IRCMeeting/20100405: Difference between revisions
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Latest revision as of 19:05, 27 April 2010
Summary
- Secondary use of objects
- Just pass a boolean "alt" parameter to ControlUse*
- Tutorials
- 1. Basic controls, digging, loam, flints
- 2. Crew, items (dynamite, grappling hook, ...), vehicles (if any)
- 3. Weapons
- Introduce reference semantics for arrays (to be consistent with proplists)
- Agreed on objects and scenarios we want to have for the first release (see forums thread)
- Use (blurred) screenshots for startup menu backgrounds until we have something better
Full Log
18:57:37-Mimmo_O:#openclonk-dev- Meeting. ping! 18:57:46<!Mimmo_O> pong 18:58:07<!Zapper> whoop 18:58:25<!Maikel> hi 18:58:55<!Newton> pong 18:59:03< ck_> pong 18:59:38< Spell> . 19:00:01<!Mimmo_O> 1.) Make a more concrete concept for what tutorials we need and what the content should be 19:00:02< Ringwaul> :D 19:00:27<!Mimmo_O> how will we do this? gobby? 19:00:37<!Zapper> boo 19:00:46<!Newton> irc 19:00:50<!Newton> wait, mimmo 19:00:55<!Zapper> imo we need a tutorial for the melee weapons 19:01:06<!Mimmo_O> i think we need a tutorial for the basic controls 19:01:07<!Zapper> using a sword, shield, bat 19:01:11<!Zapper> right 19:01:11<!Newton> the stuff i mentioned was stuff that could be discussed later 19:01:21<!Newton> perhaps there are other topics that others want to discuss 19:01:27<!Mimmo_O> ok 19:01:29<!Mimmo_O> KaiWolf 19:01:34<!Mimmo_O> you wanted to talk about two mice 19:01:46<!Mimmo_O> if he is there 19:02:05<!Mimmo_O> well 19:02:08<!Newton> *wanted to discuss at the team meeting 19:02:23< Ringwaul> We should also discuss secondary functions 19:02:38<!Newton> ok 19:02:55<!Mimmo_O> i think we need them. 19:03:02< Ringwaul> x) 19:03:19<!Newton> well, whats the issue and how do you think it should be solved? 19:03:37<!Zapper> The problem with the how-to-dig-out-earth is still unsolved, right? 19:03:46<!Newton> yes 19:03:56< Ringwaul> Currently, items which would benefit seriously from secondary functions are the shovel, and a magic casting item 19:04:01<!Newton> I think I mentioned the two solutions that were proposed a the OCM in the forum 19:04:05<!Zapper> mh 19:04:35< Ringwaul> For items like the musket or bow, it could be used to select projectile type quickly (like in hazard) 19:05:08<!Zapper> if you have an item on slot A, you should trigger the second functionality with holding A and hitting B, imo 19:05:23<!Mimmo_O> that sounds weird 19:05:25<!Zapper> You would dig with LMB and toggle digging out earth with right click 19:05:38< Ringwaul> That would work well for the shovel 19:05:45<!Newton> but do we need / should we support full ControlUseAlt* support for a secondary function? In words: Should this "secondary" function do the same calls as the first function? Or should it be perhaps just one button 19:06:25<!Newton> I fear if we offer that extensive interface, object developers will make use of it for every object imaginable 19:06:30<!Mimmo_O> i think we should use a fully seperate function 19:06:30-!- amki [~Helmi@euirc-dbae74ce.dip.t-dialin.net] has quit [Ping timeout] 19:06:35<!Newton> which is... really not the thing we should aim for actually 19:06:41< Ringwaul> I was thinking possibly ControlUse*(object, ix, iy, bool alt) 19:06:47<!Zapper> But making this a button and not a switch should be fine, imo 19:06:57<!Newton> Ringwaul: so the complete interface 19:07:02<!Zapper> (aka, only "AltUse" not "AltUseStart" and "AltUseStop") 19:07:37<!Maikel> But what is the problem if conent developers will use it for every object imaginable, as long as we don't do that I see no problem therein 19:07:41< ck_> I don't think that the (theoretical) possibility that people might abuse this should prevent us from implementing a superior solution 19:07:41< Ringwaul> @Newton yep 19:08:41< Ringwaul> Also, as soon as we have a secondary use, that secondary use can be a menu which allows >2 functions 19:09:01<!Mimmo_O> mhh 19:09:16<!Newton> Zapper: the problem with holding A and hitting B is: it is not fit for a magic-chooser, not fit for switch arrows and for many other things. Only for dig-out-earth-chunks 19:09:43<!Zapper> it should be fine for switching arrows (while aiming of course) 19:09:47<!Zapper> true for the magic thing, though 19:10:03<!Zapper> Do we have one standard button left? Like ALT? 19:10:10<!Maikel> I prefer the general solution with the agreement to not overuse it inside core OC packs 19:10:16<!Mimmo_O> isnt ctrl free too? 19:10:16<!Newton> of course@alt 19:10:17<!Zapper> the obvious solution would be putting the second functionality on ALT+mousebutton 19:10:24-!- Randrian [~randrian@der.richard.im.euirc.net] has joined #openclonk-dev 19:10:25-!- mode/#openclonk-dev [+ao Randrian Randrian] by ChanServ 19:10:25<!Newton> ctrl, alt, shift is all free for mouse buttons 19:10:30<!Zapper> shift is not :< 19:10:32<!Mimmo_O> shift is used 19:10:32< Ringwaul> Excellt :) 19:10:32<!Zapper> throw! 19:10:37<!Loriel> Clearly switching arrows should be done by activating the primary control for the arrow 19:11:05<!Sven2> re 19:11:05< Ringwaul> Well, you cannot activate an arrow when it is inside the bow 19:11:09<!Newton> activating primary control for the arrow? 19:11:11<!Zapper> Loriel, the arrow is probably in your backpack 19:11:14<!Newton> oh, right 19:11:32<!Loriel> It seems reasonable that you cannot shoot arrows directly from the backpack 19:11:54<!Loriel> Ringwaul: if it is inside the bow, i want to switch away from it, not to it! 19:12:04<!Zapper> you would have to swap slot B with the arrows, put the arrows in the bow and swap slot B with the old item again 19:12:04<!Zapper> sounds annoying 19:12:11<!Newton> but it is reasonable enough that you exchange the quiver you "selected" with a quiver that was before in your backpack 19:12:14< Ringwaul> @Loriel good point 19:13:08< Ringwaul> However, since the arrows are normally in your backpack you must drag them into secondary slot and then use them 19:13:23< Ringwaul> swapping out your shovel or something 19:13:28<!Loriel> You tend to have both hands free for the purposes of regular archery anyway :> 19:13:28< Ringwaul> That is not very quick at all 19:13:37<!Newton> plus, the "backpack" should be seen more as the clonks "inventory" as in "the clonk has it somewhere" than a real backpack with all the downsides it comes 19:13:49<!Newton> so it could be that the clonk just put all arrows inside that one quiver 19:13:58<!Loriel> I see 19:14:35-!- Randrian [~randrian@der.richard.im.euirc.net] has quit [Ping timeout] 19:15:03<!Newton> the "backpack" is - gameplaywise - just a way to order the items you got 19:15:17<!Newton> thats why the contents of the backpack should actually be displayed in the hud too 19:15:20-!- Luchs is now known as Luchs^away 19:15:22<!Maikel> We might also want to generate some user feedback on the controls after the first release 19:15:23< Ringwaul> I think I would favour the usage of alt+click for secondary use, as suggested 19:15:25<!Newton> when i (or someone else) gets to it 19:15:47<!Loriel> How about, when trying to swap the arrows from the backpack with the bow, you instead swap the arrows with the bow's contents? 19:16:26<!Newton> what? 19:16:34<!Zapper> Loriel, I dont find that very consistent :< 19:16:35<!Newton> ah 19:16:44<!Loriel> I guess it is not 19:16:46<!Newton> huh, that wouldnt be very consistent 19:16:47< Ringwaul> hmm 19:17:24<!Newton> so at this point of discussion, i see two possible ways to implement this 19:18:14<!Newton> 1. One button that calls just Activate() or something on press 19:18:52<!Newton> 2. Modificator+Mouse button works like without modificator only that it calls ControlUseAlt* 19:19:12<!Newton> for two, we got at least this problem: 19:19:27<!Newton> what happens if you press secondary use while using primary use? 19:19:43<!Mimmo_O> ControlUseAbort() 19:19:47<!Loriel> Presumably, ControlUseAlt gets called and the script can decide what to do about it? 19:19:49<!Mimmo_O> and afer that ControlUseAlt() 19:19:53< Ringwaul> on both functions 19:20:02< Ringwaul> Ah, I see 19:20:03<!Newton> it could get both quite complex in the implementation and also in the usage of the interface if two uses at the same time are possible 19:20:17<!Loriel> I think the script should be able to decide whether to abort or whether to do something else 19:20:46<!Zapper> Newton, well, two are needed 19:21:04<!Zapper> (shovel) 19:21:05<!Newton> for earth chunks 19:21:15<!Newton> yes, that's why I find number one better 19:21:25<!Zapper> gotta go now, bye 19:21:25<!Zapper> i like 2 19:21:26<!Zapper> bye! 19:21:28-!- Zapper [~zapper@zap.euirc.net] has quit [Quit: woo] 19:21:38<!Newton> because none of the objects which we used as an example for why we need this interface only need option one 19:21:51<!Newton> but here is the second problem I see with option 2 19:22:02<!Newton> its just one of consistensy though 19:22:34<!Newton> ControlUseAlt*() would be called for items on Mod+LMB 19:22:38<!Loriel> I am not sure whether I am following anymore 19:22:52<!Newton> while for vehicles, horses and structures, it is called via RMB 19:23:04<!Mimmo_O> okay 19:23:11<!Mimmo_O> ive got tto got about 20 minutes or so 19:23:17<!Newton> Loriel: Where did I loose you? 19:23:32-!- Mimmo_O [~mimmoisgr@euirc-0e121208.dip0.t-ipconnect.de] has quit [Quit: ] 19:23:42<!Loriel> How do we do the digging out chunks of earth thing in option 1. again? 19:24:00<!Loriel> Is the One Button in question some entirely new button? 19:24:18<!Newton> if Activate is called the first time, digging out chunks is activated. If it is pressed a second time, it is deactivated 19:24:32< Ringwaul> a toggle key? 19:24:35<!Loriel> How does that solve arrows, then? :( 19:24:49<!Loriel> Is it just going to rotate the arrows while already aiming? 19:24:50<!Newton> Ringwaul: yes 19:25:09<!Newton> Loriel: it could be Alt@entirely new button 19:25:21<!Loriel> Using Alt as a button and not a modifier then? 19:25:23-!- Randrian [~randrian@der.richard.im.euirc.net] has joined #openclonk-dev 19:25:25-!- mode/#openclonk-dev [+ao Randrian Randrian] by ChanServ 19:25:29< Ringwaul> I think that could frustrate players when they are trying to shoot their magic spell and repeatedly opening the menu 19:25:50< Ringwaul> Because they panicked and forgot to deactivate the toggle 19:26:02<!Newton> Loriel: one activate opens a ringmenu with your arrow types, you select one@arrows 19:26:31<!Newton> Ringwaul: what? 19:26:38< Ringwaul> Oh 19:26:44<!Newton> its not toggle, its jsut called on every release of the button 19:26:54<!Newton> or say, press 19:27:02< Ringwaul> So it only toggles if it has been scripted ti 19:27:03< Ringwaul> to* 19:27:22<!Maikel> Why are vehicles always controlled with RMB? 19:27:24<!Newton> yes 19:27:28< Ringwaul> so, for a magic book it would simply open the menu 19:27:46-!- Compufreak [~compufrea@euirc-5345933e.dip.t-dialin.net] has quit [Ping timeout] 19:27:55<!Newton> Maikel: On vehicles - LMB = ControlUse*(), RMB = ControlUseAlt*() 19:28:13<!Maikel> So they already have secondary use 19:28:23< Ringwaul> But wouldn't a single activate button only affect on of the held items? 19:28:32< Ringwaul> one of the held items* 19:29:11< ck_> For arrow selection something like opening the ring menu with button press, then move the mouse to an item and select the arrow type by releasing the button might be nice 19:29:19< ck_> which probably wouldn't be possible with a single activate button? 19:29:47<!Newton> yes, that wouldnt be possible 19:29:53<!Newton> but the ringmenu doesnt work like this anyway 19:30:18<!Newton> if a ringmenu is open, all the mouse controls are redirected to the menu anyway. So the player can select via click 19:30:52< ck_> we should make the ringmenu fit to the controls we want to have, not the other way around. 19:31:11<!Newton> what do you mean? 19:31:26-!- ala [~bla.bla@euirc-d5adde78.pools.arcor-ip.net] has quit [Quit: become a guitar player's wife... in case you want to wreck your life.] 19:31:28<!Newton> when you open a engine-menu via CreateMenu, the menu created also gets the mouse controls 19:31:30< ck_> That "the ringmenu doesn't work like this" is not a good argument 19:31:32<!Newton> thats what i mean 19:32:26<!Newton> you don't select items in the menu created with CreateMenu with the button with which you zufälligerweise created the menu 19:32:37<!Newton> but with the mouse or with the [OK] button 19:32:58<!Newton> so err, are we talking about the same thing 19:33:00<!Newton> +? 19:33:01< ck_> I was talking about the ring menu, not CreateMenu 19:33:13<!Newton> the ring menu will work like a menu 19:33:16<!Newton> even like a modal menu 19:33:23<!Newton> it already does, actually 19:33:29< ck_> that's OK. 19:33:56< ck_> I don't get your point though :) 19:34:17< Ringwaul> I believe ck means that you could select a menu item in the ring simply by holding down the menu button, mousing over it, then letting go 19:34:25<!Newton> yeh, I get your point now 19:35:00< ck_> oh, sorry if that wasn't clear. 19:36:02< Ringwaul> So, to the centre of this discussion 19:36:14< ck_> I only wanted to show a usecase for which just an activation button might not be enough 19:36:38< Ringwaul> Correct me if I am wrong, but wouldn't option 1 be limited to only the first held object? 19:37:00<!Newton> oh yeah, right 19:37:03<!Newton> didn't think of that 19:37:37<!Newton> hmm 19:38:00<!Newton> okay, back to option two 19:38:14<!Newton> lets say I press down Alt+LMB 19:38:30<!Newton> then i get the callback ControlUseAltStart 19:38:59<!Newton> if I release Alt, will I get ControlUseHolding callbacks then? 19:39:23< Ringwaul> hmm 19:39:41<!Newton> I mean, since both ControlUse and ControlUseAlt use the same main button for holding down, the actually can't be used in a completely random way together and not-together 19:40:04<!Maikel> Yes that would make sense for the shovel, holding the mousebutton and toggling chunks with Alt 19:40:14<!Newton> (plus, I want to note that I don't really like the solution to add another mod+mouse button to the controls) 19:41:03<!Newton> hmm 19:41:07<!Newton> well it could be like this 19:41:18<!Newton> like Ringwaul proposed 19:41:51<!Newton> the ControlUse* callbacks are all normally executed, only if the ALT button is pressed or not at the very moment is given as a parameter 19:42:31< ck_> so if I press a mouse button and press alter later I do get another ControlUseStart? 19:42:38< ck_> -alter+alt 19:42:38<!Newton> so if the alt button is pressed at the start, one can do different things (either launch a menu or start aiming) 19:42:52<!Newton> and if the alt is pressed later during aim, nothing could be done 19:43:09<!Newton> for shovels, earth chunks are just only digged out during alt down 19:43:12< ck_> how do I differentiante whether it's pressed at the start or later? 19:43:40<!Newton> we have different calls 19:43:45<!Newton> ControlUseStart 19:43:47<!Newton> ControlUse 19:43:48< ck_> hm, so if alt is pressed before mouse click there is only one ControlUseStart call? 19:43:52< ck_> Otherwise two? 19:43:55<!Newton> ControlUseHolding and ControlUseStop 19:44:08< Ringwaul> Hm? 19:44:11< Ringwaul> @ck 19:44:19<!Newton> I can't follow you either 19:44:28<!Newton> do you know how the interface looks now? 19:44:41< Ringwaul> Oh, I see what you mean 19:44:43< ck_> either with alt=true or with alt=false and then again with alt=true 19:45:11<!Newton> ? 19:45:13<!Maikel> You could also pass alt as a fourth parameter to all ControlUse functions 19:45:15< Ringwaul> Well, in every ControlUse*() function, there would be an alt parameter 19:45:32<!Newton> Maikel, Ringwaul: Thats what I mean 19:45:56< Ringwaul> So if the clonk hits alt during control use holding, the clonk will dig out earth chunks 19:46:03< ck_> when exactly will ControlUseStart be called? When clicking the mouse button or when clicking alt or both? 19:46:09< Ringwaul> not start another controlusestart 19:46:25<!Newton> ah, you mean that 19:46:37<!Newton> when the mouse button is clicked 19:47:01< ck_> What if alt is pressed after the mouse button was clicked (but before it's released?) 19:47:10<!Maikel> it will be called once, if you have press alt, bool alt == true will be passed as a parameter 19:47:17< Ringwaul> then alt gets passed to controluseholding 19:47:54< ck_> OK 19:48:11< Ringwaul> However, I see some complications with this 19:48:13<!Newton> except ControlUseHolding will never be called 19:48:22<!Newton> because HoldingEnabled is off 19:48:35< Ringwaul> heh 19:48:39<!Newton> but then it is obviously not needed 19:48:46< ck_> Yeah, that's okay I think 19:49:18< ck_> it makes it a bit inconvenient to use alt as a toggle but maybe that's OJK 19:49:20< Ringwaul> What if the player hits alt, mouseclick, releases alt, then releases mouse click 19:49:20< ck_> -J 19:49:37<!Maikel> ctrl is still free 19:49:46< Ringwaul> That would pass alt to controlusestart, but not controlusestop 19:49:56< ck_> Ringwaul: Anything wrong with that? 19:50:14<!CoN^Uni> uah 19:50:29< Ringwaul> For instance, opening the menu and firing spell accidentally 19:50:40< Ringwaul> because the stop was not 'alt' 19:50:43<!Newton> Clonkonaut ist erwacht 19:51:22< ck_> Ringwaul: If the magic selector doesn't want that behaviour it can remember the alt state during ControlUseStart 19:51:35< Ringwaul> Oh! 19:51:35< Ringwaul> Indeed 19:52:43-!- Mimmo_O [~mimmoisgr@euirc-48e7a896.pool.mediaWays.net] has joined #openclonk-dev 19:52:46-!- mode/#openclonk-dev [+ao Mimmo_O Mimmo_O] by ChanServ 19:52:47<!Newton> OK I am writing it down like this 19:53:05<!Newton> next topic 19:53:07<!Mimmo_O> re 19:53:56<!Mimmo_O> what happened? did you finish secondary use? have you finished another topic already? 19:54:05<!Newton> <Mimmo_O> 1.) Make a more concrete concept for what tutorials we need and what the content should be 19:54:11< Ringwaul> we just finished discussing secondary use 19:54:27<!Mimmo_O> i got a good idea about the tutorials 19:54:44<!Mimmo_O> so you have only one scenario, and in the beginning, there is a menu in which you can choose your lesson 19:55:04< ck_> how is that different from many scenarios? 19:55:08<!Newton> with landscapesections and all I suppose? 19:55:17<!Mimmo_O> could be an option 19:55:28<!Mimmo_O> ck_: you only have to load once 19:55:29< Ringwaul> That could be quite handy 19:55:46<!Newton> I see no other option if you want to put it into one scenario 19:55:54<!Newton> but I don't see a reason for it 19:56:11<!Mimmo_O> as said, its just an idea 19:56:49<!Newton> ok, noted 19:57:06<!Newton> well, I will give a quick introduction into that topic 19:57:08< Ringwaul> I think the progressive tutorial that lead you through it was good 19:58:02<!Sven2> Mimmo: Why? 19:58:11<!Sven2> That's a lot more difficult than just having several scenarios 19:58:46<!Maikel> Furthermore we have the option to directly go to the next scenario after completing one, right? 19:58:47<!Mimmo_O> why is it? after youve finished the lesson, you just choose the next lesson or another lesson you like to play 19:58:56<!Sven2> Yes, we do 19:58:59<!Mimmo_O> oh 19:59:01<!Mimmo_O> if we have that 19:59:07<!Mimmo_O> than we could of course use that. 19:59:08<!Newton> I imagine that there is one starting tutorial which explains the basics of (open)clonk in controls. Moving, jumping, climbing, hangling, throwing (rocks) plus crew selection 19:59:14< Ringwaul> A newbie will be confused as to what lessons he should do or has already done 19:59:29<!Sven2> Well, the "continue game" button can be transformed into a "next mission" button 19:59:34<!Sven2> Which I believe was done for the CR tutorials 19:59:47<!Newton> perhaps still in the same tutorial or the next one, the basic use and the backpack is explained 19:59:50< Ringwaul> And will probably want to play the "Kill that with a gun" tutorial before basic controls 20:00:06<!Newton> and after that tutorial, the different frequently used tools and weapons are explained each 20:00:08<!CoN^Uni> 19:53:07 <!Newton> Clonkonaut ist erwacht <- not really ;) 20:00:12<!Newton> e.g. the Targets scenario would be one 20:00:17<!Mimmo_O> i think we should also make the later lessons like single scenarios 20:00:20<!Mimmo_O> with some hints 20:00:28<!Newton> Clonkonaut: you seemed like it@uah 20:00:41<!Mimmo_O> for example you need to build a windmill because of that reason blabla 20:00:50< Ringwaul> Hmm 20:01:05< Ringwaul> I think all aspects of the game shouldn't be explained in the tutorial 20:01:38< Ringwaul> Otherwise there is no discovery when they start the game after the tutorial 20:01:51< Ringwaul> For instance, we could cover the bow, but not the musket 20:02:00<!Newton> I think its a good idea to blend the tutorials slowly into the game 20:02:27< Ringwaul> Indeed 20:03:15<!Newton> -the game + mission-like scenarios 20:03:43< KaiWolf> Mimmo_= im here now :> 20:03:52<!Newton> so, lets get to the concepting 20:03:59<!Newton> the concrete one 20:04:13< KaiWolf> Mimmo_o 20:04:20< KaiWolf> blahh Mimmo_O 20:04:24<!Newton> which tutorial scenarios do we want to have in the release and what will be done in there 20:05:05< KaiWolf> i think a tutorial for the Jar OfWinds would be good. 20:05:11< Ringwaul> A movement tutorial which forces the player to walk, scale, hangle, jump 20:05:20<!Newton> as Sven2 already started to do/sketch the first tutorial scenario, I think he should share how he imagines it 20:05:24<!Newton> Sven? 20:05:29<!Newton> blahh Sven 20:05:38<!Sven2> Actually, I think you shouldn't divide it too much 20:05:44<!Sven2> Movement can be explained in one message 20:05:45<!Sven2> It's on WASD 20:05:50< Ringwaul> haha 20:06:06< KaiWolf> "you must put your fingers on WASD" <--- oO 20:06:09<!Newton> well, stuff like breath, that clonks can hangle and climb... 20:06:13<!Maikel> what is S for? :P 20:06:14<!Sven2> Well, yes 20:06:20<!Newton> I mean, it is self-explanatory 20:06:23< Ringwaul> scaling down 20:06:23<!Sven2> If you remember that old "Skyrace" scenario 20:06:24<!Newton> so have a little parkour 20:06:26< KaiWolf> Yes. 20:06:29<!Sven2> Kind of a similar landscape can be used 20:06:41<!Sven2> First you walk, then you need to scale a bit, then go through water, then hangle... 20:06:47<!CoN^Uni> 20:02:52 <!Newton> Clonkonaut: you seemed like it@uah <- im stuck in a dice game 20:07:01<!Newton> Clonkonaut: ? 20:07:06<!Sven2> It doesn't need much explanation. Once you reach stuff like water, a message can appear telling you to go ahead 20:07:25<!Newton> sky islands seem a bit challenging to me 20:07:36<!Sven2> Was just an example for the landscape 20:07:41<!Sven2> Of course it should be idiot proof 20:07:44< Ringwaul> For the first tutorial, the player should feel safe 20:07:55< KaiWolf> "<c ff0000>Gold! >:D 20:07:55< KaiWolf> "<c ff1100>Gold! >:D 20:07:55< KaiWolf> "<c ff2200>Gold! >:D 20:07:55< KaiWolf> "<c ff3300>Gold! >:D 20:07:55< KaiWolf> "<c ff4400>Gold! >:D 20:07:57< KaiWolf> "<c ff3300>Gold! >:D 20:07:58< KaiWolf> "<c ff5500>Gold! >:D 20:08:00< KaiWolf> "<c ff6600>Gold! >:D 20:08:02< Ringwaul> so he's not going to tumble off an edge trying to first his jumping 20:08:02< KaiWolf> "<c ffaa00>Gold! >:D 20:08:04< KaiWolf> "<c ffbb00>Gold! >:D 20:08:05< Ringwaul> flood 20:08:06< KaiWolf> "<c ffcc00>Gold! >:D 20:08:08< KaiWolf> fuck 20:08:10< KaiWolf> sry 20:08:11-!- KaiWolf was kicked from #openclonk-dev by Newton [Newton] 20:08:11<!Sven2> Gold! 20:08:27<!Newton> oh, he already stopped 20:08:32<!Newton> wtf did he do 20:08:34<!Newton> anyway 20:08:37<!Sven2> Should have used Gold! >:D as a kick message :P 20:09:14<!Sven2> Ringwaul: I don't think most players are that bad. It's much like a JnR after all 20:09:17<!Newton> in whatever situation would he btw have to throw something? 20:09:26<!Newton> without a message telling him to do so 20:09:28<!Sven2> So, I don't think it should be too tedious 20:09:57<!Newton> ah, firestones...@throw 20:10:01<!Maikel> I would also introduce the concept of digging and throwing flints in the first toturial 20:10:14<!Sven2> Yes, that fits quite nicely 20:10:22<!Newton> Is the message box working (again) btw? 20:10:29<!Sven2> I think I fixed it 20:10:38<!Sven2> I still have that tutorial stub... 20:11:01-!- KaiWolf [~Secret@euirc-84fc40b1.dip.t-dialin.net] has joined #openclonk-dev 20:11:05< Ringwaul> Also, loam should be covered quite early on too 20:11:07< KaiWolf> Sorry, again. 20:11:07<!Sven2> Yes, it works 20:11:59<!Newton> cool 20:12:03<!Newton> KaiWolf: np 20:12:09< KaiWolf> :) 20:12:27<!Newton> so what else should be covered in the first tutorial 20:12:38<!Sven2> Should be enough imo 20:12:39<!Newton> digging and loam bridges too already? 20:12:44< Ringwaul> I think not too much should be compacted into one 20:12:50<!Sven2> Movement, Shovel, Loam, Flints 20:12:59< Ringwaul> otherwise if the player screws up, he doesn't want to repeat too much 20:13:01< KaiWolf> What's about "Q"? 20:13:14<!Newton> backpack - no, don't think so 20:13:14<!Sven2> IT shouldnt be possible to screw up the first tutorial 20:13:22< Ringwaul> hahaha 20:13:26-!- Luchs^away is now known as Luchs 20:13:29<!Newton> then, are you sure about the loam? 20:13:32<!Sven2> There can be respawn points in case you kill yourself with the flints 20:13:46<!Sven2> Well, Loam and Flints just respawn 20:13:54<!Sven2> Make the shovel so it cannot be thrown 20:13:57< Ringwaul> Also, newbs will probably waste 3-5 pieces of loam before they realize they have to hold the button 20:14:15<!Sven2> Have a relaunch point in case the player kills himself 20:14:24<!Sven2> Like, you have to bridge a lava lake and the player falls into it 20:14:38-!- Spell [~spellor@euirc-fc083074.dip0.t-ipconnect.de] has quit [Client exited] 20:14:47< Ringwaul> Loam should probably lose Con value instead of disapearing on controlusestop 20:15:06<!Sven2> I didn't like that idea because it always sucked with crystals in CR 20:15:11< Ringwaul> @sven2 indeed 20:15:13<!Sven2> You ended up with lots of small crystals doing nothing 20:15:16-!- Spell [~spellor@euirc-fc083074.dip0.t-ipconnect.de] has joined #openclonk-dev 20:15:20< Ringwaul> hmm 20:15:35-!- Randrian [~randrian@der.richard.im.euirc.net] has quit [Ping timeout] 20:15:37<!Sven2> Maybe make it so it loses con if you used very little 20:15:37<!Maikel> remove object when con < 30 or something could do the job 20:15:46<!Sven2> I'd say <60 20:15:48< Ringwaul> That's what I was thinking 20:16:38<!Newton> could the first tutorial be themed? 20:16:41< Ringwaul> Ok, that seems in order 20:17:04<!Newton> like OMG your grandfather died, get to his funeral fast!</bad proposal> 20:17:04< Ringwaul> Themed? 20:17:13< Ringwaul> hrm 20:17:20<!Sven2> When we were thinking of CR, matthes proposed to have you follow a butterfly 20:17:21<!Sven2> Not that I liked it :P 20:17:30<!Newton> ooh 20:17:32<!Newton> thats cool! 20:17:36<!Sven2> I think an unfinished CR tutorial had you crash into a valley with a blimp 20:17:44< Ringwaul> Make your grandpa's ghost lead you through a tut 20:17:45<!Sven2> And you just had to get out 20:17:49<!Sven2> So at least it had an intro 20:17:54< Gurkenglas> That was Last Will, wasnt it? 20:17:54<!Newton> and in tutorial 3, "Target practice" you finally get to shoot it, harhar ;-) 20:18:05<!Guenther> (Following butterflies clearly is the logical result of Rage) 20:18:16< Ringwaul> xD 20:19:12<!Newton> ok, second tutorial 20:19:38< KaiWolf> Second Tuorial->"Q"? :) 20:19:39 * Newton takes a look in the PlayerControls.txt to see what has not been covered 20:19:41<!Sven2> Btw: I would need an image of a speaker 20:19:54<!Sven2> Second tutorial would cover items, containers, etc? 20:20:13<!Newton> speaker? For what? 20:20:18<!Newton> *curious* 20:20:18<!Sven2> If we don't have a speaker portrait, I'll just use Newton's forum avatar :P 20:20:27<!Sven2> Well, dialog messages have a portrait to the left 20:20:29< Ringwaul> har har har 20:20:35<!Newton> portrait, hm 20:20:55< KaiWolf> in rage was the portrait a mage, wasn't it? 20:21:06<!Sven2> http://95.33.103.109:18070/Speaker.jpg 20:21:13<!Newton> perhaps rather including an object's graphic than a portrait would be more modern as the portraits will probably cease to persist long term 20:21:14< Ringwaul> I could work on a hi-poly clonk 20:21:17< Ringwaul> it could take a while, though 20:21:18<!Sven2> The mage was in l2pn00b.c4f I believe 20:21:22-!- clonkine [~clonkine@euirc-552f535a.dynamic.qsc.de] has joined #openclonk-dev 20:21:30<!Newton> Clonkonaut proposed something funny 20:22:02< Ringwaul> Funnies? 20:22:05<!Newton> we could mak ephotos exaggerated gestures of ourself 20:22:38<!Newton> like pointing the finger angrily at the camera, the "i have an idea" gesture, :|, :D, O_o etc 20:22:57-!- Randrian [~randrian@der.richard.im.euirc.net] has joined #openclonk-dev 20:22:59-!- mode/#openclonk-dev [+ao Randrian Randrian] by ChanServ 20:23:14< Ringwaul> Hmm 20:23:16< Ringwaul> I'm a bit confused 20:23:45< Ringwaul> For the portraits? 20:24:00<!Newton> for the icon that is shown in messageboxes in tutorials 20:24:06< Ringwaul> heh heh heh 20:24:28<!Newton> but well thats just an idea 20:24:37<!Newton> for now I think we should go for a simple thing 20:24:59<!Sven2> It's OK, the boxes work fine without a portrait 20:25:05<!Sven2> Or with that avatar 20:25:08< Ringwaul> For different parts of the tutorial, the speaker could be the item you're supposed to use 20:25:11<!CoN^Uni> that's a great idea @photos 20:25:14< Ringwaul> ie, shovel/flint/loam 20:25:25<!Newton> I cant access that avatar, Sven 20:25:33<!Newton> The connection has timed out 20:25:41<!Sven2> Mh ye, have to fix the router for that 20:25:44<!Sven2> Don't have the password ATM 20:25:50< clonkine> hey guys 20:25:52<!Sven2> nvm 20:26:02< Ringwaul> 'ello 20:26:07<!Newton> hey clonkine 20:26:29< clonkine> ;) 20:26:47<!Newton> anyway, second tutorial 20:26:50<!Newton> what should be covered 20:26:56<!Newton> KaiWolf mentioned backpack 20:27:05< Ringwaul> Aye, that's good 20:27:09<!Newton> furthermore we have: change crew member 20:27:10< KaiWolf> Juhu :D 20:27:24<!Newton> vehicle control 20:27:35< Ringwaul> Just the lorry for now I guess? 20:28:04<!Newton> hm 20:28:08<!Sven2> Crew, Containers, Items looks like a lot 20:28:09< Ringwaul> Since it is also a container 20:28:17<!Sven2> Would be enough for a round I guess 20:28:20<!Newton> well, the containers will possibly not work in the release yet 20:28:24<!Newton> at least we don't need them to 20:28:40<!Newton> so we can a tutorial about vehicles (and stuff) with containers later 20:28:50< Ringwaul> aye 20:28:54<!Sven2> So it's only Crew+Items? 20:29:01< Ringwaul> we need something else 20:29:02<!Newton> but if we were to include e.g. the catapult or the cannon or the minigun 20:29:09< Ringwaul> ;D 20:29:09<!Newton> which is still realistic 20:29:17<!Newton> since the models are there, the interface is there 20:29:28<!Newton> we could include it 20:29:37< Ringwaul> The catapult will need a texture, of course 20:29:41<!Sven2> So, you could have one Clonk trapped somewhere 20:29:50<!Sven2> A second Clonk would hav eto fetch ammunition and shoot the second Clonk free with a catapult 20:30:01<!Newton> Ringwaul: yeah but the cannon and minigun are already ready, rihgt? 20:30:10< Ringwaul> the mingun has no texture 20:30:15< Ringwaul> I could make one 20:30:19<!Newton> mhm 20:30:20< Ringwaul> 1-2days 20:30:31<!Newton> rather make a logo ;-) 20:30:37< Ringwaul> aight 20:31:10< Ringwaul> So, cannon + catapult, crew and what items exactly? 20:31:31<!Newton> Sven2: good concept. And if we don't have vehicles at the end, the clonk will just rescue the other with dynamite and perhaps the grappling hook 20:32:17< Ringwaul> sounds good 20:33:02< Ringwaul> @Maikel you scripted the grappling hook, right? 20:33:28<!Maikel> yes 20:33:41<!Sven2> Actually, I also wonder if we need to cover multiple Clonks if no scenario is using them :P 20:33:44< Ringwaul> I think there is one issue I found to work out 20:33:58<!Maikel> only one? 20:34:04<!Newton> Sven2: hehe 20:34:10< Ringwaul> if you launch when in the air and your clonk lands, the grapple will immediately release 20:34:27< Ringwaul> But it's better than anything I've seen in CR :) 20:34:46<!Newton> the kneel-bug 20:34:55<!Newton> told you there was one that we couldn't solve at the ocm 20:34:58<!Maikel> Yes that's probably because the kneel action overrides Hangonto 20:35:10<!Newton> I *really* wonder why 20:35:11<!CoN^Uni> 20:25:02 <!Newton> like pointing the finger angrily at the camera, the "i have an idea" gesture, :|, :D, O_o etc <- http://www.geekologie.com/2009/06/26/iphone.jpg 20:35:14<!CoN^Uni> \o/ 20:35:16<!Maikel> But it had nothing to do with controls 20:36:05< Ringwaul> hahaha 20:36:22<!Newton> :D 20:36:28<!Maikel> Also should the clonk switch to hangling, scaling when hitting a wall or ceiling? 20:36:56< Ringwaul> Hrm 20:37:07< Ringwaul> I think that might be difficult when the clonk is holding the rope 20:37:08<!Newton> I'd say only if he releases 20:37:12<!Newton> the rope 20:37:15< Ringwaul> I would agree 20:38:16<!Maikel> releases on clicking the mouse? 20:38:26< Ringwaul> Yep 20:38:44<!Newton> OK so much for tutorial 2 20:38:45< Ringwaul> It works well, at least for scaling 20:38:59< Ringwaul> Heh 20:39:11< Ringwaul> Well, we should cover the grappling hook in tut 2 then 20:39:18< Ringwaul> it's super cool :p 20:39:39<!Newton> and tutorial three is the target practice then? 20:39:50< Ringwaul> Sounds good 20:39:56<!Maikel> yes ranged weapons 20:40:06<!Newton> What has to be changed there?@target practice 20:40:23< Ringwaul> The butterfly flys the wrong direction 20:40:32< Ringwaul> and is the size of a clonk 20:40:47< Ringwaul> though I think it might be too hard to hit if it's smaller 20:41:01<!Newton> IMO the movement + the appearance of the buttlerfly really needs to be improved anyway 20:41:23< ck_> do we need instructions? what about showing one target after the other instead of all simultaneously? 20:41:41<!Newton> why? 20:42:02< Ringwaul> Also, the clonk needs respawning arrows 20:42:06< ck_> to order them by difficulty 20:42:11<!Newton> ok 20:42:44< Ringwaul> Arrows should also dissapear after hitting something to stop arrow floods 20:42:50-!- Luchs is now known as Luchs^away 20:42:57<!Newton> hm the scenario could also be extended to javelins 20:43:08< Ringwaul> :D 20:43:11<!Sven2> Mh, I was missing for the tutorial: 20:43:17<!Sven2> Do we have a large arrow? 20:43:27<!Sven2> Like the one used for the first CR tutorial? To point at something? 20:43:40< Ringwaul> I could make that in about 2 seconds 20:43:43< Ringwaul> :D 20:43:48<!Newton> at the start the clonk only has javelins and has to hit a few targets until he gets to the other area where he gets the bow 20:43:56<!Sven2> It would have to be animated somehow 20:43:58<!Newton> not yet@arrow 20:44:10< ck_> Sven2: If it is a mesh you can animate it in script ;) 20:44:11<!Newton> it needs to be able to point at HUD items too 20:44:14<!Sven2> Either rotate or bounce towards the target location 20:44:21<!Newton> [x] bounce 20:44:38< Ringwaul> I think bouncing at it would be good 20:44:44< Ringwaul> but rotating is fine too I guess 20:44:51<!Sven2> You just don't like rotation because it was used in CR :P 20:45:01<!Sven2> Maybe make the mesh so it can do both 20:45:16<!Newton> hey, how about both 20:45:18< Ringwaul> sounds good 20:45:21<!Newton> doing 20:45:29<!Newton> but like this 20:45:32<!Newton> it bounces 20:45:40<!Newton> and while it is on his height, it turns around 20:45:48< Ringwaul> ballerina arrow? 20:46:00< Ringwaul> har har 20:46:29< Ringwaul> Maybe it could turn around while bouncing 20:46:54<!Newton> or blinking 20:46:58<!Newton> or change the color 20:47:03<!Newton> or all together 20:47:09<!Newton> anyway, I noted it down 20:47:17< Ringwaul> Ok, I think that might make the player barf 20:47:37< Ringwaul> if he stared at it long enough... 20:47:44< ck_> Newton: So are you providing the summary for this meeting? :o 20:47:48<!Newton> anything else for target practice as third tutorial? 20:47:52<!Newton> ck: yes 20:47:55< ck_> Newton: great 20:48:05< Ringwaul> Hmm 20:48:59< Ringwaul> melee weapons? 20:49:21<!Newton> hm 20:49:26< Ringwaul> Fight off a wolf with a sword & shield 20:49:41< Ringwaul> or something along those lines 20:50:21<!Newton> I'd like to postpone that to a point where (all) melee weapons work like they should 20:50:32< Ringwaul> aye 20:51:41<!Newton> ok, TOP done 20:51:43<!Newton> whats next? 20:52:01<!Newton> Set the concrete frame of which objects must be included into the release; set a frame for a feature-stop 20:52:06<!Newton> @TOP 20:52:11<!Newton> yeah well, its getting late 20:52:20<!Newton> nearly two hours already 20:52:44<!Newton> perhaps we should postpone this to later this week? 20:52:52<!Newton> I think we are also only 4 left? 20:52:59<!Newton> me, ck, Ringwaul, S2 20:53:08<!Sven2> Mostly 20:53:08<!Sven2> Gone soon... 20:53:14<!Sven2> I'm still on the first tutorial btw 20:53:23< Ringwaul> Hrm 20:53:23<!Newton> ok, noted 20:53:37<!Sven2> Not that I did anything, but still planning to do it 20:53:39<!Newton> OK which is not a bad mix of engine and content developers/artists though 20:53:41< Ringwaul> Well, I won't be able to next meeting 20:53:46<!Newton> @4 left 20:54:02<!Newton> just a quick vote, who is in for point 2? 20:54:10<!Newton> [x] 20:54:10<!Guenther> (me would like some quick opinions on whether var a=[1,2,3]; var b = a; b[0] = 2; should result in a==[2,2,3] or a==[1,2,3] 20:54:17 * Guenther would like some quick opinions on whether var a=[1,2,3]; var b = a; b[0] = 2; should result in a==[2,2,3] or a==[1,2,3] 20:54:23< Ringwaul> I'm in 20:54:25<!Newton> ok then we do Günthers first 20:54:27 * ck_ as well 20:54:32< Ringwaul> It's only noon in canada 20:54:47<!Sven2> You mean, if = copies the array or just a reference? 20:54:47<!Newton> (I meant late as in "its already 2 hours") 20:54:49< ck_> Guenther: [x] copy semantics, thus a=[1,2,3] 20:55:05-!- CoN^Uni is now known as CoN^off 20:55:11< Ringwaul> ah 20:55:11<!Guenther> Yes. Whether arrays should behave like integers or like objects. 20:55:14<!Sven2> I'm for [x] reference, i.e. a=[2,2,3] 20:55:25<!Newton> Günther: arrays should be copied. It is not obvious that arrays are supposed to be references 20:55:56<!Sven2> I'm for reference mostly because then we could drop reference support from the language 20:56:03<!Newton> and thus just another mean place where bugs are introduced 20:56:05<!Sven2> i.e., & parameters, as you suggested 20:56:17<!Newton> arent any object variables references? 20:57:01<!Guenther> Both behaviours are implemented for other data types, so neither option is really obvious. You have to know the language to know which one is used. 20:57:05<!Sven2> Yes, they are. Point is, right now C4Value can be of a reference type. And Guenther suggested to drop that to simplify things 20:57:25<!Newton> so... 20:57:30<!Sven2> But if reference parameters are dropped and arrays are copied by value, array manipulating functions cannot be implemented 20:57:39<!Newton> var a = CreateObject(...); var b = a; 20:57:42<!Newton> b is what exactly? 20:57:54< ck_> Sven2: Why don't return array manipulating functions the resulting array? 20:57:55<!Guenther> In fact, if you know other languages, you'd guess that arrays have reference semantics (not copying), because that is what for example C and Python do 20:58:22<!Guenther> Array manipulating functions could not be implemented _efficiently_ 20:58:26<!Sven2> ck_: That's awkward and will always result in a copy to be made? 20:58:51< ck_> Don't use arrays use copy-on-write? 20:59:00<!Guenther> (Though you could work around that with truly awkward calling conventions, which we should not discuss now) 20:59:05-!- Matthi [~a@clonk-center.de] has quit [Connection reset by peer] 20:59:14<!Sven2> ck_: Won't help? 20:59:24<!Guenther> They can't if both caller and callee have a reference to the array 20:59:38< ck_> Hm, ok 20:59:51<!Guenther> Anyway, this is implementation specific stuff. I wanted some opinions from the language-user side 21:00:12<!Guenther> Then we can weigh that against implementation considerations. 21:00:19< ck_> whatever it does it should do the same as proplists 21:00:20<!Sven2> Well, it's common in other languages that all nontrivial types are references 21:00:33<!Sven2> ck_: And objects are proplists :P 21:01:14<!Guenther> Proplists should do the same as objects, and objects really obviously must have reference semantics 21:01:22< ck_> well, one could easily argue that the "object" C4Value type is in fact "object pointer", but the proplist C4Value is a "real" proplist ;) 21:01:38<!Sven2> Yes, you wouldn't want any script assignment to duplicate the player Clonk :) 21:01:43<!Guenther> Er, no, just no 21:01:56<!Newton> isnt an array a "trivial" type in c4script - because it is just another var X = ...; 21:02:07<!Guenther> At the moment, it is 21:02:25<!Guenther> The question is, do we want to change that? 21:02:44<!Sven2> var X = CreateArray(); is not so different from var X = CreatePropList() 21:03:02<!Newton> well in my opinion not. But if, arrays, proplists and objects should act the same. Plus it should be noted in the docs. 21:03:06<!Guenther> Yeah, but CreateArray is a largely superflous function 21:03:23<!Sven2> or var X=CreateObject() 21:03:46< ck_> but var x = CreateObject() is somewhat different from var x = [a,b,c]; 21:03:51< ck_> notation-wise that is 21:03:57<!Guenther> Newton: The proposal is to make Arrays behave like objects and proplists. 21:03:59<!Sven2> ye, OK 21:04:07<!Sven2> Anyway: This is really only relevant in very few cases 21:04:31< ck_> Oh, so proplist don't use copy semantics currently? 21:05:08<!Guenther> No, because like I said above: I really want proplists to behave like objects. 21:05:41< ck_> well if I can't get you to change that than I think array should do the same for consistency reasons 21:06:14<!Sven2> Mh, back to Newton? What was point 2? 21:06:35<!Sven2> <Newton> just a quick vote, who is in for point 2? 21:06:46<!Maikel> I am there again 21:06:49< ck_> what/when to release and when/how to do feature freeze I guess 21:07:17<!Newton> ok 21:07:28<!Newton> Set the concrete frame of which objects must be included into the release; set a frame for a feature-stop 21:07:47<!Newton> hm how do we do this 21:07:50<!Sven2> We could do a "new feature freeze", i.e. we haven't done all features yet, but we won't add more to the todo list 21:07:56 * Guenther thinks that our first alpha release only really needs one scenario that is fun to play, and that we shouldn't delay in order to make more 21:08:23<!Sven2> Unless e.g. someone has done a complete scenario that one could just add to the release without any further work maybe 21:08:37<!Maikel> So you you want to show of OC's functionality 21:08:39<!Guenther> But we also should test a release a bit, which is work, so we don't want to release too often 21:08:58<!Maikel> you = just 21:09:02<!Sven2> If it's just one scenario, we wouldn't need a tutorial ;) 21:09:23< Ringwaul> Well, we already have windmill defence 21:09:23< ck_> except if that scenario _is_ the tutorial :P 21:09:49< KaiWolf> i guess a tutorial wouldn't be funny. 21:09:50< Ringwaul> we should probably have a good melee, a good parkour, and the windmill scenario 21:10:02<!Sven2> Ye, windmill defence is kinda complete 21:10:20< KaiWolf> we have a good parkour: oc - boomshire 21:10:23<!Guenther> So if we have multiple scenarios almost ready, we should include them in the release process, too 21:10:42<!Newton> Sven2: noo, I want parallax clouds! @windmill is complete 21:10:47<!Sven2> I'd rather say e.g. Maikel's Cavern. Boomshire doesnt feel complete. 21:10:59< Ringwaul> yes, the cavern is great 21:11:11<!Newton> boomshire really needs a dynamic map 21:11:14<!Sven2> I think it has a TODO written into the landscape 21:11:30<!Sven2> Don't think so, Newton. Boomshire has some strictly designed "riddles" doesnt it? 21:11:37<!Maikel> We should enable teaming options without teams.txt enabled 21:11:39<!Newton> ah 21:11:43<!Newton> boomshire, sorry 21:11:48<!Sven2> Yes. Boomshire. 21:11:48<!Newton> I meant boomrace 21:12:13<!Maikel> kamikaze fireworks is also Ok imo 21:12:20<!Sven2> Boomrace I'd actually also call complete. But I don't think the landscape looks "action-packed" enough 21:12:24<!Newton> boomrace == kamikaze fireworks 21:12:37<!Sven2> Something more lava-granite-like would be more fitting, imo 21:12:41< Ringwaul> We should have around 3 parkours perhaps 21:12:52<!Newton> beh 21:12:53< Ringwaul> boomshire and the cavern are both very good 21:13:12< Ringwaul> if boomrace is finished (and boomshire's end) then we're good to go 21:13:15<!Newton> not so much. One "standard" race like cavern is enough for the release, imo 21:13:16<!Sven2> Just replace some of the earth with ashes and replace water with lava and I'm happy 21:13:58<!Maikel> I don't get it why in CR it is possible to enable teams without having a teams.txt and I can't get that to work in OC 21:14:14<!Sven2> Maikel: Only works if MELE is active 21:14:21<!Sven2> Which is probably broken in OC because there is no MELE 21:14:31<!Maikel> I KNEW IT 21:14:51< ck_> Newton: Why not include more than one if they are ~complete 21:14:54<!Sven2> Then why did you ask? 21:15:03<!Sven2> </whoosh> 21:15:13<!Maikel> My gut said that was the reason 21:15:28<!Newton> IMO all the races that we currently have are the same 21:15:40<!Newton> yeah digging a bit, building a bit of loam, well. 21:15:53< Ringwaul> well,boomshire is quite different from boomrace 21:15:54< ck_> I think Cavern, Boomrace and Boomshire are quite different 21:15:56<!Newton> Cavern is a good map and imo erschöpft this genre 21:16:10<!Maikel> yeah because someone wanted to get all those maps? 21:16:16<!Newton> *exhausts 21:16:26<!Sven2> They're fine. Good starting ground to build stuff into. 21:16:37<!Guenther> Newton: A lot of other games have "Build some troops, attack" for every scenario/map, so repetitiveness is not a reason to exclude something, imho 21:16:41<!Sven2> WE just don't have many objects to add to those races yet to make them more different 21:17:06<!Sven2> Wasn't there a "drilling hammer" or something being created? 21:17:11<!Guenther> As long as the landscape is a bit different, it's fine 21:17:12<!Sven2> That would make the mountain-race much more unique 21:17:20<!Newton> <Sven2> They're fine. Good starting ground to build stuff into. 21:17:23< Ringwaul> You mean the pickaxe? 21:17:27<!Sven2> Or pickaxe, yes 21:17:30<!Newton> I am not asking to remove them from the repository 21:17:35<!Sven2> It's to dig through rock, right? 21:17:35<!Newton> but exclude them from the release 21:17:38< Ringwaul> that still needs a bit of work 21:17:59< Ringwaul> but yes, it digs through things just like flints 21:18:00<!Sven2> Guenther: But traditionally, Clonk scenarios are more unique than e.g. RTS game maps 21:18:01<!Maikel> Sven would Goals=MELE be a sufficient workaround? 21:18:07< ck_> Did anybody talk about removeng them from the repository? :o 21:18:08<!Sven2> Maikel: Probably, yes 21:18:18<!Sven2> Why don't you just create a Teams.txt? 21:18:35<!Newton> scenario != map 21:18:46<!Maikel> mh, there were some disadvantages, or? 21:18:56< Ringwaul> Well, players may get tired if they only have 3 maps and a tut to play 21:19:05<!Newton> tired? 21:19:14< Ringwaul> bored 21:19:19<!Guenther> Newton: No, scenario really is just what clonk calls what other games call map 21:19:29<!Sven2> Maikel: Not really. Once you create custom teams you lose the ability to have teams created automatically as players join 21:19:30<!Sven2> i.e., Team 1, Team 2, etc. 21:19:34<!Newton> no, i don't think so, günther 21:19:41<!Sven2> But you don't need to do that. Just write a Teams.txt that has AutoGenerateTeams enabled. 21:19:43<!Newton> its what it used to be in Clonk 4 21:19:49<!Newton> where we had a Maps folder 21:20:08<!Guenther> Which had a bunch of scenarios without a goal, iirc. 21:20:26<!Sven2> I agree with Guenther Clonk "scenario" = Mainstream game "map" 21:20:28<!Guenther> Anyway, let's not discuss about word choices 21:20:36<!Sven2> Might even want to rename that :P 21:20:37<!Newton> yes, so? A goal makes them magically interesting? 21:21:11< Ringwaul> Freeplay maps without goals are sometimes more fun 21:21:19< Ringwaul> especially when that goal is Mine out X material 21:21:20<!Guenther> No. Theyre still scenarios, and scenarios are still what other games call maps. You can create a starcraft map without a goal just fine, I think 21:21:44<!Sven2> Ringwaul: I disagree here. I never liked maps without goal 21:21:52<!Maikel> me too 21:22:20< Ringwaul> If you have a few mates and decide it to be a melee it's not bad :) 21:22:23<!Guenther> I had tons of fun with Clonk4 or Clonk Planet maps without a goal. I'm not sure whether a goal would have added to the fun ;-) 21:22:35<!Newton> hmm 21:22:45<!Guenther> er, scenarios 21:22:55<!Maikel> hehe 21:22:59<!Sven2> We might need some free play scenarios because we don't have an editor or "round options" ATM 21:23:02< Ringwaul> I think the first release we should remove the buildings 21:23:15<!Guenther> Anyway, I'm all for including scenarios/maps with the same goal and basic gameplay, if they have different landscapes 21:23:28< Ringwaul> There's not much to do in freeplay scenarios for OpenClonk 21:23:35<!Sven2> Yes, true 21:23:47< Ringwaul> once we have all the buildings that will be good 21:23:50<!Newton> hmm 21:23:52<!Newton> err 21:23:56<!Sven2> I'd be with Guenther, except the other race maps aren't that great 21:24:09<!Sven2> So maybe don't include them until we have at least some decoration to make them more unique 21:24:16<!Newton> perhaps we should roll up the topic from the other side 21:24:23<!Newton> first decide what objects we want to have in the game 21:24:27<!Newton> and what not 21:24:31<!Newton> I mean till the release 21:24:36<!Guenther> Yes, quality reasons totally call for exclusion. 21:24:40<!Newton> and based on that decide which scenarios we will have 21:24:41< Ringwaul> sounds good 21:25:18<!Newton> no buildings I heard 21:25:20<!Guenther> I think creating objects on demand for what a scenario needs is more efficient 21:25:23< Ringwaul> Aye 21:25:29<!Sven2> Well, more parkour maps of the style we currently have are certainly not "needed" 21:26:14< Ringwaul> Since there aren't enough buildings, it's silly to have only a couple with are marginally useless 21:26:17<!Newton> I'd also say: no vehicles, except optionally cannon/catapult/gatling if they are done in time (the release shouldnt be postponed by this) 21:26:36< Ringwaul> Agreed 21:26:37<!Newton> Ringwaul: of course the windmills need to stay as decoration... ;-P 21:26:47<!Sven2> If the catapult is optional, what will remain of Tutorial 2? 21:27:02<!Newton> I'll answer you in query 21:27:11< clonkine> do "we" still have tutorials to test? 21:27:26<!Sven2> No, we don't have them yet 21:27:35< clonkine> k 21:27:53< Ringwaul> Alright, so the windmill stays, but steam engine and workshop go? 21:28:08<!Sven2> What's with the Tools Workshop? 21:28:35< Ringwaul> It's a structure mostly for settlement 21:28:44<!Sven2> I never understood that thing, but I think it was one of the first objects I saw in OC. IT still does nothing? 21:29:01<!Newton> yes 21:29:05< Ringwaul> It's supposed to create hammers/axes/shovels etc 21:29:09< Ringwaul> but it doesn't function :( 21:29:10<!Sven2> Nice, then it can be used for decoration ;) 21:29:36< ck_> Can't we just take Objects.c4d as it is? If scenarios don't use it then it's the same as if it weren't included in fact... 21:29:42< ck_> Sven2: Well, one can go inside :) 21:29:59<!Sven2> Well, that can be taken care of 21:30:09<!Newton> I don't see so much of a problem with that either@don't "clean up" the objects.c4d for a release 21:30:14<!Sven2> (I thought most bnuildings were to be used from outside?) 21:30:43< ck_> Sven2: That functionality was from before that has been decided I suppose 21:30:45<!Newton> (at least the tools workshop, it has not even a door because it is an open shed!) 21:30:56<!Sven2> Will also check whether Newton remembered to do proper Find_Layer() checks in his controls... 21:31:06<!Newton> what is Find_Layer? 21:31:13<!Sven2> Thought so :P 21:31:26<!Newton> you introduces that just now, didnt you? 21:31:30<!Newton> *d 21:31:35<!Sven2> No, it's been in CR for years 21:31:38<!Newton> hm 21:31:42<!Sven2> It's a way to disable objects for other objects. You can only use stuff when it's in the same layer. 21:31:46<!Maikel> no that exits undocumented for years :D 21:31:51<!Newton> ok 21:31:58<!Newton> anyway, on to items 21:32:26< Ringwaul> So, no exclusion of unfinished objects? Just not putting them into scnearios? 21:32:42<!Newton> well, what would speak against this? 21:32:53< Ringwaul> hmm 21:32:58< ck_> What's the difference actually? 21:32:58<!Maikel> Nothing fundamental 21:33:02<!Sven2> They should be free of script errors and loading warnings 21:33:14< Ringwaul> @Sven2 Indeed 21:33:16< ck_> Developers can play around with them but that's all 21:33:20<!Sven2> I think that's pretty clear, but maybe it should be mentioned in the todo-lkist 21:34:05-!- Gurkenglas [~Gurkengla@euirc-122681e0.pools.arcor-ip.net] has quit [Ping timeout] 21:35:32< Ringwaul> So, is that all agreed upon? 21:35:50<!Sven2> What is the scenario list now? 21:36:07<!Newton> bow, musket, javelin, !club, !shield, !sword, shovel, !ropeladder, !pickaxe, !grappler, dynamite box, dynamite, boompack 21:36:08< Ringwaul> Hmm 21:36:13<!Newton> ! = unfinished 21:36:14<!Sven2> Tutorial 1+2, The Cavern, Boomrace, Melee 21:36:14<!Sven2> ? 21:36:19<!Newton> these are the items which should be included imo 21:36:26< ck_> Windmills 21:36:38< Ringwaul> the club isn't finished? 21:36:42-!- Gurkenglas [~Gurkengla@euirc-cbadf91d.pools.arcor-ip.net] has joined #openclonk-dev 21:36:53<!Sven2> Tutorial !1+!2, The Cavern, Boomrace, !Melee, Windmills 21:37:03<!Newton> well, graphics-wise but also gameplay-wise - I never managed to do anything with it really 21:37:17<!Sven2> Newton: Jar of Winds? 21:37:21<!Newton> ah yeah 21:37:25<!Sven2> Loam 21:37:35< Ringwaul> All the materials, pretty much 21:37:46< Ringwaul> resources* 21:38:00<!Sven2> Yes. Rocks, Gold, Ice, Earth?, Flints 21:38:09<!Sven2> ,Snow 21:38:22< Ringwaul> They serve mostly no purpose now apart from throwing at someone 21:39:21<!Newton> what about hte floating balloon? 21:39:34<!Newton> I put it under "would be nice but should not delay release" 21:39:47<!Sven2> What kind of scenario would it be used in? 21:40:08<!Sven2> We don't have settlement melees where you would need a balloon to enter the enemy base 21:40:26< Ringwaul> indeed 21:40:31<!Newton> the hammer too 21:40:45<!Sven2> Hammer was not on your list :P 21:40:50< Ringwaul> The great hammer? 21:40:52<!Newton> Sven2: not a balloon as a vehicle 21:41:00<!Newton> yes 21:41:15<!Sven2> I would also love to have trees+dead trees on the list btw. It would be great to have some decoration at least 21:41:31<!Newton> on the necessary list or the nice-to-have-list? 21:42:02< Ringwaul> I'd guess nice to have 21:42:26<!Sven2> Yes, it's hard to argue they are "needed" 21:42:35< Ringwaul> Vegetation would be great, but my attempts at implementing things other than grass failed 21:42:47<!Sven2> Well, grass is something 21:42:58<!Newton> I still they have to be photoshopped from actual photographs 21:43:12<!Sven2> Btw, can you color modulate models? 21:43:22<!Sven2> Like, to make seaweed from grass? 21:43:26<!Maikel> Ringwaul if you want you can make a stalactite ;) 21:43:35< Ringwaul> :) 21:43:35< ck_> Sven2: yes 21:44:05< Ringwaul> @Maikel Do you have the scripts for that? 21:44:07<!Newton> for trees, I imagine we will need several attempts to get to some final graphics / model 21:44:14<!Maikel> I will make it then 21:44:29< ck_> But does grass have to be a model? 21:44:44< Ringwaul> No, it's a sprite 21:45:01< Ringwaul> 3D grass would murder fps 21:46:13<!Maikel> Do we need some wiki list for really minor things like: Parkour goal needs a german translation, cp graphics need to be updated, etc? 21:46:26<!Sven2> We have a bugtracker for that 21:46:34< ck_> Yeah, should go into the bugtracker 21:46:54<!Newton> Sven2: btw I made clouds as decoration - I want to see them with parallaxity :P 21:47:18<!Newton> http://travel.webshots.com/photo/1124791942054106632xTnqUP <= I doubt that rendered seaweed will ever look anything near of what actual seaweed looks like 21:48:38< Ringwaul> well, it doesn't hurt if it looks somewhat realistic 21:48:44< clonkine> hi ck 21:48:57<!Newton> OK do we need other objects working? 21:49:11<!Newton> what about backpack GUI integration 21:49:22<!Newton> backpack showing in the upper left corner 21:49:27< ck_> clonkine: hey 21:49:38< Ringwaul> as well as it being a GUI object 21:49:47<!Newton> use with alt parameter 21:49:53<!Maikel> I would like to have chests functioning more or less, so that a player can grab objects from other locations than the earth. 21:49:54<!Newton> and so on 21:50:10< ck_> how far is the backpack from working well? Do we need it after all? 21:50:13<!Maikel> Also that needs a model and so 21:50:16< Ringwaul> Well, containers aren't fully working afaik 21:50:25< ck_> I mean, need it for the scenarios we chose before 21:50:29<!Newton> we dont have containers 21:50:31<!Newton> other than the chest 21:51:19<!Newton> ck: yeah pretty much for races but also for melees 21:52:17<!Newton> phew but I really am not fit to continue the meeting 21:52:31< Ringwaul> well, we covered a good amount 21:52:35<!Sven2> There is a bugtracker entry for the clouds? 21:52:47< Ringwaul> I don't think there is 21:53:01<!Newton> if you guys can, I'll send the log to the one who continues to make notes 21:53:08<!Newton> its in the forum 21:53:31<!Sven2> Basically, you need parallax particles? 21:53:34<!Sven2> I'll make a bugtracker entry 21:53:42<!Newton> no, parallax objects 21:53:48<!Newton> the particles attach to those 21:54:38<!Sven2> Oh, so it's a bug? 21:54:46< Ringwaul> I can make notes on future topics if that's fine 21:54:48-!- Matthi [~a@clonk-center.de] has joined #openclonk-dev 21:54:49<!Sven2> Local particle positions don't take parallaxity into account? 21:54:50<!Newton> OK then we do the rest of the points later 21:54:57<!Newton> I post the log into the forum now 21:56:09-!- Randrian_ [~randrian@euirc-e0dfb8b3.83.171.161.47.ip-pool.NEFkom.net] has joined #openclonk-dev 21:57:15<!Newton> http://forum.openclonk.org/topic_show.pl?pid=8347;msg=PstChange 21:57:23<!Newton> we can also have a meeting later that week 21:57:44<!Newton> I'll do a doodle later also for the new semester but now I need a pause 21:57:58< Ringwaul> That's all for today, then? 21:58:04<!Maikel> Ok, my semester hasn't started yet 21:58:18<!Newton> except you want to continue it. But i am out 21:58:32< Ringwaul> Oh, alright 21:58:35<!Maikel> 3h is enough 21:58:39< Ringwaul> haha 21:59:04<!Sven2> Cave race 21:59:04<!Sven2> + done? 21:59:07-!- Randrian [~randrian@der.richard.im.euirc.net] has quit [Ping timeout] 21:59:11<!Sven2> You mean "The Cavern", right? 21:59:38< Ringwaul> I suspect so 21:59:59<!Maikel> changed that 22:00:43<!Sven2> Changed it as well 22:00:49<!Sven2> :P 22:00:51<!Sven2> And added the materials 22:00:53<!Newton> yeah, feel free to edit my post if something is not accurate 22:01:12<!Newton> btw 22:01:16<!Newton> Defend the Windmills(?) == TGoW 22:01:25< Ringwaul> aye 22:01:26<!Maikel> we need hg for forum posts ;( 22:01:26<!Newton> The guardians of Windmills 22:01:27<!Sven2> I missed the secondary used discussion - what happened to the idea of having the other mouse button do secondary use? 22:01:34<!Sven2> Oh, OK 22:01:50<!Sven2> Like, you hold down right to dig, then left mouse button starts digging out earth 22:01:53< ck_> we still don't have an idea where to possibly get (fullscreen) menu graphics from right? 22:02:01<!Newton> well that only works for the earth chunks 22:02:17<!Sven2> ...which was the problem we initially wanted to solve 22:02:18<!Newton> imagine a magic wand 22:02:20<!Sven2> Where's the problem? 22:02:37<!Sven2> I don't see a magic wand on the todo list 22:02:49< Ringwaul> for future purposes 22:03:00<!Newton> you'd have to start using it (= the magic might already go off at click down) and only then you can activate the secondary function 22:03:14<!Newton> so the downside in general is: you can only use it when you already started to use primary 22:03:24<!Newton> also applies for arrow selection 22:03:46<!Sven2> So we don't use the most obvious solution, which also works for gamepad, because it conflicts with some other object we don't even have? 22:04:03<!Newton> we have the bow 22:05:02<!Sven2> Well, OK 22:05:02< Ringwaul> Also, we'd have to change the control scheme upon next release when we have magic or so 22:05:07< Ringwaul> and that's probably not great for players 22:05:14<!Sven2> I guess one could still redefine it to MouseLeft+MouseRight in the player controls :) 22:05:32<!Sven2> Locally, once the engine supports that 22:05:38<!Newton> anyway, if you feel that this should be discussed over, I suggest we do it next time, I am really gone now 22:05:45<!Sven2> Ye, sure 22:05:49< Ringwaul> seeya 22:05:59<!Sven2> Better to have a solution right now. We should implement it and give it some time. 22:07:17< Ringwaul> Also, I'd just like to say the barrel graphics are terrible :p 22:07:37< Ringwaul> I know they won't be used in this release but it's something to think about for the future 22:08:17<!Sven2> For the startup menu backgrounds, maybe we can just use screenshots of different scenarios 22:08:34<!Sven2> Maybe apply a few photoshop filters to blur it a bit 22:08:46< Ringwaul> hmm 22:09:37< Ringwaul> Probably wouldn't be so great for the title screen 22:10:07<!Sven2> Better than a plain gray background 22:10:10-!- Zapper [~zapper@zap.euirc.net] has joined #openclonk-dev 22:10:13-!- mode/#openclonk-dev [+ao Zapper Zapper] by ChanServ 22:10:16< Ringwaul> true 22:10:41< Ringwaul> We could take some real life pictures 22:10:43<!Sven2> TGoW blurred to the outside would look OK imo 22:11:00-!- Randrian_ [~randrian@euirc-e0dfb8b3.83.171.161.47.ip-pool.NEFkom.net] has quit [Quit: Verlassend] 22:11:04< Ringwaul> Yeah 22:11:08<!Maikel> No more real life pictures... 22:11:53< Ringwaul> heh heh 22:12:12< Ringwaul> I once got a landscape and GIMP'd a blimp onto it 22:13:10< Ringwaul> Also, should be have some animals like the wipf in the first release 22:13:24< Ringwaul> It's fairly iconic of clonk, after all 22:13:41<!Zapper> They are a good target in a melee weapon tutorial scenario :] 22:13:50< Ringwaul> :O 22:13:53<!Maikel> Hm rather not 22:13:57< Ringwaul> :< 22:14:08<!Maikel> They can walk in the other toturials 22:14:17<!Maikel> o<->u 22:14:38<!Zapper> They could have a target attached to the back! 22:14:45<!Zapper> (attached _on_?) 22:14:52< Ringwaul> :((((( 22:15:00< Ringwaul> Poor wipfs 22:15:16< Ringwaul> So that's why we are always saving the wipfs in Clonk 22:15:22< Ringwaul> so zapper cannot butcher them 22:15:29< Ringwaul> xD 22:15:29< ck_> I don't think animals should be in the first release. Let's concentrate on what we have decided up to now and get that done. 22:15:52< Ringwaul> Hmm, yes 22:16:04< Ringwaul> But we should definately have them in the second release 22:16:34< ck_> I can agree on that 22:18:04< Ringwaul> So, would it be agreed upon that now is the time to stop implementing new objects, and to work to fix & debug clonk? 22:19:06< ck_> yeah, maybe except for some decoration like trees and stuff 22:21:34< Ringwaul> Well, that seems about it if I'm not wrong 22:21:52< Ringwaul> I 22:21:53<!Maikel> Yeah you can go to bed now :P 22:22:00< Ringwaul> haha 22:22:04< Ringwaul> I just had lunch 22:22:23< Ringwaul> I'll add those few notes to newton's post then 22:22:38<!Maikel> ok 22:23:35<!Zapper> In which time zone are you again? 22:23:49< Ringwaul> -8 I believe 22:24:07< Ringwaul> so I'm 9 hours behind you guys 22:24:20<!Zapper> ah, okay 22:27:20<!Guenther> two, at the moment, because of the cursed Sommerzeit/daylight saving 22:27:58<!Guenther> er, ten 22:28:46< Ringwaul> oh, wow 22:30:56<!Loriel> But GMT does DST too, no? 22:30:58<!Loriel> So it evens out? 22:31:25<!Guenther> I'm using UTC, which (of course!) doesn't 22:31:47<!Guenther> And GMT changing for DST would be news to me 22:31:58-!- Luchs^away is now known as Luchs 22:32:13<!Guenther> Also, I know that different parts of the worlds change at different days, for extra fun 22:32:42<!Loriel> Oh, well 22:33:10<!Guenther> It would be entirely possible that Ringwaul changes his clock in a few days and is again only 9 hours away ;-) 22:33:40<!Loriel> Woah, we are indeed GMT+2, I am amazed 22:33:58< Ringwaul> I am completely confused with all that daylight savings time rubbish 22:34:07< Ringwaul> x) 22:34:18< Ringwaul> Did Newton save the IRC log? 22:34:24<!Guenther> That's the sign that it's working as intended 22:35:31< Ringwaul> :O 22:35:43< Ringwaul> oh wait, nevermind 22:39:04< Ringwaul> Since I won't be at the second part of this weeks meeting, I'd like to suggest arranging Todos 22:39:25< Ringwaul> and who plans to do those things 22:40:21-!- Newton [~quassel@euirc-5352c922.adsl.alicedsl.de] has quit [Killed (NickServ (GHOST command used by Newton_))] 22:40:27< ck_> Do we have a agreed that there will be a second part? when? :o 22:40:32-!- Newton_ [~quassel@euirc-3a0b5084.adsl.alicedsl.de] has joined #openclonk-dev 22:40:36< ck_> Isn't next week's meeting good enough? ;) 22:40:58< Ringwaul> Something like that :S 22:41:16< Ringwaul> Either way, I was only here this week because of easter monday 22:42:40< Ringwaul> So, as a suggestion for next week's meeting, todos like a logo, menugraphics and completing the items should be divided among the devs 22:42:49< Ringwaul> etc.etc. 22:43:37< Ringwaul> Well, I'm going to go to something other than stare at this monitor 22:43:42< Ringwaul> bye :) 22:43:52-!- Ringwaul [IceChat7@euirc-4b964596.dial.bell.ca] has quit [Quit: IceChat - Its what Cool People use] 22:44:38-!- Maikel [~Maikel@euirc-49e109b6.speed.planet.nl] has quit [Quit: ] --- Log closed Mon Apr 05 23:01:25 2010
