| 03:20:27 | FoOtloOse | replace? |
| 03:20:29 | raptor | we want to uncorrupt your installation :) |
| 03:20:31 | raptor | yes |
| 03:21:09 | FoOtloOse | k |
| 03:21:20 | raptor | ok, now restart bitfighter |
| 03:21:29 | raptor | and run the level and see if it is still 'corrupted' |
| 03:21:50 | FoOtloOse | doesnt say anythin :D |
| 03:22:03 | FoOtloOse | buncha console junk |
| 03:22:07 | bobdaduck | what |
| 03:23:05 | raptor | ok FoOtloOse good job |
| 03:23:11 | FoOtloOse | :D twas all u. |
| 03:23:11 | bobdaduck | ...whattt |
| 03:23:13 | FoOtloOse | ty |
| 03:23:15 | FoOtloOse | adios |
| 03:23:17 | raptor | chao |
| 03:23:29 | raptor | bobdaduck: ? |
| 03:23:46 | bobdaduck | Thecrap happened |
| 03:23:50 | bobdaduck | While I was doing family things |
| 03:23:56 | raptor | like 8 people showed up |
| 03:24:01 | bobdaduck | Why didn't my server crash 20 times over |
| 03:24:05 | raptor | and some were NEW PLAYERS |
| 03:24:24 | bobdaduck | ugh |
| 03:24:40 | bobdaduck | Every time I test something. |
| 03:24:46 | bobdaduck | Guarunteed |
| 03:25:10 | kaen | I like to put server passwords when I'm testing |
| 03:25:36 | bobdaduck | See but I was actually trying to show Quartz |
| 03:25:40 | bobdaduck | And then five people joined |
| 03:25:43 | bobdaduck | AT THE SAME TIME AS HIM. |
| 03:25:56 | bobdaduck | Its like the entire bitfighter community sits in global chat all day waiting for me to host |
| 03:26:07 | | FoOtloOse_ has joined |
| 03:26:11 | FoOtloOse_ | im back already :D |
| 03:26:18 | kaen | probably to play swordfighter |
| 03:26:31 | FoOtloOse_ | bots dont work |
| 03:27:04 | kaen | your install is not configured properly |
| 03:27:05 | raptor | FoOtloOse_: copy the 'robots' folder over like you did the 'scripts' folder |
| 03:27:09 | FoOtloOse_ | k |
| 03:27:32 | | FoOtloOse Quit (Ping timeout: 245 seconds) |
| 03:28:18 | FoOtloOse_ | :D ty |
| 03:28:34 | FoOtloOse_ | i shall leave you guys in peace. for now. |
| 03:28:37 | | FoOtloOse_ has left |
| 03:29:27 | fordcars | my bot works! wow |
| 03:29:38 | fordcars | hint: snake |
| 03:33:46 | | fordcars Quit (Ping timeout: 245 seconds) |
| 03:36:51 | bobdaduck | Footloose says lineitems don't show up on tab in the level editor |
| 03:37:55 | raptor | tested? |
| 03:38:18 | raptor | looks good to me |
| 03:38:48 | bobdaduck | When you press tab lineitems disappear |
| 03:39:02 | raptor | ohhh |
| 03:39:07 | raptor | i tested with text items... |
| 03:39:27 | raptor | they sure do! |
| 03:44:24 | | Platskies Quit (Remote host closed the connection) |
| 03:44:45 | bobdaduck | so kaen |
| 03:44:52 | bobdaduck | Do you have 45 minutes to spare lying around? |
| 03:44:56 | kaen | present. |
| 03:44:56 | kaen | uh |
| 03:44:59 | kaen | sure |
| 03:45:20 | kaen | my bird is squawking... |
| 03:45:29 | kaen | let me put him on my shoulder and then I'm yours. |
| 03:45:50 | kaen | okay |
| 03:46:18 | bobdaduck | serverpass "space" |
| 04:03:00 | bobdaduck | rehosting |
| 04:03:50 | bobdaduck | I built in six different safety checks |
| 04:04:01 | bobdaduck | How the crap did you circumvent all of them |
| 04:06:31 | | SolumnMushroom Quit (Quit: Leaving) |
| 04:11:50 | | fordcars has joined |
| 04:15:51 | | fordcars Quit (Ping timeout: 245 seconds) |
| 04:24:11 | | Fordcars has joined |
| 04:24:35 | raptor | kaen: is there a way force floating point accuracy to like 10 digits? |
| 04:25:33 | Fordcars | Thanks raptor and Kaen for the lua help, very appreciated |
| 04:26:25 | | Platskies has joined |
| 04:26:40 | kaen | umm not with an actual float |
| 04:26:45 | kaen | use a double |
| 04:26:47 | Fordcars | Seriously guys thanks |
| 04:26:52 | raptor | kaen: really? |
| 04:26:59 | kaen | I think floats have max 7 sigfigs |
| 04:27:12 | kaen | the IEEE ones anyway |
| 04:27:21 | raptor | because i'm seeing the FF editor problem, and I think it's a floating point issue |
| 04:27:23 | kaen | sounds likely |
| 04:27:33 | kaen | Fordcars, happy to help :) |
| 04:28:16 | raptor | i wonder... if the floating points are then divided by gridsize (255) would accuraty go down or up? |
| 04:28:50 | Fordcars | :) |
| 04:29:02 | kaen | gets more accurate closer to zero |
| 04:29:12 | raptor | hmmm.. |
| 04:31:58 | kaen | wat had the idea of using ints for positions, which would eliminate this problem |
| 04:32:31 | kaen | he said one unit per pixel, but our velocities are less than one pixel per frame. |
| 04:32:38 | raptor | yeah - but would that eliminate the ability to put FFs so close to a wall? |
| 04:32:41 | kaen | so we'd have to scale them... |
| 04:34:13 | kaen | that seems like a rhetorical question, but we could put FFs directly on the wall |
| 04:34:29 | kaen | extremely close to the wall sounds undesirable. |
| 04:34:33 | raptor | sorry |
| 04:35:01 | kaen | it's okay, I'm hazy and unsure of my interpretations right now |
| 04:35:02 | raptor | i mean, along the face of a wall... so they cannot be bursted |
| 04:35:13 | kaen | oh I see |
| 04:35:16 | kaen | no then |
| 04:35:43 | kaen | well, in my head. the computer might not agree with me :) |
| 04:35:46 | raptor | our points are small enough to be OK, you think? |
| 04:36:12 | kaen | like to fit into a S32? |
| 04:36:16 | kaen | hmm good question. |
| 04:36:32 | raptor | S32 is probably plenty... |
| 04:36:37 | raptor | 2 billion? |
| 04:36:43 | raptor | yeah... plenty |
| 04:37:03 | kaen | yep |
| 04:37:22 | raptor | the move to int would eradicate the 'weird space' you'd get to on those launcher maps |
| 04:37:36 | kaen | ah yes |
| 04:37:53 | kaen | and it makes pretty much all of the position related code less fuzzy |
| 04:38:07 | kaen | but like I said, one unit per pixel is not enough resolution |
| 04:38:34 | raptor | wait, why is that again? |
| 04:38:46 | kaen | I've done this with one of my own games before |
| 04:39:01 | kaen | and if any velocity is less than one pixel per frame |
| 04:39:20 | kaen | even if the velocity is a float, it will get floored when added to the position |
| 04:39:51 | kaen | 100 + 0.99f == 100 |
| 04:40:17 | raptor | so stationary 'movement' |
| 04:40:19 | kaen | yes |
| 04:40:24 | raptor | or at least unwanted breaking |
| 04:40:29 | raptor | *braking |
| 04:40:47 | kaen | yes that's a good way to put it |
| 04:41:36 | kaen | we could have each pixel be 255 units |
| 04:41:41 | kaen | then for scaling just bitshift |
| 04:41:47 | kaen | er, 256 units |
| 04:41:51 | raptor | hmmm... |
| 04:42:03 | raptor | that doesn't seem so bad... |
| 04:42:07 | kaen | it's not |
| 04:42:17 | raptor | and probably much more performant |
| 04:42:34 | kaen | bitshifting can be faster than addition |
| 04:42:56 | | Fordcars Quit (Ping timeout: 245 seconds) |
| 04:43:21 | raptor | yeah actually, i was reading about that the other day... |
| 04:43:50 | raptor | in the context of taking advantage of the CPU pipeline by not using as many control statements and only using bitshifting |
| 04:43:58 | kaen | ohhh that's cool |
| 04:44:12 | raptor | I'm not sure I completely understand how it's done, but my guess is partly magic |
| 04:44:15 | kaen | that's a big thing with shaders |
| 04:44:29 | kaen | certainly magic and dark incantations |
| 04:44:45 | kaen | but conditionals completely destroy the performance of shaders |
| 04:44:54 | bobdaduck | xD |
| 04:45:05 | kaen | branches foil the SIMD paradigm |
| 04:49:11 | raptor | ok bobdaduck just confirmed it's a float error |
| 04:50:19 | raptor | so would changing to double mitigate that a bit? |
| 04:50:37 | raptor | but long run we need ints... |
| 04:50:44 | raptor | and get rid of gridsize |
| 04:50:51 | bobdaduck | I liked gridsize |
| 04:50:54 | bobdaduck | when it was functional |
| 04:51:08 | raptor | maybe we need a level parameter: LevelFileVersion 2 |
| 04:53:41 | | bobdaduck Quit (Remote host closed the connection) |
| 04:56:30 | kaen | ah good idea! |
| 04:57:04 | kaen | wat and I were talking about autodetecting based on whether a float was encountered, by that's much cleaner |
| 05:00:04 | raptor | that way we can reduce logic over time... |
| 05:02:25 | kaen | so the editor plugin crash is because the quickmenu is set as both the previous ui and the current ui |
| 05:02:45 | kaen | and it's ondisplaymodechanged method recurses infinitely under that condition |
| 05:02:48 | kaen | its* |
| 05:03:06 | raptor | stack overflow! |
| 05:03:16 | kaen | indeed |
| 05:06:05 | raptor | OK, I'm going to get some raisins and water and finally finish porting the Lunar junk |
| 05:29:35 | | Platskies Quit (Remote host closed the connection) |
| 05:32:40 | kaen | oh cool -- another bug behind it |
| 05:33:13 | kaen | and one I can't even set a watchpoint for :x |
| 05:33:30 | raptor | blech |
| 05:39:47 | raptor | ah Lua |
| 05:39:55 | raptor | the language with no conventions |
| 05:40:09 | raptor | the raw, unforgiving power! |
| 05:40:53 | kaen | I like it because I can hammer things together in two minutes and spend the next two hours debugging them. |
| 05:41:02 | raptor | bwhahaha |
| 05:44:37 | raptor | the docs constantly make me feel stupid |
| 05:45:09 | raptor | like reading the same sentence for 5 minutes when you're sleepy |
| 05:52:09 | raptor | ! |
| 05:52:11 | raptor | http://www.tecgraf.puc-rio.br/~lhf/ftp/lua/#lua2c |
| 05:54:26 | kaen | wow |
| 05:58:06 | kaen | lua2c does not understand arbitrary Lua programs: it does not handle control |
| 05:58:07 | kaen | structures (if, while, repeat, for), comparisons, or arithmetic operations, |
| 05:58:37 | kaen | ^ in the README |
| 05:59:45 | raptor | heh |
| 06:00:44 | kaen | at its core is a single gnarly regex: local p='%s*(%d+)%s+%[(%d+)%]%s+(%w+)%s+([-%w]*)%s*(%w*)%s*;?%s*"?(.-)"?%s*$' |
| 06:01:05 | raptor | it's.. so.. beautiful.. |
| 06:01:46 | kaen | and then it just routes the matches to some predefined strings. |
| 06:01:46 | kaen | interesting piece of software though |
| 06:02:12 | kaen | :') |
| 06:02:17 | kaen | imnotgonnacry |
| 06:33:40 | raptor | ok, I don't know what I'm doing... |
| 06:33:45 | raptor | but it's compiling.. |
| 06:34:59 | raptor | and segfault.. |
| 06:51:47 | raptor | kaen: still up? |
| 07:00:55 | raptor | yay it didn't crash |
| 07:05:27 | raptor | I DID IT! thanks kaen! |
| 07:14:49 | | Platskies has joined |
| 07:19:06 | | Platskies Quit (Ping timeout: 256 seconds) |
| 07:41:48 | raptor | yay, one project down! |
| 07:41:48 | | BFLogBot Commit: 6e1fc45fcea5 | Author: buckyballreaction | Message: Port the remaining Lunar classes. WeaponInfo and ModuleInfo are now global tables with data that can be accessed like so: WeaponInfo[Weapon.Seeker].damage |
| 07:41:51 | | BFLogBot Commit: 5363f19205a2 | Author: buckyballreaction | Message: Goodbye Lunar! |
| 07:42:48 | raptor | and with that, good night! |
| 07:42:58 | | raptor Quit () |
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| 14:04:29 | | raptor has joined |
| 14:04:31 | | ChanServ sets mode +o raptor |
| 14:04:39 | raptor | buenos! |
| 14:16:35 | | kaen Quit (*.net *.split) |
| 14:18:33 | | kaen has joined |
| 14:29:20 | kaen | morning! |
| 14:29:31 | raptor | hi |
| 14:29:39 | raptor | Lunar is gone! (yay) |
| 14:30:11 | kaen | good work! |
| 14:30:43 | raptor | although if you look at my commit, you'll see that I didn't come up with a very dynamic way of building those objects... |
| 14:30:58 | raptor | I'm still not sure how to do it in c++... |
| 14:31:48 | kaen | sufficiently functional work! |
| 14:31:52 | kaen | :) |
| 14:31:55 | raptor | heh |
| 14:32:04 | raptor | also, at about 1 in the morning |
| 14:32:27 | raptor | I found that writing down the the stack line-by-line helps one understand what's going on |
| 14:32:58 | kaen | that's probably the best way you could traverse a heterogeneous struct like that. |
| 14:34:47 | | Watusimoto_ Quit (Ping timeout: 240 seconds) |
| 14:41:49 | raptor | I shoudl work on a bug or two before I finish my next project.. |
| 14:42:15 | raptor | that list isn't getting smaller! |
| 14:42:22 | kaen | see what I mean! |
| 14:43:24 | kaen | this plugin bug is driving me nuts. I knocked out the first two bugs, and it doesn't crash anymore. but I can't get it to display an error message like it was apparently supposed to |
| 14:43:40 | kaen | maddening. |
| 14:43:40 | raptor | error message? |
| 14:43:51 | kaen | via displayErrorMessag() |
| 14:43:54 | raptor | you mean like print to the console that it failed? |
| 14:43:56 | kaen | or whatever that function is |
| 14:44:10 | kaen | no like a message box |
| 14:44:11 | raptor | oh the warnings at the top of the editor... i never figured those out.. |
| 14:44:41 | kaen | it properly shows a message box if the error occurs while getting the plugin's menu entries |
| 14:44:58 | kaen | and the code tries to do that if the error occurs while running the plugin, but it doesn't show up |
| 14:45:15 | kaen | you hit save & run plugin and then it just goes back to the normal editor |
| 14:45:27 | raptor | oh really? |
| 14:45:28 | raptor | huh |
| 14:45:38 | kaen | even though it definitely calls the display message box function |
| 14:45:41 | raptor | obviously our editor plugins are still in a nacent stage... |
| 14:45:47 | kaen | as confirmed with a breakpoint |
| 14:45:52 | kaen | certainly. |
| 14:50:01 | kaen | well, that effort stalled. time for some hg revert --all |
| 14:50:43 | raptor | make a quick backup! |
| 14:50:47 | raptor | (just in case) |
| 14:50:54 | raptor | hg diff > ../temp.diff |
| 14:51:27 | kaen | too late! |
| 14:51:50 | kaen | it was like three lines of changes, and mostly to understand the problem better |
| 14:51:57 | raptor | ah ok |
| 14:52:03 | kaen | revert plays a crucial role in my bug fixing attempts... |
| 14:52:10 | raptor | hehe, mine too! |
| 15:05:07 | kaen | I just accidentally reimplemented my last (incomplete) fix using another completely different approach... |
| 15:31:50 | | Little_Apple has joined |
| 15:32:00 | Little_Apple | beep boop |
| 15:32:32 | raptor | here you are Little_Apple: http://pastie.org/7454617 |
| 15:32:34 | | FoOtloOse has joined |
| 15:32:39 | FoOtloOse | hai |
| 15:32:39 | raptor | change the filename at the bottom |
| 15:33:08 | raptor | and for you FoOtloOse: http://pastie.org/pastes/7454626/text |
| 15:33:48 | raptor | FoOtloOse: you can change the 0,0 to any coordinate set you want... |
| 15:33:49 | kaen | ooooh can I have one!? |
| 15:34:10 | raptor | uhhh |
| 15:34:23 | FoOtloOse | all mineeeeeeeeeeeeeeeee |
| 15:35:10 | raptor | that first one is my logger script... but it uses io |
| 15:40:29 | kaen | DUNDUNDUN |
| 15:47:18 | raptor | sam686 is online! |
| 15:50:35 | | sam686 has joined |
| 15:50:35 | | ChanServ sets mode +v sam686 |
| 15:51:35 | raptor | welcome sam686! |
| 15:55:51 | | FoOtloOse Quit (Ping timeout: 245 seconds) |
| 16:00:13 | raptor | kaen: did you apply for GSoC? (If so, did you get in?) |
| 16:12:58 | watusimoto | if he didn't get in, who would? |
| 16:13:04 | watusimoto | and good morning all |
| 16:13:09 | raptor | hi watusimoto |
| 16:13:09 | watusimoto | and a special good morning to sam686~ |
| 16:13:18 | watusimoto | oops sam686! |
| 16:13:28 | watusimoto | need to show the proper enthusiasm! |
| 16:13:36 | raptor | heh |
| 16:18:07 | sam686 | good luck trying to make robots work with levelgen that teleport players around or add stuff that block paths.. |
| 16:19:32 | sam686 | gh |
| 16:19:46 | sam686 | trying to chat in-game, oops.. |
| 16:21:11 | watusimoto | we've talked about how we might deal with that |
| 16:21:36 | watusimoto | we might be able to remove /rebuild only some zones selectively to keep performance from lagging |
| 16:22:12 | watusimoto | but it is quite possible that the levelgens will get completely out of hand |
| 16:24:05 | raptor | we may be past that point (and it's partly my fault) |
| 16:24:45 | watusimoto | it all depends whether the scripts get deployed widely, or exist in specific niches |
| 16:28:53 | raptor | no more Lunar! |
| 16:29:06 | Little_Apple | from footloose: http://pastie.org/7455421 |
| 16:29:35 | raptor | oh, that looks good! |
| 16:29:44 | raptor | she probably forgot to do the command /clearcache |
| 16:31:33 | Little_Apple | from me: http://www.youtube.com/watch?v=glXEzPajHXc |
| 16:36:00 | sam686 | I am in a middle of a winter storm (sioux falls SD), the power flickers my monitor screens, I guess my electricity or internet might go out on me... |
| 16:36:47 | raptor | stay warm! |
| 16:45:16 | kaen | raptor, student applications open on the 22nd |
| 16:45:35 | raptor | ah ok |
| 16:46:06 | kaen | have to find a project I could usefully contribute to... |
| 16:47:08 | kaen | ooooh OGRE |
| 16:47:10 | kaen | I love ogre |
| 16:47:51 | raptor | oh look at that OGRE did make it in.. |
| 16:48:23 | raptor | freeorion uses OGRE - and it's a pain to get set up sometimes |
| 16:48:31 | kaen | definitely |
| 16:48:52 | kaen | I also don't like its enforcement of config files |
| 16:49:06 | raptor | ^^ that is what makes it difficult for packaging |
| 16:49:47 | kaen | but, having used irrlicht, panda, and some others, I'll say that OGRE is the easiest to intertwine with other systems |
| 16:50:12 | kaen | particularly third party physics systems |
| 16:50:23 | raptor | it's just graphics right? |
| 16:50:28 | raptor | if i remember.. |
| 16:50:57 | kaen | it has some physics stuff built in too (basic scenenode clipping and that sort of thing) |
| 16:51:20 | kaen | and then there are plugin-type things for Bullet and other engines |
| 16:51:46 | kaen | wow I wonder if I'd have a shot at working on the rails stuff |
| 16:52:12 | kaen | I imagine it will have a lot of interested applicants, much like the twitter stuff |
| 16:52:22 | raptor | oh yeah i bet |
| 17:00:58 | raptor | oh |
| 17:01:33 | raptor | kaen: remember talking about FFs and floating point issues yesterday? |
| 17:01:40 | kaen | yes |
| 17:01:49 | raptor | if an FF is put at location: 5 0 |
| 17:01:51 | kaen | I had some additional thoughts on that, but please continue. |
| 17:02:17 | raptor | it is sometimes loaded as 5.0002234... 0 |
| 17:02:56 | raptor | and that little bit there makes the difference with FFs requiring accuracy, like blocking off a wall |
| 17:03:12 | raptor | would change it from F32 to F64 (double) make a difference? |
| 17:03:15 | raptor | *changing |
| 17:03:19 | raptor | as an interim fix.. |
| 17:03:41 | raptor | and yes, I'd like to hear your thoughts.. |
| 17:05:36 | kaen | well, that's interesting because floats can precisely represent any integer that doesn't need to be truncated |
| 17:06:09 | raptor | wait |
| 17:06:17 | raptor | I may have explained it wrong |
| 17:06:25 | raptor | it was set at '5' |
| 17:06:39 | raptor | but when loaded into the editor and resaved, it went to 5.0002... |
| 17:07:05 | raptor | so your concern was valid - my poor explanation |
| 17:07:14 | kaen | okay, that sounds like a product of the gridsize scaling |
| 17:08:25 | kaen | but yes, it is possible that F64 would fix that |
| 17:09:12 | kaen | but my thought was this: if we round all positions in level files to integers, they'll be loaded precisely |
| 17:09:30 | kaen | as long as they're small enough to fit in the significand of the float (24bits) |
| 17:09:32 | raptor | maybe the solution really is to rip out gridsize, use int (and 8bit per pixel), and use a new LevelFileVersion |
| 17:09:52 | kaen | I'm actually withdrawing my int suggestion |
| 17:10:05 | raptor | oh |
| 17:10:13 | kaen | keep floats, round the saved positions to the nearest integer, no more gridsize |
| 17:10:39 | kaen | the points will be loaded precisely, our velocity stuff still works, no scaling is needed anywhere |
| 17:10:48 | raptor | rounding to nearest int means... 1 point per pixel? |
| 17:10:53 | kaen | yes |
| 17:10:55 | raptor | at least for loading levels.. |
| 17:11:05 | kaen | I'd just keep it that way all over |
| 17:11:27 | kaen | I don't understand the use case of gridsize in the first place, to be honest |
| 17:11:40 | kaen | or having a pixel be anything other than one unit |
| 17:11:57 | raptor | watusimoto: do you know the history on the gridsize? |
| 17:12:09 | raptor | (I forgot it) |
| 17:12:41 | | watusimoto Quit (Ping timeout: 260 seconds) |
| 17:13:04 | | Little_Apple Quit (Quit: Page closed) |
| 17:13:11 | raptor | i suppose that's a response.. |
| 17:13:22 | raptor | :) |
| 17:13:36 | kaen | hehe |
| 17:33:31 | raptor | i *think* gridsize was used as an easy way to resize levels without doing much work |
| 17:33:47 | raptor | super easy: open level file, change gridsize, done |
| 17:34:01 | raptor | without even needing to load the game |
| 17:48:18 | raptor | but I'm not sure if anyone has used it in years.. |
| 17:59:27 | kaen | then I'm definitely for taking it out |
| 17:59:36 | kaen | and adding a better scaling mechanism if needed |
| 18:00:06 | kaen | ctrl+shft+x works great for me though |
| 18:00:12 | raptor | should we ask about it in the forums? if anyone uses it, etc.? |
| 18:00:36 | raptor | I'm sure we'll get the usual "resize messes up all the FFs!" |
| 18:03:13 | kaen | sounds like a good idea |
| 18:04:21 | raptor | all right I'll start a post.. |
| 18:05:00 | kaen | raptor, make sure to mention that it will enable fixing the forcefield stuff |
| 18:05:26 | raptor | yes, good idea |
| 18:05:51 | raptor | I think there are at least two FF problems: this floating point one, and a snapping math fail when resize/rotating |
| 18:05:59 | raptor | but i'm not sure about that second one.. |
| 18:12:48 | kaen | snapping is totally broken as far as I can tell |
| 18:12:57 | raptor | yeah... me too :( |
| 18:13:01 | kaen | dragging a wall doesn't drag the attached items with it |
| 18:13:54 | kaen | oh wait -- that's intentional |
| 18:14:06 | kaen | according to UIEditor.cpp:1391 |
| 18:14:31 | raptor | huh |
| 18:14:50 | kaen | oh wait |
| 18:14:59 | kaen | then it... reattaches them right after that? |
| 18:15:07 | kaen | just engineered items |
| 18:15:39 | raptor | so, I feel that anyone should get a badge for fixing an editor bug - just my feelings when I hear someone looking at the code.. :) |
| 18:16:37 | kaen | that's both funny and an accurate description of the difficulty |
| 18:17:14 | kaen | problem is the "UI" system mixes interface logic with control logic |
| 18:17:21 | kaen | especially in the editor |
| 18:17:28 | raptor | it's an entire application in one class |
| 18:17:32 | kaen | yes |
| 18:17:35 | raptor | (almost) |
| 18:17:46 | kaen | everything but driver code |
| 18:19:44 | raptor | ok: http://bitfighter.org/forums/viewtopic.php?f=4&t=1921 |
| 18:19:46 | raptor | feel free to edit |
| 18:28:58 | | Watusimoto has joined |
| 18:31:53 | raptor | Watusimoto: http://bitfighter.org/forums/viewtopic.php?f=4&t=1921 |
| 18:39:57 | Watusimoto | AWESOME!!!! |
| 18:40:21 | raptor | as in... you want to remove it, too? |
| 18:40:28 | Watusimoto | oh heavens yes |
| 18:40:41 | Watusimoto | though I am not sure that it causes the problem you suggest it does |
| 18:40:43 | raptor | haha, ok |
| 18:41:06 | raptor | kaen and I have been discussing that we'd rip it out, and record ints for coordinates directly |
| 18:41:29 | raptor | also put a 'LevelFileVersion 2' in the level files |
| 18:41:34 | raptor | so we'd know to use the better parser |
| 18:41:49 | raptor | err, newer parsing |
| 18:43:21 | Watusimoto | we could also look for a missing gridsize param and cue off that... |
| 18:43:27 | Watusimoto | but a version would probably be more sane |
| 18:43:37 | Watusimoto | anyway, I'm all in |
| 18:43:43 | Watusimoto | but... more after dinner |
| 18:43:45 | Watusimoto | later! |
| 18:43:57 | Watusimoto | aaaaaaalllll iiiiiinnnnnnnnn! |
| 18:44:20 | raptor | heh |
| 18:44:32 | raptor | oh and... dinner before desert? |
| 18:44:50 | | bobdaduck has joined |
| 18:47:41 | bobdaduck | cool sam is here |
| 18:48:40 | | Watusimoto Quit (Ping timeout: 264 seconds) |
| 18:57:43 | bobdaduck | So gridsize |
| 18:58:09 | bobdaduck | I liked it when it worked, but it doesn't work, and we're getting along fine with the scale tool, and if it'll fix problems and make things easier then sure just get rid of it |
| 19:04:54 | raptor | we think it'll solve at least one of the FF snapping problems... but also it will reduce complexity across the game |
| 19:05:04 | bobdaduck | so rip it out |
| 19:05:23 | raptor | i'd thought i'd do due-diligence with the forum post... |
| 19:05:45 | bobdaduck | Nobody except Quartz and I even know what gridsize does |
| 19:05:49 | bobdaduck | or is supposed to do. |
| 19:06:04 | bobdaduck | I GIVE YOU PERMISSION TO TAKE IT OUT. YOU HAVE MY BLESSING. |
| 19:06:08 | raptor | :) |
| 19:06:45 | raptor | removing it would neccesitate some minor UI changes: where would we put the editor lines now? along 255 still? etc... |
| 19:07:14 | bobdaduck | Just use 255 still... Its what everyone knows. No need to change it. |
| 19:08:06 | kaen | 255 is way less intuitive than some multiple of 100 |
| 19:09:10 | raptor | i was thinking 250 :) |
| 19:09:30 | kaen | 250 is reasonable |
| 19:09:38 | bobdaduck | At 250 (I think) a ship can't fit through two grid squares. That's why 255 was chosen. |
| 19:09:41 | bobdaduck | (I think) |
| 19:09:46 | raptor | really? |
| 19:09:47 | kaen | even better, keep it as a configurable option and only have it affect where the lines are placed in the editor |
| 19:09:49 | raptor | hmm |
| 19:09:56 | raptor | kaen: good idea! |
| 19:10:10 | kaen | that's what I thought it did when I first saw it |
| 19:10:27 | bobdaduck | That's really all it does right now. |
| 19:10:49 | kaen | that and cause floating point errors |
| 19:10:55 | bobdaduck | lol |
| 19:10:59 | bobdaduck | yep |
| 19:12:07 | bobdaduck | So just make it not cause floating point errors and we'll be good |
| 19:12:11 | raptor | actually kaen... is it possible that the snapping is introducting errors? as in: load FF at point 5, snappyDoDaw, now slightly off, save at 5.003 |
| 19:13:01 | raptor | because it does look like gridsize is the culprit, but maybe it isn't... |
| 19:14:08 | bobdaduck | But we want to rip out gridsize anyway |
| 19:14:12 | bobdaduck | So lets do gridsize first |
| 19:14:16 | raptor | correct |
| 19:14:19 | bobdaduck | And see if that fixes it? |
| 19:15:34 | raptor | yes... |
| 19:16:03 | raptor | but one consequence will be - in the level files, points won't be like so anymore: 1.1 2.2 3.3 4.4 |
| 19:16:42 | raptor | they'll be: 275 600 925 1400 |
| 19:16:59 | raptor | they'll match the /showcoords stuff |
| 19:17:13 | raptor | and the mouse cursor coords in the editor |
| 19:17:28 | bobdaduck | So that'll be bad with old levels... |
| 19:17:46 | raptor | no - we'll still keep the loading of old levels properly |
| 19:17:53 | bobdaduck | Then I see no problem |
| 19:18:05 | bobdaduck | That'll make programming levelgens and stuff easier |
| 19:18:13 | raptor | oh yeah |
| 19:18:21 | raptor | you'll directly see many correlations |
| 19:20:19 | bobdaduck | So remind me how to make anonymous wrapper functions or whatever you called them in order to pass args into Timers? |
| 19:21:11 | kaen | scheduleOnce(function () theRealFunction(arg1,arg2) end, 100) |
| 19:21:20 | raptor | yes! |
| 19:21:22 | raptor | i LOVE that |
| 19:21:55 | sam686 | can't completely get rid of gridsize when keeping it compatible with old existing levels.. |
| 19:21:57 | sam686 | maybe you could save levels as a gridsize of 1 instead of 255 maybe.. |
| 19:24:18 | raptor | yeah we'll have to write some adapting code for legacy support |
| 19:25:07 | kaen | okay so I set MIN_GRID_SIZE to 1, but the level file still gets written with gridsize 5 if I set it to 1 |
| 19:25:41 | raptor | hahaha |
| 19:25:43 | kaen | setting it to 1 would eliminate the error if gridsize is the only cause |
| 19:26:45 | raptor | so that means.... arbitrary min limit? |
| 19:26:57 | raptor | somwhere |
| 19:27:14 | bobdaduck | I am not surprised. |
| 19:29:49 | kaen | okay so I was running the wrong bitfighter |
| 19:29:57 | kaen | setting it to 1 does not eliminate the error |
| 19:30:18 | kaen | a FFP placed at 0.3 gets loaded properly to 0.3, but is written at .480005 |
| 19:30:25 | raptor | whoa |
| 19:30:29 | raptor | that's horrible |
| 19:30:31 | bobdaduck | Wait you're managing to duplicate it? |
| 19:30:37 | bobdaduck | I thought it was random |
| 19:30:43 | | raptor looks at editor snapping... |
| 19:31:03 | kaen | there is always error, it probably just randomly falls outside of the epsilon |
| 19:31:19 | sam686 | forcefield projector and turrets does snapping, which can kindof change position a little.. |
| 19:31:56 | kaen | Point mountPos = pos - dir * 0.001f; // Offsetting slightly prevents spazzy behavior in editor |
| 19:32:28 | kaen | it's funny that this is to prevent spazzy behavior |
| 19:32:37 | sam686 | editor has changed a lot, not sure if getting rid of offset will still cause spazzy behavior.. |
| 19:32:44 | bobdaduck | In the meantime, remind me to never load up "Space Station Five" in the editor ever again |
| 19:33:00 | raptor | ah yes - i remember watusimoto commenting that out once, then i put it back because of spazzy behavior. the change did not cross a release though |
| 19:33:01 | kaen | engineereditem.cpp:638 for interested parties |
| 19:34:28 | raptor | ah yes |
| 19:34:31 | raptor | ah yes |
| 19:34:41 | raptor | remember I said it might involve a griddb bug? |
| 19:34:48 | kaen | yes |
| 19:35:06 | kaen | neutering that line changed the offset position to .480004 :P |
| 19:35:15 | raptor | ha! |
| 19:35:17 | kaen | but anyway, griddb bug? |
| 19:35:29 | raptor | well when fixing an FF snapping error once, I found that the 'findObjectLOS' didn't seem to return what I expected it to... |
| 19:35:35 | raptor | let me find the commit i made.. |
| 19:36:24 | sam686 | I think it was when the old editor was snapping to line edges which the edges goes inaccurate after going through clipper, merging, or something. |
| 19:40:30 | raptor | i discovered it when making this change: http://code.google.com/p/bitfighter/source/detail?r=8cb4d8ac8a77 |
| 19:40:39 | raptor | the possible griddb bug |
| 19:44:14 | sam686 | maybe its the calculations done in findObjectLOS that can cause overflow or weard problems when it tries to find intersection to a line that is exactly parallel and never intersect. |
| 19:56:28 | | Watusimoto has joined |
| 19:56:53 | Watusimoto | raptor: what is the problem you suspect gridsize of causing? |
| 19:57:06 | raptor | I think kaen just verified it doesn't cause it... |
| 19:59:01 | bobdaduck | So this sequel to RTS |
| 19:59:08 | bobdaduck | Doesn't even fit on my screen if I zoom all the way out |
| 20:00:01 | bobdaduck | And I'm planning on making the entire map manually, rather than making a fourth of it and then pressing R four times |
| 20:05:22 | sam686 | usually pressing Z could zoom out farther then the zoom out limit, I thought.. |
| 20:06:27 | Watusimoto | hey sam686: you should ask bobdaduck to show you his sword level |
| 20:09:58 | bobdaduck | lol |
| 20:10:03 | bobdaduck | I'm at work |
| 20:10:08 | bobdaduck | So I can't right now |
| 20:11:39 | bobdaduck | What kind of value does it return if I get a ships loadout? |
| 20:20:44 | Watusimoto | you should get a list of numbers which correspond to the enum values of weapons/modules |
| 20:20:54 | Watusimoto | in the form of M M W W W |
| 20:21:03 | Watusimoto | same order as you'd enter them on the loadout menu |
| 20:21:37 | Watusimoto | no wait... you get a LuaLoadout object |
| 20:22:01 | Watusimoto | and that has various methods for interrogating it |
| 20:22:19 | Watusimoto | we have about 30 ways of representing loadouts internally |
| 20:22:26 | bobdaduck | xD |
| 20:22:29 | Watusimoto | I'm working at this moment to reduce that number to 28ish |
| 20:22:35 | bobdaduck | lol |
| 20:42:06 | kaen | okay I finally figured out why the error messagebox isn't showing up when running plugins |
| 20:42:50 | kaen | saveAndQuit callback in UIEditorMenus calls reactivatePrevUI() |
| 20:42:57 | kaen | so the message box is clobbered by that |
| 20:43:16 | kaen | but the other quickmenus use that callback so changing it means changing them too |
| 20:44:04 | kaen | can I just display the error with setSaveMessage(..., false) ? |
| 20:44:18 | kaen | physically I can, but may I? |
| 20:45:08 | kaen | Watusimoto, ^ |
| 20:45:45 | Watusimoto | do what ever you think best ;-0 |
| 20:45:47 | Watusimoto | :-) |
| 20:46:13 | kaen | okay |
| 20:46:51 | Watusimoto | I'm not totally clear on the details of your question, but my attitude is generally what would make the best experience for the user |
| 20:46:55 | Watusimoto | and I go from there |
| 20:47:19 | Watusimoto | the ideal platonic user, as I imagine him or her |
| 20:47:32 | bobdaduck | Guys this map is bigger than my ego |
| 20:47:44 | kaen | you're lying bob |
| 20:47:50 | kaen | those coords wouldn't fit into a F32 |
| 20:47:59 | kaen | :) |
| 20:48:00 | bobdaduck | lol |
| 20:48:47 | bobdaduck | See I'm stuck with a touch decision here. |
| 20:48:50 | bobdaduck | ~tough |
| 20:48:59 | bobdaduck | [1:53:50 PM] Jon Hansen: This could either be a "retardedly insane" project, or a "stupidly retardedly insane" project |
| 20:49:18 | bobdaduck | And I'm very indecisive on which it should be. |
| 20:49:57 | bobdaduck | Why I enjoy taking on projects this big is beyond me |
| 20:51:14 | bobdaduck | This will probably take six hours for the barriers alone, levelgen script aside |
| 20:52:09 | kaen | I've spent easily six hours trying to get an error message for an obscure condition to appear in the editor... |
| 20:52:14 | kaen | I'm in no place to judge. |
| 20:52:24 | bobdaduck | xD |
| 20:54:54 | Watusimoto | kaen: welcome to my world! |
| 20:55:03 | Watusimoto | 1 week to get some numbers to line up right! |
| 20:56:01 | kaen | all I can fit in to the "save message" is "An error occurred while running the plugin" |
| 20:56:21 | kaen | alternatively, "press [/] to see plugin errors" |
| 20:56:57 | Watusimoto | what sort of errors are we talking here? |
| 20:57:06 | Watusimoto | like what's an example |
| 20:57:20 | kaen | lua crashes |
| 20:57:28 | kaen | while executing plugins |
| 20:58:02 | kaen | "Plugin Error: press [/] for details" fits |
| 20:58:41 | kaen | the old message is "Error Running Plugin" -- "See the console (press [/]) or the logfile for details." |
| 20:59:06 | kaen | but of course it is never displayed... |
| 20:59:59 | bobdaduck | What DnD class would use engineer? |
| 21:01:31 | kaen | artificer |
| 21:02:35 | bobdaduck | hm |
| 21:02:40 | bobdaduck | blacksmith? |
| 21:03:33 | Watusimoto | kobold charmer |
| 21:03:55 | kaen | I've never heard of a blacksmith class |
| 21:04:07 | Watusimoto | I've never heard of an artificer |
| 21:04:15 | kaen | It's from Eberron |
| 21:04:32 | Watusimoto | i just know wizard, cleric, fighter, thief |
| 21:04:39 | bobdaduck | I've never heard of a kobald charmer |
| 21:05:15 | bobdaduck | Think I could stretch cloak + engineer to be a rogue? |
| 21:05:19 | kaen | also, I will deny this conversation ever happened |
| 21:05:23 | bobdaduck | xD |
| 21:06:24 | | fordcars has joined |
| 21:07:22 | bobdaduck | I was thinking cloak + boost but I have that down as ranger... |
| 21:09:39 | bobdaduck | Guys this is serious! |
| 21:10:36 | | BFLogBot Commit: 9e0fb3d2e9fc | Author: kaen | Message: fix error message display when an editor plugin crashes during main() execution |
| 21:11:39 | | Watusimoto Quit (Ping timeout: 248 seconds) |
| 21:14:12 | fordcars | do plugins still work? I found not a word about plugins in the editor |
| 21:15:09 | kaen | they work great! |
| 21:15:20 | kaen | although the API needs to be brought up to speed with levelgens |
| 21:15:36 | kaen | I made a parametric object generator plugin |
| 21:15:49 | kaen | turns bitfighter into a graphing calculator with walls, lineitems, and zones |
| 21:16:17 | kaen | I'm going to make a radial one, too |
| 21:16:27 | kaen | which will hopefully be easier to use |
| 21:17:57 | fordcars | really? nice! I was going to test out plugins when I found not a single word about them in the instructions (editor) |
| 21:40:46 | kaen | raptor, can you tell me how EngineeredItem.cpp:1270 actually sets the heal rate for the item? |
| 21:44:21 | raptor | alright, what did i miss? |
| 21:45:37 | raptor | kaen: the idle() methods for EngineeredItems are called and heal themselves at whatever teh interval is |
| 21:46:01 | kaen | yes, but I mean that function does not appear to actually set the heal rate |
| 21:47:47 | kaen | I'm trying to figure out how to test it right now... |
| 21:49:26 | raptor | define 'sets' heal rate? the mHealRate member |
| 21:49:27 | raptor | ? |
| 21:49:42 | kaen | yes |
| 21:49:46 | raptor | and there's the mHealTimer |
| 21:50:08 | kaen | it doesn't appear to set anything |
| 21:50:10 | raptor | basically from a menu it calls: doneEditingAttrs |
| 21:50:22 | kaen | no, it's the lua binding |
| 21:50:36 | kaen | EngineeredItem#lua_setHealRate |
| 21:50:45 | raptor | ok, my brain needs to back up - what is the problem? |
| 21:51:06 | kaen | http://pastie.org/7458598 |
| 21:51:17 | raptor | oh y es |
| 21:51:19 | raptor | ok |
| 21:51:29 | raptor | that probably never worked... |
| 21:51:32 | kaen | ok |
| 21:51:34 | kaen | I'll fix it |
| 21:51:40 | kaen | once I verify that it's broken |
| 21:51:41 | raptor | i remember fixing the setHealth method |
| 21:51:45 | raptor | it had the same issue... |
| 21:51:49 | kaen | also, the lualevelgen docs are blank for me |
| 21:51:57 | kaen | what's the method to find an item by its ID? |
| 21:52:03 | raptor | getClassId |
| 21:52:13 | raptor | oh uh |
| 21:52:19 | raptor | findGlobalObjects? |
| 21:52:49 | raptor | LuaLevelGenerator.cpp:375 |
| 21:52:53 | raptor | has the methods there.. |
| 21:53:02 | kaen | findObjectById |
| 21:53:07 | raptor | looks like i was wrong, it's: findObjectById |
| 21:53:09 | kaen | makes sense :| |
| 21:53:12 | raptor | heh |
| 21:53:35 | raptor | but if you're referring to the bug I wrote down |
| 21:54:09 | raptor | #26 on the current list |
| 21:54:52 | raptor | we need a griddb search for any object of a type like what's in robot.cpp:1178 |
| 21:54:58 | raptor | S32 Robot::lua_findGlobalObjects(lua_State *L) |
| 21:55:21 | raptor | maybe I'm talking about somethign different than what you're working on.. |
| 21:55:33 | kaen | indeed, I'm working on regenerative item rendering |
| 21:55:42 | kaen | filling in the triangle and semicircle clientside |
| 21:55:58 | kaen | I need to flip a bit on the mask whenever the healrate is set by lua |
| 21:56:13 | kaen | and I just confirmed that it does not work |
| 21:56:55 | raptor | StatusMask |
| 22:00:56 | | bobdaduck Quit (Ping timeout: 245 seconds) |
| 22:02:22 | kaen | I was just going to add HealRateMask. is StatusMask already declared further up? |
| 22:03:14 | kaen | I'll have to add logic to trip the mask either way |
| 22:04:00 | raptor | I think the statusMask just refreshes any attributes clientside handled way up in TNL... but i'm not sure |
| 22:04:16 | raptor | there should be a comma in that sentence somewhere |
| 22:04:25 | kaen | well there's a HealthMask too |
| 22:04:53 | kaen | but it's tied to some logic already |
| 22:05:14 | | bobdaduck has joined |
| 22:28:46 | | fordcars Quit (Ping timeout: 245 seconds) |
| 22:52:59 | kaen | well, we'll see how this goes... |
| 22:53:01 | | BFLogBot Commit: b6984aeba5a7 | Author: kaen | Message: fill in forcefield projectors and turrets when mHealRate > 0 |
| 22:53:22 | raptor | interesting! |
| 22:54:15 | bobdaduck | Really? |
| 22:54:18 | bobdaduck | cool! |
| 22:55:23 | kaen | I should have split it into two commits :x |
| 22:55:35 | kaen | because that also fixes setHealRate() in lua |
| 22:56:13 | raptor | http://sam6.25u.com/upload/1screenshot_15.png |
| 22:56:32 | raptor | I think the FF triangle needs the outer lines.. |
| 22:56:55 | bobdaduck | lol |
| 22:56:59 | kaen | I think they both need them :x |
| 22:57:03 | bobdaduck | I was thinking make the fill slightly darker |
| 22:57:06 | bobdaduck | or lighter |
| 22:57:10 | bobdaduck | like the way walls do it |
| 22:57:12 | kaen | translucent |
| 22:57:22 | kaen | maybe based on the regen rate? |
| 22:57:37 | bobdaduck | That would be a good way to indicate regen rate |
| 22:57:49 | bobdaduck | I'm thinking make the fill a lighter color from the lines |
| 22:57:58 | raptor | I think the dimming of the outline like with the originals might suffice |
| 22:58:30 | kaen | dimming of the outline? |
| 22:58:34 | kaen | like when they're disabled? |
| 22:58:46 | raptor | yes |
| 22:59:03 | raptor | oh wait... you said 'regen' rate, not 'health' rate... |
| 22:59:05 | raptor | hmmm |
| 22:59:55 | bobdaduck | Like make the fill a lighter color and transluscent based on heal rate |
| 23:02:13 | sam686 | Why is PullEventBuffer.cpp mostly a copy of main.cpp? |
| 23:02:25 | raptor | what is that? |
| 23:02:33 | raptor | I've never even heard of that class... |
| 23:02:55 | raptor | i don't think it's used |
| 23:03:18 | sam686 | I found it when doing a search.. appears unused. |
| 23:03:42 | raptor | maybe it was an old experiment of yours :) |
| 23:03:58 | kaen | blech. I have to install fglrx to test the rendering properly... |
| 23:04:27 | raptor | what distro are you using now kaen? |
| 23:10:15 | bobdaduck | Raptor can you save me some time and write a code snippet for me? |
| 23:10:22 | raptor | uh perhaps |
| 23:10:31 | raptor | what is wanted? |
| 23:11:10 | bobdaduck | function is tankNinja() |
| 23:11:10 | bobdaduck | if(ship:getLoadout == blah) |
| 23:11:10 | bobdaduck | return true |
| 23:11:18 | raptor | ha |
| 23:11:38 | kaen | ubuntu |
| 23:11:41 | raptor | hmm... let's see |
| 23:11:41 | kaen | brb killing x |
| 23:11:48 | raptor | die X die |
| 23:11:49 | | kaen Quit (Read error: Connection reset by peer) |
| 23:11:54 | bobdaduck | I'm so excited for this level |
| 23:11:56 | bobdaduck | xD |
| 23:12:08 | raptor | ok, so... you've not worked with loadouts before, probably.. |
| 23:12:21 | bobdaduck | Right |
| 23:12:24 | bobdaduck | That's why I'm asking xD |
| 23:13:39 | bobdaduck | TankNinja loadout is armor cloak with seeker primary. |
| 23:15:03 | | kaen has joined |
| 23:15:12 | kaen | kernel panic as X was restarting |
| 23:15:19 | kaen | that's a good sign. |
| 23:15:28 | bobdaduck | Working off current estimates, this map will be a retrieve with over 64 flags |
| 23:26:02 | raptor | uhhh |
| 23:26:05 | raptor | i can't test |
| 23:26:09 | raptor | loadouts are borken |
| 23:26:17 | raptor | thanks watusimoto! |
| 23:26:26 | raptor | (testing with 018a now...) |
| 23:27:47 | bobdaduck | hm? |
| 23:27:51 | bobdaduck | xD |
| 23:28:09 | raptor | bobdaduck: this works: http://pastie.org/7459062 |
| 23:28:11 | raptor | in 018a |
| 23:28:14 | raptor | enjoy! |
| 23:28:20 | bobdaduck | Excellent! |
| 23:28:58 | bobdaduck | Save me so much time |
| 23:29:00 | raptor | ok heading home... |
| 23:29:04 | bobdaduck | Maybe I'll finish this by sunday! |
| 23:29:12 | raptor | yeah, i charge like $200 an hour |
| 23:29:13 | bobdaduck | Assuming I don't sleep. |
| 23:29:25 | bobdaduck | I pay you in stupid levels like Rave party |
| 23:29:32 | bobdaduck | Its what we agreed to |
| 23:29:35 | raptor | ha! |
| 23:29:38 | raptor | ok gotta run! |
| 23:29:47 | | raptor Quit () |
| 23:37:11 | kaen | bobdaduck, http://sam6.25u.com/upload/1screenshot_29.png |
| 23:37:38 | bobdaduck | Sure looks a ton better |
| 23:38:05 | bobdaduck | might be a bit too subtle though... what's the regen on the third set at? |
| 23:38:43 | bobdaduck | oooh okay idea |
| 23:38:48 | bobdaduck | Can you make it pulsate? |
| 23:39:00 | bobdaduck | like the light color fade in and out, and pulse faster with faster regen? |
| 23:39:48 | | BFLogBot Commit: 1ad9045332b2 | Author: kaen | Message: improve heal rate fill effect for forcefields and turrets |
| 23:39:51 | kaen | maybe later |
| 23:40:03 | kaen | I'm checking things off, not tacking them on :P |
| 23:40:09 | bobdaduck | xD |
| 23:40:37 | bobdaduck | I'm just thinking that the third I can't even tell unless I look closely, so something a little more flashy might be better |
| 23:42:21 | kaen | maybe just shade them all the same? |
| 23:44:49 | bobdaduck | That would work too, but wouldn't indicate regen rate. |
| 23:45:01 | bobdaduck | Which isn't too great a sacrifice. Just slightly less than ideal. |
| 23:51:31 | | raptor has joined |
| 23:51:31 | | ChanServ sets mode +o raptor |
| 23:52:03 | | bobdaduck Quit (Remote host closed the connection) |
| 23:53:50 | raptor | might i suggest *not* pulsating |
| 23:56:31 | kaen | I hope you sensed my reluctance... |
| 23:59:37 | raptor | the shading seems quite adequate, especially since this might not really be a big problem (players caring about regen rate) |
| 23:59:57 | raptor | a simple "oh, it's a regen turrent" would probably suffice |