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llnz | bbl | 00:32 |
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mithro-andy | heyo people | 01:30 |
mithro-andy | sup? | 01:30 |
mithro-andy | ch | 01:37 |
mithro-andy | opps | 01:37 |
mithro-andy | cherez: ping? | 01:37 |
cherez | mithro-andy: Pong. | 01:42 |
mithro-andy | sorry about missing our meeting | 01:45 |
mithro-andy | ive been home sick the last couple of days | 01:46 |
mithro-andy | (hence the not been around much) | 01:46 |
cherez | No worries. | 01:46 |
mithro-andy | got time to chat now? | 01:47 |
cherez | Sure. | 01:47 |
mithro-andy | so last week you said that you where going to start doing daily blog posts like Greywhind to give me a better idea what you are doing. | 01:49 |
mithro-andy | its great that you have been asking llnz for help in my absense | 01:51 |
mithro-andy | (just reading logs now) | 01:51 |
Greywhind | mithro-andy: oh, hey | 01:53 |
cherez | He's been able to answer most my questions; all that I need to do now is get packets and parameters working together. | 01:53 |
Greywhind | mithro-andy: if you like the latest screenshot on my blog, i'll send you a code review | 01:53 |
mithro-andy | so are you going to start daily posts? | 01:53 |
mithro-andy | Greywhind the ones with the media? | 01:54 |
Greywhind | mithro-andy: yeah | 01:54 |
mithro-andy | looks good | 01:54 |
Greywhind | ok, i'll get a code review ready then | 01:54 |
mithro-andy | so i think you should suggest that resources have graphics/media associated with them too | 01:55 |
Greywhind | mithro-andy: where would those be displayed? | 01:56 |
cherez | mithro-andy: That's the plan. | 01:57 |
mithro-andy | in things like the resource map view (as a key like thing) | 01:57 |
mithro-andy | cherez: so i should poke you every day for one? | 01:57 |
cherez | Feel free. | 01:58 |
mithro-andy | Greywhind: and in the object panel too | 01:58 |
mithro-andy | im thinking little icons like in the system tree | 01:59 |
Greywhind | mithro-andy: which object panel? | 02:00 |
mithro | the one you have just been working on | 02:00 |
Greywhind | oh, the info panel? | 02:02 |
mithro | yeah | 02:02 |
mithro | in the resources params stuff | 02:02 |
Greywhind | yeah, ok, i see | 02:02 |
mithro | cherez: so when am I going to see a new cl? | 02:02 |
Greywhind | mithro: http://codereview.mithis.com/5001 | 02:03 |
tpb | Title: Issue 5001: Created folding panel view for panelInfo, with panels for each type of information. - Code Review (at codereview.mithis.com) | 02:03 |
Greywhind | it's a big one :P | 02:03 |
cherez | mithro: I can have one up pretty soon. | 02:03 |
mithro | cherez: in your last CL there where a couple of stuff that should be split out into their own CLs | 02:04 |
mithro | cherez: I would have expected to see that done sooner rather then later | 02:04 |
cherez | Well, is there a way to remove a file from the CL? | 02:05 |
mithro | cherez: yes - create a new branch, copy the changes to the new branch, rebase your changes onto the new branch | 02:06 |
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mithro | http://www.thousandparsec.net/planet/ | 02:14 |
tpb | Title: Planet Thousand Parsec (at www.thousandparsec.net) | 02:14 |
Greywhind | mithro: hey, nice | 02:25 |
mithro | cherez: so the mid-term evaluation is quickly coming up | 02:25 |
mithro | to properly evaluate your progress I would like the following things | 02:27 |
mithro | a) reach a strong functional milestone (IE have the code committed that does something) | 02:27 |
mithro | b) write up a summary of your progress so far | 02:27 |
cherez | Alright. | 02:29 |
cherez | It's about 2 weeks from now, right? | 02:29 |
mithro | yeah | 02:34 |
mithro | July 6: ~12 noon PDT / 19:00 UTC Mentors and students can begin submitting mid-term evaluations. | 02:34 |
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CIA-23 | landon tpclient-pyogre * rc055298b4235 /src/battleviewer.py: Added stubs for the per-entity event method generators | 03:34 |
CIA-23 | landon tpclient-pyogre * ra037b66db183 /src/battleviewer.py: Added basic events that pop up a log in BattleManager | 03:34 |
mithro | Landon: can we view anything yet? | 03:42 |
Landon | other than log events no, I'm working on the Fire event right now | 03:42 |
mithro | Landon: I'm a little worried with the lack of progress you seem to be making - I would have expected you to be able to view a basic battle by now | 03:50 |
mithro | what is holding you back at the moment? | 03:53 |
Landon | nothing right now, I've started coding at night so I don't get swamped by the heat | 03:55 |
Landon | last week I got myself confused about how to approach some problems, but that's sorted now | 03:56 |
Landon | ogre has been a little overwhelming, I had some of the concepts grasped, but not the ones applicable to what I was working on :P | 03:57 |
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mithro | it is almost 50% of the way through GSoC | 04:18 |
mithro | and you are suppose to be working on this roughly 40 hours a week | 04:26 |
mithro | Landon: I would like to see you post daily status updates/progress reports | 04:48 |
mithro | you have only really two weeks to get stuff working | 04:48 |
Landon | yeah, I had that in mind as well | 04:49 |
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mithro | Landon: so you think you can do daily status reports to your blog? | 05:26 |
Landon | yeah, I can do that | 05:26 |
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llnz | later all | 07:45 |
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llnz | morning all | 16:24 |
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tansell-laptop | morning people | 20:45 |
tansell-laptop | alanp, ping? | 20:45 |
llnz | hi tansell-laptop | 20:45 |
Greywhind | hi | 20:47 |
Greywhind | tansell-laptop: any comments on that code review? | 20:47 |
tansell-laptop | I have not seen the code review yet | 20:51 |
tansell-laptop | link me? | 20:51 |
Greywhind | tansell-laptop: http://codereview.mithis.com/5001 | 20:51 |
tpb | Title: Issue 5001: Created folding panel view for panelInfo, with panels for each type of information. - Code Review (at codereview.mithis.com) | 20:51 |
alanp | tansell-laptop: hello, here for a minute | 20:59 |
alanp | ping? | 21:02 |
tansell-laptop | pong | 21:14 |
tansell-laptop | Greywhind, line 119 of infoPanel | 21:21 |
tansell-laptop | Greywhind, I don't understand why that loop is needed | 21:22 |
tansell-laptop | Greywhind, feedback submitted | 21:26 |
tansell-laptop | alanp, so I wanted to discuss mtsec a bit | 21:26 |
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Greywhind | tansell-laptop: well, i was planning to leave GetPrintout in in case someone wanted to print the properties for debugging purposes | 21:34 |
Greywhind | but i can remove it, because it's probably not useful | 21:34 |
Greywhind | tansell-laptop: the loop on 119 is there to add the information about the "Other" miscellaneous attributes that aren't in the .properties | 21:34 |
Greywhind | like Modify Time, Desc, ID, and Name | 21:35 |
tansell | I think it's probably better to just hardcode them | 21:36 |
Greywhind | tansell-laptop: if you want, I can. but this is how the old panel did it. | 21:38 |
tansell | Greywhind, well - there is a limited number of hard coded properties | 21:38 |
tansell | and they require a protocol update to change | 21:38 |
Greywhind | tansell: ok, i can hard code them | 21:38 |
tansell | it would make that code much clearer and cleaner | 21:38 |
Greywhind | do you want me to remove GetPrintout()? | 21:39 |
tansell | yeah | 21:41 |
Greywhind | tansell: http://codereview.mithis.com/5001 | 21:51 |
tpb | Title: Issue 5001: Created folding panel view for panelInfo, with panels for each type of information. - Code Review (at codereview.mithis.com) | 21:51 |
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Greywhind | mithro: did you see my link? | 22:02 |
tansell | yes | 22:02 |
tansell | much easier to read now | 22:02 |
Greywhind | ok | 22:02 |
tansell | comments published | 22:03 |
Greywhind | ok, i'll try to make panels for those | 22:05 |
Landon | ah finally I made a laser :x that took way too long | 22:26 |
tansell | Landon, screenshot? | 22:50 |
alanp | tansell-laptop: i'm back, let's discuss | 22:50 |
tansell | alanp, so there exists a formula for ship construction cost | 22:50 |
alanp | was it on the page? | 22:50 |
Landon | tansell: sure but it's not pretty, was just console testing to figure out billboardchains | 22:50 |
* alanp hopes he didn't miss it | 22:50 | |
tansell | I'm pretty sure it was | 22:52 |
tansell | alanp, I would like to also discuss some fundmentals of the game design | 22:52 |
alanp | i just scrolled through again, and didn't see it | 22:52 |
alanp | ok | 22:52 |
tansell | Each ship takes one production point for every 10 units of size. For example, a scout takes 6 production points to produce, while an Argonaut will take 100 production points to produce. | 22:52 |
Landon | tansell: http://lfowles.org/images/bvlaser.png | 22:52 |
alanp | ok | 22:53 |
alanp | and the extra components add to that? | 22:53 |
tansell | not according to that formula | 22:53 |
alanp | floor or ceil for the odd numbered ones? | 22:53 |
alanp | where is the formula? | 22:53 |
tansell | it's described right there | 22:53 |
alanp | oh, ok, no problem | 22:54 |
tansell | no you shouldn't floor/ceil the number internally | 22:54 |
alanp | what about advanced battle scout, size 133 | 22:54 |
tansell | note that is not turns - but production points | 22:54 |
alanp | we can use buildtime regardless, right? | 22:55 |
tansell | Landon, I don't actually see a laser in that screenshot? or is that what the white thing is? | 22:55 |
tansell | alanp, what do you mean? | 22:55 |
Landon | that's ythe white thing | 22:55 |
Landon | was testing out positions with it | 22:55 |
Landon | that's why it's crooked/widening | 22:55 |
alanp | the property buildtime | 22:55 |
Landon | but I can easily go from point to point with it | 22:55 |
Landon | just need to figure out materialsso it looks more lasery | 22:55 |
tansell | if you have 100 production points you could produce 16 scouts in one turn | 22:56 |
alanp | nod | 22:56 |
tansell | so "buildtime" doesn't really make any sense | 22:56 |
alanp | I can rename the property | 22:56 |
alanp | i think that will actually lessen the complexity | 22:57 |
alanp | tansell, can a ship have multiple tubes? | 22:57 |
tansell | I would call it something like "Product cost" | 22:57 |
tansell | alanp, for sure | 22:57 |
alanp | OK | 22:57 |
tansell | I think a tube can only fire a single type of torpedo | 22:58 |
tansell | or missile | 22:58 |
alanp | right | 22:58 |
alanp | like an Alpha Tube fires an Alpha Missile | 22:58 |
tansell | otherwise it makes little sense to build the smaller tubes | 22:58 |
tansell | yeah | 22:58 |
alanp | I was discussing with llnz | 22:58 |
alanp | could a Gamma tube fire an Alpha missile? | 22:58 |
alanp | he was undecided, the current constraints allow it | 22:58 |
alanp | (easily fixed) | 22:58 |
tansell | I would say no | 22:58 |
tansell | current constraints? | 22:59 |
alanp | scheme requirement functions, i mean | 22:59 |
tansell | the tpcl constraints have nothing to do with loading/unloading actual missiles | 22:59 |
alanp | allow it in the design | 22:59 |
alanp | nod | 22:59 |
tansell | missiles/torpedos are expendable resources | 22:59 |
alanp | in the design window, i think i have to force the order of components added | 23:00 |
alanp | does that make sense to you? | 23:00 |
alanp | IE add a hull before a tube | 23:00 |
tansell | a ship might have capacity for 1000 missiles, but be carrying none | 23:00 |
* alanp nod | 23:00 | |
tansell | alanp, yes | 23:00 |
alanp | that would be a tpcl constraint as well | 23:00 |
tansell | tubes and racks should require that a hull exists in the design | 23:00 |
alanp | i was having issues with that last night, and i decided to go that direction (hull before X) | 23:00 |
alanp | so i'm glad we're on the same page there | 23:00 |
tansell | what where you refering to with this -> <alanp> that would be a tpcl constraint as well | 23:01 |
alanp | hull before tube | 23:01 |
tansell | yeah | 23:01 |
tansell | the constraint would be on the tube/racks | 23:01 |
alanp | yes | 23:01 |
tansell | something like "require 1 or more hulls" | 23:02 |
alanp | how would you like to see missiles developed? | 23:02 |
alanp | well, one hull | 23:02 |
tansell | developed? | 23:02 |
alanp | they're currently not implemented from what I can tell | 23:02 |
alanp | it's part of my next milestone | 23:02 |
tansell | the requirements that there is only one hull should be done by the hulls | 23:02 |
alanp | yes | 23:02 |
tansell | great | 23:03 |
alanp | but in the tubes I can check for one hull existing | 23:03 |
alanp | that's what I meant, no need to check if at least one exists | 23:03 |
alanp | when there should only be one | 23:03 |
tansell | so torpedoes/missiles should be designed exactly the same way that ships are | 23:03 |
tansell | you create a "alpha torpedo hull" and then you load it up with the various explosives | 23:04 |
alanp | ok | 23:04 |
tansell | and then you can build "alanp's super special mix torpedos" at planets | 23:04 |
alanp | I will have to change the Category ID of the explosives tonight | 23:04 |
tansell | which can then be loaded onto your ships | 23:04 |
alanp | that super special mix is dangerous :-) | 23:04 |
alanp | should i leave the explosive materials as a component even? | 23:05 |
alanp | i guess that makes sense | 23:05 |
tansell | yes | 23:05 |
alanp | create the component from the resources, load it onto the missile | 23:05 |
tansell | only components can be added to designs | 23:05 |
alanp | ah, of course | 23:06 |
tansell | so you understand the difference between designs and their actualisation's right? | 23:06 |
alanp | I can remove all of the missile properties tonight I guess | 23:06 |
alanp | actualisation like instance? | 23:07 |
tansell | designs == blueprints on how to build stuff | 23:07 |
llnz | tansell: are you saying that missile/torps should be resources? | 23:07 |
alanp | oh, yes, i get that | 23:07 |
alanp | llnz: no, they are designs | 23:07 |
tansell | alanp, they should be resources too | 23:07 |
alanp | how are they resources? | 23:07 |
llnz | therefore the missile and torps designs create new resource types | 23:07 |
alanp | hmmm | 23:08 |
llnz | ? | 23:08 |
alanp | every planet will have a missile/torp capacity? | 23:08 |
tansell | well when you build them on planets the planet needs to show "I have 1 alanp missile" | 23:08 |
tansell | and ships need to show "I'm carrying X alanp missiles" | 23:08 |
tansell | so each *missile design* is a unique resource | 23:09 |
tansell | alanp, understand? | 23:10 |
alanp | it's a bit foggy | 23:10 |
alanp | tbh | 23:10 |
llnz | user story time... | 23:11 |
alanp | uh oh | 23:11 |
llnz | player creates a missile design from the missile components (missile hull, exposives, engine) | 23:11 |
llnz | a new resource type is created | 23:11 |
llnz | and a (two?) new component is available for ship designs | 23:11 |
alanp | ohhhhh | 23:12 |
llnz | player creates a new ship design | 23:12 |
alanp | OK, I fully understand that | 23:12 |
llnz | using the new compnoent(s) | 23:12 |
alanp | the missile is a new resource on the planet which gets made into a component which gets included on the ship | 23:12 |
alanp | s/the ship/the new ship/ | 23:12 |
llnz | player then builds a ship (or fleet), and the missiles on a planet | 23:12 |
llnz | loads the missiles onto the ship, goes out and kills things | 23:13 |
alanp | hehe | 23:14 |
alanp | ok, i'm with you guys | 23:14 |
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tansell | llnz, actually that is wrong | 23:35 |
llnz | tansell: really? how? | 23:35 |
tansell | a ship can launch any alpha torpedos | 23:35 |
tansell | it has no preference for "alanp's magic mix torpedos" | 23:35 |
llnz | is "alpha torpedos" a torpedo hull type? | 23:35 |
tansell | yes | 23:35 |
llnz | ah | 23:35 |
llnz | that makes sense | 23:35 |
tansell | which makes it slightly simpler | 23:36 |
tansell | so it works like this | 23:36 |
tansell | <llnz> player creates a missile design from the missile components (missile hull, exposives, engine) | 23:36 |
tansell | <llnz> a new resource type is created | 23:36 |
tansell | person builds a new missile of a given design at a planet | 23:37 |
tansell | then a person orders a ship to load the newly created missile | 23:37 |
tansell | at step 3 - the planet is going to show "I have one resource which is a missile of design X" | 23:38 |
tansell | at step 4 - the ship is going to show "I have on resource which is a missile of design X" | 23:38 |
tansell | oh - and engine is part of the hull so step one is really just loading up the explosives | 23:38 |
tansell | s/loading up the explosives/designing the explosives mix/ | 23:39 |
tansell | I shouldn't mix the terms when trying to explain it clearly | 23:39 |
tansell | alanp / llnz: that make more sense? | 23:39 |
llnz | yes, that's much better | 23:40 |
llnz | alanp: please add that description to the wiki page about MTSec | 23:40 |
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alanp | OK | 23:45 |
alanp | sorry, i was afk for a fre minutes | 23:45 |
tansell | it means that you can change the missile/torpedo configuration of a ship without having to create a new design as long as the torpedo class doesn't change | 23:47 |
alanp | right, so we can add missile/torps to an existing ship,correct? | 23:47 |
tansell | alanp, the resources can be loaded onto the ship | 23:47 |
tansell | never in the design window do you add a missile/torps to a ship | 23:48 |
alanp | you add it from the planet | 23:48 |
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tansell | alanp, yeah - there should be a "load armaments" order | 23:50 |
alanp | ok | 23:50 |
alanp | makes perfect sense | 23:50 |
llnz | "unload armenment" order is probably a good idea too | 23:51 |
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alanp | like, drop it to a planet? | 23:52 |
llnz | yeah | 23:52 |
alanp | is there an order to load missile from rack->tube | 23:52 |
alanp | or is that auto? | 23:52 |
Greywhind | tansell: i've posted my weekly update | 23:52 |
tansell | alanp, that is auto | 23:56 |
alanp | ok | 23:56 |
tansell | also all ships in a fleet share armenments | 23:57 |
alanp | they all fight as one right? | 23:57 |
alanp | how does that work if one ship has 50 torps on racks and one has 0 | 23:57 |
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