#bitfighter IRC Log

Index Search ←Prev date Next date→

IRC Log for 2014-03-12

Timestamps are in GMT/BST.

00:04:30tommyazmy variable is not working and I don't know why
00:05:25tommyazhmm
00:12:45BFLogBot Commit: 1c2f0152287d | Author: kaen | Message: add mingw64 toolchain file
00:12:47kaenhaven't done that in a while. feels good :)
00:13:09tommyazahahha an extra space
00:13:17raptorooooo
00:13:23raptora commit by kaen!
00:14:27tommyazI crashed Bitfighter with my code! I must be doing something right now.
00:15:14tommyazSeems this is not allowed... local newGeom = oldGeom(x+sx, y+sy)
00:15:42kaenthat definitely shouldn't crash bitfighter...
00:15:44tommyazhmm deleted that line
00:15:47tommyazit crashed anyway
00:15:59tommyazmaybe... local oldGeom = obj:getGeom(x, y)
00:16:21tommyazoops extra end left in
00:20:03kaenraptor, any idea about the linker errors at the end of this log? http://23.94.5.154:8010/builders/windows/builds/1/steps/shell_1/logs/stdio
00:23:16raptoryes!
00:24:42raptorluajit headers are not on the compile path (e.g. -I ../lua/luajit/src/
00:24:53raptorthats a capital I (eye)
00:25:52tommyaz.../Application Support/Bitfighter/scripts/geometry.lua:27: bad argument #1 to 'pairs' (table expected, got string -- did you use '.' instead of ':'?)
00:26:12tommyazIs that the fault of my code or saying geomtry.lua has a problem?
00:26:24Flynnn Quit (Quit: This computer has gone to sleep)
00:28:00raptoryou code
00:28:45tommyazk
00:33:56Flynnn has joined
00:40:36raptoris the Linux section here any better?: http://bitfighter.org/downloads
00:43:29tommyaz Quit (Quit: Page closed)
00:46:29Nothing_Muchwhoa
00:46:34Nothing_Muchraptor: that's beautiful!
00:46:40Nothing_Muchthere's slackware packages?
00:46:41Nothing_Mucho.o
00:48:56Flynnn Quit (Quit: This computer has gone to sleep)
00:50:17raptor:)
00:51:17Flynnn has joined
00:55:04Flynnn Quit (Client Quit)
00:58:08Flynnn has joined
00:59:11Nothing_Muchgood night everybody
00:59:18raptorngiht
00:59:25Nothing_Much Quit (Quit: Konversation terminated!)
01:02:05Watusimotonight
01:03:18raptoryou're still around Watusimoto?
01:03:31raptoryou should check out the Linux section of the downloads page
01:04:36Flynnn Quit (Quit: This computer has gone to sleep)
01:06:45Watusimoto Quit (Ping timeout: 264 seconds)
01:07:26raptor Quit ()
01:10:33YoshiSmb has joined
01:19:23Guest45961 has joined
01:27:31YoshiSmbhello everyone, good nights
01:27:37YoshiSmb(night time huh?
01:27:39YoshiSmb)
02:37:59Platskies has joined
02:41:03YoshiSmb Quit (Ping timeout: 245 seconds)
02:50:05amgine123 has joined
02:54:20Platskies Quit (Ping timeout: 252 seconds)
02:54:24Platskies__ has joined
03:09:49tommyaz has joined
03:25:13tommyazhi. most of my plugin works now. Just need to figure out how to use the information
03:25:18tommyazto make new objectsss
03:32:50tommyazmmm can someone help me finish this code?
03:57:31kaensure thing
03:57:38kaentommyaz: what's your question?
03:57:52tommyazIm practically finished except for one thing
03:58:12tommyazI cant make a new object
03:58:30tommyaz(but boy can I delete them !)
03:59:13kaenwhich type of object?
03:59:25kaenwait wait
03:59:31kaendid you read the tutorials?
04:00:00tommyazSort of?
04:00:05tommyazJust the lua tut
04:00:08tommyazthe levelgen tut
04:00:14tommyazthe outdated levelgen tut
04:00:28tommyazand i looked long and hard at the other plugins
04:00:33tommyazand the class thing
04:00:59kaenso, if you were to guess, how do you think you would make a new object?
04:01:27tommyazfirst I'd get the table with the coords
04:01:35tommyazmake results
04:01:40tommyazand insert the results into a new object
04:01:51tommyazI got step one and two
04:01:56tommyazbut the third fails
04:02:02kaenwhat have you tried?
04:02:29tommyazright now
04:02:30tommyazlocal newObj newObj:setGeom(geom) newObj:setTeam(team) newObj:setSelected(true) bf:addItem(newObj)
04:03:14kaenok
04:03:23kaenyou're missing one part of the first line
04:03:30Flynnn has joined
04:03:36kaenyou've made variable called newObj
04:03:41kaenbut you haven't put anything in it
04:03:56kaenwith the code you just pasted, newObj is nil, literally nothing
04:04:02raptor has joined
04:04:02ChanServ sets mode +o
04:04:07kaenso you're setting the geom/team of nothing
04:04:09kaenand adding nothing
04:04:14kaenwhat you're looking for is
04:04:15tommyazi have
04:04:16tommyazfor _, obj in pairs(objects) do local typeId = obj:getObjType() local geom = obj:getGeom() local team = obj:getTeamIndex() local result = Geom.scale(geom, sx, sy)
04:04:32tommyazsry
04:04:38kaenlocal newObject = LineItem.new()
04:04:43kaenthat's it :)
04:04:47kaenoh wait
04:05:00kaenwhat is this plugin doing?
04:05:04tommyazscaling
04:05:05raptorgood evening!
04:05:08tommyazit calculates properly
04:05:11kaengood evening!
04:05:14kaenok
04:05:14raptortime for bugs! I mean features!
04:05:19tommyazhahahaha
04:05:26kaenyou should not be making new objects at all, tommyaz
04:05:41kaenyou should take the geom, scale the geom, and set the geom of the old object
04:06:05kaenpaste all of your code at pastie.org, and I'll take a look
04:07:27kaen(you should always use a pastebin, because it's hard to read code in the channel)
04:07:52tommyazhttp://pastebin.com/MyPWNCZ1
04:07:56tommyazthere ya go!
04:08:08kaenwhheeeee
04:08:08kaen:)
04:08:38tommyazA tool that can change x and y values seperately!
04:08:59tommyazSo much better than ctrl shift X (except for the whole I can type letters and not just #s part)
04:09:20BFLogBot Commit: 198b2652d05f | Author: buckyballreaction | Message: Add args checking for bf:(un)subscribe() Lua methods
04:10:09kaenall you need is this: http://pastebin.com/KSZACpUk
04:11:20tommyazhahaha one line
04:12:46raptorha!
04:12:52raptorlua args checking is broken
04:12:57kaen\o/
04:13:17raptorwith that stupid string thing problem ugliness
04:14:06tommyazmy code?
04:14:17raptoris passing a const string& any slower than a const char* ?
04:14:27tommyazbtw kaen your code doesnt do anything either :(
04:14:37kaenwhat's the console say?
04:14:54kaenraptor: I don't think it is
04:15:04kaenthey're the same thing on the hardware side
04:15:19tommyazit says nothing
04:15:25tommyazwhich means it runs
04:15:31tommyazbut it doesnt do anything either
04:16:32kaenput some prints in there and see what's going on :P
04:16:41tommyazhmm
04:16:48tommyazcould local geom be the reason nothing happens?
04:16:57tommyazIf local result does not change the value of geom
04:17:17tommyazthen obj:setGeom(geom) would also run but not do anything
04:17:19tommyazright?
04:18:02kaenhah!
04:18:05kaenoops, you're right :)
04:18:09kaensetGeom(result)
04:18:27kaennice catch. maybe I should be asking you for help ;)
04:18:40tommyazhaha it worked
04:18:54tommyazwell on one object at least it works
04:19:04tommyaznow to make it for multiple objects.. thanks
04:19:25tommyazI think I need centroid
04:19:58tommyazhmmmmmmm idk how to use centroid
04:20:08tommyazwill that require also using translate?
04:21:33kaenI believe so
04:21:54tommyazhaha it works fine as it's own unique plugin though
04:22:13raptorthese "uninitialised byte(s)" memory errors drive me nuts
04:22:28tommyazI can sell the lack of centroid as a perk
04:22:35tommyazwhile i secretly work on fixing that
04:23:16tommyazor not secretlt
04:27:28tommyazoh raptor, the rotate in place tool is broken
04:27:36tommyazwas meaning to post that bug
04:27:37raptoroh?
04:27:45raptorhow?
04:27:51raptorsave me from these memory errors
04:27:56tommyazwell, it doesn't rotate around the center of itself
04:28:01tommyazit rotates around other things
04:28:08raptoryes
04:28:19raptorit rotates around the center of 'mass'
04:30:13amgine123 Quit (Ping timeout: 245 seconds)
04:32:14kaentommyaz: there are two types of rotation in bitfighter
04:32:18tommyazhttp://bitfighter.org/forums/viewtopic.php?f=47&t=2288
04:32:23tommyazlistening
04:32:23kaenone around the centroid, one around the point 0, 0
04:32:41kaenthat's all
04:32:43tommyazOK, i noticed the bug when I was copying these shapes i made
04:32:46tommyazand pasting them around the map
04:32:52kaenI think you're using the origin rotation :)
04:33:02tommyazi tried alll the rotate buttons
04:33:48tommyazit doesnt happen 100% of the time
04:33:57tommyazbut after a while of pasting, copying, using rotate it happened
04:34:43raptorit doesn't sound like a bug yet - if you can narrow it down to one specific type of rotation an the object, then we can try it
04:35:07tommyazI will reproduce it now
04:35:22tommyazgee that was fast
04:35:31tommyazI copied and pasted one of my star shapes
04:35:34tommyazhit R
04:35:37tommyazand it rotates around
04:35:46tommyazahh I see it
04:35:55tommyazonly rotates around the map if I have both of them selected
04:36:08tommyazbut the original rotates in place
04:36:16tommyazas it should
04:36:27tommyazok I got it, it's the lines that are rotating
04:36:37tommyazaround the map
04:36:40tommyazand the polygon works fine
04:37:52fordcars has joined
04:38:07tommyazTo clarify:
04:38:29tommyazI have a map with star polygon and a lineitem in a star shape around the polygon (used autoborder, thanks kaen!)
04:38:46tommyazI copy and pasted the star.
04:38:52tommyazpolygon and lineitem
04:39:02tommyazthe lineitem behaves weird with rotate
04:39:46raptorit's possible there is a math error that pops up in certain cases
04:40:31tommyazhuh
04:40:48tommyazI just made a 3 point V barriermaker and used autoborder on it
04:40:54tommyazthen i copy pasted it
04:40:57tommyazand hit R
04:41:07tommyazIt rotates about the original V shaped barrier maker
04:41:09tommyazand not 0,0
04:41:32raptorthe 'R' rotate is not the origin-rotate
04:41:42raptorit's center-of-mass rotate
04:41:52tommyazIt's supposed to do that?
04:41:57raptoryes
04:42:07tommyazI would expect upon pasting
04:42:17raptorlook at the help (F1) there is another rotate key for the 0,0 rotate
04:42:46tommyazahh
04:42:49tommyazyou're right
04:42:55tommyazctrl R rotates around 0,0
04:42:59tommyazR rotates around centroid
04:43:03raptoryes
04:43:03tommyazbut it's weird that pasting
04:43:06tommyazuses the old centroid
04:43:09tommyazinstead of making a new one
04:43:17Nothing_Much has joined
04:43:26raptorhmm... it's possibel that's an editor bug, let me check
04:43:54tommyazthe steps are a bit complicated, let me reiterate
04:44:13tommyaz1. Place a polygon/barrier maker
04:44:14raptorcan't easily duplicate...
04:44:17tommyaz2. Use autoborder
04:44:29tommyaz3. copy and paste both a short distance away
04:44:35tommyaz4. Hit 'r'
04:44:40tommyazit might help if you do it away from 0 0
04:44:49tommyazso you can tell the difference between the different types of rotates
04:45:10tommyazstep 4 should be... Select the newly pasted objects and hit 'r'
04:45:56tommyazits actually a pretty cool bug
04:46:04tommyaznow that I understand it
04:46:06raptorok
04:46:34raptorha!
04:46:34tommyazif you exit the editor the bug stops until you repeat all the steps
04:46:37raptoryou're right
04:46:49raptorit's rotating around the centroid of the old object...
04:47:00fordcars Quit (Quit: Page closed)
04:47:29Nothing_Muchhi guys
04:47:33tommyazhi n_m
04:47:36Nothing_Muchstill programming tommyaz?
04:47:38tommyazdid you see http://bitfighter.org/forums/viewtopic.php?f=47&t=2288
04:47:41tommyazha!
04:48:30Nothing_Muchdude awesome
04:48:39Nothing_MuchI have no idea where to put that though lol
04:48:53tommyazeditor plugins
04:49:04tommyazshoot I didnt make a proper hotkey
04:49:13tommyazbut this is cool
04:49:15tommyazso cool
04:49:22tommyazif you combine it with the star making tool
04:52:28raptoryep, you found a bug... only really happens with lineitems
04:52:36tommyazuhh oh
04:52:45tommyazline items dont play nice iwth my plugin either
04:52:52tommyaznot bad
04:52:59tommyazbut if you autobordered your polygon
04:53:05tommyazyoull have to readjust it
04:53:21tommyazmake a kaen star
04:53:29tommyazuse my scaler on it
04:53:51tommyaz1. Make a Kaen Star, 2. Use AutoBorder 3. Use my scaler on it
04:54:05tommyazlineitem is the right size, just not exactly in the right place
04:54:36tommyazI wonder if these bugs are related
05:02:15tommyaznope, unrelated
05:02:17tommyazit's not a bug
05:02:57tommyazLineItem has a slightly different centroid than polygons, it seems, because it requires an extra point to mimic the closure of polygons
05:03:23tommyazWhen applied to a barriermaker, and then scaled up using my tool, it works fine
05:04:21tommyazok does anyone want to play a game?
05:06:18raptorsorry... i'm fixing features...
05:08:26Nothing_Muchkaen: is what forcars said true about you workin' on mobile stuff a little?
05:08:43Nothing_Muchbtw, did you see the nvidia shield?
05:11:31Nothing_Muchdid you guys*
05:21:08raptoryes, i did
05:21:30raptormy first thought was how amazing it was that Google has provided a free OS so devices like that could be built for cheap
05:22:34Nothing_Muchyeah
05:22:37Nothing_Muchplus it's nvidia!
05:22:47Nothing_Muchit's got a built in controller
05:22:58Nothing_Muchfor android
05:23:33raptortommyaz: fixed your rotate bug. thanks!
05:23:40BFLogBot Commit: c53acd497c03 | Author: buckyballreaction | Message: Fix centroid not being recalculated for LineItems
05:43:52Nothing_Much Quit (Quit: Konversation terminated!)
06:01:16Platskies__ Quit (Read error: Connection reset by peer)
06:02:02Nothing_Much has joined
06:06:32Nothing_Muchnew kernel update woo!
06:18:28Nothing_Much Quit (Quit: Konversation terminated!)
06:20:04Nothing_Much has joined
06:21:40raptornight!
06:21:50raptor Quit ()
06:22:54koda has joined
06:27:18Nothing_MuchG'night
06:47:57tommyaz Quit (Quit: Page closed)
06:57:54kaen Quit (Ping timeout: 245 seconds)
07:16:26Flynnn Quit (Quit: This computer has gone to sleep)
07:38:05Guest45961 Quit (Read error: Connection reset by peer)
07:39:25taz has joined
07:40:01HylianSavior has joined
08:08:33taz Quit (Ping timeout: 245 seconds)
08:32:33tommyaz has joined
08:48:10Nothing_Much Quit (Quit: Konversation terminated!)
08:49:32watusimoto has joined
08:49:32ChanServ sets mode +o
08:49:40vs73nx has joined
09:03:30vs73nx Quit (Quit: Quitting for now… See you all later)
09:24:42tommyaz Quit (Quit: Page closed)
09:31:43Invisible2 has joined
09:33:55Nothing_Much has joined
10:52:57Invisible2 Quit (Ping timeout: 264 seconds)
11:07:45Platskies has joined
11:42:08Invisible2 has joined
11:52:50koda Quit (Ping timeout: 246 seconds)
11:53:17koda has joined
11:56:37koda is now known as elenril-jr
11:57:20elenril-jr is now known as koda
11:59:40koda Quit (Quit: koda)
12:00:57koda has joined
12:15:38koda Quit (Quit: koda)
12:16:54koda has joined
12:50:49Invisible2 Quit (Ping timeout: 245 seconds)
13:45:10Platskies Quit (Read error: Connection reset by peer)
13:57:44YoshiSmb has joined
14:03:36Watusimoto_ has joined
14:11:21destroyerimo has joined
14:12:07YoshiSmbHi Watusimoto
14:12:40kaen has joined
14:12:50YoshiSmbHi kaen
14:28:01destroyerimo Quit (Ping timeout: 240 seconds)
15:01:46Watusimoto__ has joined
15:04:17Watusimoto_ Quit (Ping timeout: 246 seconds)
15:04:21Invisible2 has joined
15:19:49YoshiSmbhttp://bitfighter.org/forums/viewtopic.php?f=4&t=2290&p=23029#p23029
15:31:35bobdaduck has joined
15:47:48bobdaduckGid'morning, gentlemen.
15:48:25YoshiSmbmorning ducky
15:48:48YoshiSmb started to pet is cat
15:48:59YoshiSmbwhatever is called
15:53:32bobdaduckWatusimoto
15:53:37bobdaduckhi?
15:54:15bobdaduckor maybe Watusimoto__
15:57:26kaenmorning
16:01:53YoshiSmb Quit (Ping timeout: 245 seconds)
16:08:51raptor has joined
16:08:51ChanServ sets mode +o
16:09:07raptorgood day!
16:17:05Watusimoto__ Quit (Ping timeout: 246 seconds)
16:17:20Invisible2 Quit (Ping timeout: 252 seconds)
16:36:24Watusimoto_ has joined
16:40:36YoshiSmb has joined
16:41:37LordDVG has joined
16:41:37LordDVG Quit (Changing host)
16:41:37LordDVG has joined
16:48:40Flynnn has joined
17:38:13Flynnn Quit (Quit: This computer has gone to sleep)
17:42:29Watusimoto_ Quit (Ping timeout: 240 seconds)
17:55:28Flynnn has joined
17:59:15Canseco has joined
17:59:55bobdaduck Quit (Read error: Connection reset by peer)
18:00:15koda Quit (Quit: koda)
18:04:42HylianSavior Quit (Read error: Connection reset by peer)
18:09:09watusimoto Quit (Ping timeout: 264 seconds)
18:53:18Watusimoto has joined
18:55:53Nothing_MuchYoshiSmb, kaen: the graphics there were nausiating on ZAP?
19:00:20Flynnn Quit (Quit: This computer has gone to sleep)
19:00:51kaennot me, but bob said that once
19:00:55kaenusing this video as evidence: https://www.youtube.com/watch?v=k3p0pd6GVS8
19:03:28Nothing_Muchwhaaaaaaaaaat?
19:03:52Nothing_Muchokay maybe the explosion disorientation is a bit much
19:03:58Nothing_Muchbut otherwise, it looks beautiful
19:04:14kaenthat's what I thought
19:04:24Nothing_Muchthough the tail makes the ships look more like squids rather than.. ships
19:04:31kaenI hadn't seen that video when I did the work, I just wanted to make things glow a bit
19:05:07kaenbut bob was on me on me like lightning once I started posting screenshots, and I had other things to do so I just dropped it.
19:05:19Nothing_Muchand unfortunately (for the people who dislike over the top graphics), that might also contribute to-
19:05:23Nothing_Muchwait where?
19:05:29Nothing_MuchI wanna see screenshots
19:06:17kaenit was more than a year ago now, I don't have the screenshots
19:06:31Nothing_MuchI did however notice the lack of "tinks" when the standard phaser hits the wall
19:06:42Nothing_Muchthat's pretty annoying
19:06:58Nothing_MuchI'm gonna watch this on repeat for a little
19:07:11Nothing_Muchand see if it grows on me
19:07:24Nothing_Muchor.. whatever I'm supposed to be looking for
19:08:13Nothing_MuchFrankly, people do like shiny things
19:09:56Flynnn has joined
19:12:37kaenI like shiny things
19:12:44kaenI like them so much, I try to make them.
19:15:24Nothing_MuchI love the design of Bitfighter, the lack of shininess is kinda meh, especially when only hippies that use outdated technology would probably play this game, unless you can't afford to buy a newer PC
19:16:13Nothing_MuchBut nowadays if people are looking at something like Bitfighter as it currently is, they'd probably think of something like "Flash" or "In-browser"
19:16:50Nothing_MuchPeople would probably assume that it's something like that and wouldn't think to download it, but I'll talk to some people about shininess in games
19:17:47BFLogBot Commit: be7b22f53553 | Author: watusimoto | Message: Fix lots of problems with Lua in the tests. All tests now passing except that broken robot test. Also added a few more test cases to LevelFilesForTesting.
19:17:48BFLogBot Commit: 3d296ac862d9 | Author: watusimoto | Message: Merge
19:23:27bobdaduck has joined
19:39:05raptorcommits!
19:47:55Watusimoto Quit (Ping timeout: 264 seconds)
19:53:18Flynnn Quit (Quit: This computer has gone to sleep)
19:56:43kaen Quit (Read error: Connection reset by peer)
20:02:22Flynnn has joined
20:04:58Nothing_Much Quit (Quit: Konversation terminated!)
20:15:50raptorI should be a good developer and actually write tests for these obscure bugs...
20:17:32BFLogBot Commit: f4e75e5143f8 | Author: buckyballreaction | Message: Fix compiling tests
20:25:24Darrel Quit (Read error: Connection reset by peer)
20:26:03Darrel has joined
20:26:05Nothing_Much has joined
20:31:16Watusimoto has joined
20:32:47LordDVG Quit (Remote host closed the connection)
20:37:46Skybax has joined
20:40:00Skybax_ has joined
20:40:21Skybax_ Quit (Remote host closed the connection)
20:43:07Skybax Quit (Ping timeout: 264 seconds)
20:45:20raptorWatusimoto: what doyou think of my new linux section?: http://bitfighter.org/downloads
20:45:52Watusimotowhoa!
20:45:54Watusimotocolorful!
20:46:52raptoroops, spelling error
20:46:54Watusimotolooks nice
20:47:48raptorDid I miss any ports?
20:47:54raptoroh, pandora
20:52:44bobdaduckWatusimoto and raptor: I've proposed this before, but it would still be really nice to have a "levelgen interaction" button.
20:52:55raptorhi
20:52:59raptorwhat does that mean?
20:53:23Watusimotoindeed... what does that mean?
20:53:26bobdaduckSubscribe(event.interactionButtonPressed)
20:53:32Watusimotoraptor: how do you like this?
20:53:33Watusimotohttp://i.imgur.com/MfhXQHF.png
20:53:42bobdaduckWhen a player presses U or Alt or something
20:53:49bobdaduckIt fires the event in the levelgen.
20:53:54bobdaduckThat's it!
20:54:56raptorahh yes, i forgot the current trend is to neuter the colors
20:54:56Watusimotoso it's just a key that gets transmitted to the server and gets fed to the levelgen?
20:55:09raptori mean neutralize
20:55:12Watusimotoforget the trend, what do you like?
20:55:37bobdaduckYeah.
20:55:42bobdaduckIt would be all kinds of useful.
20:55:50Watusimotowhat's the use case?
20:56:14bobdaduckPretend I want a level where I pretend all players carry a health pack into battle with them
20:56:29bobdaduckand then anytime during each life they can press the levelgen interaction button and I heal them
20:56:52raptorI think i'd like the gray if the icons were smaller, and had no words
20:57:01bobdaduckOr pretend taz is making a lightning levelgen and wants to have players shoot lightning
20:57:16bobdaduckhe could "map" the lighting ability to the levelgen interaction button
20:57:56bobdaduckOr pretend anything is happening in DnD and I don't want to have 80000 onMessageReceived commands?
20:58:13Watusimotoright
20:59:19WatusimotoI don;t like the idea of a dedicated button like that... it seems hokey. Maybe there is a different way to achieve the same goal
20:59:32bobdaduckOnFlagDropKeyPressed()
21:00:14Watusimotoraptor: why not lay the icons out with 2 columns?
21:00:33bobdaduckWe levlegeners are achieving the same goal, through things like having 80000 chat commands, or using players loadout, or using onModuleActivate, or "whenever the the ship does a little dance"
21:01:06bobdaducka dedicated button for it is certainly less hokey than what we're already using.
21:01:09Watusimotoone possible idea would be to let players define a specific chat message that is attached to a specific key
21:01:48raptorwe have a isModActive() method on the ship
21:01:48bobdaduckWell, we already have the item drop key
21:01:56raptormaybe we need an isFiring()
21:01:59Watusimotowhich actually you can do with the quickchat commands, sort of
21:02:38raptorWatusimoto: 2 columns is fine - i was going for 'simple' to begin with
21:02:44bobdaduckYeah, and technically someone can map out all the DnD chat commands to quickchat but everyone is way too lazy for that
21:02:45Watusimotoyes, I know
21:02:57Watusimotobobdaduck: that's the flaw with my idea as well
21:03:01raptorjust test out an idea - i got it from here: http://hedgewars.org/download.html
21:03:24raptorand a little here: http://supertuxkart.sourceforge.net/Downloads#header_linux
21:03:31Watusimotoraptor: I like your implementation better!
21:03:36bobdaduckCould you maybe just make the item drop key do the same thing?
21:04:04bobdaduckJust notify the server/levelgen when its pressed?
21:04:19Watusimotowhat if the server could send temporary quick-chat key bindings?
21:04:25Watusimotomaybe not
21:04:53raptorif you think about other games - take warcraft for example - they just send the server the 'player 1 clicked spell 1'
21:04:59Watusimotolet me think about it a bit. the goal is to have a way to listen for a keypress on the clients so the levelgen can respond to it
21:05:01Flynnn Quit (Quit: This computer has gone to sleep)
21:05:02bobdaduckbecause quick-chat key bindings are cumbersome and require notifying players
21:05:05raptorand then that is available
21:05:25raptorso they are built in actions that are hooked server side, instead of built-in keys
21:05:34raptorand maybe we just need to make more actions available
21:05:59Watusimotothat's surely how we'd implement it
21:06:07Watusimotobut why limit it to 1?
21:06:21Watusimototaz will surely want a thunder key to compliment his lightning
21:06:34raptorthat's the thing - we have 'use module 1' and 'fire weapon 1'
21:06:54raptorthos are our 'spells'
21:07:03Watusimotothose don't get sent to the server as keypresses
21:07:06raptorwe only have the module one available at the moment
21:07:08raptornope
21:07:26bobdaduckTake for example thread's "blink" level, where when you cloak it lets you fly through walls. He currently has it going through "ship:isCloaked()", but that requires hijacking a module slot and the cloak functionality
21:07:28raptori'm saying other games don't send keypresses, rather preset actions
21:07:35Watusimotowe interpret the keys, translate to an action, sanity check it, then send that request for action to the server
21:08:11raptorbut we don't have preset actions to the exent an rpg would have..
21:08:14Watusimotobut bobdaduck don't forget that the joystick users have no extra keys available
21:08:26bobdaduckYeah I know
21:08:34Watusimotono, we have more limited options
21:08:43bobdaduckThat's where the "just re-use the drop key" came from
21:09:45WatusimotoOne idea I mentioned a few days ago when you weren't around was allowing levelgens to add a line to the score display in the LR corner, that they could display what they chose
21:10:37bobdaduckWhat I'm using in DnD is moving text items to do a sort of "heads up display" over your ship
21:11:07bobdaduckWhich seems to work alright
21:11:52Watusimotoyou spend a lot of bandwidth moving textitems around
21:12:05bobdaduckI spend a lot of bandwidth doing everything
21:12:15Watusimotowhat if you could specify coords relative to the ship?
21:12:26bobdaduckI... Already can?
21:12:36Watusimototextitem:setRelPos(20,0)
21:12:54Watusimotoand then the client updates the actual position
21:12:58bobdaducktextItem:setPos(ship.x + 20, ship.y + 0)
21:13:10Watusimotobut you have to do that every time the ship moves
21:13:17Watusimotowith a relative position, you wouldn't
21:13:38bobdaduckI... Still don't see the use.
21:13:52Watusimotothe only use is your use
21:14:03Watusimotoyou set a textitem to display some info about the player
21:14:13Watusimotothe ship moves, you need to resend that to all the clients
21:14:19Watusimotothat uses bandwidth and lags
21:14:48Watusimotowith a relative pos, you'd send it once, and all clients would update the pos immediately when the ship moved
21:15:01Flynnn has joined
21:17:37bobdaduckI still don't even see
21:18:24Watusimotodo you get that you need to resend the textitem every time the ship moves?
21:19:37Watusimotoyou update its pos, and that pos gets retransmitted to all the clients
21:19:38bobdaduckYou... still do?
21:20:10WatusimotoI'm only describing how things work now
21:20:23WatusimotoI just want to make sure we're clear on what happens now
21:20:49bobdaduckYeah
21:21:16Watusimotoso with a relative position, you'd only set the pos once
21:21:28Watusimotoas the ship moved, the item would move relative tot he ship
21:21:31bobdaduckUnder setRelativePos, you still have to re-get the ships Pos, and then you have to still do everything its just behind the scenes
21:21:37Watusimotono
21:21:43Watusimotoit all happens on the client
21:22:05Watusimotoso the server no longer needs to retransmit the updated location to all the clients
21:22:14Watusimotoeach client would know to update the location on its own
21:22:33bobdaduckOkay
21:22:33Watusimotoeach client knows where the ship is, so can calculate the offsets itself
21:22:54bobdaduckBut... But then how does the player interact with the levelgen?
21:22:56Watusimotoso it would save a lot of work all around
21:23:06Watusimotosame as now... it's a different problem
21:23:18Watusimotojust an idea that ocurred to me
21:23:36bobdaduckokay
21:24:29bobdaduckIt would be useful I guess. SetRelPos(item, offset)
21:27:34bobdaduckSo what is the problem with re-using the drop key for it?
21:32:29raptorsending client-based positions, instead of server-based ones? that's something that doesn't exist at all now, i think
21:40:48tommyaz has joined
21:42:20raptormaybe...
21:52:55koda has joined
21:56:25Flynnn Quit (Quit: This computer has gone to sleep)
22:05:25tommyazooh my plugin still needs work
22:07:25tommyazIt doesn't play nice with the geometry of multiple selected teleporters or speedzones, I suspect because they are only two points.
22:07:38Nothing_Muchtommyaz: dude your map is amazing
22:07:55Nothing_Muchthough the different return points for the flags might be a bit different
22:08:08Flynnn has joined
22:08:13tommyazNothing_Much: I actually made it as an example of how to use my new plugin
22:08:25tommyazbut it was getting fun to use my tool so I went full in
22:08:34Nothing_Muchnice
22:08:47tommyazI have to actually add a few lines to my tool though to prevent crashes
22:08:53Nothing_MuchCanseco: I have a question, does the successor to the Pandora use OpenGLES 2.0?
22:09:13bobdaducktommyaz: I saw your lightning levelgen idea
22:09:22bobdaduckand am really tempted to make it myself
22:09:26bobdaduckit sounds great
22:11:23tommyazdude do it
22:11:28tommyazi have to fix my plugin so it doesnt crash
22:11:29CansecoNothing_Much: www.pyra-handheld.com, it says PowerVR™ SGX544-MP2, unless they change to x86 soc.
22:11:34tommyazso im bussssy
22:11:38bobdaducklol
22:11:46bobdaduckokay I'll see what I can maybe come up with
22:12:04tommyazHaha imagine this
22:12:08tommyazdetect sensor bug destroyed
22:12:12tommyazlightning comes out
22:12:30tommyazor maybe replace all explosions
22:12:40tommyazburst, mine, ship destroyed
22:12:46tommyazhave fun
22:19:45bobdaduck Quit (Remote host closed the connection)
22:42:43YoshiSmb Quit (Ping timeout: 245 seconds)
22:44:16Nothing_MuchCanseco: so it's not backwards compatible with 1.1..
22:48:49tommyazGettime
22:56:58CansecoNothing_Much: it has gles 1.1 and gles 2.0
22:57:08Nothing_Muchoh it does?
22:57:54Nothing_Muchwell that's good for pandora users
22:58:54Nothing_MuchI wonder though, if anybody has an nvidia shield- Oh lemme see if there's a channel for it
22:59:17Nothing_Muchraptor: there was an experimental android version of bitfighter right?
23:00:01raptorhi
23:00:13raptoryes - well...
23:00:18raptori got it to compile
23:00:26raptorbut it didn't have a way to do the controls
23:00:43raptorand it kept crashing when connecting to master
23:00:50Nothing_Muchhmm..
23:00:57raptorbut compiling is the first step!
23:01:03raptori'm sure it's completely broken now...
23:01:06Nothing_Muchlemme check if there's a developer's channel for the nvidia shield
23:01:21raptorbut probably wouldn't take much to get to that state again
23:03:09Nothing_MuchAh, which version was it before 019?
23:05:55CansecoNothing_Much: ehm, OpenPandora supports gles2 too, but few apps use it
23:06:36Nothing_Muchoh really?
23:07:18CansecoTI implementation and performance is another history, ;)
23:07:41Nothing_Muchnot sure what TI is ._.
23:07:51CansecoTexas Instruments
23:07:57Nothing_Muchohh
23:14:57Canseco Quit (Remote host closed the connection)
23:15:50tommyaz Quit (Quit: Page closed)
23:20:14raptorWatusimoto: are you around for an architectural question? (if its not too late)
23:20:24Watusimotomaybe
23:20:40raptorso we have BfObject::onGeomChanged()
23:20:56Watusimotook
23:21:12raptorwhich is triggered to update whatever internal data on the BfObject when the geometry changes
23:21:26raptorthen we have: GeomObject::onPointsChanged()
23:21:43WatusimotoI know where this is leading...
23:21:55WatusimotoI suddenly feel more tired
23:22:00raptorwhich is triggered to update whatever internal data the GeomObject stores when it's internal geometry changes
23:22:15raptorI can ask tomorrow... :)
23:22:20Watusimotocontinue
23:22:29raptorthis has to do with my LineItem bug I fixed last night
23:22:58raptorbasically, onPointsChanged allows for centroid recalculation in the GeomObject when the geometry changes
23:23:45raptormy fix last night was because, apparently, calling a BfObject::onGeomChanged will update the basic geometry of GeomObject, but does not call onPointChanged to update any other internal data
23:24:29raptorbut I'm thinking that anytime BfObject::onGeomChanged is called, it's geometry::onPointsChanged should be called too
23:24:34Watusimotois there a real difference between onPointsChanged and onGeomChanged?
23:24:39raptoryes
23:24:42Watusimotoas in can they logically be merged?
23:24:57raptorno, they are on different object types
23:25:08raptorBfObject has a Geometry
23:25:24raptoronGeomChanged is the event to tell BfObject to fix itself
23:25:41raptoronPointsChanged is the event to tell the BfObject's Geometry to fix itself
23:26:20raptorbut we have various BfObjects that call them both
23:26:23Watusimotook
23:26:26raptorLineItem is now part of that list
23:26:56raptorI believe that they should only call onGeomChanged, and as a result, it's Geometry::onPointsChanged should be called also, by default
23:27:16Watusimotoif you made one call the other, are there places where calling both would break anything?
23:27:23Watusimotologically, I tend to agree with you
23:27:41raptornot that I see yet... but there is some funniness with multiple methods calling one or the other
23:28:13raptori'm wondering if it was specifically architected to be separate that way, and if you remember any reason why one should happen without the other
23:29:10Watusimotoit was organically architected... I think one method existed before the other, then there was a need for the other
23:29:13raptorbecause I'm thinking about just removing all calls to onPointsChanged and putting it into the BfObject::onGeomChanged() method
23:29:29Watusimotothat would make life easier
23:29:41raptoryes, and reduce teh confusion (especially with the names...)
23:29:45Watusimotono objection that I can remember
23:30:02raptorok, because my fix last night felt like a further hack
23:30:46Watusimotoif you can figure out how it should work, make it work that way
23:30:54WatusimotoI'm getting confused just looking at one example
23:31:03Watusimotowhich is a sign of a design flaw
23:31:05raptorexactly!
23:31:14raptorwhich is why it took me an hour last night for a simple fix
23:31:24Watusimotoso yeah, improve it
23:31:46raptorbefore i forget about how it all works I wanted to verify I can clean up
23:31:51raptorok
23:31:56raptori'll probably do that tonight
23:32:21Flynnn Quit (Quit: This computer has gone to sleep)
23:32:26Watusimotogood

Index Search ←Prev date Next date→

These logs were automatically created by BFLogBot on irc.freenode.net.