Timestamps are in GMT/BST.
| 00:00:00 | Zoomber | hmm |
| 00:00:00 | Zoomber | itseems |
| 00:00:00 | Zoomber | the bots oh zap worked extremley well on stock maps |
| 00:00:00 | Zoomber | it was really the structure of the map |
| 00:01:00 | Zoomber | they probably assumed if the bots worked on their maps it was fine |
| 00:01:00 | Zoomber | on maps with a huge barrier in the center of the map, or between flags, was harder to nagivate around |
| 00:11:00 | raptor | Zoomber: this is a good explanation of the two main ways to do bot navigation: http://www.ai-blog.net/archives/000152.html |
| 00:11:00 | raptor | gotta go! |
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| 00:23:00 | Zoomber | oh that clears alot up actually |
| 00:32:00 | Zoomber | hey watusimoto: i just realized N doesn't create a speedzone in level editor anymore |
| 00:32:00 | Zoomber | was that removed?| |
| 00:33:00 | watusimoto | not sure -- hover over the item on the dock and see -- shortcut will be listed in the help message |
| 00:33:00 | watusimoto | editor keys will be remapped in next version |
| 00:33:00 | Zoomber | oh ok |
| 00:34:00 | Zoomber | ok it isnt in instructions |
| 00:34:00 | Zoomber | so i guess its not in at all |
| 00:34:00 | Zoomber | but maybe we should put N shortcut back in next version? |
| 00:42:00 | watusimoto | no |
| 00:42:00 | watusimoto | all insertion functions will be ctrl-soemthing |
| 00:42:00 | watusimoto | or maybe alt-soemthing |
| 00:42:00 | watusimoto | insert gofast... alt-g |
| 00:43:00 | watusimoto | or something |
| 00:43:00 | watusimoto | maybe ctrl-alt-g |
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| 02:08:00 | sam686 | My last commit (mostly for windows only) was to remave inaccurate getTickCount in windows getRealMilliseconds (getting only max 64 FPS without getHighPrecisionTimerValue), so that means getTickCount updates only 64 times a second... I changed it to timeGetTime which is a lot more accurate milliseconds. Note that getHighPrecisionTimerValue in linux / mac is not high precision, it is only milliseconds precision, same as getRealMilliseconds.. |
| 02:13:00 | watusimoto | hey sam -- just wanted to know if you are still working on the split screen mode... is that something you still foresee finishing? |
| 02:14:00 | sam686 | haven't worked on split-screen for a long time... But splitscreen might help for fullscreen users. |
| 02:15:00 | watusimoto | I know it's not an active project |
| 02:15:00 | watusimoto | but I wondered if it's an abandoned project, or just on hold |
| 02:16:00 | sam686 | i might just hold it until after 016 is released.. |
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| 02:16:00 | watusimoto | ok, sounds good |
| 02:17:00 | watusimoto | I was lukewarm about it before, but now I'm thinking it's a good idea |
| 02:17:00 | raptor | SDL fullscreen means no resizing |
| 02:17:00 | watusimoto | ? |
| 02:17:00 | sam686 | SDL fullscreen might not be 4:3 ratio... |
| 02:18:00 | sam686 | depending com computer monitor. |
| 02:18:00 | watusimoto | any fullscreen might not be that ration |
| 02:18:00 | watusimoto | back later |
| 02:20:00 | sam686 | raptor, did you see my comment about my changes in todays log [2:08]? |
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| 02:25:00 | raptor | yes |
| 02:25:00 | raptor | thanks for clearing that up |
| 02:26:00 | raptor | it wasn't commited by sam8641, so i thought to ask |
| 02:26:00 | sam686 | i think my hg update could have messed up my name... |
| 02:26:00 | sam686 | software hg update.. |
| 02:26:00 | raptor | ah - you'll have to edit the INI again |
| 02:26:00 | raptor | or whatever the config file was.. |
| 02:30:00 | sam686 | at least at googoe code, it says Owner@sam-8759b470e6e, it used a username (which was Owner) and network name (sam-...) |
| 02:30:00 | raptor | interesting |
| 02:32:00 | sam686 | i remember an older version of hg require filling out username when commiting.. |
| 04:20:00 | sam686 | seems to be a small bug in stats: http://bitfighter.org/gamereports/graphs/ ... probably came from buggy Game ending on 20 Jun 2011 12:18:26 AM and not being able to transfer all data causing Robot.59 having -1073763280 score.. |
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| 06:25:00 | raptor | good evening |
| 06:27:00 | sam686 | hi. |
| 06:28:00 | raptor | whoa what happened to players-per-game |
| 06:28:00 | sam686 | maybe one of a stats screwed up and throws in players of what is actually a robot? |
| 06:29:00 | raptor | really weird |
| 06:29:00 | raptor | only watusimoto has direct access to the database and can fix it... |
| 06:31:00 | watusimoto | what's the prblem? |
| 06:31:00 | raptor | take a look at game stats for the last 30 days |
| 06:31:00 | raptor | bottom graph |
| 06:32:00 | sam686 | Game ending on 20 Jun 2011 12:18:26 AM in http://bitfighter.org/gamereports/ seems to be screwed up |
| 06:32:00 | raptor | sam686: did that come from your server? |
| 06:32:00 | sam686 | server: Flynn (New level: Infantry) , is not my server... |
| 06:32:00 | raptor | ah, ok |
| 06:33:00 | raptor | yeah - i suppose i should stop being lazy and look up the game on the reports page... |
| 06:33:00 | watusimoto | ok |
| 06:34:00 | watusimoto | look fine at a first glance |
| 06:35:00 | watusimoto | what's wrong with 12:18 game? |
| 06:35:00 | sam686 | look at Robot.59 kills deaths and suicides, it is way too high, and exactly the same.. |
| 06:35:00 | watusimoto | oh my |
| 06:36:00 | watusimoto | robot.59 did not do so well |
| 06:36:00 | watusimoto | but he killed a lot |
| 06:36:00 | raptor | haha |
| 06:36:00 | watusimoto | looks like someting overflowe |
| 06:36:00 | watusimoto | d |
| 06:36:00 | sam686 | 49151 kills 49151 deaths 49151 suisides? why are they the same? |
| 06:36:00 | raptor | yeah... |
| 06:37:00 | watusimoto | perhaps Flynn scored more than S16? |
| 06:37:00 | watusimoto | and polluted the following stats packets? |
| 06:37:00 | sam686 | Points are in S32, kills / deaths / suicides are in U16.. |
| 06:38:00 | watusimoto | still looks like an overflow |
| 06:38:00 | sam686 | to me it appears that the packet got too big or got damaged.. |
| 06:38:00 | watusimoto | yes |
| 06:39:00 | watusimoto | is that flynn's server? |
| 06:39:00 | sam686 | yes, look at Server anem and IP Address... |
| 06:39:00 | watusimoto | maybe he has a local log file that would provide more info? |
| 06:40:00 | watusimoto | but also notice the first record -- no name |
| 06:40:00 | sam686 | must be related to data too big to send in one packet, and TNL RPC appears to cannot be split one data into multiple packets... |
| 06:41:00 | watusimoto | that may be it |
| 07:04:00 | watusimoto | well, I understand why the teams are broken in the editor |
| 07:04:00 | watusimoto | no idea how to fix them |
| 07:51:00 | raptor | magic? |
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| 10:41:00 | | BitfighterLogBot - Commit 22d7b8acca2e | Author: sam8641 | Log: Change TNL to support RPCGuaranteedOrderedBigData, for sending up to 256 kilobytes, for s2mSendStatistics |
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| 14:54:00 | watusimoto | I tried falling asleep at the computer, but that didn't work |
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| 15:40:00 | raptor | sleeping at the computer didn't solve the editor team problem? darn... |
| 15:40:00 | watusimoto | no, but I've figured it out |
| 15:40:00 | raptor | it came to you in a dream? :] |
| 15:40:00 | watusimoto | make game manage the teams, rather than gameType |
| 15:41:00 | watusimoto | then pass pointers to the teams |
| 15:41:00 | watusimoto | but have the editorGame override the methods to use EditorTeams |
| 15:41:00 | watusimoto | and the client/serverGame use Teams |
| 15:41:00 | watusimoto | should work |
| 15:42:00 | raptor | i just found out about 'hg bisect' |
| 15:44:00 | raptor | for regression testing |
| 15:52:00 | watusimoto | but my method does lead to some ugliness: dynamic_cast<Team *>(mGame->getTeam(i))->getScore() |
| 15:55:00 | watusimoto | or the slightly better ((Team *)(mGame->getTeam(i)))->getScore() |
| 15:56:00 | raptor | is there any other down side, other than ugliness? |
| 15:56:00 | watusimoto | no |
| 15:56:00 | watusimoto | at least not yet discovered |
| 15:57:00 | watusimoto | but casting is often a sign of design weakness |
| 15:57:00 | raptor | happy tau day!: http://tauday.com/ |
| 15:58:00 | raptor | you mean the object hierarchy could probably be improved? |
| 16:32:00 | watusimoto | possibly... though I'm finding some defects in the way I implemented it intially, it's probably right |
| 16:32:00 | watusimoto | we have an AbstractTeam object from which Teams and EditorTeams are descended |
| 16:32:00 | watusimoto | but it's kind of messy; I'm cleaning it up |
| 16:46:00 | | BitfighterLogBot - Commit 32251c913b98 | Author: buckyballreaction | Log: Update OpenAL-Soft git revision to support CoreAudio input - VoiceChat works on Mac now - Update project file |
| 16:47:00 | raptor | ok phoew! that's over with... |
| 16:47:00 | raptor | now on to input unification... |
| 17:08:00 | watusimoto | rats |
| 17:08:00 | watusimoto | I have to switch to shared_ptr to make this work |
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| 17:18:00 | raptor | so what is your opinion of shared_ptr now having used it for a little while? |
| 17:19:00 | watusimoto | safer than using raw ptrs |
| 17:19:00 | watusimoto | makes me a little less nervous about memory leaks |
| 17:20:00 | raptor | do you think the good outweighs the bad? (like code that is a little more cumbersome) |
| 17:21:00 | watusimoto | definitely |
| 17:21:00 | watusimoto | I wouldn't be using them otherwise |
| 18:15:00 | watusimoto | getting sidetracked moving rendering code from gameType into UIGame |
| 18:15:00 | watusimoto | https://code.google.com/p/bitfighter/issues/detail?id=4 |
| 18:15:00 | watusimoto | bah |
| 18:32:00 | raptor | i remember that issue! |
| 18:58:00 | watusimoto | still plugging away on it... |
| 18:59:00 | raptor | i don't know if I mentioned - the games main idle() loop needs some clean-up |
| 18:59:00 | raptor | there seems to be two separate sleep times it uses |
| 18:59:00 | raptor | I am wondering if we can make it only one sleep time |
| 18:59:00 | raptor | we could cut down a lot of CPU time by tuning the idle() loop appropriately |
| 19:01:00 | raptor | i don't know how much knowledge you have of the idle() functions |
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