#bitfighter IRC Log

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IRC Log for 2014-01-23

Timestamps are in GMT/BST.

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02:50:44amgine123!ideas
02:50:44BFLogBotTo enter a feature request: http://tinyurl.com/bfnewfeature -- To view all feature requests: http://tinyurl.com/bffeatures
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02:53:51amgine123hi
02:56:00fordcarsHi
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03:01:51amgine123bored
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03:27:20Guest93055awww crap
03:27:21Guest93055xD
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03:27:42fordcarslolwut
03:28:47amgine123lolwut
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04:18:01fordcarsLater, gonna make food
04:18:07fordcarsMhahaha
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05:22:09Nothing_MuchOi..
05:22:14Nothing_MuchHi everyone
05:24:59Nothing_Muchis that you kaen? :O
05:26:37Quartzy has joined
05:26:49Quartzykaen ! :D
05:28:03Nothing_MuchQuartzy: Yeah!
05:32:00fordcarsHellu
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06:05:09bobdaduckI WENT TO THE CIRCUS
06:05:19bobdaduckIT WAS AMAZING
06:05:22bobdaduckI RODE AN ELEPHANT
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06:05:35bobdaduckI WILL BE IN SENSORY OVERLOAD FOR LIKE YEARS NOW.
06:06:15bobdaduckCIRCUS.
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06:13:54fordcarsNIGHTY!
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06:33:45bobdaduckCIRCUS
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06:43:54kaenhi everyone
06:44:07kaenI was afk :<
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11:04:29ozbfHullo. Have you tried putting it on gog.com
11:04:33ozbfif you've heard of it?
11:06:18ozbfwhose alive in this channel.
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16:21:41ChanServ sets mode +o
16:22:08raptorgood day!
16:26:06bobdaduckCIRCUS
16:26:12raptorsay what
16:26:20bobdaduckCIRCUS
16:26:33raptoris there one in town?
16:26:45bobdaduckWas
16:26:53bobdaduckWent last night
16:26:57bobdaduckcost like 70$
16:27:00bobdaducktotally worth it
16:27:02bobdaduckI RODE AN ELEPHANT
16:46:18raptordid he blow water on you?
16:46:30raptorwhat's the opposite of snort, anyways? sneeze?
17:02:02bobdaduckno water
17:02:12bobdaduckElephants are hairy!
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17:22:13raptormy favorite new data structure name: tuple
17:22:25raptorbecause it makes no sense whatsoever
17:23:12raptoroh.. it's a mathematical term...
17:25:50bobdaduckHi can you make levelgens less restrictive?
17:26:05bobdaduckI'd really like to do ship:setHealth(2)
17:26:11raptorthis sounds like a familiar request...
17:26:23raptoryou can do that already, I think...
17:26:50raptoroh, haha
17:26:58raptoryou mean have *more* than the maximum health
17:27:39bobdaduckOf course!
17:28:25raptorthat's... an extremely fundamental change to the game engine
17:30:08bobdaduckIs not!
17:30:25bobdaduckIt just makes the health bar go off beyond the ship
17:30:36bobdaduckThat's where the idea of a sword weapon originally came from for me
17:30:41bobdaduckwhen I was messing around in the game source
17:31:44raptorwait... you tried this heresy?
17:31:46bobdaduckAlthough this request is admittedly not nearly as useful as being able to do stuff with ghost ships would be
17:31:56bobdaduckOf course!
17:32:20bobdaduckFirst thing I did when I first got the source to compile was set maxHealth and maxEnergy to like 10000000
17:32:58bobdaduckThis was years ago, of course
17:33:47bobdaduckw1 The new Weapon for slot 1.
17:33:47bobdaduckw2 The new Weapon for slot 2.
17:33:47bobdaduckm1 The new Module for slot 1.
17:33:47bobdaduckm2 The new Module for slot 2.
17:33:48bobdaduckm3 The new Module for slot 3.
17:34:58bobdaduckThis just in: There will be three module slots in 020
17:36:54raptorhaha
17:36:57raptorand two weapons...
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19:10:53raptorWatusimoto: I've got a Timer problem
19:11:45raptorbasically, right now we load the Timer class as a global (with lua_helper_functions)
19:12:10raptorthis introduces the following problems (in 019):
19:12:39raptor1. when a level changes, Lua Timer:scheduleWhatever from previous levels/bots still run
19:13:45raptor2. bot bots and levelgens call Timer:_tick() thus speeding up the tick linearly with how many bots or levelgens are running
19:16:56Flynnn has joined
19:17:13raptorso there a number of solutions to each problem:
19:17:50raptorfor problem #1: we call "Timer:clear()" at the end of each level OR load the timer with each script
19:18:52raptorfor #2: consolidate all tick() into one call from somewhere more standard (like ServerGame?) OR load the timer.lua with each script
19:19:57raptori've experimented with context loading and it doesn't work because it suffers from both problems if both bots and levelgens are loaded
19:20:16raptorthoughts?
19:20:32raptormonologue monologue monologue
19:20:57bobdaduckI'm against it!
19:21:15raptorheh
19:22:15bobdaduckwhat are the implications of #2?
19:23:13raptoryou mean the effects of problem 2?
19:23:36bobdaduckin other words, will that allow me to run DnD as a master script and save people's levels from game to game?
19:23:53raptori don't think that has anything to do with anything here...
19:24:09bobdaduckxD
19:24:12bobdaduckOf course not!
19:24:30raptorbobdaduck: you can do that already
19:24:42bobdaduckBut it sounded almost like the solution to problem 2 would allow me to run a timer at the end of a level and it carry over into the next level
19:25:01raptorwe don't want timers to do that at all
19:25:31bobdaduckWHY NOT.
19:25:47raptorit causes so much brokenness
19:25:50bobdaduckYou could make a levelgen that sets a timer to 30 minutes
19:25:52raptorjust ask fordcars
19:25:57bobdaduckand then during a tournament or bbb
19:26:09bobdaduckevery 30 minutes it notifies everyone that it is break time!
19:27:33raptornow that's an interesting feature... however using Timers as they are now to do something like that is very bad. Timers as they are break all sorts of things
19:27:34raptoralso
19:27:58raptorto save players in DnD
19:28:05raptoruse the Event.PlayerLeft event
19:28:21raptorand write out their stats to a file, then when a player joins, try to load the file and apply the stats
19:28:33bobdaduckI don't want to do file writing yet...
19:29:59bobdaduckI might at some point in a bittown-like environment but not for DnD
19:31:44raptoryou code do a code
19:32:14raptorlike a player can run a command: !getcode
19:32:25raptorand it'll print: ahdfu289fhk210fdas
19:33:06raptorthen when a player joins they can do: !loadcode ahdfu289fhk210fdas
19:33:26raptorand it'll apply they're stats
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19:34:25raptorand your code will always follow a convention: first 2 chars are class, second 2 is level, next6 are 0-padded gold
19:35:06raptorand to prevent cheating you can encode/decode it
19:35:14raptorfun stuff!
19:35:16raptor:)
19:35:18bobdaducklol
19:35:24bobdaduckNah I don't want to do that either
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21:11:12Opti_Lol skittles.
21:11:19Opti_Anyone here?
21:11:22raptortaste the rainbow
21:11:25Opti_woo
21:14:35raptorHi Opti_
21:15:20Opti_Hi.
21:15:33Opti_I am testing my old crappy levels on bitfighter lol.
21:15:55Opti_I lost them but then little_apple found my old thread where I posted all of them.
21:16:09raptorah yes, i saw that
21:16:17raptorwe have a level database now
21:17:27Opti_I know :P
21:17:48Opti_Oh god I completely ripped of quartz' map and didn't even know it at the time.
21:17:54Opti_XD
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21:57:54Watusimotohi
21:57:59raptorhi
21:58:09Watusimotostill working out the timer solution?
21:58:47WatusimotoI would think it would be easier to have one timer per script
21:58:58Watusimotothen you don;t need to worry about cleanup or anything
21:59:11Watusimotoit's not like there's lots of overhead
21:59:54raptorif we do it that way, then i'll have to bring in the _ticktimer() code and the timer.lua to be loaded within c++
22:00:55raptorthere's a note in lua_helper_functions.lua with function _ticktimer: -- Really should only be called once for all bots/levelgens
22:01:05raptorso I don't know ifyou had certain plans for it
22:02:17WatusimotoI don't think so... maybe just noting the issue you encountered with calling it once per bot
22:02:37Watusimotois there any chance of one script interfering with another if all share teh same timer?
22:03:28raptoroh yes
22:03:33raptoralready happesn
22:03:57raptorsince all are using the same Timer, and each calls tick() the Timer goes faster than it should
22:04:47Watusimotoright, aside from that. the cure there would be to call it once, as you noted
22:06:39raptoryes
22:06:41Watusimotomaybe it would be better to have just one... I think in the end it hardly matters
22:07:04Watusimotowith one you just need to take more care to set it up and clean it up when done
22:07:11raptorif we had just one-to-rule-them-all, then we'd need to explicitly call Timer:clear() when a level changes
22:07:24raptorand have tick() update from only one location
22:08:13Watusimotoyes
22:08:35raptorand if that's the case... why not just do the Timer class in c++!
22:11:36raptoror quick fix for 019a: load timer.lua in each script; long term fix - move it into c++?
22:12:22raptorthat sort of keeps in line with the idea to prototype in Lua, then move to c++ once we know it's a good thing
22:13:36Watusimotoexcept the timer object is very nicely implemented, and would not be any more efficient in c++ -- it may even be more complicated
22:14:14raptoryes, i agree
22:14:40Watusimotoso I would suggest keeping it in in lua
22:21:39raptori'm still waffling on global vs individual script
22:23:03bobdaduckpros cons?
22:23:14raptorprogress and congress!
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22:24:24Watusimotoso there is no good reason to pick one over the other, right?
22:24:55Watusimotothen you can just do one timer centrally
22:25:01raptorwell... have ONE Timer will reduce memory and CPU
22:25:04raptorif only slightly
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22:26:20raptoroh, and do you know how to do this?: take a c++ variable (like timeDelta) and added to a Lua method on a different object in the global namespace (like Timer:_tick(timeDelta))
22:28:06raptorour runCmd() and runString() methods don't quite cut it...
22:28:16raptorbut it's probably close to runCmd...
22:31:10WatusimotoI'm not sure I understand
22:32:40raptori need to take the timeDelta in ServerGame::idle() and run Timer:_tick(timeDelta) with it from Lua, if i'm going to do the central timer
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22:32:53raptor(which i'm attempting next)
22:43:52WatusimotoI'm not sure exactly how that will work
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23:57:21BFLogBot Commit: d6cc6dbffb11 | Author: watusimoto | Message: Use numeric keypad keys in console
23:58:09Watusimoto_ok, going to bed. Cleared another case, hopefully
23:58:17raptornight!

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