#bitfighter IRC Log

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IRC Log for 2014-03-22

Timestamps are in GMT/BST.

00:00:12fordcars has joined
00:06:49kaen Quit (Read error: Connection reset by peer)
00:08:16kaen has joined
00:31:08Nothing_Muchhow's your internet kaen?
00:33:21Watusimotoas soon as I posted that question, I thought of a clever solution
01:24:33raptor has joined
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01:25:18raptorTaxes!: https://www.youtube.com/watch?v=2TxYNYpicXM
01:26:27Watusimotough... don't remind me
01:26:48Watusimotothough I do have an automatic extension until June
01:26:56raptor1 month!
01:27:07raptorget in before the identity thieves!
01:27:49Watusimotofinally.... got this code to work
01:28:01WatusimotoI only pray it works with gcc
01:28:08Watusimotobecause it has made me crazy
01:28:24raptori guess i'll find out later... after my mind is fried from taxes
01:28:26BFLogBot Commit: 4e011612706f | Author: watusimoto | Message: This rather large out of control refactor simply changes setting keys from strings to enum values to ensure we can detect spelling errors at compile time. This seemingly modest change turned out to be hugely complicated.
01:28:34WatusimotoI'm going to bed... if the code does not work, just rollback and let me know
01:28:39raptorok
01:28:41raptorgood night!
01:28:44Watusimotonight
01:28:49raptortaxes! a ha! ah HA!
01:28:53Watusimotohey, one more thing
01:29:03WatusimotoI know you are not well versed in popular music
01:29:12Watusimotobut do you know Queen's Bohemian Rhapsody?
01:29:32Watusimotoit's their operatic song
01:29:33raptoryes, my brother played that non-stop for a summer once
01:29:38Watusimotook, just wondering
01:29:52raptorgood music to play while doing taxes?
01:30:03WatusimotoI was just listening to it, and remarked to myself about its classical connections
01:30:10WatusimotoI'm not doing my taxes
01:30:27WatusimotoI'll play the Sex Pistols if I need to blow off some tax related steam
01:30:31WatusimotoGod Save the Queen!
01:31:03raptorhahaha
01:31:12raptorkeep calm and pay taxes
01:31:33Watusimotoor maybe Bad Religion's You are the Government
01:31:43raptorhmm... not sure i heard that one
01:31:48raptor goes to look it up
01:32:01Watusimotono, you wouldn't have
01:32:37Watusimotoit's the music I used to be into
01:32:40Nothing_Much Quit (Quit: Konversation terminated!)
01:32:48raptorwhat the crazy... is that really music?
01:32:52Watusimotothe bio of Bad Religion is pretty interesting
01:33:11Watusimotothey're all PhDs/scientists that have had a punk band since the 80s
01:33:18raptorhaha
01:33:32Watusimotothey still sound exactly the same1
01:36:57raptorI think I'm turning into my Dad - I had no idea what music he liked when I grew up, and my children will probably suffer the same fate
01:39:40Nothing_Much has joined
01:39:54WatusimotoI got my kids mp3 players which I have loaded up with a wide variety of music
01:40:32fordcarsSweet!
01:40:53Watusimotothey love AC/DC!
01:41:31WatusimotoI should publish my playlist
01:44:44Watusimotook.. enough listening to music spore is too heavy for 2:45
01:44:46Watusimotogood night
01:44:59raptorhaha
01:45:00raptornight!
01:45:54fordcarsWe need a BBB
01:46:27Nothing_Mucha wut
01:46:37fordcarsBig Bitfighter Battle :)
01:46:40Nothing_Muchoh yes
01:46:43Nothing_Muchmaybe in the future
01:46:45Nothing_Muchon my server
01:46:53fordcarsI want to play Bitfighter :((((
01:46:58Nothing_Muchyeah
01:47:06fordcarsIt's so awesome
01:47:15Nothing_MuchI know right!?
01:47:25fordcarsYes!
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02:44:56Nothing_MuchHey guys
02:45:07Nothing_MuchI need to figure out how to kick bots whenever players aren't around
02:46:18kaen Quit (Ping timeout: 240 seconds)
02:47:35Nothing_Muchraptor or sam686, do you know what to change in order for bots to be kicked whenever a server is empty?
02:47:45raptorhi
02:48:09raptoryou're saying that a server doesn't go idle when there are no players?
02:48:27raptorthat is what is supposed to happen, at least..
02:49:55vs73nx Quit (Quit: Quitting for now… See you all later)
02:50:26Nothing_Muchraptor: I mean when a server is empty without players, bots are still there
02:50:30Nothing_MuchI don't want them there
02:51:09sam686bots without players... the server will go into a paused or suspended mode where nothing happens anyway..
02:51:37Nothing_Muchyeah but the bots are still there
02:51:40Nothing_MuchI don't want them there
02:51:49Nothing_Muchbecause that would defer people from playing on the server
02:52:02sam686same for my server, when players add bots through more/less bots menu
02:52:21Nothing_MuchReally?
02:53:10sam686doing /addbot doesn't keep the bots on level change, but if done through "More bots" menu it keeps the bots for next levels
02:53:31Nothing_Muchohh
02:53:48Nothing_MuchThat's the thing
02:53:51sam686when all players leave server, it does next level
02:54:23Nothing_Muchhmm..
02:54:36Nothing_MuchGuess I gotta remember to remove the bots on my own
03:00:37vs73nx has joined
03:02:01raptorwould that be considered a bug?
03:02:19raptorif using the ADD BOTS menu item prevents server suspending
03:08:00raptorNothing_Much: I added this issue: https://code.google.com/p/bitfighter/issues/detail?id=415
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03:17:33Nothing_Muchraptor: Ah good
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13:07:02YoshiSmb_mGood Morning
13:09:23YoshiSmb_m(forgot, time difers)
13:23:05Nothing_MuchYoshiSmb_m: what's up?
13:27:02YoshiSmb_mnothing new
13:32:08YoshiSmb_mim just checkimg the forums
13:32:28YoshiSmb_m*checking*
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13:39:06Nothing_Muchah
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13:43:48YoshiSmb_mbitfighter will be never on android? :'(
13:44:54Nothing_MuchYoshiSmb_m: Depends on whether controls can be used or not on a tablet
13:45:10Nothing_MuchBut 3rd party blutooth controllers for phones should help that out a little
13:45:54YoshiSmb_myes
13:47:11YoshiSmb_mat least, analogs (2, one to move, one to shot) 1 button to change weapons, 2 for modules
13:47:31YoshiSmb_mtactil for menu.
13:47:48YoshiSmb_mwith out 3rd party objects
13:48:47Nothing_MuchThat's almost difficult
13:48:54Nothing_MuchBut I have my ideas
13:49:08YoshiSmb_mcontrols can be customized
13:49:24Nothing_MuchBut that might be a bit on the complex side of learning just the standard controls for Bitfighter
13:49:31YoshiSmb_myea
13:49:51YoshiSmb_mbut this is like the joystick on pc
13:50:08Nothing_MuchDual Analog controls on a tablet work reasonably well
13:50:10YoshiSmb_mat least, a test build for android
13:50:16YoshiSmb_myes
13:50:28Nothing_MuchIf you played a game on Android called PewPew, you would understand what I'm saying
13:50:39Nothing_MuchTry it out, it's a pretty cool game too, but it's definitely slower paced
13:50:46YoshiSmb_mok.
13:51:31YoshiSmb_mi played using in-game joystick, not 3rd party controls (i could still play well)
13:52:13Nothing_Muchin-game joystick as in the touchscreen?
13:54:55YoshiSmb_myes
13:55:07YoshiSmb_mnot a problem for me
13:55:14Nothing_Muchon bitfighter?
13:57:15YoshiSmb_mboth
13:57:26YoshiSmb_mandroid and pc
13:57:37Nothing_Muchback up a bit
13:57:40Nothing_Muchyou have a touchscreen pc?
13:58:11YoshiSmb_mhuh, i think you mean on android *ha*
13:58:29YoshiSmb_mbtw
13:58:58YoshiSmb_mthe "PewPew" download is freaking fast
13:59:04Nothing_Muchyeap
13:59:07Nothing_Muchit's a small game
13:59:09Nothing_Muchbut it's pretty good
13:59:19YoshiSmb_m13mb
13:59:42YoshiSmb_m:-|
13:59:55YoshiSmb_mif i played it once
14:00:47YoshiSmb_mgonna post a android control from my idea on the forums (later)
14:10:19Nothing_Muchalright
14:10:25Nothing_Muchwait
14:10:25Nothing_MuchYoshiSmb_m:
14:10:30Nothing_Muchthere's a section for controllers already
14:11:15Nothing_Muchlemme find it
14:13:54kaen has joined
14:14:53Nothing_MuchHey kaen
14:15:23YoshiSmb_m Quit (Remote host closed the connection)
14:15:47Nothing_MuchBye yosh
14:17:14raptor has joined
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14:31:06raptorI think I fixed it!
14:32:36Nothing_MuchWhat'd ya fix?
14:32:47raptora template problem
14:36:07Nothing_Muchnice
14:37:36raptoroh rats - it doesn't link
14:48:29raptorit works!
14:49:43BFLogBot Commit: 0a19dad9f28f | Author: buckyballreaction | Message: Fix Settings template specializations. Also fix compile warnings with missing virtual destructors and return type. Fix compiling with SDL 1.2
15:06:09YoshiSmb_m has joined
15:07:28YoshiSmb_mwhat page?
15:12:10YoshiSmb_malso "PewPew" it's freaking easy
15:15:19YoshiSmb_mNothing_Much?
15:24:48Watusimotohi
15:24:55raptorgood morning!
15:25:00Watusimotoa template problem related to my work last night?
15:25:13raptoryes, it's fixed... or at least it compiles and link
15:25:16raptorlinks
15:25:19Watusimotosorry
15:25:34WatusimotoI was working right at the fringe of my knowledge/frustation levels
15:25:37raptoralthough with template stuff, i'm never quite sure if the resultant behavior is guaranteed..
15:25:38Watusimotoright at the very edge
15:25:57raptori didn't have to do much to get it fixed
15:26:01WatusimotoI think the template type names I chose make understanding easier
15:26:14Watusimotorather than T and U
15:26:53raptoryeah, typenames are good when working with multiples
15:28:03YoshiSmb_m5 minutes later
15:43:02Nothing_MuchYoshiSmb_m: yeah
15:43:18Nothing_Muchit's just a basic understanding as to how the controls would work with bitfighter
15:43:27Nothing_Muchbut that could also be a bit different
15:43:53Nothing_Muchdual analog is as basic as you can get, but with bitfighter having lots of modules the differences can lead up to potential confusion
15:51:06YoshiSmb_myea
15:51:51YoshiSmb_mbut at least we can chose the modules on the menu using the touchscreen (android)
15:52:16YoshiSmb_mas an option "Select Modules"
15:53:57YoshiSmb_mwhat do you think?
16:04:32Nothing_MuchThat sounds viable YoshiSmb_m
16:04:41Nothing_MuchBut the problem I'm talking about is actually using the modules
16:04:43Nothing_Muchnot selecting them
16:04:58raptor3 Hyper-expansion races down, 3 to go..
16:12:12Watusimotosame game or new one?
16:12:21BFLogBot Commit: 185817eaba02 | Author: watusimoto | Message: Reorganize settings related conversions a little... not yet final configuration
16:12:22BFLogBot Commit: f0ae005d6576 | Author: watusimoto | Message: Merge
16:12:23Watusimotobtw, had a bit of a messy merge... hope it still compiles for you
16:14:22BFLogBot Commit: f03ef916c843 | Author: watusimoto | Message: Line endings?
16:15:32Watusimotouh oh... something went wrong
16:16:14raptoruh oh...
16:16:18raptorneed me to look?
16:16:25Watusimotono
16:16:29Watusimotomy problem
16:16:39raptorok
16:16:49raptorrunnign callgrind in the editor again..
16:16:53Watusimotolost something in the merg
16:16:54Watusimotoe
16:19:34raptornew graph: http://imagebin.org/index.php?mode=image&id=301002
16:20:33raptorturret rendering is down to below 2% now
16:20:41WatusimotoI just saw that. awesome!
16:21:05raptordrawStrokeCharacter is now at 29.5%
16:21:40raptorbut that's relative, of course
16:22:02kaen Quit (Ping timeout: 246 seconds)
16:22:24raptori think overall rendering was slightly improved, so drawing characters now takes up a larger portion
16:22:32Watusimotoas we make some things cheaper, others become relatively more expensive
16:22:35Watusimotoyes
16:22:58Watusimotoif we fixed char rendering, turrets would be back to 5%!
16:23:03WatusimotoNo gain!
16:23:19raptoralthough i'm suprised that UIManager::processAudio is about 6%...
16:23:29Watusimotome too
16:23:31raptorthere shouldn't be any audio in editor
16:23:34Watusimotois it even running?
16:23:39Watusimotowell, apparently it is
16:24:13raptoroh
16:24:27raptorside note - the teleporters all render at 0,0
16:24:32raptorin the editor
16:24:43raptoralthough they load fine in-game
16:24:59kaen has joined
16:27:35raptoropenAL is a little more processor intensive than other sound solutions (like SDL_mixer)
16:27:50raptordue to its nature of being fully 3d positional and entirely software based
16:29:12Watusimotoit's more than we need
16:29:21Watusimotobut... it's implemented and it works
16:29:29Watusimotowhich are two huge plusses
16:29:30raptorand it's supported across more platforms...
16:29:49WatusimotoI'm willing to carry a little extra overhead for those
16:30:01raptorme too
16:30:32Watusimotobtw, I don't think it matters if text rendering in the editor is slow... editor performance is fine. it's in-game that I think is more important
16:30:45Watusimotoand there we've replace most of our stroke text
16:31:19raptoryes
16:31:35raptori think if we're down to just the text rendering being the biggest offender, then we're doing pretty good
16:34:09Watusimotook, I'm getting very confusing linker errors with your changes... time for a total rebuild
16:35:23raptorah ha! found a memory error!
16:35:36raptori'm starting to agree with your general assessmetn of templates
16:42:47raptorhmm... it's in oglconsole somewhere
16:43:36YoshiSmb_m Quit (Remote host closed the connection)
16:43:40raptorwe have an angry player online now...
16:43:50YoshiSmb_m has joined
16:43:50raptor(at least by his pseudonym)
16:47:21YoshiSmb_myea
16:49:05YoshiSmb_mso, what problem you're talking about Nothing_Much?
16:49:05YoshiSmb_mof android?
16:49:16BFLogBot Commit: e735fdda7b3b | Author: watusimoto | Message: Fix merge goofup
16:49:17BFLogBot Commit: 38e49dd5ca8d | Author: watusimoto | Message: Whitespace
16:49:32raptorWatusimoto: am I good to try and compile?
16:49:39Nothing_Muchthe amount of fingers that can be utilized for bitfighter
16:50:28Watusimotoi'm still having trouble compiling
16:51:11raptorhey me too!
16:51:48raptorwant me to fix my end, then you try afterwards?
16:53:18Watusimotowhat error are you getting?
16:53:36WatusimotoI'm seeing "Evaluator::fromString" already defined in config.obj
16:53:55Watusimotowhen trying to link Settings.obj
16:54:01Watusimotoso I don't get that
16:54:15raptorSettings.h:209:11: error: declaration of ‘TNL::S32 index’ shadows a parameter
16:54:21raptorso nothing huge
16:54:47Watusimotothat's because you are not at link stage yet :-)
16:54:47raptordid you do a full recompile?
16:54:53Watusimotoyes
16:54:53raptorah
16:55:00raptorlinking... yuk
16:55:21Watusimotobut it doesn't make sense... thoguh config.h does include settings.h
16:55:53Watusimotobut the function it is complaining about is a specialization that exists only in settings.cpp
16:56:06Watusimotoare you sure the speciailzations need to go in the .cpp?
16:56:50raptorif they go in the .h, then the linker throws about 1000 errors about each one being declared multiple times
16:56:59WatusimotoI see
16:57:12WatusimotoI'm using MS Smart Link technology!
16:57:32raptori'd rather never have to deal with linker-order problems
16:57:57WatusimotoI concur
16:58:02Watusimotofully
16:58:57Watusimotowell, my wife just called and asked me to start dinner... so if you feel like figuring this out, go for it... I'll pop in later and if nothing has changed, or no comments here, I'll pick up where I left off
16:59:12raptorok
16:59:16raptori'll look at it
16:59:18Watusimotook
16:59:20Watusimotogreat
17:01:19YoshiSmb_m2 it's perfect
17:06:34YoshiSmb_mNM?
17:06:40raptortemplate specialization is horrid
17:16:32koda has joined
17:17:36YoshiSmb_mthere's an android build of bf raptor?
17:17:59raptorthere was one once - but it only compiled, you couldn't actually play with it
17:18:06raptorwe need developers to work on it again
17:18:07YoshiSmb_m Quit (Remote host closed the connection)
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17:29:27BFLogBot Commit: d050d59aac03 | Author: buckyballreaction | Message: Fix compiling in Linux. Try and fix template linking in Visual Studio. Convert files to use Unix line endings
17:29:29raptorok Watusimoto I think I fixed it again - hopefully it works in vc++
17:30:07raptoralso, check your line-endings set-up
17:34:58kaen Quit (Ping timeout: 240 seconds)
17:39:38raptori'll do a test vc++ compile in a vm
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17:49:51raptorit copmiles!
17:49:57raptorwho knows if it works right!
17:51:32Watusimotohi
17:51:36Watusimotook, will check
17:52:36Watusimotocompiing...
17:56:41raptorsuperglue to fix a leather belt loop works wonders
17:57:10Watusimotoit builds!
17:57:13Watusimotofantastic!
17:57:27Watusimotosuperglue is good stuff, when used appropriately
17:59:16Watusimotoit's good for guling the helmets of construction workers to horzontal beams
17:59:17raptorand i didn't even get any on my fingers this time!
17:59:35WatusimotoI don't beleive this last statement
17:59:51raptorit's because it was a new bottle with a perfectly clean tip...
17:59:57raptor*new tube
18:00:06Watusimotohttps://www.youtube.com/watch?v=sZB7sO5ZoV8
18:00:11Watusimotoremember this?
18:06:30raptorwow!
18:20:55YoshiSmb_m Quit (Ping timeout: 252 seconds)
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18:44:29raptorok
18:44:31raptori'll make a deal
18:44:56raptorBBB on 4 Apr. - i'll set up a server, start a forum post, ask for map suggestions
18:45:07raptorbut I need help from people on picking maps
18:47:14raptorbut i can't guarantee i'm there for much of the event...
18:48:31raptorso if I get significant map-selection help, and someone (or two people) who can be admins of the server, i'll do the rest
18:58:43raptorbobdaduck, do you think you and Quartz may be able to help out a bit again? (and would that be a good date?)
19:09:02raptormemory error on Console.cpp:397
19:09:04raptorif(s[0] != 0)
19:09:25raptorcan that be written as just: if(s != NULL) ?
19:09:45kaenI don't think so
19:09:54kaens is a foo*, s[0] is a foo
19:09:54Watusimotohow about if(s[0]) ?
19:10:19raptors is a char*
19:10:40raptorthe invalid read is because of s[0]
19:10:51Watusimotobecause s does not exist?
19:11:01raptornot sure
19:11:13raptori'll add a null check for s beforehand and see what happens
19:11:22kaengood day all, btw
19:11:31raptorgood day!
19:12:10WatusimotoMy console.cpp only has 325 lines
19:12:38raptoroh oops...
19:12:41raptoroglconsole.cpp
19:12:43raptorsorry
19:12:48Watusimotoyes, just found it
19:13:31Watusimotoso what do we know?
19:13:36Watusimotooldlines is a pointer
19:13:47Watusimotothat has a non-0 value
19:13:57WatusimotogLine is an int
19:14:01Watusimotowith a sane value
19:14:43Watusimotoand oldTextWidth is an int with some value, probably
19:15:10Watusimotothis is difficult code!
19:15:43Watusimotomy guess is that oldLines is pointing off somewhere in the wild blue yonder, and needs a proper initialization
19:16:08raptori think we should gut it
19:16:14raptorkill oglconsole
19:16:29raptoruse our own simpler thingy with fontstash and DroidSansMono
19:16:31Watusimotogut it like a fish
19:17:33raptorrip out its vertibrai
19:17:36raptorvertibrae
19:17:41Watusimotohttp://wacha.ch/wiki/sdlconsole
19:17:53amgine123 has joined
19:17:59amgine123hello
19:18:12Watusimotocancel that
19:20:20bobdaduckraptor: I'm sure we can. I'm also going to try to rehost the thingy thingy next fridyay though
19:20:53amgine123somthing with my family came up ill never be able to participate in one of htecontests....
19:20:53raptorhooray!
19:21:02raptorso 4 Apr seems OK? kaen, thoughts?
19:21:06amgine123im always busy or not on or not told....
19:22:34amgine123uh
19:22:45amgine123is f9 bring up the plugins on BF19b
19:22:51raptorF4
19:22:54raptorit was changed
19:23:08amgine123ok
19:23:26amgine123btw anything new to test i havent tried any builds ins a while
19:23:51raptorstack overflow!
19:24:10raptoramgine123: we're at the start of a new 'development cycle' so not much to test, but lots to break!
19:24:38amgine123ah
19:25:02amgine123I was thinking would it be hard to finaly implement te virus gametype mode in BF 20 ? or 20a ?
19:25:26amgine123it wouldnt be to hard would just have to modify a few things in Rabbit gameplay type i htink
19:25:43amgine123seems more compatable then teh default BM
19:27:25Watusimotodinner time... back later
19:27:31amgine123ok :)
19:27:44amgine123a error on line 20 means line 19 is usally at fault right ?
19:27:58amgine123im working on a plugin
19:31:37Watusimoto Quit (Ping timeout: 240 seconds)
19:33:39amgine123arg got a buch of errors fixewd to line 28 but now im back at 20
19:44:13amgine123arg im causing more programing code errors then im fixing beter backtrack
19:58:22kaenneeds more version control :)
20:03:38amgine123ugh
20:04:07amgine123im getting anoyyed there a bug in my windoows system im saving the pluygin as all file type but it saves it as a .txt
20:04:17amgine123so I cant seem to test it
20:06:37amgine123AHA
20:06:41amgine123now im at 29
20:07:13amgine123btw just wondering can you do basic luacommands to Bf thorugh the console
20:07:56amgine123ok so everything up to the second section of lua code worls
20:07:58amgine123works
20:08:06amgine123but im not sure how to do this part
20:09:05amgine123uh simple question what should i do if i want a message to popup saying a object must be selected if objects < 1 ?
20:09:30amgine123whats teh command for a popup error text
20:14:06amgine123like the big red popup text that comes up when you try to do somthing invalid with kaens plugins
20:14:26raptorlet me find that for you
20:15:11raptoruse something like this: plugin:showMessage("Failed!", false)
20:15:13Nothing_Much Quit (Ping timeout: 240 seconds)
20:15:36raptoryou can change 'false' to 'true' for a green message, i think
20:16:31amgine123ok cause im trying to figure out how to make a nice convienent popup error text if somone forgets to select a object for using a plugin
20:16:47amgine123hmm
20:16:58amgine123use a if statment ?
20:17:32amgine123hmm not quite 100% where to placment it
20:19:24raptoryou can see how it is used here (with if statements): https://github.com/kaen/stardust/blob/master/editor_plugins/offset_polygons.lua
20:20:06amgine123my plugin is a simple easy plugin that when used moves objects to the inputed coordintes
20:22:53amgine123objects = plugin:getSelectedObjects() -- Says to do the programed code on the selected objects if arg[1] == "Location" then -- If the menu selection is the first movment type do this section of code for i=1,#objects do
20:23:01amgine123umm bad
20:23:37amgine123like this ?
20:23:41amgine123http://pastie.org/8959749
20:25:48amgine123hmm i dont think thats right
20:28:18amgine123if objects[i]< 1 then plugin:showMessage("Select a Object!", true) elseif
20:28:33amgine123meh im sure ill get it
20:28:42raptorwhat are you trying to do?
20:28:46raptoris 'objects' an array?
20:29:11amgine123create a simple plugin message that will state if objects < 1 to select a object
20:29:34raptorok, if objects is a list of objects, then you probably want: if #objects < 1
20:29:46amgine123ah ok
20:29:58amgine123forgot its handleded with #objects
20:30:19amgine123ill need another end since there is another for forrec
20:30:24amgine123for correct ?
20:30:26Watusimoto has joined
20:30:32amgine123welcome wattsimo
20:30:35raptoryes
20:30:57raptor'for' 'if' 'function' all require an 'end'
20:32:11amgine123ugh
20:32:19amgine123I think io put it in teh wrong spot
20:33:59amgine123http://pastie.org/8959761
20:34:16amgine123where do I put that if #objects < 1 statment
20:35:00amgine123trying to figure out how to retype that
20:35:05amgine123got to rearrange it
20:35:38amgine123uhh
20:35:53amgine123maybe i would have to get a object count
20:36:05amgine123how do you get a object# count ?
20:36:29raptorthat's what the '#' does with the 'objects' array
20:38:08amgine123so how do i fikx it im not quite sure how
20:39:41amgine123also is there a way to update the plugin list wihout having to constently reopen BF
20:40:12amgine123oh nevermind it works I think
20:40:37amgine123hmm
20:40:43amgine123now for the last part
20:40:56amgine123which im completly baffled on
20:41:08amgine123moving a gruop of objects and keeping there spacing
20:42:28WatusimotoI'm here, but not in that other window
20:43:13amgine123well my plugin now works but im stuck on jhow to do te second section
20:43:25amgine123moving objects by there grouping
20:43:30amgine123keeping spacing
20:43:47amgine123hmm centeroid of mass.....
20:44:06WatusimotoI'm not sure what you want to do, nor where you want to do it
20:44:27Watusimotopaste your script again, but where you want to do your something, add a comment like -- <<<<< Do my thing here
20:44:36Watusimotothen at least the where bit is clearer
20:45:06bobdaduck Quit (Remote host closed the connection)
20:45:14Nothing_Much has joined
20:47:41LordDVG has joined
20:50:12amgine123here is what im working on
20:50:18amgine123http://pastie.org/8959786]
20:51:19amgine123I was thinking
20:51:41Watusimotomuch better
20:51:42amgine123along the lines of the objects pos is there pos
20:52:03amgine123and then objectsAVg pos is objpos/#objects
20:52:12Watusimotoyou don;t need to find the center of the group
20:52:26amgine123I dont ?
20:53:05Watusimotoah
20:53:07Watusimotomaybe you do
20:53:25WatusimotoI guess you do
20:53:28Watusimotoyou want to
20:53:32Watusimoto1) find the center of the group
20:53:44amgine123It should move the centeroid of mass to the new coordintes while keeping there spacing in tact
20:53:51Watusimoto2) find the offset of the center and the destination point
20:53:59Watusimoto3) offset each object by that difference
20:54:04Watusimotothat will keep the spacing the same
20:54:10LordDVG Quit (Remote host closed the connection)
20:54:11amgine123Yes i think so
20:55:03WatusimotoI think the centroid you want will just be the average of all the coordinates
20:55:08WatusimotoI *think*
20:55:13Watusimotoyou could start with that
20:55:15amgine123yeah but im not sure how to do that
20:55:23Watusimotoloop through all the objects
20:55:31Watusimotoor better, I think you can get a list of all selected objects
20:55:35Watusimotobrb
20:56:04amgine123why is my idea of just finding the cewnteroid of mass and it along with all the other objects invalid ?
20:56:53Watusimotook
20:57:00amgine123so
20:57:02Watusimotoso loop through all the selected objects
20:57:12Watusimotoadd up all the x coords and all the y coords
20:57:23Watusimotothe divide the total by the number of objects you looped through
20:57:29Watusimotothat will give you the avg. x and y
20:57:30amgine123how to get there coordintes
20:57:52Watusimotoobj:getPos().x and obj:getPos().y ?
20:57:55amgine123getPos() ?
20:58:17amgine123while have 2 varibles can i have 1 ?
20:58:23amgine123for X and Y ?
20:59:19Watusimotoyou can find tons of good examples in the stardust.lua file that comes with Bitfighter
21:00:35Invisible2 has joined
21:00:41amgine123uh when i open them they are all gargbled into like 3 lines
21:02:57amgine123this is crude but will it NOT work ? http://pastie.org/8959815
21:03:35Watusimotoyou are in luck
21:03:48amgine123it will ?
21:03:54amgine123really? i guessed
21:04:14amgine123now what hmm
21:04:21Watusimotowe have a centroid function in the Geometry library
21:04:29amgine123hooray!
21:04:42WatusimotoGeom.centroid(pointtable)
21:05:00amgine123so how would i use that
21:05:13amgine123whats (pointable)
21:05:19Nothing_MuchI think the trailer needs the storyline nixed
21:05:27amgine123??
21:05:28Watusimotothining
21:05:45amgine123working on a Bf single player mode ?
21:06:12amgine123umm
21:06:19amgine123wattsimo how would i use that
21:06:49Watusimotowell, you can loop through all the selected objects and do a getPos on each, and add that point to a table that you could pass to Geom.centroid()
21:07:07amgine123you lost me
21:07:12amgine123one small step at a time
21:08:19Watusimotosomething like this
21:08:36Watusimotoobjects = bf:getSelectedObjects() -- or whatever, check the docs
21:08:45Watusimotofor k, obj in ipairs(objects) do
21:09:13Watusimotolocal pos = obj:getPos()
21:09:41amgine123You lost me again 1 mircon step at a time!
21:10:08amgine123and whateve method is the easiest i would prefer that
21:10:10Watusimototable.insert(points, pos)
21:10:16Watusimotoend
21:10:43Watusimotolocal centroid = Geom.centroid(points)
21:10:52Watusimotosomething like that should get you the centroid
21:11:40amgine123I am horrible lost
21:12:33Watusimotosomething like this:
21:12:34amgine123you msut relize im am horribly stupid so you gotta go slsssssssssssllllllllllllloooooooooowwwwww
21:12:34Watusimotohttp://hastebin.com/recofugutu.txt
21:12:55Watusimotonot sure if that will work exactly right, but it is pretty close
21:13:19amgine123http://www.youtube.com/watch?v=5wgt2_7CY7Q
21:13:53amgine123in my case K would be i correct ?
21:14:24amgine123uh and evertything im doing is Global not local.....
21:16:38raptori don't really like this fix...
21:16:41BFLogBot Commit: 7d6c050d2dd3 | Author: buckyballreaction | Message: Workaround crash when accessing UIChat from editor with a QuickMenu open
21:17:25Watusimotoit doesn't matter... that variable is never used, you can call it what you want
21:17:38Watusimotoit jsut has to be there because lua requires two vars in that statement
21:18:28Watusimotoand it disappears as soon as that end is hit
21:18:37raptoron to the next issue!
21:19:51raptorwe're below 90!
21:21:19amgine123want me to add a few hundred more XD
21:21:25amgine123!ideas
21:21:25BFLogBotTo enter a feature request: http://tinyurl.com/bfnewfeature -- To view all feature requests: http://tinyurl.com/bffeatures
21:21:45amgine123raptor can i ask for somthing
21:22:13amgine123is it possible to create a in game notifier so if you are playing it you dont have to be running the other notifer at teh same time '/
21:22:31Watusimotowe are planning on adding that feature to the editor
21:22:38amgine123so if your not playing you can run the other one but if your in Bf you can have one automaticly
21:22:45Watusimotodoes it make sense to do it in-game?
21:23:03amgine123well if you are on you want to know if somone joins
21:23:14amgine123that way you dont have to run te other notifier as well
21:23:15raptori think if you're connected to master and not in the gameUI, then maybe a beeboop with a small message?
21:23:39Watusimotowhat if you are playing alone?
21:23:51raptorthen that's good, too
21:23:53amgine123then a message will show that somone joined
21:24:04Watusimotomaybe we should have 3 INI options: Notify in editor, notify in game & editor, don't notify
21:24:17raptoror just 3 levels
21:24:24raptor0 1 2
21:24:26amgine123basicly a in in game notifer that will popup to let oyu know if osmone joined
21:24:42amgine123why have 2 notifiers if 1 is needed ?
21:24:56amgine123of course we qwill want to keep the old notifier
21:25:00Watusimoto0 = don't notify, 1 = notify in editor, 2 = notify in game & editor
21:25:10raptorlike log levels!
21:25:18amgine123nah 0 = dont notify 1 = notify ?
21:25:23raptor3 = 2 + notify in menus!
21:25:35Watusimotoha
21:25:44Watusimoto4 = notify when computer is off
21:26:12amgine123why not 0 = dont notify 1 = notify no matter where you are
21:26:27raptorwe have that master render function that renders the masterconnection actions on top of *everything*
21:26:29amgine123having 3 levels doesnt make sense to me when 2 will work
21:28:32raptordont' worry, we're just brainstorming
21:32:42amgine123anyweays do you think its a good idea ?
21:32:56amgine1231 for when BF is running 1 for when it is not ?
21:33:04raptorwe already have an issue for it
21:33:48amgine123I know i started it Xd
21:36:30amgine123though i dont see it
21:36:50amgine123odd somtimes i notice when i post stuff from my mobile device iit disapears from BF
21:50:28amgine123uh what as that one other site that we put Bf on i cant seem to find anythign about it on the forums
21:55:02Nothing_Much Quit (Read error: Connection reset by peer)
21:59:12Watusimotogamejolt or desura?
22:08:23amgine123gamejolt ty
22:08:26amgine123couldnt remember
22:09:20Nothing_Much has joined
22:21:06Nothing_Muchhi guys
22:29:41raptorok, off to dinner. later!
22:33:27BFLogBot Commit: 31b7023ac420 | Author: buckyballreaction | Message: Fix memory error in oglconsole
22:33:59raptor Quit ()
23:11:39Invisible2 Quit (Ping timeout: 240 seconds)

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