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10:07.38 | teuton | hi to all |
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10:14.21 | teuton | test |
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10:19.30 | teuton | hi |
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17:42.25 | spldart | Foul filthing trash guy through the top most bag out of my trashcan at the still backing up truck at about 8 paces distance. Apparently there were two beer bottles in there and the trash back slit right open and shattered everywhere. The left it for me to clean up before my neighbors drove over it. I took lots of pics to send to our waste company >8-[ |
17:43.02 | spldart | Ah... I left out the part where his aim wasn't to good.... hit the back of the truck bumper and it shattered there. |
17:46.55 | temp_dist | did you give him a xmas tip? |
17:47.20 | temp_dist | it might be retribution... :/ |
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18:28.29 | spldart | Tip the trash guy? |
18:28.53 | spldart | I didn't see any bills taped to any of the other trash cans. |
18:29.16 | spldart | I'm gonna try to get him fired. Kids could have been hurt.. Tires could have been flattened. |
18:29.39 | spldart | I live on a culdesac. lotsa kids play in the circle. |
18:31.22 | Winny | spldart: they do that here all the time |
18:31.33 | Winny | we usually have to throw out our trash a few times |
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19:43.45 | CBG | blast007, JeffM: have you done much work on XNA by any chance? Or, any C# really, for that matter. |
19:43.55 | blast007 | CBG: I've done some |
19:44.09 | JeffM | I've done some stuff in C# |
19:44.11 | JeffM | not XNA |
19:44.15 | CBG | I'd love for someone to tear apart my mess and help me put it back together in a way that makes sense. |
19:44.16 | JeffM | been using just GL |
19:44.44 | CBG | Like, I am thinking my character should be an object, not just loaded in the initialize method but... man I have no clue. xD |
19:45.34 | blast007 | CBG: I have little knowledge about the best/correct way to do stuff in the XNA stuff |
19:45.35 | JeffM | what does your thing do? |
19:45.47 | blast007 | you might want to ask on the XNA forum even |
19:46.48 | CBG | I have an animated 3D model that can walk about with a variety of different camera options (fixed, panning, 3rd person, 1st person) based on simple position based triggers. |
19:47.12 | JeffM | does the character have a number of methods that only act on it? |
19:47.20 | CBG | Need to add collision detection very soon. |
19:47.27 | CBG | Ugh...? No? |
19:47.41 | CBG | You see why I am asking for help? :( *sigh* |
19:47.49 | JeffM | then it may not be a candidate for a class |
19:47.57 | JeffM | do you have the code anywhere? |
19:48.17 | CBG | I don't understand what "methods acting on it" means |
19:48.26 | CBG | You'd like to look at it? |
19:48.29 | JeffM | do you have functions that do stuff to the character? |
19:48.34 | JeffM | like "move him here" |
19:48.54 | CBG | That code is in the update class |
19:49.01 | CBG | s/class/method/ |
19:49.54 | JeffM | does the update method do more then just update the character? |
19:52.18 | JeffM | but sure I'll look at it |
19:52.23 | JeffM | dunno if I have xna installed here |
19:52.46 | CBG | Not at the moment, but it would do if I had anything more than I do now. |
19:53.19 | CBG | Thanks! A .rar file good for you, JeffM? |
19:53.38 | JeffM | dunnp |
19:53.40 | JeffM | dunno |
19:55.07 | JeffM | I can try it |
19:58.08 | JeffM | 7zip suposedly does em all |
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20:01.51 | CBG | I'm working with XNA Game Studio 2.0, btw. But it should be OK if you have 3.0. |
20:02.25 | blast007 | assuming he has XNA at all ;) |
20:02.51 | CBG | Well, it is free if he doesn't (and wants it) :) |
20:03.08 | blast007 | he'd need C# 2005 for 2.0, iirc |
20:03.31 | CBG | Ah, yes, that too. |
20:04.01 | CBG | But the project _should_ work in 3.0 as I believe they didn't break anything from 2->3, just added stuff. |
20:04.14 | blast007 | it has to convert to 3.0 |
20:04.16 | blast007 | so stuff changes |
20:04.20 | blast007 | changed* |
20:04.28 | blast007 | and it *might* all work |
20:04.50 | CBG | :( |
20:05.45 | CBG | JeffM, blast007: http://cannonballguy.com/stuff/CBGsXNA.rar if you're not busy :) |
20:06.52 | CBG | the XNAnimation is the library I am using to load the animated model. To see my code, open MyProject/XNAnimTest3.sln and then Game1.cs in the solution explorer. |
20:07.58 | CBG | The references to the library files should work if you don't move anything about |
20:08.53 | JeffM | hmmm, it won't open |
20:09.01 | CBG | the .rar? |
20:09.22 | JeffM | the project |
20:09.26 | JeffM | checking why |
20:10.03 | JeffM | says it's not supported by this install |
20:10.03 | CBG | which game studio version do you have? |
20:10.08 | JeffM | none |
20:10.16 | JeffM | I just have full VC8 and 9 |
20:10.21 | CBG | ahh ok :) |
20:10.34 | CBG | do you have C# 2005 by anychance? |
20:11.11 | JeffM | yeah |
20:11.12 | JeffM | full |
20:11.26 | CBG | Great, let me get you a link for XNA 2.0 |
20:11.38 | blast007 | I have it on my laptop, but I probably can't run the compiled game |
20:11.48 | CBG | oh? |
20:11.49 | blast007 | might have been a limit of 3.0, but I needed shaders |
20:12.20 | blast007 | I do have 3.0 on my other system though |
20:12.25 | CBG | ah |
20:12.56 | CBG | This looks good, JeffM: http://www.microsoft.com/downloads/details.aspx?familyid=df80d533-ba87-40b4-abe2-1ef12ea506b7&displaylang=en |
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20:25.27 | blast007 | doesn't seem to like 2008 w/ XNA 3.0 |
20:25.40 | blast007 | specifically the XNAnimation thing |
20:26.20 | CBG | :( |
20:27.45 | blast007 | oh well, I'm bored, so I'll download 2005 and 2.0 |
20:28.16 | CBG | wow, thanks! :D |
20:28.33 | JeffM | I'm installing now |
20:28.42 | CBG | great :) |
20:37.04 | CBG | Regarding collision detection, I know I need to use bounding boxes. XNA creates default BBoxes for the models, but they suck, so I need to loop through the meshes in each model to create good BBoxes and then check whether or not any of these BBoxes intersect with any BBox for another model. |
20:37.26 | CBG | Though, my latest code, with another model, has some kind of bug in it atm. :( |
20:37.56 | JeffM | that's one way |
20:38.09 | JeffM | depends on how accurate you need it to be |
20:38.26 | CBG | Seems to be the main way in XNA, but any way suits me. |
20:38.49 | blast007 | just make your characters giant blocky people, and then it will be totally accurate |
20:39.08 | CBG | heh. Well, the problem is that the "other" model, is a room. |
20:39.28 | CBG | And it is a single model, so the BBox for that is basically just the whole room... |
20:39.59 | JeffM | can you octree it? |
20:40.42 | CBG | not sure what that means |
20:41.57 | JeffM | bbox collisions are only one way to do collisions |
20:42.01 | JeffM | and they are the simplest |
20:42.07 | JeffM | there are other ways to do it |
20:42.16 | JeffM | an octree lets you break something up |
20:42.30 | JeffM | but if you can only do bbox then break your room into objects |
20:42.32 | JeffM | like bzflag |
20:43.08 | blast007 | there is Octree tutorials for XNA |
20:44.03 | CBG | Well, soon we will be teaming up with students on the "Games Design" course and I can tell you now, they will not be willing to jump through any hoops for us (even if they understand why we want them to). So if I can work out how to create my own BBoxes for a model, then it doesn't need to be split up :) |
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20:56.48 | JeffM | CBG, yeah there is a lot you can clean up |
20:57.01 | JeffM | when you have that many if statements in a row, soemthing can be done better :) |
20:58.51 | CBG | yeah, guessed so |
21:04.47 | CBG | the problem is partly that I have put this all together piece by piece over 12 weeks with no help except online tutorials and partly that I have no idea how to implement OO principles... |
21:06.30 | JeffM | what I ususaly do is have a seperate input method that tests keys |
21:06.43 | JeffM | and that sets a movement vector |
21:06.50 | JeffM | then send that to the character update |
21:06.56 | JeffM | then tell the character to draw itself |
21:08.06 | JeffM | basicly just think of your objects as "things" |
21:09.03 | CBG | I understand the basics, just not how to put it down in code :( |
21:09.24 | JeffM | do you know how to write a class? |
21:09.41 | CBG | yeah, kinda |
21:10.45 | Winny | I wish schools would teach use object concepts first.. not procedural.. objects make so much more sense, but once you learn to code one way it gets odd to change over |
21:11.00 | JeffM | start by just grouping code into classes |
21:14.26 | CBG | so, with the project as it is, what would you recommend for each class? |
21:24.53 | JeffM | at least game, world, character |
21:25.04 | JeffM | and probably a view |
21:25.12 | CBG | Ok, thanks. And different methods within each? |
21:25.17 | JeffM | have game do the input and set paramaters in view and character |
21:25.18 | JeffM | yeah |
21:25.33 | CBG | ok, thanks |
21:25.44 | JeffM | then the methods that work on each thing |
21:26.53 | blast007 | that's the hardest part for me to figure out... how/where to send position updates for the different items |
21:27.28 | blast007 | XNA has GameComponents and DrawableGameComponents (both that have an Update method, the latter which has it's own Draw method) |
21:27.33 | JeffM | model view controller isn't a bad place to start |
21:27.49 | blast007 | hmm |
21:28.23 | blast007 | yeah, suppose I wouldn't have to do it "the XNA way" |
21:29.06 | JeffM | what is the xna way? |
21:29.51 | blast007 | well, with GameComponents, they can get called automatically (Update and Draw) when your main program calls it's Update and Draw |
21:30.04 | JeffM | ok, so that's just a link |
21:30.06 | blast007 | but I wasn't finding a good way to pass the position data between the two |
21:30.10 | JeffM | and your main is considered the controller |
21:30.26 | JeffM | you could hav the object have it's own controller |
21:30.46 | JeffM | even derive off one for each controller type |
21:31.33 | Winny | blast007: question |
21:31.39 | blast007 | Winny: answer |
21:31.46 | Winny | wait.. nevermind |
21:32.01 | Winny | I was going to ask something related to CSS but I figured it out |
21:32.08 | blast007 | k |
21:32.40 | blast007 | JeffM: maybe I should actually read this game design book I have one of these days... :/ |
21:32.58 | CBG | got an XNA book for christmas... might read it. xD |
21:33.17 | JeffM | having an automatic controller framework can be nice for some things |
21:36.37 | blast007 | http://msdn.microsoft.com/en-us/library/bb203873.aspx <-- general idea of how the XNA stuff works |
21:51.15 | Winny | again? really? http://www.cnn.com/2008/TRAVEL/12/26/airplane.slides/index.html?eref=rss_topstories |
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22:26.31 | me1 | When a player leaves, do their bullets all end? |
22:26.44 | me1 | or do they keep going until they end? |
22:26.51 | Winny | keep going I think |
22:39.03 | blast007 | 2.0.x they stop afaik |
22:39.19 | blast007 | want to test it? |
22:39.56 | Winny | blast007: k |
22:39.58 | Winny | what server? |
22:40.05 | blast007 | we could go to mine, I guess |
22:40.07 | blast007 | since it's empty :P |
22:40.12 | Winny | port? |
22:40.13 | blast007 | 5154 |
22:42.22 | Winny | blast007: no |
22:42.26 | Winny | hm, I could swear they did |
22:42.28 | Winny | guess not though |
22:43.09 | blast007 | I usually have a "Rogue" moment when I'm on a team, and I've gotten good at jamming on "F12" when I shoot at a teammate (and before I hit them) |
22:43.54 | blast007 | that might be different in 2.99.x (or it might have been a thought, or it was a change in the shot branch) |
22:44.10 | blast007 | but I know there was some talk about it at one point |
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23:48.35 | Yassen | Hello |
23:48.54 | Yassen | I'm having a problem with my server and others connecting to it |
23:49.47 | Yassen | BZFS seems to say that the person is not sending a token and immediatly rejects them |
23:50.13 | Yassen | but I know that these people are connecting in a correct way and that its the server's end that isn't working properly |
23:55.22 | Winny | ...don't let the door hit you on the way out |
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23:57.26 | Yassen | I've tried disabling the firewall, but it doesn't help |
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23:59.04 | Yassen | running on Windows Vista, v2.0.10 with windows firewall disabled and McAfee security suite |
23:59.12 | Yassen | anyone? |