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tansell | and example of a moving particle effect would include the Lexx's weapon | 00:00 |
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Landon | ok | 00:01 |
tansell | another example would be having a laser which has a pulse go along a guiding beam | 00:03 |
tansell | Landon, know what I mean? | 00:03 |
Landon | the main problem I see with using particle effects as weapons (without moving the point or something similar) is that they're hard to control, like a pulse laser, I'm not sure how I'd get it to stop at the target ship | 00:03 |
Landon | yeah, I gotcha now | 00:04 |
Landon | just trying to figure out how to implement these | 00:04 |
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tansell | Landon, the same way you get torpedo's to stop? | 00:04 |
Landon | well torpedoes would be attached to a scenenode | 00:04 |
tansell | you also can put the particle effects in a bounding box right? | 00:04 |
Landon | I dont think I have such fine grain control over particles though (particle systems yes, but not particles) | 00:05 |
Landon | yeah | 00:05 |
tansell | http://www.game-cat.com/ogre/pe/docs/PETutorial.htm | 00:05 |
tpb | <http://ln-s.net/3nsl> (at www.game-cat.com) | 00:05 |
tansell | so a few stray particle is not a real problem | 00:05 |
tansell | make the "particle box" stop half way through the target | 00:06 |
Landon | well, it's not so much a few stray particles as "the beam doesn't reach the ship" and "the beam overshoots the ship" | 00:06 |
Landon | well, the way I'm thinking of it for some weapons is that the emitter is near the attacker | 00:06 |
Landon | and emits particles in the direction of the target | 00:07 |
Landon | some weapons though, I could fly an emitter around towards the target | 00:07 |
Landon | that's simple enough | 00:07 |
tansell | Landon, so looking at that particle editor | 00:07 |
tansell | they don't seem to have any problems having a start/stop position of the particles | 00:08 |
Landon | it sort of looks like they tweak the time_to_live | 00:08 |
Landon | hm, doable, since I know the velocity, seems finicky | 00:09 |
tansell | I'm pretty sure you can define a box which causes the particles to die if they leave it | 00:09 |
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tansell | Landon, | 00:18 |
tansell | http://www.ogre3d.org/docs/manual/manual_38.html | 00:18 |
tpb | <http://ln-s.net/3nsz> (at www.ogre3d.org) | 00:18 |
tansell | Landon, | 00:21 |
tansell | DeflectorPlane Affector | 00:21 |
tansell | This affector defines a plane which deflects particles which collide with it | 00:21 |
tansell | Landon, poke? | 00:24 |
tansell | you could also use other Affectors to great effect | 00:24 |
tansell | like the Gravity Affector which draw particles towards a point | 00:24 |
Landon | yeah, playing with a particle editor now | 00:25 |
tansell | looks like there is also a thing called | 00:28 |
tansell | Particle Accelerator | 00:28 |
tansell | which might help too | 00:28 |
Landon | where do you see that? | 00:29 |
tansell | http://www.ogre3d.org/wiki/index.php/Particle_Accelerator | 00:32 |
tpb | <http://ln-s.net/3nt3> (at www.ogre3d.org) | 00:32 |
tansell | it seems to be windows only :( | 00:32 |
Landon | yeah, I've been using acidparticle | 00:32 |
Landon | theoretically it can be used on linux too, but I haven't managed to get it to compile against ogre right | 00:32 |
tansell | oh | 00:36 |
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tansell | Landon, so have we got torpedos? | 00:46 |
Landon | sort of | 00:47 |
Landon | I've got particles that shoot from the ship and spew exhaust-like particles | 00:47 |
tansell | so now you just need to make a variety of them? | 00:49 |
Landon | yeah | 00:49 |
tansell | you know what my next question is going to be :P | 00:50 |
Landon | screenshots? | 00:51 |
Landon | I don't have them in the client yet, I'm still tweaking values in the particle editor | 00:51 |
CIA-26 | Greywhind tpclient-pywx-tp04 * r391b2898bbbb /windows/ (main/overlays/Overlay.py xrc/panelPicture.xrc): Added a popup to the corners of the starmap showing a picture of the hovered object. | 00:55 |
CIA-26 | Greywhind tpclient-pywx-tp04 * rf64c848f68b6 /extra/objectutils.py: Fixed display of objects on risk ruleset. | 00:55 |
llnz | bbl | 01:00 |
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tansell | Greywhind, see why it's important to play test? | 01:36 |
Greywhind | tansell: yes, of course :P | 01:39 |
* Landon will have to continue this tomorrow | 02:05 | |
Landon | not turning out as straightforward as I hoped | 02:05 |
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CIA-26 | llnz tpserver-cpp-battlexml * r8e21519d7f2f /tpserver/settings.cpp: | 05:33 |
CIA-26 | Added . to valid setting key characters, should allow for some more advanced features. | 05:33 |
CIA-26 | Like moving to boost::program_options or using categories, etc. | 05:33 |
CIA-26 | llnz tpserver-cpp-battlexml * r0418629d1078 /tpserver/ (thresholdturntimer.cpp thresholdturntimer.h): (log message trimmed) | 05:33 |
CIA-26 | Straighten out ThresholdTurnTimer. Reported by reac. | 05:33 |
CIA-26 | Renamed updateTimer to updateTimerNowOverThreshold to make it clear | 05:33 |
CIA-26 | what it does. Fixed bug, calling wrong alert, now calls | 05:34 |
CIA-26 | thresholdFinishedNewTimer instead of timerExpiredStartEOT. | 05:34 |
CIA-26 | Fixed noted checking for negatives on unsigned values (made them | 05:34 |
CIA-26 | signed and then copy to unsigned once they are definitely positive). | 05:34 |
CIA-26 | alanp tpserver-cpp-battlexml * re08a8d65a7f0 /modules/games/mtsec/ (build.cpp mtsec.cpp planet.cpp): | 05:34 |
CIA-26 | - Fixed some problems with Building a Fleet, still some more to go over but it works in simple cases now | 05:34 |
CIA-26 | - Added the resource for Factories | 05:34 |
CIA-26 | alanp tpserver-cpp-battlexml * r79ad838523f2 /modules/games/mtsec/ (build.cpp mtsec.cpp planet.cpp): | 05:34 |
CIA-26 | Revert "- Fixed some problems with Building a Fleet, still some more to go over but it works in simple cases now" | 05:34 |
CIA-26 | This reverts commit e08a8d65a7f044da3ce189958e2b43fbb2ea261a. | 05:34 |
CIA-26 | llnz tpserver-cpp-battlexml * r4de61a451543 /modules/tpcl/guile/ (tpguile.cpp tpguile.h): | 05:34 |
CIA-26 | In tpguile, set the property values to zero before starting to eval | 05:34 |
CIA-26 | the designs. | 05:34 |
CIA-26 | It shouldn't be necessary in finished designs, but should help incomplete | 05:34 |
CIA-26 | designs. | 05:34 |
CIA-26 | llnz tpserver-cpp-battlexml * r116cfa55423a /modules/tpcl/ (guile/tpguile.cpp mzscheme/tpmzscheme.cpp): | 05:34 |
CIA-26 | Set property value defaults in tpmzscheme, like tpguile. | 05:34 |
CIA-26 | Also updated tpguile copyright date. | 05:34 |
CIA-26 | llnz tpserver-cpp-battlexml * rfc801ebb580c /modules/tpcl/guile/tpguile.cpp: Create a safe for the design in tpguile, should prevent some scheme issues. | 05:34 |
CIA-26 | llnz tpserver-cpp-battlexml * r26aaa7be72b7 /tpserver/playeragent.cpp: | 05:34 |
CIA-26 | When adding or modifying a design, return the result design after calc. | 05:34 |
CIA-26 | Should fix problems with tpclient-pywx (libtpproto-py) failing when waiting for | 05:34 |
CIA-26 | a Design as a reply and getting an Ok frame. Now gets the expected Design frame. | 05:35 |
CIA-26 | llnz tpserver-cpp-battlexml * r7b2acdaad80d /tpserver/ (advertiser.h board.h command.h persistence.h settings.cpp): Add a few more includes of stdint.h. | 05:35 |
CIA-26 | llnz tpserver-cpp-battlexml * rfa7766efd046 / (11 files in 2 dirs): | 05:35 |
CIA-26 | Added --subproject flag to libtoolize call in autogen.sh. | 05:35 |
CIA-26 | Also update libltdl. | 05:35 |
CIA-26 | llnz tpserver-cpp-battlexml * rab1152dd5e15 / (16 files in 2 dirs): | 05:35 |
CIA-26 | Removed libltdl directory, created by autogen.sh | 05:35 |
CIA-26 | Improvements to autogen.sh means it should actually work. | 05:35 |
CIA-26 | (2 lines omitted) | 05:35 |
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CIA-26 | llnz libtpproto-cpp * r93d02ce37bba / (7 files in 2 dirs): | 06:22 |
CIA-26 | Improved documentation and test around disconnection. | 06:22 |
CIA-26 | After mhilmi's issues, I've update the documentation and the test | 06:22 |
CIA-26 | to make sure that everything is working correctly around the | 06:22 |
CIA-26 | disconnection at the end of the player's session. | 06:22 |
CIA-26 | llnz libtpproto-cpp * r786bf251de56 /test/ (nettest.cpp nettest.h): Added test to make sure that DisconnectedException is generated when not connected. | 06:22 |
CIA-26 | llnz tpserver-cpp * rf7260eaca02f /tpserver/ (objectorderparameter.cpp objectorderparameter.h): | 06:23 |
CIA-26 | Corrected the ObjectOrderParameter, missing field. | 06:23 |
CIA-26 | Needed to take/pass a list of allowable object types. Should fix | 06:23 |
CIA-26 | Greywhind's issue with RFTS. | 06:23 |
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mithro | we are getting lots of video now | 08:04 |
mithro | http://www.youtube.com/watch?v=H0LI8vFq_Es&feature=PlayList&p=86F8441377450354&index=0&playnext=1 | 08:04 |
tpb | <http://ln-s.net/3o5P> (at www.youtube.com) | 08:04 |
epyon | Too bad I can't make a video of my work D: | 08:29 |
mithro | epyon: you could create pretty graphs? | 08:54 |
epyon | :> | 08:57 |
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llnz | morning all | 16:29 |
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mhilmi | hey llnz | 17:37 |
llnz | hi mhilmi | 17:37 |
mhilmi | I was just having a look at the changes you made last night... also wondering something, the methods for receiving the universe/player/board etc in NetTest are up to date right? | 17:38 |
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llnz | mhilmi: yes | 17:52 |
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CIA-26 | landon tpclient-pyogre * rb16b5f5edb23 / (media/battleviewer/gauss.material src/torpedo.py): Added the torpedo module, still some bugs to work out with positioning though. | 19:23 |
CIA-26 | landon tpclient-pyogre * r0d79764aeb2f /src/battlemanager.py: Fixed play not working even after warp lock is gone if pressed beforehand | 19:23 |
CIA-26 | landon tpclient-pyogre * r71d5a6b059c1 /src/ (move.py participant.py): Fixed engines firing when the sceneNode was set to visible (as is the case when reversing through rounds) | 19:23 |
Landon | debugging, how peaceful | 19:23 |
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Greywhind | llnz: ping? | 20:49 |
llnz | Greywhind: pong | 20:49 |
Greywhind | llnz: had any chance to look into the RFTS thing? | 20:49 |
llnz | hi Greywhind | 20:49 |
Greywhind | hi :) | 20:49 |
llnz | yes | 20:49 |
llnz | i've updated the master branch with the fix | 20:49 |
Greywhind | llnz: awesome, thanks | 20:49 |
llnz | it appears that the Object order parameter didn't have a required field | 20:50 |
Greywhind | llnz: ok | 20:50 |
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Greywhind | llnz: i think there may be an issue with move orders, too | 21:02 |
Greywhind | llnz: when trying to save a move order to a system: | 21:03 |
Greywhind | llnz: http://pastebin.com/d44aaa88d | 21:03 |
tpb | Title: pastebin - collaborative debugging tool (at pastebin.com) | 21:03 |
Greywhind | llnz: fleet build orders work though | 21:03 |
Greywhind | llnz: also, uh, the client currently assumes there will be at least one galaxy inside the universe, otherwise it doesn't know what is a top level object and what isn't, so it draws planets and fleets as top-level in RFTS instead of systems | 21:05 |
llnz | Greywhind: well... in that case, the client is wrong | 21:05 |
llnz | TP04 solves these problems, along with the fixed types (universe, galaxy, system, planet, fleet) | 21:06 |
Greywhind | llnz: well, it can also assume anything that has more than just a position and some informational properties is not a galaxy, but apparently systems in RFTS have only positional properties? | 21:08 |
llnz | i don't remember | 21:09 |
llnz | rfts needs some love | 21:09 |
llnz | it's actually broken game-play wise currently | 21:09 |
Greywhind | ok | 21:09 |
Greywhind | because i don't really know any other good way to determine what to draw - there's no set "draw this" type | 21:09 |
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