Wednesday, 2009-08-05

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tanselland example of a moving particle effect would include the Lexx's weapon00:00
Landonok00:01
tansellanother example would be having a laser which has a pulse go along a guiding beam00:03
tansellLandon, know what I mean?00:03
Landonthe 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 ship00:03
Landonyeah, I gotcha now00:04
Landonjust trying to figure out how to implement these00:04
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tansellLandon, the same way you get torpedo's to stop?00:04
Landonwell torpedoes would be attached to a scenenode00:04
tansellyou also can put the particle effects in a bounding box right?00:04
LandonI dont think I have such fine grain control over particles though (particle systems yes, but not particles)00:05
Landonyeah00:05
tansellhttp://www.game-cat.com/ogre/pe/docs/PETutorial.htm00:05
tpb<http://ln-s.net/3nsl> (at www.game-cat.com)00:05
tansellso a few stray particle is not a real problem00:05
tansellmake the "particle box" stop half way through the target00:06
Landonwell, 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
Landonwell, the way I'm thinking of it for some weapons is that the emitter is near the attacker00:06
Landonand emits particles in the direction of the target00:07
Landonsome weapons though, I could fly an emitter around towards the target00:07
Landonthat's simple enough00:07
tansellLandon, so looking at that particle editor00:07
tansellthey don't seem to have any problems having a start/stop position of the particles00:08
Landonit sort of looks like they tweak the time_to_live00:08
Landonhm, doable, since I know the velocity, seems finicky00:09
tansellI'm pretty sure you can define a box which causes the particles to die if they leave it00:09
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tansellLandon,00:18
tansellhttp://www.ogre3d.org/docs/manual/manual_38.html00:18
tpb<http://ln-s.net/3nsz> (at www.ogre3d.org)00:18
tansellLandon,00:21
tansellDeflectorPlane Affector00:21
tansellThis affector defines a plane which deflects particles which collide with it00:21
tansellLandon, poke?00:24
tansellyou could also use other Affectors to great effect00:24
tanselllike the Gravity Affector which draw particles towards a point00:24
Landonyeah, playing with a particle editor now00:25
tanselllooks like there is also a thing called00:28
tansellParticle Accelerator00:28
tansellwhich might help too00:28
Landonwhere do you see that?00:29
tansellhttp://www.ogre3d.org/wiki/index.php/Particle_Accelerator00:32
tpb<http://ln-s.net/3nt3> (at www.ogre3d.org)00:32
tansellit seems to be windows only :(00:32
Landonyeah, I've been using acidparticle00:32
Landontheoretically it can be used on linux too, but I haven't managed to get it to compile against ogre right00:32
tanselloh00:36
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tansellLandon, so have we got torpedos?00:46
Landonsort of00:47
LandonI've got particles that shoot from the ship and spew exhaust-like particles00:47
tansellso now you just need to make a variety of them?00:49
Landonyeah00:49
tansellyou know what my next question is going to be :P00:50
Landonscreenshots?00:51
LandonI don't have them in the client yet, I'm still tweaking values in the particle editor00:51
CIA-26Greywhind 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-26Greywhind tpclient-pywx-tp04 * rf64c848f68b6 /extra/objectutils.py: Fixed display of objects on risk ruleset.00:55
llnzbbl01:00
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tansellGreywhind, see why it's important to play test?01:36
Greywhindtansell: yes, of course :P01:39
* Landon will have to continue this tomorrow02:05
Landonnot turning out as straightforward as I hoped02:05
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CIA-26llnz tpserver-cpp-battlexml * r8e21519d7f2f /tpserver/settings.cpp:05:33
CIA-26Added . to valid setting key characters, should allow for some more advanced features.05:33
CIA-26Like moving to boost::program_options or using categories, etc.05:33
CIA-26llnz tpserver-cpp-battlexml * r0418629d1078 /tpserver/ (thresholdturntimer.cpp thresholdturntimer.h): (log message trimmed)05:33
CIA-26Straighten out ThresholdTurnTimer. Reported by reac.05:33
CIA-26Renamed updateTimer to updateTimerNowOverThreshold to make it clear05:33
CIA-26what it does. Fixed bug, calling wrong alert, now calls05:34
CIA-26thresholdFinishedNewTimer instead of timerExpiredStartEOT.05:34
CIA-26Fixed noted checking for negatives on unsigned values (made them05:34
CIA-26signed and then copy to unsigned once they are definitely positive).05:34
CIA-26alanp 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 now05:34
CIA-26- Added the resource for Factories05:34
CIA-26alanp tpserver-cpp-battlexml * r79ad838523f2 /modules/games/mtsec/ (build.cpp mtsec.cpp planet.cpp):05:34
CIA-26Revert "- Fixed some problems with Building a Fleet, still some more to go over but it works in simple cases now"05:34
CIA-26This reverts commit e08a8d65a7f044da3ce189958e2b43fbb2ea261a.05:34
CIA-26llnz tpserver-cpp-battlexml * r4de61a451543 /modules/tpcl/guile/ (tpguile.cpp tpguile.h):05:34
CIA-26In tpguile, set the property values to zero before starting to eval05:34
CIA-26the designs.05:34
CIA-26It shouldn't be necessary in finished designs, but should help incomplete05:34
CIA-26designs.05:34
CIA-26llnz tpserver-cpp-battlexml * r116cfa55423a /modules/tpcl/ (guile/tpguile.cpp mzscheme/tpmzscheme.cpp):05:34
CIA-26Set property value defaults in tpmzscheme, like tpguile.05:34
CIA-26Also updated tpguile copyright date.05:34
CIA-26llnz 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-26llnz tpserver-cpp-battlexml * r26aaa7be72b7 /tpserver/playeragent.cpp:05:34
CIA-26When adding or modifying a design, return the result design after calc.05:34
CIA-26Should fix problems with tpclient-pywx (libtpproto-py) failing when waiting for05:34
CIA-26a Design as a reply and getting an Ok frame. Now gets the expected Design frame.05:35
CIA-26llnz 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-26llnz tpserver-cpp-battlexml * rfa7766efd046 / (11 files in 2 dirs):05:35
CIA-26Added --subproject flag to libtoolize call in autogen.sh.05:35
CIA-26Also update libltdl.05:35
CIA-26llnz tpserver-cpp-battlexml * rab1152dd5e15 / (16 files in 2 dirs):05:35
CIA-26Removed libltdl directory, created by autogen.sh05:35
CIA-26Improvements to autogen.sh means it should actually work.05:35
CIA-26(2 lines omitted)05:35
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CIA-26llnz libtpproto-cpp * r93d02ce37bba / (7 files in 2 dirs):06:22
CIA-26Improved documentation and test around disconnection.06:22
CIA-26After mhilmi's issues, I've update the documentation and the test06:22
CIA-26to make sure that everything is working correctly around the06:22
CIA-26disconnection at the end of the player's session.06:22
CIA-26llnz libtpproto-cpp * r786bf251de56 /test/ (nettest.cpp nettest.h): Added test to make sure that DisconnectedException is generated when not connected.06:22
CIA-26llnz tpserver-cpp * rf7260eaca02f /tpserver/ (objectorderparameter.cpp objectorderparameter.h):06:23
CIA-26Corrected the ObjectOrderParameter, missing field.06:23
CIA-26Needed to take/pass a list of allowable object types. Should fix06:23
CIA-26Greywhind's issue with RFTS.06:23
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mithrowe are getting lots of video now08:04
mithrohttp://www.youtube.com/watch?v=H0LI8vFq_Es&feature=PlayList&p=86F8441377450354&index=0&playnext=108:04
tpb<http://ln-s.net/3o5P> (at www.youtube.com)08:04
epyonToo bad I can't make a video of my work D:08:29
mithroepyon: you could create pretty graphs?08:54
epyon:>08:57
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llnzmorning all16:29
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mhilmihey llnz17:37
llnzhi mhilmi17:37
mhilmiI 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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llnzmhilmi: yes17:52
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CIA-26landon 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-26landon tpclient-pyogre * r0d79764aeb2f /src/battlemanager.py: Fixed play not working even after warp lock is gone if pressed beforehand19:23
CIA-26landon 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
Landondebugging, how peaceful19:23
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Greywhindllnz: ping?20:49
llnzGreywhind: pong20:49
Greywhindllnz: had any chance to look into the RFTS thing?20:49
llnzhi Greywhind20:49
Greywhindhi :)20:49
llnzyes20:49
llnzi've updated the master branch with the fix20:49
Greywhindllnz: awesome, thanks20:49
llnzit appears that the Object order parameter didn't have a required field20:50
Greywhindllnz: ok20:50
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Greywhindllnz: i think there may be an issue with move orders, too21:02
Greywhindllnz: when trying to save a move order to a system:21:03
Greywhindllnz: http://pastebin.com/d44aaa88d21:03
tpbTitle: pastebin - collaborative debugging tool (at pastebin.com)21:03
Greywhindllnz: fleet build orders work though21:03
Greywhindllnz: 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 systems21:05
llnzGreywhind: well... in that case, the client is wrong21:05
llnzTP04 solves these problems, along with the fixed types (universe, galaxy, system, planet, fleet)21:06
Greywhindllnz: 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
llnzi don't remember21:09
llnzrfts needs some love21:09
llnzit's actually broken game-play wise currently21:09
Greywhindok21:09
Greywhindbecause i don't really know any other good way to determine what to draw - there's no set "draw this" type21:09
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