#bitfighter IRC Log

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IRC Log for 2013-04-11

Timestamps are in GMT/BST.

00:00:37kaenhmmm... now to guess whether the new class is client-only...
00:00:55kaenalso I broke the dedicated build like two weeks ago and nobody noticed :/
00:09:53BFLogBot Commit: 7a562a85e7f5 | Author: kaen | Message: update CMakeLists.txt (and fix dedicated build on linux...)
00:16:42bobdaduckBroke it how?
00:20:23kaenwith level DB stuff
00:21:09kaenand I broke it as in "it doesn't build"
00:23:32bobdaducknobody noticed.
00:23:37bobdaduckIt seems to build fine for me
00:24:05kaenonly broke it with cmake
00:24:16kaenvc++ is all wat's responsibility
00:24:26bobdaduckoh
00:35:51fordcars has joined
01:11:36SolumnMushroom has joined
01:11:48SolumnMushroomI hate my PE class
01:12:01kaenmakes sense
01:12:10kaenyou're on irc and use linux so...
01:12:22kaen(I hated PE too even though I'm athletic)
01:12:22SolumnMushroomI've had "Call Me Maybe" in my head since 10:00 AM PST
01:12:27kaenoh god
01:12:39kaenARE YOU OKAY?
01:12:54kaenif it persists for more than four hours I think you're supposed to see a doctor
01:13:00bobdaduckNo way
01:13:05bobdaduckIf it goes for four hourse
01:13:06bobdaduckhours
01:13:11bobdaducknot even a doctor can help you at that point
01:13:15SolumnMushroomI'm only sane thanks to random awesome Japaneese remixes
01:13:28SolumnMushroom*Japanesse
01:13:47bobdaduckOkay so
01:13:52SolumnMushroomhttps://dl.dropboxusercontent.com/u/40874924/GLaDOS%20on%20the%20swing.mp3
01:13:54bobdaduckThe fix is dubstep
01:13:58bobdaduckBUT IT IS A LONG AND HARD JOURNEY.
01:15:08SolumnMushroomIt's still there!
01:15:33SolumnMushroom tries to force it out using blunt force trauma
01:15:42kaenI secretly love dubstep
01:15:50kaenbut if you tell anyone I'll cut you
01:15:52bobdaducklol
01:15:58bobdaduckIts an aquired taste
01:16:08SolumnMushroomWhy did "Call Me Maybe" have to exist
01:16:16SolumnMushroomWHY!?!?!?!?
01:16:19bobdaduckOkay solumnMushroom
01:16:20kaen$$$
01:16:27bobdaduckYou have to look up "gamefire" by klaypex
01:16:29bobdaduckITS THE ONLY WAY.
01:16:56SolumnMushroomINTERNET! SAVE MEEEEEEE!!!!!!!
01:17:15bobdaduckBecause dubstep shatters your thoughts, which makes it great for dealing with anxiety, songs stuck in your head, or procrastinating math.
01:18:49bobdaduckSo I'm actually totally serious in recommending dubstep
01:19:23SolumnMushroomI approve
01:19:34SolumnMushroomof all of those statements
01:20:20SolumnMushroomAnd japanesse music melts your brain with it's lack of any logic
01:22:24BFLogBot Commit: 29dbf4535c1c | Author: kaen | Message: add some null checks in renderCommander
01:26:27SolumnMushroomThank JChornet41! It's gone!
01:26:33Nothing_Much Quit (Remote host closed the connection)
01:27:12kaenSolumnMushroom, I just met you, and this is crazy
01:27:17kaenbut here's my username, so pm me maybe
01:27:28SolumnMushroomDon't even.
01:27:32kaen:)
01:29:23kaentime to make a crashy editor plugin!
01:29:56Little_Apple has joined
01:30:19SolumnMushroomFor those who missed it: https://dl.dropboxusercontent.com/u/40874924/GLaDOS%20on%20the%20swing.mp3
01:39:46raptor has joined
01:39:47ChanServ sets mode +o raptor
01:41:53raptora couple things:
01:42:09raptordedicated build frequently ends up broken until release day.. :)
01:42:57raptordubstep as a remedy does not exist: it's like swallowing a spider to catch the fly
01:47:56SolumnMushroomAnd, anything on Japanesse music melting brain cells?
01:48:26kaenno that's pretty much spot on
01:48:47Little_Apple Quit (Ping timeout: 245 seconds)
01:50:28kaenalso, koreans http://www.facebook.com/video/video.php?v=162601907145011
01:52:34kaenwoops that is actually not the right niji no kakera
01:52:42kaenbut enjoy!
01:52:51kaen Quit (Quit: Leaving)
01:53:37bobdaduckxD
02:01:49fordcarsseriously kaen?
02:01:56bobdaduckhm?
02:03:28Little_Apple has joined
02:04:07Little_Appleraptor i might have a bug for you. not sure if intended
02:06:09fordcarsraptor, if I put a timer in a function called in onTick, will all hell break lose?
02:06:23fordcarstimer longer than a frame
02:06:39bobdaduckraptor what is the best way to make choco chip cookies?
02:06:51fordcarsraptor, are we annoying you?
02:07:03Little_Appleas much lard as you can fit in each cookie
02:07:43fordcarsand porc tongues, don't forget the tongues!
02:09:54raptormomma's cowboy cookies: flour, brown sugar, white sugar, butter, eggs, vanilla, old-fashioned oatmeal, chocolate chips, coconut, walnuts (optional, I prefer no nuts)
02:10:17raptoroh, and a bit of salt
02:10:47raptorand if you're crazy like my wife, add a tiny bit of cayenne pepper
02:11:14bobdaducklol
02:11:25fordcarshah
02:11:32raptori suppose baking powder and soda are in there somewhere too
02:17:58raptori'm reading that using varargs in c++ is 'a bad thing'
02:19:51fordcarsouch my bot is 72 kb
02:20:03fordcarsok trying the timer anyways
02:20:39raptorsetting a timer will not hold up onTick
02:21:09raptorbut 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
02:21:19fordcarsargh
02:22:29fordcarsok fine, I will have touse a stupid global variable
02:24:38SolumnMushroomhttp://www.youtube.com/watch?v=NwmDUVxBxA0
02:25:54fordcarsooooooooooooooohhhhhhhhhhhhhhhhh...
02:29:34fordcarshttp://www.youtube.com/watch?v=GheAd59anbU
02:34:09bobdaduckOkay so
02:34:22bobdaduckthis DnD new RTS sequel map thing. Engineer enabled or no?
02:34:33raptoruhh...
02:35:16bobdaduckIt will have classes and stuff
02:42:52FoOtloOse has joined
02:42:58FoOtloOsehai
02:43:01fordcarshey foot
02:43:06FoOtloOseevil captcha.
02:43:08raptorhi footloose
02:43:49raptorhere is your levelgen: http://pastie.org/pastes/7443936/text
02:43:54raptoryou need to do two things
02:44:19raptor1. save that as a levelgen file in the levels folder (and add it to your level in the editor)
02:44:32fordcarsthat sounds like an evil levelgen
02:44:53raptor2. add the ID '1' to your zone in the editor - you do this by selecting the zone and pressing SHIFT + 1
02:44:57raptorand enter the ID of '1'
02:45:06FoOtloOsekty .levelgen?
02:45:24raptorsure
02:45:31FoOtloOsek
02:45:34raptorthen just use 'kty' in the editor under 'Script'
02:46:10FoOtloOsehehe k ty. - .levelgen but i can name it anything i want?
02:46:26raptoryes
02:46:33fordcarshaha
02:51:53raptorFoOtloOse: i made an error!
02:52:03FoOtloOseD:
02:52:04raptorsee where it says: 'ship.setLoc'
02:52:13raptorchange the period . to a colon :
02:52:16FoOtloOsek
02:53:24FoOtloOsei 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?
02:53:43raptorgood
02:53:46raptorok
02:54:01Platskies has joined
02:54:04raptordid you set the zone ID?
02:54:18FoOtloOsei make a zone where i want it n set the id?
02:54:27raptoryes
02:54:30FoOtloOseaw k
02:55:00FoOtloOsek i did it
02:55:06raptorok what ID does the zone have?
02:55:10FoOtloOse1
02:55:17raptorok good, now test the level and let me join
02:57:38raptorany windows 7 users here?
02:57:50raptorhow can FoOtloOse see file extensions in the folder options?
03:01:09raptorok FoOtloOse download this directly to your folder: http://sam6.25u.com/upload/mh2013.levelgen
03:01:20raptorit has the extension set correctly
03:03:22Little_Apple Quit (Ping timeout: 245 seconds)
03:04:33kaen has joined
03:04:36kaenhi FoOtloOse !
03:08:20FoOtloOsehai
03:12:36PlatskiesIt's footie's clinic!
03:13:47FoOtloOse:D not right now :P
03:13:56FoOtloOseits closed 4 repairs.
03:14:38raptorok.. almost up
03:16:23raptorok FoOtloOse
03:16:32raptorin the game folder under program files
03:16:41raptorthere is a 'Bitfighter' folder, that has the EXE right?
03:17:30FoOtloOseyup
03:17:45raptorthere is also a levels folder, correct?
03:17:53raptoris that where you put your levels?
03:17:54FoOtloOseyup
03:17:56FoOtloOsenope
03:17:59raptorok
03:18:08FoOtloOsebut it has like all them i think
03:18:25raptoris there a 'bitfighter' configuration file there? bitfighter.ini
03:18:59FoOtloOsejoystick presests ini...
03:19:06raptorok, but no other INI?
03:19:10FoOtloOsenope
03:19:11raptorgood
03:19:13raptorok
03:19:14raptornow
03:19:21raptoryou know your %appdata% folder?
03:19:27FoOtloOsemhm
03:19:49raptorcan you please copy the 'scripts' folder from where the EXE is, into your %appdata%/Bitfighter folder?
03:20:16FoOtloOseit already has a scripts thing?
03:20:22raptoryeah thats fine
03:20:27FoOtloOsereplace?
03:20:29raptorwe want to uncorrupt your installation :)
03:20:31raptoryes
03:21:09FoOtloOsek
03:21:20raptorok, now restart bitfighter
03:21:29raptorand run the level and see if it is still 'corrupted'
03:21:50FoOtloOsedoesnt say anythin :D
03:22:03FoOtloOsebuncha console junk
03:22:07bobdaduckwhat
03:23:05raptorok FoOtloOse good job
03:23:11FoOtloOse:D twas all u.
03:23:11bobdaduck...whattt
03:23:13FoOtloOsety
03:23:15FoOtloOseadios
03:23:17raptorchao
03:23:29raptorbobdaduck: ?
03:23:46bobdaduckThecrap happened
03:23:50bobdaduckWhile I was doing family things
03:23:56raptorlike 8 people showed up
03:24:01bobdaduckWhy didn't my server crash 20 times over
03:24:05raptorand some were NEW PLAYERS
03:24:24bobdaduckugh
03:24:40bobdaduckEvery time I test something.
03:24:46bobdaduckGuarunteed
03:25:10kaenI like to put server passwords when I'm testing
03:25:36bobdaduckSee but I was actually trying to show Quartz
03:25:40bobdaduckAnd then five people joined
03:25:43bobdaduckAT THE SAME TIME AS HIM.
03:25:56bobdaduckIts like the entire bitfighter community sits in global chat all day waiting for me to host
03:26:07FoOtloOse_ has joined
03:26:11FoOtloOse_im back already :D
03:26:18kaenprobably to play swordfighter
03:26:31FoOtloOse_bots dont work
03:27:04kaenyour install is not configured properly
03:27:05raptorFoOtloOse_: copy the 'robots' folder over like you did the 'scripts' folder
03:27:09FoOtloOse_k
03:27:32FoOtloOse Quit (Ping timeout: 245 seconds)
03:28:18FoOtloOse_:D ty
03:28:34FoOtloOse_i shall leave you guys in peace. for now.
03:28:37FoOtloOse_ has left
03:29:27fordcarsmy bot works! wow
03:29:38fordcarshint: snake
03:33:46fordcars Quit (Ping timeout: 245 seconds)
03:36:51bobdaduckFootloose says lineitems don't show up on tab in the level editor
03:37:55raptortested?
03:38:18raptorlooks good to me
03:38:48bobdaduckWhen you press tab lineitems disappear
03:39:02raptorohhh
03:39:07raptori tested with text items...
03:39:27raptorthey sure do!
03:44:24Platskies Quit (Remote host closed the connection)
03:44:45bobdaduckso kaen
03:44:52bobdaduckDo you have 45 minutes to spare lying around?
03:44:56kaenpresent.
03:44:56kaenuh
03:44:59kaensure
03:45:20kaenmy bird is squawking...
03:45:29kaenlet me put him on my shoulder and then I'm yours.
03:45:50kaenokay
03:46:18bobdaduckserverpass "space"
04:03:00bobdaduckrehosting
04:03:50bobdaduckI built in six different safety checks
04:04:01bobdaduckHow the crap did you circumvent all of them
04:06:31SolumnMushroom Quit (Quit: Leaving)
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04:15:51fordcars Quit (Ping timeout: 245 seconds)
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04:24:35raptorkaen: is there a way force floating point accuracy to like 10 digits?
04:25:33FordcarsThanks raptor and Kaen for the lua help, very appreciated
04:26:25Platskies has joined
04:26:40kaenumm not with an actual float
04:26:45kaenuse a double
04:26:47FordcarsSeriously guys thanks
04:26:52raptorkaen: really?
04:26:59kaenI think floats have max 7 sigfigs
04:27:12kaenthe IEEE ones anyway
04:27:21raptorbecause i'm seeing the FF editor problem, and I think it's a floating point issue
04:27:23kaensounds likely
04:27:33kaenFordcars, happy to help :)
04:28:16raptori wonder... if the floating points are then divided by gridsize (255) would accuraty go down or up?
04:28:50Fordcars:)
04:29:02kaengets more accurate closer to zero
04:29:12raptorhmmm..
04:31:58kaenwat had the idea of using ints for positions, which would eliminate this problem
04:32:31kaenhe said one unit per pixel, but our velocities are less than one pixel per frame.
04:32:38raptoryeah - but would that eliminate the ability to put FFs so close to a wall?
04:32:41kaenso we'd have to scale them...
04:34:13kaenthat seems like a rhetorical question, but we could put FFs directly on the wall
04:34:29kaenextremely close to the wall sounds undesirable.
04:34:33raptorsorry
04:35:01kaenit's okay, I'm hazy and unsure of my interpretations right now
04:35:02raptori mean, along the face of a wall... so they cannot be bursted
04:35:13kaenoh I see
04:35:16kaenno then
04:35:43kaenwell, in my head. the computer might not agree with me :)
04:35:46raptorour points are small enough to be OK, you think?
04:36:12kaenlike to fit into a S32?
04:36:16kaenhmm good question.
04:36:32raptorS32 is probably plenty...
04:36:37raptor2 billion?
04:36:43raptoryeah... plenty
04:37:03kaenyep
04:37:22raptorthe move to int would eradicate the 'weird space' you'd get to on those launcher maps
04:37:36kaenah yes
04:37:53kaenand it makes pretty much all of the position related code less fuzzy
04:38:07kaenbut like I said, one unit per pixel is not enough resolution
04:38:34raptorwait, why is that again?
04:38:46kaenI've done this with one of my own games before
04:39:01kaenand if any velocity is less than one pixel per frame
04:39:20kaeneven if the velocity is a float, it will get floored when added to the position
04:39:51kaen100 + 0.99f == 100
04:40:17raptorso stationary 'movement'
04:40:19kaenyes
04:40:24raptoror at least unwanted breaking
04:40:29raptor*braking
04:40:47kaenyes that's a good way to put it
04:41:36kaenwe could have each pixel be 255 units
04:41:41kaenthen for scaling just bitshift
04:41:47kaener, 256 units
04:41:51raptorhmmm...
04:42:03raptorthat doesn't seem so bad...
04:42:07kaenit's not
04:42:17raptorand probably much more performant
04:42:34kaenbitshifting can be faster than addition
04:42:56Fordcars Quit (Ping timeout: 245 seconds)
04:43:21raptoryeah actually, i was reading about that the other day...
04:43:50raptorin the context of taking advantage of the CPU pipeline by not using as many control statements and only using bitshifting
04:43:58kaenohhh that's cool
04:44:12raptorI'm not sure I completely understand how it's done, but my guess is partly magic
04:44:15kaenthat's a big thing with shaders
04:44:29kaencertainly magic and dark incantations
04:44:45kaenbut conditionals completely destroy the performance of shaders
04:44:54bobdaduckxD
04:45:05kaenbranches foil the SIMD paradigm
04:49:11raptorok bobdaduck just confirmed it's a float error
04:50:19raptorso would changing to double mitigate that a bit?
04:50:37raptorbut long run we need ints...
04:50:44raptorand get rid of gridsize
04:50:51bobdaduckI liked gridsize
04:50:54bobdaduckwhen it was functional
04:51:08raptormaybe we need a level parameter: LevelFileVersion 2
04:53:41bobdaduck Quit (Remote host closed the connection)
04:56:30kaenah good idea!
04:57:04kaenwat and I were talking about autodetecting based on whether a float was encountered, by that's much cleaner
05:00:04raptorthat way we can reduce logic over time...
05:02:25kaenso the editor plugin crash is because the quickmenu is set as both the previous ui and the current ui
05:02:45kaenand it's ondisplaymodechanged method recurses infinitely under that condition
05:02:48kaenits*
05:03:06raptorstack overflow!
05:03:16kaenindeed
05:06:05raptorOK, I'm going to get some raisins and water and finally finish porting the Lunar junk
05:29:35Platskies Quit (Remote host closed the connection)
05:32:40kaenoh cool -- another bug behind it
05:33:13kaenand one I can't even set a watchpoint for :x
05:33:30raptorblech
05:39:47raptorah Lua
05:39:55raptorthe language with no conventions
05:40:09raptorthe raw, unforgiving power!
05:40:53kaenI like it because I can hammer things together in two minutes and spend the next two hours debugging them.
05:41:02raptorbwhahaha
05:44:37raptorthe docs constantly make me feel stupid
05:45:09raptorlike reading the same sentence for 5 minutes when you're sleepy
05:52:09raptor!
05:52:11raptorhttp://www.tecgraf.puc-rio.br/~lhf/ftp/lua/#lua2c
05:54:26kaenwow
05:58:06kaenlua2c does not understand arbitrary Lua programs: it does not handle control
05:58:07kaenstructures (if, while, repeat, for), comparisons, or arithmetic operations,
05:58:37kaen^ in the README
05:59:45raptorheh
06:00:44kaenat its core is a single gnarly regex: local p='%s*(%d+)%s+%[(%d+)%]%s+(%w+)%s+([-%w]*)%s*(%w*)%s*;?%s*"?(.-)"?%s*$'
06:01:05raptorit's.. so.. beautiful..
06:01:46kaenand then it just routes the matches to some predefined strings.
06:01:46kaeninteresting piece of software though
06:02:12kaen:')
06:02:17kaenimnotgonnacry
06:33:40raptorok, I don't know what I'm doing...
06:33:45raptorbut it's compiling..
06:34:59raptorand segfault..
06:51:47raptorkaen: still up?
07:00:55raptoryay it didn't crash
07:05:27raptorI DID IT! thanks kaen!
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07:41:48raptoryay, one project down!
07:41:48BFLogBot 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
07:41:51BFLogBot Commit: 5363f19205a2 | Author: buckyballreaction | Message: Goodbye Lunar!
07:42:48raptorand with that, good night!
07:42:58raptor Quit ()
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14:04:39raptorbuenos!
14:16:35kaen Quit (*.net *.split)
14:18:33kaen has joined
14:29:20kaenmorning!
14:29:31raptorhi
14:29:39raptorLunar is gone! (yay)
14:30:11kaengood work!
14:30:43raptoralthough if you look at my commit, you'll see that I didn't come up with a very dynamic way of building those objects...
14:30:58raptorI'm still not sure how to do it in c++...
14:31:48kaensufficiently functional work!
14:31:52kaen:)
14:31:55raptorheh
14:32:04raptoralso, at about 1 in the morning
14:32:27raptorI found that writing down the the stack line-by-line helps one understand what's going on
14:32:58kaenthat's probably the best way you could traverse a heterogeneous struct like that.
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14:41:49raptorI shoudl work on a bug or two before I finish my next project..
14:42:15raptorthat list isn't getting smaller!
14:42:22kaensee what I mean!
14:43:24kaenthis 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
14:43:40kaenmaddening.
14:43:40raptorerror message?
14:43:51kaenvia displayErrorMessag()
14:43:54raptoryou mean like print to the console that it failed?
14:43:56kaenor whatever that function is
14:44:10kaenno like a message box
14:44:11raptoroh the warnings at the top of the editor... i never figured those out..
14:44:41kaenit properly shows a message box if the error occurs while getting the plugin's menu entries
14:44:58kaenand the code tries to do that if the error occurs while running the plugin, but it doesn't show up
14:45:15kaenyou hit save & run plugin and then it just goes back to the normal editor
14:45:27raptoroh really?
14:45:28raptorhuh
14:45:38kaeneven though it definitely calls the display message box function
14:45:41raptorobviously our editor plugins are still in a nacent stage...
14:45:47kaenas confirmed with a breakpoint
14:45:52kaencertainly.
14:50:01kaenwell, that effort stalled. time for some hg revert --all
14:50:43raptormake a quick backup!
14:50:47raptor(just in case)
14:50:54raptorhg diff > ../temp.diff
14:51:27kaentoo late!
14:51:50kaenit was like three lines of changes, and mostly to understand the problem better
14:51:57raptorah ok
14:52:03kaenrevert plays a crucial role in my bug fixing attempts...
14:52:10raptorhehe, mine too!
15:05:07kaenI just accidentally reimplemented my last (incomplete) fix using another completely different approach...
15:31:50Little_Apple has joined
15:32:00Little_Applebeep boop
15:32:32raptorhere you are Little_Apple: http://pastie.org/7454617
15:32:34FoOtloOse has joined
15:32:39FoOtloOsehai
15:32:39raptorchange the filename at the bottom
15:33:08raptorand for you FoOtloOse: http://pastie.org/pastes/7454626/text
15:33:48raptorFoOtloOse: you can change the 0,0 to any coordinate set you want...
15:33:49kaenooooh can I have one!?
15:34:10raptoruhhh
15:34:23FoOtloOseall mineeeeeeeeeeeeeeeee
15:35:10raptorthat first one is my logger script... but it uses io
15:40:29kaenDUNDUNDUN
15:47:18raptorsam686 is online!
15:50:35sam686 has joined
15:50:35ChanServ sets mode +v sam686
15:51:35raptorwelcome sam686!
15:55:51FoOtloOse Quit (Ping timeout: 245 seconds)
16:00:13raptorkaen: did you apply for GSoC? (If so, did you get in?)
16:12:58watusimotoif he didn't get in, who would?
16:13:04watusimotoand good morning all
16:13:09raptorhi watusimoto
16:13:09watusimotoand a special good morning to sam686~
16:13:18watusimotooops sam686!
16:13:28watusimotoneed to show the proper enthusiasm!
16:13:36raptorheh
16:18:07sam686good luck trying to make robots work with levelgen that teleport players around or add stuff that block paths..
16:19:32sam686gh
16:19:46sam686trying to chat in-game, oops..
16:21:11watusimotowe've talked about how we might deal with that
16:21:36watusimotowe might be able to remove /rebuild only some zones selectively to keep performance from lagging
16:22:12watusimotobut it is quite possible that the levelgens will get completely out of hand
16:24:05raptorwe may be past that point (and it's partly my fault)
16:24:45watusimotoit all depends whether the scripts get deployed widely, or exist in specific niches
16:28:53raptorno more Lunar!
16:29:06Little_Applefrom footloose: http://pastie.org/7455421
16:29:35raptoroh, that looks good!
16:29:44raptorshe probably forgot to do the command /clearcache
16:31:33Little_Applefrom me: http://www.youtube.com/watch?v=glXEzPajHXc
16:36:00sam686I 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...
16:36:47raptorstay warm!
16:45:16kaenraptor, student applications open on the 22nd
16:45:35raptorah ok
16:46:06kaenhave to find a project I could usefully contribute to...
16:47:08kaenooooh OGRE
16:47:10kaenI love ogre
16:47:51raptoroh look at that OGRE did make it in..
16:48:23raptorfreeorion uses OGRE - and it's a pain to get set up sometimes
16:48:31kaendefinitely
16:48:52kaenI also don't like its enforcement of config files
16:49:06raptor^^ that is what makes it difficult for packaging
16:49:47kaenbut, having used irrlicht, panda, and some others, I'll say that OGRE is the easiest to intertwine with other systems
16:50:12kaenparticularly third party physics systems
16:50:23raptorit's just graphics right?
16:50:28raptorif i remember..
16:50:57kaenit has some physics stuff built in too (basic scenenode clipping and that sort of thing)
16:51:20kaenand then there are plugin-type things for Bullet and other engines
16:51:46kaenwow I wonder if I'd have a shot at working on the rails stuff
16:52:12kaenI imagine it will have a lot of interested applicants, much like the twitter stuff
16:52:22raptoroh yeah i bet
17:00:58raptoroh
17:01:33raptorkaen: remember talking about FFs and floating point issues yesterday?
17:01:40kaenyes
17:01:49raptorif an FF is put at location: 5 0
17:01:51kaenI had some additional thoughts on that, but please continue.
17:02:17raptorit is sometimes loaded as 5.0002234... 0
17:02:56raptorand that little bit there makes the difference with FFs requiring accuracy, like blocking off a wall
17:03:12raptorwould change it from F32 to F64 (double) make a difference?
17:03:15raptor*changing
17:03:19raptoras an interim fix..
17:03:41raptorand yes, I'd like to hear your thoughts..
17:05:36kaenwell, that's interesting because floats can precisely represent any integer that doesn't need to be truncated
17:06:09raptorwait
17:06:17raptorI may have explained it wrong
17:06:25raptorit was set at '5'
17:06:39raptorbut when loaded into the editor and resaved, it went to 5.0002...
17:07:05raptorso your concern was valid - my poor explanation
17:07:14kaenokay, that sounds like a product of the gridsize scaling
17:08:25kaenbut yes, it is possible that F64 would fix that
17:09:12kaenbut my thought was this: if we round all positions in level files to integers, they'll be loaded precisely
17:09:30kaenas long as they're small enough to fit in the significand of the float (24bits)
17:09:32raptormaybe the solution really is to rip out gridsize, use int (and 8bit per pixel), and use a new LevelFileVersion
17:09:52kaenI'm actually withdrawing my int suggestion
17:10:05raptoroh
17:10:13kaenkeep floats, round the saved positions to the nearest integer, no more gridsize
17:10:39kaenthe points will be loaded precisely, our velocity stuff still works, no scaling is needed anywhere
17:10:48raptorrounding to nearest int means... 1 point per pixel?
17:10:53kaenyes
17:10:55raptorat least for loading levels..
17:11:05kaenI'd just keep it that way all over
17:11:27kaenI don't understand the use case of gridsize in the first place, to be honest
17:11:40kaenor having a pixel be anything other than one unit
17:11:57raptorwatusimoto: do you know the history on the gridsize?
17:12:09raptor(I forgot it)
17:12:41watusimoto Quit (Ping timeout: 260 seconds)
17:13:04Little_Apple Quit (Quit: Page closed)
17:13:11raptori suppose that's a response..
17:13:22raptor:)
17:13:36kaenhehe
17:33:31raptori *think* gridsize was used as an easy way to resize levels without doing much work
17:33:47raptorsuper easy: open level file, change gridsize, done
17:34:01raptorwithout even needing to load the game
17:48:18raptorbut I'm not sure if anyone has used it in years..
17:59:27kaenthen I'm definitely for taking it out
17:59:36kaenand adding a better scaling mechanism if needed
18:00:06kaenctrl+shft+x works great for me though
18:00:12raptorshould we ask about it in the forums? if anyone uses it, etc.?
18:00:36raptorI'm sure we'll get the usual "resize messes up all the FFs!"
18:03:13kaensounds like a good idea
18:04:21raptorall right I'll start a post..
18:05:00kaenraptor, make sure to mention that it will enable fixing the forcefield stuff
18:05:26raptoryes, good idea
18:05:51raptorI think there are at least two FF problems: this floating point one, and a snapping math fail when resize/rotating
18:05:59raptorbut i'm not sure about that second one..
18:12:48kaensnapping is totally broken as far as I can tell
18:12:57raptoryeah... me too :(
18:13:01kaendragging a wall doesn't drag the attached items with it
18:13:54kaenoh wait -- that's intentional
18:14:06kaenaccording to UIEditor.cpp:1391
18:14:31raptorhuh
18:14:50kaenoh wait
18:14:59kaenthen it... reattaches them right after that?
18:15:07kaenjust engineered items
18:15:39raptorso, I feel that anyone should get a badge for fixing an editor bug - just my feelings when I hear someone looking at the code.. :)
18:16:37kaenthat's both funny and an accurate description of the difficulty
18:17:14kaenproblem is the "UI" system mixes interface logic with control logic
18:17:21kaenespecially in the editor
18:17:28raptorit's an entire application in one class
18:17:32kaenyes
18:17:35raptor(almost)
18:17:46kaeneverything but driver code
18:19:44raptorok: http://bitfighter.org/forums/viewtopic.php?f=4&t=1921
18:19:46raptorfeel free to edit
18:28:58Watusimoto has joined
18:31:53raptorWatusimoto: http://bitfighter.org/forums/viewtopic.php?f=4&t=1921
18:39:57WatusimotoAWESOME!!!!
18:40:21raptoras in... you want to remove it, too?
18:40:28Watusimotooh heavens yes
18:40:41Watusimotothough I am not sure that it causes the problem you suggest it does
18:40:43raptorhaha, ok
18:41:06raptorkaen and I have been discussing that we'd rip it out, and record ints for coordinates directly
18:41:29raptoralso put a 'LevelFileVersion 2' in the level files
18:41:34raptorso we'd know to use the better parser
18:41:49raptorerr, newer parsing
18:43:21Watusimotowe could also look for a missing gridsize param and cue off that...
18:43:27Watusimotobut a version would probably be more sane
18:43:37Watusimotoanyway, I'm all in
18:43:43Watusimotobut... more after dinner
18:43:45Watusimotolater!
18:43:57Watusimotoaaaaaaalllll iiiiiinnnnnnnnn!
18:44:20raptorheh
18:44:32raptoroh and... dinner before desert?
18:44:50bobdaduck has joined
18:47:41bobdaduckcool sam is here
18:48:40Watusimoto Quit (Ping timeout: 264 seconds)
18:57:43bobdaduckSo gridsize
18:58:09bobdaduckI 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
19:04:54raptorwe think it'll solve at least one of the FF snapping problems... but also it will reduce complexity across the game
19:05:04bobdaduckso rip it out
19:05:23raptori'd thought i'd do due-diligence with the forum post...
19:05:45bobdaduckNobody except Quartz and I even know what gridsize does
19:05:49bobdaduckor is supposed to do.
19:06:04bobdaduckI GIVE YOU PERMISSION TO TAKE IT OUT. YOU HAVE MY BLESSING.
19:06:08raptor:)
19:06:45raptorremoving it would neccesitate some minor UI changes: where would we put the editor lines now? along 255 still? etc...
19:07:14bobdaduckJust use 255 still... Its what everyone knows. No need to change it.
19:08:06kaen255 is way less intuitive than some multiple of 100
19:09:10raptori was thinking 250 :)
19:09:30kaen250 is reasonable
19:09:38bobdaduckAt 250 (I think) a ship can't fit through two grid squares. That's why 255 was chosen.
19:09:41bobdaduck(I think)
19:09:46raptorreally?
19:09:47kaeneven better, keep it as a configurable option and only have it affect where the lines are placed in the editor
19:09:49raptorhmm
19:09:56raptorkaen: good idea!
19:10:10kaenthat's what I thought it did when I first saw it
19:10:27bobdaduckThat's really all it does right now.
19:10:49kaenthat and cause floating point errors
19:10:55bobdaducklol
19:10:59bobdaduckyep
19:12:07bobdaduckSo just make it not cause floating point errors and we'll be good
19:12:11raptoractually 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
19:13:01raptorbecause it does look like gridsize is the culprit, but maybe it isn't...
19:14:08bobdaduckBut we want to rip out gridsize anyway
19:14:12bobdaduckSo lets do gridsize first
19:14:16raptorcorrect
19:14:19bobdaduckAnd see if that fixes it?
19:15:34raptoryes...
19:16:03raptorbut one consequence will be - in the level files, points won't be like so anymore: 1.1 2.2 3.3 4.4
19:16:42raptorthey'll be: 275 600 925 1400
19:16:59raptorthey'll match the /showcoords stuff
19:17:13raptorand the mouse cursor coords in the editor
19:17:28bobdaduckSo that'll be bad with old levels...
19:17:46raptorno - we'll still keep the loading of old levels properly
19:17:53bobdaduckThen I see no problem
19:18:05bobdaduckThat'll make programming levelgens and stuff easier
19:18:13raptoroh yeah
19:18:21raptoryou'll directly see many correlations
19:20:19bobdaduckSo remind me how to make anonymous wrapper functions or whatever you called them in order to pass args into Timers?
19:21:11kaenscheduleOnce(function () theRealFunction(arg1,arg2) end, 100)
19:21:20raptoryes!
19:21:22raptori LOVE that
19:21:55sam686can't completely get rid of gridsize when keeping it compatible with old existing levels..
19:21:57sam686maybe you could save levels as a gridsize of 1 instead of 255 maybe..
19:24:18raptoryeah we'll have to write some adapting code for legacy support
19:25:07kaenokay so I set MIN_GRID_SIZE to 1, but the level file still gets written with gridsize 5 if I set it to 1
19:25:41raptorhahaha
19:25:43kaensetting it to 1 would eliminate the error if gridsize is the only cause
19:26:45raptorso that means.... arbitrary min limit?
19:26:57raptorsomwhere
19:27:14bobdaduckI am not surprised.
19:29:49kaenokay so I was running the wrong bitfighter
19:29:57kaensetting it to 1 does not eliminate the error
19:30:18kaena FFP placed at 0.3 gets loaded properly to 0.3, but is written at .480005
19:30:25raptorwhoa
19:30:29raptorthat's horrible
19:30:31bobdaduckWait you're managing to duplicate it?
19:30:37bobdaduckI thought it was random
19:30:43raptor looks at editor snapping...
19:31:03kaenthere is always error, it probably just randomly falls outside of the epsilon
19:31:19sam686forcefield projector and turrets does snapping, which can kindof change position a little..
19:31:56kaen Point mountPos = pos - dir * 0.001f; // Offsetting slightly prevents spazzy behavior in editor
19:32:28kaenit's funny that this is to prevent spazzy behavior
19:32:37sam686editor has changed a lot, not sure if getting rid of offset will still cause spazzy behavior..
19:32:44bobdaduckIn the meantime, remind me to never load up "Space Station Five" in the editor ever again
19:33:00raptorah 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
19:33:01kaenengineereditem.cpp:638 for interested parties
19:34:28raptorah yes
19:34:31raptorah yes
19:34:41raptorremember I said it might involve a griddb bug?
19:34:48kaenyes
19:35:06kaenneutering that line changed the offset position to .480004 :P
19:35:15raptorha!
19:35:17kaenbut anyway, griddb bug?
19:35:29raptorwell when fixing an FF snapping error once, I found that the 'findObjectLOS' didn't seem to return what I expected it to...
19:35:35raptorlet me find the commit i made..
19:36:24sam686I think it was when the old editor was snapping to line edges which the edges goes inaccurate after going through clipper, merging, or something.
19:40:30raptori discovered it when making this change: http://code.google.com/p/bitfighter/source/detail?r=8cb4d8ac8a77
19:40:39raptorthe possible griddb bug
19:44:14sam686maybe 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.
19:56:28Watusimoto has joined
19:56:53Watusimotoraptor: what is the problem you suspect gridsize of causing?
19:57:06raptorI think kaen just verified it doesn't cause it...
19:59:01bobdaduckSo this sequel to RTS
19:59:08bobdaduckDoesn't even fit on my screen if I zoom all the way out
20:00:01bobdaduckAnd I'm planning on making the entire map manually, rather than making a fourth of it and then pressing R four times
20:05:22sam686usually pressing Z could zoom out farther then the zoom out limit, I thought..
20:06:27Watusimotohey sam686: you should ask bobdaduck to show you his sword level
20:09:58bobdaducklol
20:10:03bobdaduckI'm at work
20:10:08bobdaduckSo I can't right now
20:11:39bobdaduckWhat kind of value does it return if I get a ships loadout?
20:20:44Watusimotoyou should get a list of numbers which correspond to the enum values of weapons/modules
20:20:54Watusimotoin the form of M M W W W
20:21:03Watusimotosame order as you'd enter them on the loadout menu
20:21:37Watusimotono wait... you get a LuaLoadout object
20:22:01Watusimotoand that has various methods for interrogating it
20:22:19Watusimotowe have about 30 ways of representing loadouts internally
20:22:26bobdaduckxD
20:22:29WatusimotoI'm working at this moment to reduce that number to 28ish
20:22:35bobdaducklol
20:42:06kaenokay I finally figured out why the error messagebox isn't showing up when running plugins
20:42:50kaensaveAndQuit callback in UIEditorMenus calls reactivatePrevUI()
20:42:57kaenso the message box is clobbered by that
20:43:16kaenbut the other quickmenus use that callback so changing it means changing them too
20:44:04kaencan I just display the error with setSaveMessage(..., false) ?
20:44:18kaenphysically I can, but may I?
20:45:08kaenWatusimoto, ^
20:45:45Watusimotodo what ever you think best ;-0
20:45:47Watusimoto:-)
20:46:13kaenokay
20:46:51WatusimotoI'm not totally clear on the details of your question, but my attitude is generally what would make the best experience for the user
20:46:55Watusimotoand I go from there
20:47:19Watusimotothe ideal platonic user, as I imagine him or her
20:47:32bobdaduckGuys this map is bigger than my ego
20:47:44kaenyou're lying bob
20:47:50kaenthose coords wouldn't fit into a F32
20:47:59kaen:)
20:48:00bobdaducklol
20:48:47bobdaduckSee I'm stuck with a touch decision here.
20:48:50bobdaduck~tough
20:48:59bobdaduck[1:53:50 PM] Jon Hansen: This could either be a "retardedly insane" project, or a "stupidly retardedly insane" project
20:49:18bobdaduckAnd I'm very indecisive on which it should be.
20:49:57bobdaduckWhy I enjoy taking on projects this big is beyond me
20:51:14bobdaduckThis will probably take six hours for the barriers alone, levelgen script aside
20:52:09kaenI've spent easily six hours trying to get an error message for an obscure condition to appear in the editor...
20:52:14kaenI'm in no place to judge.
20:52:24bobdaduckxD
20:54:54Watusimotokaen: welcome to my world!
20:55:03Watusimoto1 week to get some numbers to line up right!
20:56:01kaenall I can fit in to the "save message" is "An error occurred while running the plugin"
20:56:21kaenalternatively, "press [/] to see plugin errors"
20:56:57Watusimotowhat sort of errors are we talking here?
20:57:06Watusimotolike what's an example
20:57:20kaenlua crashes
20:57:28kaenwhile executing plugins
20:58:02kaen"Plugin Error: press [/] for details" fits
20:58:41kaenthe old message is "Error Running Plugin" -- "See the console (press [/]) or the logfile for details."
20:59:06kaenbut of course it is never displayed...
20:59:59bobdaduckWhat DnD class would use engineer?
21:01:31kaenartificer
21:02:35bobdaduckhm
21:02:40bobdaduckblacksmith?
21:03:33Watusimotokobold charmer
21:03:55kaenI've never heard of a blacksmith class
21:04:07WatusimotoI've never heard of an artificer
21:04:15kaenIt's from Eberron
21:04:32Watusimotoi just know wizard, cleric, fighter, thief
21:04:39bobdaduckI've never heard of a kobald charmer
21:05:15bobdaduckThink I could stretch cloak + engineer to be a rogue?
21:05:19kaenalso, I will deny this conversation ever happened
21:05:23bobdaduckxD
21:06:24fordcars has joined
21:07:22bobdaduckI was thinking cloak + boost but I have that down as ranger...
21:09:39bobdaduckGuys this is serious!
21:10:36BFLogBot Commit: 9e0fb3d2e9fc | Author: kaen | Message: fix error message display when an editor plugin crashes during main() execution
21:11:39Watusimoto Quit (Ping timeout: 248 seconds)
21:14:12fordcarsdo plugins still work? I found not a word about plugins in the editor
21:15:09kaenthey work great!
21:15:20kaenalthough the API needs to be brought up to speed with levelgens
21:15:36kaenI made a parametric object generator plugin
21:15:49kaenturns bitfighter into a graphing calculator with walls, lineitems, and zones
21:16:17kaenI'm going to make a radial one, too
21:16:27kaenwhich will hopefully be easier to use
21:17:57fordcarsreally? nice! I was going to test out plugins when I found not a single word about them in the instructions (editor)
21:40:46kaenraptor, can you tell me how EngineeredItem.cpp:1270 actually sets the heal rate for the item?
21:44:21raptoralright, what did i miss?
21:45:37raptorkaen: the idle() methods for EngineeredItems are called and heal themselves at whatever teh interval is
21:46:01kaenyes, but I mean that function does not appear to actually set the heal rate
21:47:47kaenI'm trying to figure out how to test it right now...
21:49:26raptordefine 'sets' heal rate? the mHealRate member
21:49:27raptor?
21:49:42kaenyes
21:49:46raptorand there's the mHealTimer
21:50:08kaenit doesn't appear to set anything
21:50:10raptorbasically from a menu it calls: doneEditingAttrs
21:50:22kaenno, it's the lua binding
21:50:36kaenEngineeredItem#lua_setHealRate
21:50:45raptorok, my brain needs to back up - what is the problem?
21:51:06kaenhttp://pastie.org/7458598
21:51:17raptoroh y es
21:51:19raptorok
21:51:29raptorthat probably never worked...
21:51:32kaenok
21:51:34kaenI'll fix it
21:51:40kaenonce I verify that it's broken
21:51:41raptori remember fixing the setHealth method
21:51:45raptorit had the same issue...
21:51:49kaenalso, the lualevelgen docs are blank for me
21:51:57kaenwhat's the method to find an item by its ID?
21:52:03raptorgetClassId
21:52:13raptoroh uh
21:52:19raptorfindGlobalObjects?
21:52:49raptorLuaLevelGenerator.cpp:375
21:52:53raptorhas the methods there..
21:53:02kaenfindObjectById
21:53:07raptorlooks like i was wrong, it's: findObjectById
21:53:09kaenmakes sense :|
21:53:12raptorheh
21:53:35raptorbut if you're referring to the bug I wrote down
21:54:09raptor#26 on the current list
21:54:52raptorwe need a griddb search for any object of a type like what's in robot.cpp:1178
21:54:58raptorS32 Robot::lua_findGlobalObjects(lua_State *L)
21:55:21raptormaybe I'm talking about somethign different than what you're working on..
21:55:33kaenindeed, I'm working on regenerative item rendering
21:55:42kaenfilling in the triangle and semicircle clientside
21:55:58kaenI need to flip a bit on the mask whenever the healrate is set by lua
21:56:13kaenand I just confirmed that it does not work
21:56:55raptorStatusMask
22:00:56bobdaduck Quit (Ping timeout: 245 seconds)
22:02:22kaenI was just going to add HealRateMask. is StatusMask already declared further up?
22:03:14kaenI'll have to add logic to trip the mask either way
22:04:00raptorI think the statusMask just refreshes any attributes clientside handled way up in TNL... but i'm not sure
22:04:16raptorthere should be a comma in that sentence somewhere
22:04:25kaenwell there's a HealthMask too
22:04:53kaenbut it's tied to some logic already
22:05:14bobdaduck has joined
22:28:46fordcars Quit (Ping timeout: 245 seconds)
22:52:59kaenwell, we'll see how this goes...
22:53:01BFLogBot Commit: b6984aeba5a7 | Author: kaen | Message: fill in forcefield projectors and turrets when mHealRate > 0
22:53:22raptorinteresting!
22:54:15bobdaduckReally?
22:54:18bobdaduckcool!
22:55:23kaenI should have split it into two commits :x
22:55:35kaenbecause that also fixes setHealRate() in lua
22:56:13raptorhttp://sam6.25u.com/upload/1screenshot_15.png
22:56:32raptorI think the FF triangle needs the outer lines..
22:56:55bobdaducklol
22:56:59kaenI think they both need them :x
22:57:03bobdaduckI was thinking make the fill slightly darker
22:57:06bobdaduckor lighter
22:57:10bobdaducklike the way walls do it
22:57:12kaentranslucent
22:57:22kaenmaybe based on the regen rate?
22:57:37bobdaduckThat would be a good way to indicate regen rate
22:57:49bobdaduckI'm thinking make the fill a lighter color from the lines
22:57:58raptorI think the dimming of the outline like with the originals might suffice
22:58:30kaendimming of the outline?
22:58:34kaenlike when they're disabled?
22:58:46raptoryes
22:59:03raptoroh wait... you said 'regen' rate, not 'health' rate...
22:59:05raptorhmmm
22:59:55bobdaduckLike make the fill a lighter color and transluscent based on heal rate
23:02:13sam686Why is PullEventBuffer.cpp mostly a copy of main.cpp?
23:02:25raptorwhat is that?
23:02:33raptorI've never even heard of that class...
23:02:55raptori don't think it's used
23:03:18sam686I found it when doing a search.. appears unused.
23:03:42raptormaybe it was an old experiment of yours :)
23:03:58kaenblech. I have to install fglrx to test the rendering properly...
23:04:27raptorwhat distro are you using now kaen?
23:10:15bobdaduckRaptor can you save me some time and write a code snippet for me?
23:10:22raptoruh perhaps
23:10:31raptorwhat is wanted?
23:11:10bobdaduckfunction is tankNinja()
23:11:10bobdaduck if(ship:getLoadout == blah)
23:11:10bobdaduck return true
23:11:18raptorha
23:11:38kaenubuntu
23:11:41raptorhmm... let's see
23:11:41kaenbrb killing x
23:11:48raptordie X die
23:11:49kaen Quit (Read error: Connection reset by peer)
23:11:54bobdaduckI'm so excited for this level
23:11:56bobdaduckxD
23:12:08raptorok, so... you've not worked with loadouts before, probably..
23:12:21bobdaduckRight
23:12:24bobdaduckThat's why I'm asking xD
23:13:39bobdaduckTankNinja loadout is armor cloak with seeker primary.
23:15:03kaen has joined
23:15:12kaenkernel panic as X was restarting
23:15:19kaenthat's a good sign.
23:15:28bobdaduckWorking off current estimates, this map will be a retrieve with over 64 flags
23:26:02raptoruhhh
23:26:05raptori can't test
23:26:09raptorloadouts are borken
23:26:17raptorthanks watusimoto!
23:26:26raptor(testing with 018a now...)
23:27:47bobdaduckhm?
23:27:51bobdaduckxD
23:28:09raptorbobdaduck: this works: http://pastie.org/7459062
23:28:11raptorin 018a
23:28:14raptorenjoy!
23:28:20bobdaduckExcellent!
23:28:58bobdaduckSave me so much time
23:29:00raptorok heading home...
23:29:04bobdaduckMaybe I'll finish this by sunday!
23:29:12raptoryeah, i charge like $200 an hour
23:29:13bobdaduckAssuming I don't sleep.
23:29:25bobdaduckI pay you in stupid levels like Rave party
23:29:32bobdaduckIts what we agreed to
23:29:35raptorha!
23:29:38raptorok gotta run!
23:29:47raptor Quit ()
23:37:11kaenbobdaduck, http://sam6.25u.com/upload/1screenshot_29.png
23:37:38bobdaduckSure looks a ton better
23:38:05bobdaduckmight be a bit too subtle though... what's the regen on the third set at?
23:38:43bobdaduckoooh okay idea
23:38:48bobdaduckCan you make it pulsate?
23:39:00bobdaducklike the light color fade in and out, and pulse faster with faster regen?
23:39:48BFLogBot Commit: 1ad9045332b2 | Author: kaen | Message: improve heal rate fill effect for forcefields and turrets
23:39:51kaenmaybe later
23:40:03kaenI'm checking things off, not tacking them on :P
23:40:09bobdaduckxD
23:40:37bobdaduckI'm just thinking that the third I can't even tell unless I look closely, so something a little more flashy might be better
23:42:21kaenmaybe just shade them all the same?
23:44:49bobdaduckThat would work too, but wouldn't indicate regen rate.
23:45:01bobdaduckWhich isn't too great a sacrifice. Just slightly less than ideal.
23:51:31raptor has joined
23:51:31ChanServ sets mode +o raptor
23:52:03bobdaduck Quit (Remote host closed the connection)
23:53:50raptormight i suggest *not* pulsating
23:56:31kaenI hope you sensed my reluctance...
23:59:37raptorthe shading seems quite adequate, especially since this might not really be a big problem (players caring about regen rate)
23:59:57raptora simple "oh, it's a regen turrent" would probably suffice

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