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12:02 AM
cool tut. learned something new.
thanks for suggestions guys
see you :)
 
Checkered Deselect, what is this magic :O
also hi
 
12:17 AM
@Borgleader Hi
 
12:38 AM
@gandalf3 and others do you think this should be on video.se?
 
@David Sounds like the videos are only too long when in blender
I think
 
@gandalf3 possibly, which is why I left it here.
 
XD
 
@David Sintel Gooseberry crossover!
The two best fandoms combined
The thing is, I didn't really like either :)
 
@David XD
 
2:10 AM
I thought you all might like that :)
 
 
2 hours later…
4:18 AM
very neat video from ideasman42 that will have you saying "wow."
 
 
2 hours later…
6:16 AM
i have a question please help me
is there a way to produce sounds with respective intensity in each collision?
??
 
 
2 hours later…
8:03 AM
@David s/ideasman42/dfelinto
 
 
8 hours later…
3:37 PM
@David this guy has the same gravatar! O.o
 
3:57 PM
!!
 
4:30 PM
@GiantCowFilms wow. I was going to say "copy cat," but then I saw that his account is a month older then mine!
 
 
1 hour later…
5:38 PM
@David That is awesome!
 
 
2 hours later…
7:39 PM
@David But you could have had the icon first...???
 
7:59 PM
sup gise
 
nu much
 
btw novice was it you I had the discussion about the bge with?
that one has to use the actuators and stuff
 
@David what doies GPU latency mean in the profiler?
and don't you dare say "the latency of the GPU"
 
@Jonathan I think it was GiantCow
 
@NoviceInDisguise alright :)
@RadishoftheOpera so radish could i ask you a question about bge? maybe you encountered this problem too
 
8:06 PM
sure.
go ahead
 
kk so:
when you put a keyboard key as a boolean variable like this: w_active = bge.logic.KX_INPUT_ACTIVE = bge.logic.keyboard.event(bge.events.WKEY)
and you put it in a separate module and then import from the module into a script
strange thing is it wont work somehow
but there is nothing in the console
like I define the run animation call it run_ani() and then it goes like if w_active: run_ani()
it knows w_active is a boolean and its state is false
but somehow it wont work
 
so, are you holding the key down?
 
yup
strange thing is when I put it like this it works: if bge.logic.KX_INPUT_ACTIVE = bge.logic.keyboard.event(bge.events.WKEY): run_ani()
it somehow cannot set the state of the boolean to true.
when I press w and print the variable it says that it stays false
 
wwhy aren't you setting the state separately and the playing the animation when it's true??
 
strange thing I'll post a question anyway
yup I set the state separately in another module and then import it as variable w_active
but it wont change the state to true then
 
8:13 PM
weird.
yeahm I'm not really great at python, but logic brick wise, I think you should put the variable as a property and just change it with a toggle brick.
 
@RadishoftheOpera Well about the logic bricks. I just teached myself how to not use them and code it in python instead, so probably not my choice. ^^
@RadishoftheOpera But thank you I bet it would work out like this.
 
ah. I taught myself to never code and always brick. :D
 
@RadishoftheOpera It's the easier way lol but it's not as sexy as coding it right out.
 
you calling me un-sexy? gasp
lol
 
haha you got me wrong there, super sexy you lol
Well anyways here is the question let's see how it turns out: blender.stackexchange.com/questions/35893/…
 
8:23 PM
It going to monster or codmanX who answer it. or david.
@Jonathan so what game are you working on anyway?
 
@RadishoftheOpera It's kind of an Action RPG, kinda like a Zelda or Alundra.
 
top down style? cool!
 
@RadishoftheOpera There's some little bit of story, a bunch of maps and some multiplayer content
 
can you talk to poepl like in Zelda?
@Jonathan you got multi player to work! instruct me master, I am your humble servant
 
@RadishoftheOpera yup, the whole thing, talking to NPCs, smashing mobs, bossfights, new weapons/armor, items, skill system, and so on
 
8:27 PM
@Jonathan dang! you have a thread on BA?
 
Lol I still gotta find out myself how to do that properly ^^'
 
they would love it
 
@RadishoftheOpera Not yet, but now you gave me the impulse lol
btw it won't be top down exactly it will be waaayy cooler
 
with prerendered maps and different perspectives kinda like Final fantasy 7
 
8:28 PM
right now I'm working on an fps where you run through hell to make toast and coffee for breakfast
 
hahaha what a fresh idea
is it like low or highpoly?
 
yeah, my ideas are usually like that. my last one was called extreme fish punching and the one before was about a spellthowing squid.
 
@Jonathan low. my toaster is 1080
 
@RadishoftheOpera Well I'd call it middle then lol
 
8:30 PM
not really...
 
@RadishoftheOpera So it's more arcade like, you go through the level, complete it, then enter highscore and stuff?
 
you can 't make a toaster much lower
 
are there enemies, or weapons? or is it more about puzzle style jump n run?
 
@Jonathan well, kinda, you make toast on Tuesday, and it's 100% normal, but as you progress throught the week, it gets worse, until moday hits and there meteors falling from the sky and demons trying to eat you.
muahahhaha!!!
 
man that week system remind me of postal
quite cool
 
8:32 PM
that's the plan anyway. I'm still on Tuesday... I just started.
 
so do you like have a ba thread for this?
 
and then you die, whether or not you did well, because you run out of coffee, which is an essential to human life
@Jonathan no... D:
my projects usually die before I finish, so i'll wait until I have at least 1 level to show.
 
@RadishoftheOpera so if you give it the necessary consitency this might even be put on steam
consistency in terms of highscore lol
 
@Jonathan I wish
 
the sell all kinds of shit there nowadays, rpgmaker games and stuff lol
 
8:37 PM
i know... how the greats have fallen...
 
@RadishoftheOpera for me it's more like "how the ungreat(us) can rise"
look they even have an own tag for it lol store.steampowered.com/tag/browse/…
 
llol
fail
im having trouble making all the clutter on my kitchen counter.. this is going to take forever
 
@RadishoftheOpera I'd love to help you, maybe I can provide you with some assets.
 
okay... lemme take a pic real quick...
this is going to be embarrassing.
 
@RadishoftheOpera think I have a pretty decent plate with a piece of cheese and a cheese knife somewhere
or a soda can, a wine bottle, stuff like that
and a giant sandwich
 
8:44 PM
okay, that'll work...
wait, a giant sandwich?
 
like 5 layers
 
:O
that sounds like heaven. we're trying to make hell here, remember? lol
I'm goingt o make my disgusting sink
 
right, lol, maybe you can take the cheese and salami away and put like some gross stuff on it with an eyeball instead of an olive on top
@RadishoftheOpera a disgusting sink sounds fun lol
@RadishoftheOpera I can just send you a photo of mine and you can then use it with discplacement modifier and stuff lol
 
@Jonathan no thanks, mine is bad enough. XD. theres something dying in the garbage disposal i think. :O
 
@RadishoftheOpera that's the thing about throwing away meat, it might first come back to live somehow and then die again
 
8:52 PM
eww....
 
9:06 PM
@gandalf3 hi, do you know about the bge?
 
@Jonathan What about it specifically?
 
@gandalf3 It is a strange issue I posted it here: blender.stackexchange.com/questions/35893/…
@gandalf3 basically it's about a model where I assign a keyboard key boolean to a variable. then I import that variable into a script and it won't change its state to True
 
I see
 
module not model
strange little issue I cants find out what's the problem
 
I don't think w_active is being set to what you want
Let me test some things..
 
9:09 PM
oh yeah I forgot a = there
but just in the question
 
ah
 
just make a script call it something like keyboardtest put one key in it for example w_active = bge.logic.KX_INPUT_ACTIVE == bge.logic.keyboard.events(bge.events.WKEY) then put the module into the module folder and import it to any object's python controller with an always sensor
maybe you can add print(w_active) it will show you that it stays false
well that was a little messy: basically import the key variable to a script and you'll see that it wont change to True
 
@gandalf3 alex was here again...
 
They haven't done anything though, have they?
 
no
still creepy as heck though
 
9:18 PM
:P
 
@RadishoftheOpera Oh great
Need a ping a thon
 
ready to spamwhen you are
 
@gandalf3 So, did you see what I mean?
 
@RadishoftheOpera They must be the most skilled troll ever. Their very presence instills agitation in even the fearless guardians of Stack Exchangia, one of the few mighty bastions of troll-free territory remaining in the troubled lands of Interland. As the chilling shadow passes, even the mighty King of Radish Operas and the mythical Disguiser of Novices feel misgivings and begin to plan a first assault, in uncertain anticipation of the sudden revelation of a Legendary Trollâ„¢
 
wow. you should quit and take up poetry.
 
9:32 PM
:P
 
that does sound like quite some troll you talk about there lol
 
legendary.
@Jonathan I'll give it a test
 
It's actually quite simple
just make a separate module for the keyboard variable, put it in the module folder, go into blender game, put an always sensor on true with a python controller on a cube and then write a script for it which goes like import bge, keyboardmodule
*print(keyboardmodule.key)
and when you run it and press the key the console will show you it is still false
the problem seems to be that the boolean for the key is in a separate module and gets imported.
 
hmm
 
I hope there is a workaround or it destroys my plan to make a keyboard module :(
 
9:40 PM
I must be doing something wrong
It doesn't like the bge.logic.KX_INPUT_ACTIVE == bge.logic.keyboard.events(bge.events.WKEY) bit
And throws a type error
TypeError: 'dict' object is not callable
 
awww
forgot one thing
the bge.event.WKEY is in [] brackets
typed it wrong in the question
 
Ah, that make sense
Works for me now
 
does the boolean change to True?
 
yup
Should I upload the .blend?
 
did you import it from another module?
yes please!
 
is keyboardmodule.key() a function?
 
yes
Perhaps that's not what you wanted..
 
how does it go?
 
It's in the keyboardmodule.py text datablock embedded in the .blend
It just returns the result of bge.logic.KX_INPUT_ACTIVE == bge.logic.keyboard.events[bge.events.WKEY]
 
so it goes like def key(): return bge.logic.KX_INPUT_ACTIVE == bge.logic.keyboard.events[bge.events.WKEY] ?
 
9:47 PM
yes
 
well I check it out how it works when putting it in a function, seems to be the workaround I was looking for, thanks a lot ^^
 
I would guess that the w_active variable wasn't being re-evaluated when you pressed the W key, if it wasn't in a function before
 
Yeah I had something like this in mind too.
When you put it directly into the script it will define the variable again each time it runs.
But anyways, it works now, thanks a lot!
 
:)
 
Just got yourself a free copy of the game as soon as it is done lol
 
9:53 PM
:D
 
Ok I'm out for today, see you guys!
 
@Jonathan You don't have to delete your question, it could be useful for future users
 
@gandalf3 Oh you're right!
 
I'll write up an answer
 
@gandalf3 Maybe you can answer it, I'll undelete it
aight
 
9:55 PM
:)
 
ok I undeleted it, let's hope for future noobs finding the advice they deserve so much. Good night!
oh yeah if you cant access it here it is: blender.stackexchange.com/questions/35893/…
bye
 
Thanks, later then o/
 
10:35 PM
@GiantCowFilms true. I did not think of that.
@RadishoftheOpera where are you seeing the gpu latency?
@RadishoftheOpera "latency is the time taken to transfer a block of data either from main memory or GPU caches." taken from here
 
whazzup
 
nothing as of right now
 
11:14 PM
@David so bassically, my computer is freakishly slow and i can't do anyhting about ti?
 
11:40 PM
hello! . . . hello! . . . . hello . . . . . hellooooooo . . . . . . helloooooooooooooooo
 
11:51 PM
@NoviceInDisguise Hi
 
Very busy around here . . .
 
@RadishoftheOpera huh?
@NoviceInDisguise just plain "hi" suffices for me.
 
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