#bitfighter IRC Log

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IRC Log for 2013-10-21

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08:32:15watusimotohello
08:32:34watusimotoraptor: do you know the status of kaen's geometry
08:32:37watusimotougrade?
08:33:03watusimotoI'm wondering if that might be the resolution to the coordinate issue in the bug tracker
08:33:28watusimotoI know it won't fix the underlying problem (which I think I understand) but it might make the symptoms bearable (i.e. no crashes)
08:35:28watusimotoanother solution might be to use doubles in the editor
08:35:33watusimotoor possibly ints
08:45:53raptorhi
08:46:38raptorwatusimoto: I do not know the status
08:47:08raptorI think he did get it to generate zones once, but not handle the complicated issues yet (like holes in holes)
08:49:27raptorwe could use doubles in the editor, but I don't think that will help because I think the precision loss is too large for it to be just a float problem (but I may be wrong)
08:53:15raptorand you said it only does it with polywalls not other geom objects? (I should verify..)
08:53:59watusimotoI think it is a float problem -- I looked at how the math works, and it seems consisstent
08:54:52watusimotowhen you move an item A, and move it to location B, the math does not work as A = B (which would eliminate the issue), but rather A = A + (B - A), which introduces a tiny precision loss
08:55:18raptoryeah, but that large of a precision loss??
08:55:21watusimotoand each frame you are dragging, that compuation gets done again, so those tiny losses are introduces multiple times
08:55:58watusimotoso in my experiments, I get a loss that looks to me like it is the "next" F32
08:56:28watusimotobut because the problem depends on many factors, it is inconsistent to reproduce; sometimes the error is larger, sometimes it is 0
08:56:31raptoryeah but it amounts to a loss of 0.5 points in some cases
08:56:37raptor(255 * 0.002)
08:56:46watusimotoIt may be larger if you are further from 0
08:57:13watusimotoalso, I only tested the initial precision loss -- the step 1-3 loss in the steps you outlined earlier
08:57:17raptorwould there be a way to detect the snap an equalize the point?
08:57:23watusimotosaving seems to compund the issue
08:57:28raptoryes
08:57:49raptorI think if 1-3 were solved, it may be OK the rest of the way..
08:57:54watusimotosnapping is first of all complex
08:58:02watusimotobut specifically, no
08:58:03raptoroh yes
08:58:12watusimotoimagine you are dragging a triangle
08:58:16raptorthat's why i couldn't find the appropriate code..
08:58:24raptorimagining
08:58:27watusimotoand snapping it to another identical triangle
08:58:32watusimoto(my test case, btw)
08:58:53watusimotoit would be possible to snap the point being dragged to the destination point (probably) with a little recoding
08:59:33watusimotobut the other points would not be cleanly snapped unless we manually snapped all three points to whatever happened to be nearby. Which would almost always be wrong
08:59:59watusimotomanually is the wrong word
09:00:09watusimotojust remove it from the statement above
09:00:30raptorok, that makes sense
09:00:41raptorand i can see how that could be a float problem
09:01:05watusimotothe solutions I see fall into two camps: 1) use ints or somesuch to eliminate these issues or 2) find ways to tolerate the issues so they don't mess things up downstream
09:01:29raptorbut in reality the snapping case is probably the only one that would happen
09:01:36watusimotoyes
09:01:43watusimotoand only when dragging
09:01:45raptoryes
09:01:47raptorso
09:01:50watusimotoI think when placing a new item it is not an issue
09:02:02raptorlet's say we use ints
09:02:16watusimotoand for most things, a small offset has no consequences whatsoever
09:02:23raptordo we upscale all points by 1000 in the editor?
09:02:29watusimotoyes
09:02:47raptormaybe we should use longs
09:03:00watusimotoor impose a sane max level size
09:03:16watusimotoif we're using S32s, then the max level size would be S32MAX / 1000
09:03:21watusimotowhich is pretty big
09:03:32raptori don't know.... 4 million points might n ot be enough...
09:03:49watusimotoespecially if the game is running off floats which get really weird too far from 0,0
09:04:24raptoryes, true
09:04:37raptorints are nice... it's why clipper is so fast and accurate
09:04:49watusimotobut we're probably getting rid of clipper
09:05:04watusimotobut yes, they are nice
09:08:08raptorwould using ints + 1000 scaling factor be better or worse performance than doubles?
09:08:24watusimotoin the editor? I think it would hardly matter
09:08:43watusimotodoubles would be easier to implement
09:09:22watusimotobut probably not easy
09:10:01raptorwell with doubles we wouldn't need to constantly convert from S32 <-> F32
09:10:40watusimotobut if we can elminate the downstream problems, we can live with what we have, no?
09:11:08raptorthat seems like a bigger gamble
09:11:14raptorbecause the problems start with the save file
09:12:11watusimotoone easy thing to try would be to, after a drag operation, try snapping all the dragged vertices to existing vertices within a tiny tolerance
09:13:05watusimotoaother thing would be to try to group the coordinate calucations after the drag-and drop operation; you do the drag and drop as now, but then go back and recalculate the total offset once so it becomes one calculation instead of hundreds of tiny ones
09:13:27watusimotosince our problem seems to be isolated to this one operation, we may be better off in the short term fixing that rather than redoing the whole editor
09:15:00watusimotobecause that will introduce an entirely new set of bugs
09:15:31raptorheh
09:18:49raptorI still think if we can equalize the floats on the snapped case, it'll solve most of our issues
09:19:07watusimotoyes, I agree. that's where we should focus our efforts
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09:28:01raptorso where can I find the logic with the snapped case?
09:28:13raptorbecause i was going round and round trying to find it a couple nights ago
09:33:32watusimotoPoint EditorUserInterface::snapPoint(GridDatabase *database, Point const &p, bool snapWhileOnDock)
09:33:38watusimotothat's the main fn, I think
09:34:23watusimotolook inside the if(mSnapContext != NO_SNAPPING) block
09:35:35watusimotothat fn is probably ok -- it just returns the point to snap to
09:36:28watusimotothe problem is probably where it is called from onMouseDragged()
09:36:55watusimotodown in the part after the SDL_SetCursor(Cursor::getSpray()); call
09:37:45watusimotomore specifically in the else// larger items section
09:38:05watusimotothat statement and the translate just below are what need to be changed
09:38:57watusimotoafter looking at it again, the translations aren't additive... that is, we always calcuate the transate offset by comparing the current location to the original location
09:39:33watusimotono, scratch that
09:39:41watusimotothe translate is incremental and additive
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09:50:24watusimotoI think the main problem is we don't have the objects' original location anywhere, only the location of their most recent drag
09:50:44watusimotohowever, we might sock soemthing useful away when we start dragging an obj
09:55:48watusimotowe have it: mMoveOrigins
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09:56:44watusimotoso you can use a combination of mMoveOrigins and mMoveOrigin and the snap point to snap objects in one go rather than bit by bit as they are dragged
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11:44:26raptorhello again
11:54:51HylianSaviorhi
11:59:20kaenhi
12:04:12HylianSaviorso bf is still under active dev huh
12:04:16HylianSavioris it all C++
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12:17:46Watusimotoraptor: did you do any work on the snapping stuff? if not, I can take a look
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12:38:40raptorhi
12:38:45raptoryou lefT!
12:39:37raptorHylianSavior: bitfighter is mostly C++ with some C, Lua, python and PERL thrown in
12:43:34raptoractively developed, yes!
12:47:41HylianSaviorC++ is scary though ;-;
12:48:16raptoryes, very scary - i learned it through working on bitfighter :)
12:48:21HylianSaviorare there non C++ things i can contribute to
12:48:59raptoroh sure - are you good with scripting languages?
12:49:10raptorbecause our bots and editor plugins are run in Lua
12:49:26raptorand our main bot s_bot needs more brains
12:49:29HylianSaviori know ASM, C, Java, Python, Lisp
12:49:36HylianSaviori could probably pick up lua
12:49:41raptorLua is cake
12:50:33raptoreven bobdaduck picked it up...
12:53:11kaenwhy on earth did you learn ASM?
12:53:22kaenand how is C++ scary after that
12:53:28raptor(and he thinks c++ is scary..)
12:53:35raptorheh
12:54:12kaenASM is in one sense scarier, but only because there is usually only a few right answers mixed in with a million ways to get it wrong
12:54:42kaenwith C++ there's at least a human-readable grammar (and named identifiers...)
12:56:00kaenI did learn some ASM though back when I was just getting into compiled languages. It was interesting from a purely academic standpoint
12:56:36kaenwriting a silly little Class with some method invocations, disassembling the exe with gdb and witnessing first-hand the black magic of virtual dispatch
12:58:07raptordark, dark stuff
12:58:16kaenalmost sinister
12:59:27raptorooo players!
12:59:31kaenand then there's dynamic symbol resolution... on linux that involves a field of these little resolver stubs that scan the virtual address table for the final address of the desired function on the first invocation of a dynamically loaded symbol
12:59:49kaenmildly interesting stuff.
12:59:51Nothing_Much has joined
13:00:09kaenI try to play with those guys but all I ever do is scare them away...
13:00:35raptorha, that's what it feels like for me, too
13:01:35kaenI try to make small chat, show them how to disable my forcefields, sometimes I even purposefully fire right by them
13:01:37kaenno dice.
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13:18:27raptorWatusimoto: I did not get to work on it (I had kid duty and now I'm at work)
13:26:33Watusimotook
13:26:51WatusimotoI'm working on soemthing else at the moment
13:27:07Watusimotobut I may be able to see if I can fix things later
13:28:09raptorthank you for your in-depth search, though, i wasn't expecting that..
13:29:31Watusimotono worries
13:29:53Watusimotokaen, are you around?
13:30:30Watusimotooh wait, now I remember
13:31:15kaenI'm around
13:31:44WatusimotoI was going to ask you how to retrieve a level's rating, but them remembered we disucssed the server should send it
13:32:00kaenok
13:32:08WatusimotoI was looking for a http method
13:32:17Watusimotobut... that would be wrong
13:32:19kaenyou mean the master, right?
13:33:22WatusimotoI might mean that
13:34:13Watusimotothe master has the data, so yes, I suppose it should be a direct request from c2m
13:34:45WatusimotoI hate working on the master :-(
13:34:52Watusimotoso fraught with danger
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13:35:14kaenyeah :/
13:35:45raptoryou can survive it - I've done it many times now
14:29:54Skybax has joined
14:30:02SkybaxGoodmorning
14:30:48Nothing_Much has joined
14:34:18kaenmorning!
14:35:19kaenexcept that it's 1:30 pm here :P
14:36:44Nothing_Muchkaen, did you move?
14:36:57kaennope
14:37:01kaenstill in WA
14:37:10Nothing_Muchohh, I thought you were on the east coast!
14:37:13kaenhah
14:37:31kaenmaybe someday...
14:37:42kaenfor now I live in the greatest state in the union :)
14:38:51Watusimotowhen did you move to oregon, dude?
14:39:59kaenhahaha
14:40:13kaenoregon is a very narrow second
14:46:10kaensurely you've seen this, Watusimoto http://www.youtube.com/watch?v=AVmq9dq6Nsg
14:46:33kaenit also applies to most of the Washington coast and parts of Downtown Spokane (near the Riverside)
14:47:10kaenwhere the local Anarchist club holds weekly meetings in the Community Building...
14:48:29WatusimotoI have. https://www.youtube.com/watch?v=V3nMnr8ZirI
14:49:36SkybaxYeah kaen it was 1:30 here too but I had just woken up haha
14:51:24kaenahaha
14:52:18SkybaxAn Anarchist Club seems contradictory
14:52:34Watusimotoplease show your membership card at the door
14:53:24kaenI can't remember the name, but it was sponsored by some larger national Anarchist organization marketed to youngsters
14:53:49WatusimotoThe International Anarchist Guild, if I remember correctly
14:54:08Watusimotoyou start out as an apprentice and work your way up
14:54:20Watusimotoyou train with a master
14:54:27Watusimotoand learn the craft
14:54:55kaenhahaha
14:54:57SkybaxThe redundancy of that blows my mind
14:55:33Watusimotokaen: are there any methods for retrieving rating stuff from the database?
14:55:41kaenhe was joking, Skybax :P
14:55:44kaenWatusimoto: nope
14:55:52Watusimotoexcellent!
14:56:09Watusimotoa player's rating will always be -1 0 or 1, right?
14:56:39kaencorrect
14:56:44kaenah, found it! http://www.crimethinc.com/
14:56:46kaen.com
14:56:48kaenanarchist
14:57:20kaenthat's part and parcel of the hypocrisy
14:59:24kaenit's even got a 1984 reference in its name and distributes literature with that faux screen-printed style
14:59:35kaenman I forgot how ridiculous these guys are
15:00:34Watusimotoawesome1
15:02:06kaenincluding this internet-famous ideological gem about to comport yourself when being arrested: http://www.crimethinc.com/old/police/when_dealing_with_police.pdf
15:04:00Watusimotothough this is pretty cool
15:04:01Watusimotohttp://www.crimethinc.com/prism/
15:05:08kaenalright, you got me
15:05:11kaenthose are pretty cool
15:05:21fordcars has joined
15:06:07SkybaxHai ford
15:06:11Watusimotothis is probably a more useful guide to dealing with the police
15:06:13Watusimotohttps://www.youtube.com/watch?v=igQDvYOt_iA
15:06:41fordcarsHai
15:07:13SkybaxDid you get your house done? x)
15:09:50fordcarsNpt yet :PPP
15:10:10kaen"obey the law"
15:10:15kaenpretty much my entire strategy.
15:10:21SkybaxYep yep yep
15:12:18raptoroh no, pleiades was publically posted...
15:12:40kaenyeah...
15:13:00kaennot quite the slashdotting I had expected though :)
15:13:16raptoruhh... does that mean wiping it before release can't happen?
15:13:50kaenhmm
15:14:18kaenok, maybe I should add a beta banner
15:14:28kaenwith a nice visible warning about the pre-release wipe
15:19:12Watusimotohey kaen, I can't tell if this was intentional or not:
15:19:23Watusimotoin c2mRequestHighScores
15:19:25WatusimotoHighScores *hightScores = getHighScores(3);
15:19:39Watusimotohigh==>t<==Scores
15:19:47Watusimotothere is also a static called highScores
15:19:49raptorhaha
15:19:53kaenheh
15:19:56Watusimotoboth are used in that method
15:20:01kaenoh wow
15:20:08Watusimotobut I can't really tell what was intended
15:20:10kaenwow that's crazy
15:20:28kaenI don't think I wrote that, but it seems unintentional from that line
15:20:37raptorif I coded it, it was unintentional
15:20:54raptori would have done something like highScoresT
15:20:59Watusimotoah, it looks like hightscores is a pointer to hightscores
15:21:20WatusimotoI think this is your code... isBuzy
15:21:26Watusimotothat that look like something you'd write?
15:21:38raptorhaha, not sure
15:21:42Watusimoto(again, can;t tell if it's busy or soemthing a bee would do)
15:21:50raptori remember writing the initial high scores code, but you made several modifications
15:21:56Watusimotoa bee isBuzy
15:22:04WatusimotoI definitly would not use isBuzy
15:22:19raptoreasily attributed to late night coding by either one of us... :)
15:22:19kaenclearly there should be two z's there
15:22:34Watusimotoeither way it's wrong! :-)
15:22:34raptoractually, there is a way to find out..
15:22:47Watusimotothis uses some threading action I've never seen ebfore
15:22:54raptoruse 'hg annotate' on the file
15:23:43Watusimotook, I see what's going on... hightscores is not supposed to be highscores
15:23:51Watusimotothey're different things
15:23:57Watusimotobut I think one is getting a rename
15:24:02Watusimotoand I know which one :-)
15:24:35raptorwhat class file are you in?
15:25:08Watusimotomaster.cpp
15:25:19Watusimotoline 1147
15:25:30Watusimotoor so (I've added some stuff)
15:25:55Watusimotorenaming hightscores to highScoresGroup
15:27:18raptorbehold: http://imagebin.org/274334
15:32:31WatusimotoI thought kaen wrote all that stuff
15:32:43Watusimotowell, I can get rid of the buz
15:32:50raptorha
15:33:19raptorI'm pretty sure I wrote the initial pass, then you and sam modified/fixed all my bugs (and introduced funny var names)
15:33:41kaenI haven't touched any of the highscore stuff. Any time I read "2m" my palms get sweaty and my pulse quickens
15:34:29kaenso I just sort of curl up in the fetal position and let a big kid handle it :)
15:34:37raptorhaha
15:35:22raptorI think I fixed/made it so CMake can compile the master locally
15:35:38raptorthen i point my INI to it and develop that way..
15:36:09Watusimotothe problem is this is all intertwined with our database, so hard to test locally
15:36:47raptorsqlite!
15:37:28raptoroh, uh, actually I do use a local instance of the bitfighter database, too
15:37:48raptori take one of the _phpbb and _stats exports
15:38:51Watusimotook, I may need your help figuring all that out... when it's time
15:39:34raptorare you on a linux box?
15:39:38Watusimotokaen, one flaw with our design
15:39:40Watusimotoraptor: no
15:39:52Watusimotobut I can work around that, I think
15:40:14Watusimotokaen: the design with sending ratings via http to enable pleiades caching
15:40:26kaenyes?
15:40:30Watusimotothe problem is that we cannot do caching on the master
15:40:43kaenhow so?
15:40:52kaenwhen would it be invalid?
15:41:07Watusimotobecause we don;t know when the ratings have changed, because all change orders go via http
15:41:15kaenoh ok
15:41:46Watusimotomaybe the client should send ratings to master, and the master can spawn off an http request to notify pleiades?
15:42:40kaenyeah that's ok... a lot more work for the server. I'm not sure that we'd net any performance savings by doing an HTTP request to save a DB query
15:43:18kaenespecially since the DB has good indexing
15:44:27kaenthere's a lot of string formatting to build the requests, and then there's a potential I/O block if it exceeds the loopback buffersize
15:44:50Watusimotosometimes requesting the high scores takes a loong time
15:44:59Watusimotobefore things are cached
15:45:04Watusimotonot sure what the hold up is
15:45:16Watusimotoonce cached, it's very fast
15:45:26Watusimotomaybe the db is asleep
15:45:32raptormaster vps has to wake up
15:46:28Watusimotocould be... though vps should already be awake because you're already talking to the master
15:46:41Watusimotoand it needs to be awake for that
15:47:18kaensounds like there's a lot of paging back and forth, depending on how complex those queries are
15:47:55kaenthey might just be legitimately slow queries that get a lot of mileage out of query caching.
15:48:51kaenespecially when you get into "JOIN" and "SORT BY" territory
15:49:24raptorif it comes from a 'veiw' then it's several queries at once
15:49:30raptor*view
15:49:46raptormaybe we should hack on 'materialized' views (or at least mysql's equivalent)
15:50:16raptorI mean several table joins (not queries)
15:50:45kaenah, there's a terrible memory
15:51:23kaenso yeah, joining and sorting tables on potentially unindexed columns is a likely culprit
15:51:42kaenbtw there's already a monthly "materialized view" for the /stats page
15:52:29kaenI can't imagine needing any more data than what's in that
15:52:48kaenalthough iirc highscores right now are weekly
15:52:56WatusimotoYES
15:52:59Watusimotosorry
15:53:00Watusimotoyes
15:53:19Watusimotomaybe we need a weekly materialized view
15:53:36Watusimotothough we also have week-to-date
15:53:37raptorit's a 'view' right now
15:53:53kaenmaybe we should work on just putting the master in charge of making those MVs
15:54:00kaenI already wrote the monstrous SQL for it
15:54:17raptorhow about database as files!
15:54:27raptorsimple text files it could write to...
15:56:02thread_ has joined
15:57:14kaenumm if we just have the master make the MVs (or set the triggers that do it) then the master can take advantage of the performance gains and the stats page becomes less fragile (the triggers have to be loaded whenever mysql gets restarted or the stats page never updates)
15:57:40kaen(couldn't tell if you joking or not, raptor, sorry)
15:57:43kaenyou were*
15:58:05raptor:)
15:58:18raptorI'm currently working with a system at work that is using plain text files in that manner
15:58:21raptorit's nice to edit
15:58:26raptorbut very clunky
15:59:11kaenyeah, it makes me uncomfortable
15:59:17kaenhopefully it's not the payroll system :)
15:59:26raptorheh
15:59:27kaenor maybe hopefully it is ;)
15:59:35raptorluckily i haven't had to touch that one yet...
16:00:11kaenmorning thread_ !
16:00:22thread_morning
16:00:32thread_or afternoon... depending on where you are
16:00:34kaen(it's always morning in #bitfighter)
16:00:40thread_ah
16:05:51amgine123 has joined
16:06:01amgine123hello
16:06:07amgine123anything new?
16:11:26Watusimotohi, not much
16:11:48Watusimotoso I'm kind of stuck on how to proceed. for each player, we need to numbers; their personal rating and the overall average rating
16:12:12Watusimotothere will tend to be a cluster of requests, and the average rating can be cached to be used in all those requests
16:12:21Watusimotobut the personal rating not so much
16:13:10Watusimotothe only way that would be reused is if the level is replayed, or player quits and rejoins (and perhaps both can be handled by local caching on the client)
16:13:22Watusimotoso the question is, do I make one or two requests to the databse?
16:13:53Watusimotoone is unavoidable (but cheap -- just find a record and pull out a value)
16:14:12Watusimotothe other is more expensive(averaging several records)
16:14:18Watusimotoso... maybe two requests?
16:19:30fordcarslater gtg
16:23:24amgine123hmm i think 2 would be better
16:23:55fordcars Quit (Ping timeout: 250 seconds)
16:24:38Watusimotoyeah, I'm doing it as two requests
16:25:33amgine123is layering possible in BF
16:25:42amgine123ie one object is displayed over another
16:26:19amgine123cause goal zones laoudout zones and regualr zones need to be layered under everthing esle it makes placing stuff imposible if you need large zones
16:26:46amgine123also is it possible to ake the grid be displayed on top of everything?
16:28:54raptorthere is no concept of a layering 'level' in bitfighter
16:29:42raptorhowever, all objects that occupy a specific location are sorted teh same way. so you get some consistency, like ships should always be above healthitems, etc.
16:29:47raptorrepairitems
16:33:22amgine123oh ok i just think it would be convenent if bolth the grid and zones were disaplayed unde evertyhintg esle if you ened 1 large zone persay yuo place it but then everything under is is hard to build or locate
16:33:32amgine123oops grid aqbove
16:33:41amgine123zones below
16:33:46amgine123like when you are playign a game
16:34:19amgine123would it be possible to implement that into the level editor?
16:34:31amgine123its very hard for when I need to do it
16:34:42raptorhave the grid show above items?
16:35:50amgine123yeah
16:36:00amgine123and zones below everything
16:36:10raptorzones no
16:36:21raptorthat has to do with the auto-sorting I mentioned above
16:36:26raptorthere isn't a concept of layering
16:36:34amgine123well it auto sorts wrong in the editor
16:36:40amgine123it places zones above everything
16:36:44raptorthat's how it works in game, too
16:37:03amgine123try placing a huge zone in hte level editor then try making a level under it
16:37:19amgine123and no it doesnt un game zones are under polywalls not above it
16:37:22raptoryes, that would be very hard
16:37:31raptortry making the level first, then placing the zone above...
16:37:57amgine123right but thats alot harder then it needs to be it would be more convient for level designers
16:38:17amgine123if auto sorting was somehow implemented in the level editor
16:38:59amgine123ive actully heard on ocassian complaints about that in game
16:39:11amgine123but its wuncommen
16:39:14amgine123uncommen
16:39:30raptorI'm not saying it isn't a problem - but I think the editor should show the exact same behavior as the game
16:40:05raptormaybe zones in the editor could be rendered semi-transparent or something..
16:40:20Watusimotokaen: would you sometime today write me two snippets of sql: one to get the average rating of a level with id "id" and antoerh that gets a player's rating for level with "id" given "player_id"?
16:40:32raptori'm talking about trigger zones, not loadout zones...
16:40:33WatusimotoI'm not going to finish this tonight, and don't need it immediately
16:40:38amgine123I guess what might work after all your right it should match the in game parameters
16:40:41Watusimotobut you can figure it out a lot faster than I can
16:40:58amgine123well it apollys to all 3
16:41:33Watusimotokaen: sorry given a player's name "name"
16:41:46amgine123Ugh I have the worst case of fatfingering
16:41:50amgine123Xd
16:43:16amgine123raptor IT does aplly to all 3 and you are right it should match the in game parametrs but while transparancy is a temp fix it doesnt match the main game although I dont know what is prgramable or not
16:43:42amgine123anyways just a idea i had its been a issue for a few versions but keeps seem to being forgot or put off
16:50:53amgine123well shoot how did tht happen i was playing a game and BF crashed
16:51:07amgine123weird
17:13:55raptorgotta go! later
17:13:59raptor Quit ()
17:17:00amgine123bbl piano lesson pc me for later
17:38:37kaen Quit (Read error: Connection reset by peer)
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18:04:29amgine123back
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18:29:19amgine123hi
18:29:31Skybax_Hi
18:38:37Nothing_Much Quit (Ping timeout: 252 seconds)
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19:27:48fordcars has joined
19:28:04fordcarsHeh, I am done my BitTown house
19:37:54raptor has joined
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19:46:59amgine123lurk
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20:22:16amgine123zzz zzz
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20:31:13Skybax has joined
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20:42:26Skybaxraptor, how does join (j) work in the editor?
20:42:28SkybaxI can't figure it out
20:43:21fordcars has joined
20:44:35SkybaxHey ford xD your house is small haha
20:44:49SkybaxThx for the submission tho
20:44:51raptorSkybax: i think it only works for polygon objects of same type
20:45:05Skybaxraptor, I'm trying to merge two loadout zones
20:45:19SkybaxI got it to work for walls, but the loadout zones won't merge
20:45:26raptoryeah, I think they have to be touching, and no holes in between...
20:45:44raptori mean, completely surrounded holes..
20:45:49raptorLET ME TEST
20:45:55raptoroops; let me test
20:46:03SkybaxSo could I use them to make a donut-esque loadout zone?
20:46:07SkybaxCause that's what I'm trying to do lol
20:46:13raptorha
20:46:15raptorno
20:46:16SkybaxExcept square
20:46:38raptorbecause wehn you think about it... how can a donut-like shape have one *continuous* line?
20:46:58SkybaxEvery donut has two continuous lines lol
20:47:03raptorexactly
20:47:10raptorand a single zone only ever has one
20:47:20raptorotherwise it's not a polygon
20:47:37SkybaxSo donuts aren't polygons?
20:47:42raptornope
20:47:50SkybaxI have to google this now ._.
20:48:13raptorthey fall under the category of polygon-with-a-hole
20:48:22raptorso it's basically two polygons
20:48:29raptorone cut out of the other
20:48:59fordcarsSkybax I was in the limits!!
20:49:23SkybaxFord, yes you were xD you were well below the limits lol
20:49:26fordcarsDonuts are easy
20:49:32SkybaxI think you were 520 of the 1020
20:49:33fordcars????
20:49:38fordcarsoh oops
20:49:50SkybaxHop on BF and I'll show you lol
20:50:11raptorok, gotta go...
20:50:16raptorsorry Skybax, no donuts
20:52:35SkybaxHahahaha ford xD
20:52:40raptor Quit ()
20:52:46fordcarsSkybax, just mercge a bunch of loadouts to make one loadout with lots of vertexes, then shape them into a curve, and make a donnunt
20:52:50fordcarsWhat sky?
20:53:00SkybaxYou were right, your house is 4 squares
20:53:04fordcarshah
20:53:07fordcarshahahahha
20:53:09fordcarsmhahahahaç
20:53:14fordcarsMHAHAHAHAHAHAHAHAHAHA
20:53:14SkybaxHowever, I said 4 squares by 4 squares
20:53:21fordcarsdoh
20:53:29SkybaxMeaning 4 long and 4 tall
20:54:25SkybaxYour house is 510x510, and I said 1020x1020
20:54:35SkybaxSo you filled up exactly half of your given space lol
21:15:55amgine123i need to make a doughnut for my level XD
21:19:18fordcarsSkybax, do I put a spawn point?
21:20:09SkybaxYou can if you want, or else I can place one for you
21:22:28fordcarsOk thanks
21:27:15fordcarsSkybax, my new house : http://pastie.org/8420280
21:27:23fordcarsHehehe
21:30:08Skybax Quit (Ping timeout: 245 seconds)
21:30:20Skybax has joined
21:30:48SkybaxAwesome
21:33:54SkybaxDone lol
21:34:06SkybaxNow I just need everyone else's submissions and I can give raptor the level x)
21:34:30SkybaxAnd ford, if you feel so inclined, feel free to submit anything else you might want to be put in the town lol doesn't have to be a house xD
21:39:32fordcarsSure!
21:45:07Nothing_Muchfordcars, How's your Pi?
21:47:09SkybaxPi is tasty
21:47:56Skybaxbobdaduck mentioned the need for a town square type thing lol
21:48:09SkybaxI think I'm gonna make BitForest
21:48:15Nothing_MuchAlso, hello everyone
21:48:21SkybaxHiya Nothing
21:49:24fordcarsHi Nothing!
21:49:42bobdaduck has joined
21:49:48fordcarsI don't know what to do when SDL doesn't compile :P
21:49:50bobdaduckWhy the knrl
21:49:55bobdaduckdo bursts explode
21:50:01bobdaduckWhen they hit a teleporter
21:50:03bobdaduck Quit (Remote host closed the connection)
21:50:25SkybaxHahaha xD
21:51:23Nothing_Muchfordcars, Oh darn :(
21:51:39Nothing_MuchI thought SDL2 was already available as a package on Raspbian
21:52:32fordcarsNO, it only works on Raspbian :P
21:52:35fordcars*No
21:53:32Nothing_Muchhttp://www.raspberrypi.org/phpBB3/viewtopic.php?t=58180&p=437288
21:54:22Nothing_MuchHave you tried that fordcars ?
21:54:50fordcarsNo, it uses sdl2, but I need sdl2 -dev
21:54:53fordcars:(((((
21:55:22fordcarsWait,
21:55:26fordcarsIt might work!
21:55:44Nothing_MuchBitfighter just needs to be pointed to the proper lib, I'm sure
21:55:48Nothing_MuchWhere the heck is kaen?
21:55:54Nothing_MuchHe's normally here all the time.
21:56:19fordcarsheh I don' t know
21:57:40Nothing_MuchHe's probably still setting up Ubuntu 13.10
21:57:49Nothing_MuchOr enjoying his sounds and stuff
21:58:33SkybaxHey fordcars, how good are you at text art?
21:59:32fordcarsuh, why?
21:59:42fordcars≧◔◡◔≦
21:59:49fordcarsHeh, nope
21:59:59fordcarsThat's Google
22:00:01SkybaxI need someone to make a water feature out of text with a big thing coming out of the middle for me to put the flag on lol
22:00:18fordcars_░▒███████ ░██▓▒░░▒▓██ ██▓▒░__░▒▓██___██████ ██▓▒░____░▓███▓__░▒▓██ ██▓▒░___░▓██▓_____░▒▓██ ██▓▒░_______________░▒▓██ _██▓▒░______________░▒▓██ __██▓▒░____________░▒▓██ ___██▓▒░__________░▒▓██ ____██▓▒░______
22:00:21fordcarsHAhahaha
22:00:31SkybaxCause BF doesn't have line items that make it easy to draw thing >.>
22:00:33fordcarsI guess Quartz could do that
22:00:47fordcarsI think Bf has a line item actually
22:00:53SkybaxIt does?
22:01:13SkybaxIs it in 019? Or in 018a but just hidden lol
22:01:19Nothing_MuchI have no idea what that says lol
22:01:52Flynnn Quit (Quit: Leaving)
22:04:37SkybaxI guess I could try going into the level code and adding a LineItem and seeing what happens xD
22:06:36fordcarsI think allot of people use them, but I don't know how haha
22:06:46fordcarsCheck out a level file that has one I guess
22:21:45Nothing_MuchHow is everyone?
22:26:45raptor has joined
22:26:46ChanServ sets mode +o
22:26:53raptorhold the squiggly ~~~~~
22:27:00raptorfor line items, then draw like barriers
22:27:02raptorok bye
22:27:08raptor Quit (Client Quit)
22:36:17amgine123bye
22:37:38Skybax Quit (Ping timeout: 245 seconds)
22:40:29amgine123 Quit (Ping timeout: 250 seconds)
22:43:45Nothing_Muchfordcars, did you try that thing I linked ya out?
22:44:16Nothing_Much*for the RPi?
22:44:47Skybax has joined
22:45:14Nothing_MuchBleep
22:58:17SkybaxYay squggly
23:18:28fordcarsNight guys!
23:18:31fordcars Quit (Quit: Page closed)
23:20:20Nothing_Muchg'night
23:23:53Skybax Quit (Ping timeout: 245 seconds)
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