#bitfighter IRC Log

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IRC Log for 2011-07-11

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00:23:00watusimoto Quit (Ping timeout: 260 seconds)
00:31:00Flynnn Quit (Quit: This computer has gone to sleep)
00:41:00raptor has joined
00:41:00ChanServ sets mode +o raptor
00:44:00ZOOOOOMBERhi
00:44:00raptorhi
00:45:00ZOOOOOMBERim trying to code in a new command to bitfighter right now.
00:46:00ZOOOOOMBERfirst trying to make a message that gets sent to everyone through server with a command
00:46:00sam686i think i found a /connect bug in game lobby, the /connect forgets to tell the master that you left the game lobby, producing ghosting copies of names in clients
00:46:00ZOOOOOMBERyes
00:47:00Flynnn has joined
00:55:00ZOOOOOMBERhey sam686 or raptor, i tried to put in: { "servermessage", GameUserInterface::servermessagehandler, { INT }, 1, ADMIN_COMMANDS, 1, {"<value>"}, "Send a server message" },
00:55:00ZOOOOOMBER in UIGame.cpp
00:55:00ZOOOOOMBERwith a static void in uigame.h
00:55:00ZOOOOOMBERand an else if in gametypes.cpp
00:56:00sam686looks like you are trying to do client side command..
00:56:00ZOOOOOMBERyes
00:56:00ZOOOOOMBERbut i get a symbol reference error
00:58:00sam686if you are adding GameUserInterface:: you need to add it in UIGame.h
00:59:00sam686some of my commands specific to my clone don't use GameUserInterface:: part, so nothing needs to be added in UIGame.h
01:01:00ZOOOOOMBERright now, i have static void servermessagehandler(GameUserInterface *gui, const Vector<string> &words);
01:01:00ZOOOOOMBERin uigame.h
01:03:00sam686did you put static void servermessagehandler inside a class GameUserInterface?
01:04:00ZOOOOOMBERi just copied the other line @ line 342 and changed addtimehandler to servermessagehandler
01:05:00ZOOOOOMBERarent all of them in class GameUserInterface?
01:05:00sam686not all of them, look at enable3Dmode..
01:06:00ZOOOOOMBERright
01:06:00ZOOOOOMBERand edit?
01:07:00watusimoto has joined
01:08:00ZOOOOOMBERhi watusimoto
01:08:00ZOOOOOMBERhey watusimoto, the vps is reallllllly fast
01:08:00ZOOOOOMBERcome check it out
01:08:00ZOOOOOMBEReveryones ping under 100
01:11:00ZOOOOOMBERok, i must take a break from this coding
01:45:00ZOOOOOMBERhey sam686 or raptor, what would i need to use if i wanted my command to affect a game paramater like shipspeed or health?
01:46:00koda Quit (Quit: koda)
01:46:00sam686thats most likely goes in gametype.cpp if you were to add it. GameType::processServerCommand, so it runs server side.
01:47:00ZOOOOOMBERok
01:48:00ZOOOOOMBERif ... else .... Gametype:processgamecommand, my command, message,?
01:48:00sam686you don't have to do message if you don't want to...
01:48:00ZOOOOOMBERok
01:49:00ZOOOOOMBERbut my command, if i wanted to do health, do i just repeat how health is set in ship?
01:49:00sam686g
01:49:00sam686ship have player names in it.
01:50:00sam686you just need to find the ship that have the name in it...
01:53:00ZOOOOOMBERimean, which .h file has the ship specs?
01:53:00sam686ship.h
01:54:00ZOOOOOMBERah right
01:55:00ZOOOOOMBERso say i wanted my command to change EnergyMax = 100000 to EnergyMax = 999999999
01:56:00ZOOOOOMBERcan i put that directly in my else if?
01:57:00sam686probably can't change EnergyMax, it is a enum..
01:57:00ZOOOOOMBERright
01:57:00ZOOOOOMBERok
01:58:00ZOOOOOMBERcant change that at all??
01:58:00ZOOOOOMBERhow about a case?
01:58:00raptorwatusimoto was in the process of changing enums into 'static const int'
01:58:00sam686also Ship::writeControlState have writeRangedU32(mEnergy, 0, EnergyMax) that requires the same range or it will write the wrong number of bits screwing up compatibility
02:00:00ZOOOOOMBERcould I change mEnergyDrain from case ModuleBoost?
02:01:00sam686i guess you can... that can alter gameplay..
02:01:00ZOOOOOMBERunderstood, I just want go get some commands going and working
02:08:00ZOOOOOMBERok so
02:09:00ZOOOOOMBERi have the else if set up
02:09:00ZOOOOOMBERif = check for admin pass, else = change turbo usage
02:10:00raptorsam686: do you know if joystick is working in the most recent revision?
02:10:00ZOOOOOMBERtrying to figure out what to put for else statement
02:16:00ZOOOOOMBERhey sam, would this work? http://pastebin.com/zttD6ert
02:16:00ZOOOOOMBERi would have to add the turbo changing stuff after it
02:18:00Zoomber has joined
02:18:00sam686yes it will work, but you may need to avoid putting in GameType::processServerCommand inside GameType::processServerCommand
02:23:00sam686joystick still works... black dots when bullet hits wall?
02:24:00raptori guess i'm scrapping my input rewrite, and cleaning up unused code that SDL makes obsolete..
02:24:00watusimotosounds good
02:25:00raptori can't even remember why i started the rewrite in the first place - was there a limitation of our current KeyCode system?
02:28:00raptorwatusimoto: i got two errors in the Editor
02:28:00raptor1. copying a barrier kept the center line, but lost the blue part
02:28:00watusimotoafter the redraw, it was center only??
02:28:00raptor2. segfault when continuing to copy it: Zap::EditorUserInterface::render (this=0xae9b80) at UIEditor.cpp:1683
02:28:00raptoryep
02:29:00watusimotocan I reproduce by dragging a wall around?
02:29:00raptorlet me get you the level...
02:29:00raptorhttp://96.2.123.136/upload/1test.level
02:29:00watusimotoI'm trying on a random level at the moment
02:29:00raptori just clicked on the barrier, did a copy and paste
02:30:00raptoronly the center was drawn (which is yellow, either)
02:30:00raptorisn't yellow
02:30:00raptori mean
02:30:00ZOOOOOMBERhey sam, how would you tell the server to modify mEnergyDrain in case ModuleBoost?
02:30:00ZOOOOOMBER has left
02:31:00Zoomberstill here*
02:31:00watusimotooh, copy/paste
02:32:00watusimotolet me test that
02:32:00watusimotocan't get segfault, but I can get random lines to be draw centerline only
02:33:00raptori just continued to paste the same item a few times, then segfault
02:33:00watusimotooops, there we go
02:33:00watusimotoHEAP: Free Heap block 2d12e48 modified at 2d12f64 after it was freed
02:34:00Zoomberwatusimoto / raptor, do one of you have a moment? trying to add a /command to bitfighter
02:35:00raptori'm afraid i haven't worked with the commands much, other than basic code clean-up
02:35:00Zoomberi got the command part working
02:35:00watusimotothis block triggered the segfault:
02:35:00watusimoto Point e = vec->get(i+1) - vec->get(i);
02:35:00watusimoto e.normalize();
02:35:00watusimoto edgeVector.push_back(e);
02:35:00watusimotonot sure how I could be modifying a block after it was freed...
02:36:00watusimotooh, unless edgeVector had been cleaned up\
02:36:00Zoomberi got the command part working, but i dont know how to hae it modify Moduleboost's energy drain. all i have so far is http://pastebin.com/rMjgHCAR
02:37:00watusimotothat's not it
02:37:00watusimotoedgeVector is good, e is good...
02:44:00raptorwell i saved my rewrite stuff in a clone for now: http://code.google.com/r/buckyballreaction-inputrewrite/source/list
02:44:00raptormaybe something might be useful in the future
02:45:00raptorno where near able to be compiled
02:49:00sam686i am guessing raptor tried to rewrite joystick code, as mac joystick detection might have problems..
02:49:00raptori didn't commit anything with joystick changes
02:49:00sam686whats with the input changes suppose to do?
02:49:00raptorin my clone?
02:50:00sam686yes
02:50:00raptori started rewrite the keycode system to be more dynamic
02:50:00karamazovapyI've temporarily banned shadow from the forums...he was *literally* asking for it
02:50:00karamazovapyjust to clarify
02:51:00watusimotoplease do
02:51:00sam686its hard to see difference because of input.cpp and Input.cpp, and my computer adn HG will have trouble with both filenames overwriting each other (windows filename is case inseneitive)
02:51:00raptorafterwards i was going do joystick -
02:51:00raptorit will NOT compile
02:51:00raptori was only about 80% done with the keyboard stuff, 0% on the joystick stuff
02:51:00sam686ok..
02:51:00raptorand that was only for implementation - i hadn't fixed all the other classes to use it yet
02:52:00raptorbut i'm just saving it for now
02:52:00raptorand workingo n cleaning our current system
02:52:00sam686what does the rewrite keyboard suppose to do?
02:53:00raptorallow for more dynamic handling of keys - without having to enumerate every key combination
03:06:00raptorinteresting - the new eclipse is giving me warnings all over the place about missing virtual destructors in the UI code, since they have virtual methods
03:08:00raptori wonder if that matters...
03:09:00raptorkaramazovapy: you banned someone?
03:10:00karamazovapyyeah, shadowx.loner kind of wanted me to
03:10:00karamazovapyfor 24 hours
03:10:00raptorwhat does one do to incur the wrath of _k?
03:10:00karamazovapyhah...he was just being a douchebag in game
03:11:00karamazovapywe were on that stupid angry birds level where everyone spawns in the center, and he kept spawn killing everyone nonstop for several minutes
03:11:00karamazovapyuntil I got bored and offered to ban him
03:11:00raptorand he accepted?
03:28:00Zoomberhey sam686, you still there?
03:28:00raptorwatusimoto: ever thought of using something like this on those huge case statements?: http://en.wikipedia.org/wiki/Duff%27s_device
03:28:00sam686yes
03:29:00Zoomberi dont understand how to add my mEnergyDrain change into this command http://pastebin.com/rMjgHCAR
03:30:00Zoomberi got the type of command and the admin requirement, plus i have all the code that tells what the ship turbo energy drain is initially, but i dont know how to change that later on in a command
03:32:00watusimoto@r: that looks to replace loops with a case
03:33:00watusimotonot sure how we'd use it on our case statements
03:33:00raptoryes, sorry - i stumbled upon it will considering that large case statement..
03:33:00raptori was sort of just joking
03:33:00raptorit looks really ugly
03:35:00watusimotook then
03:35:00watusimotono, never considered it
03:36:00raptorour diagnostics page doesn't really handle modifiers gracefully
03:40:00raptoralso, was there a reason you disabled the diagnostic screen a while back? (sam reenabled it since)
03:41:00watusimotono, don't recall doing that
03:41:00raptorit was just commented out in some of your commits during the editor rewrite, i think..
03:43:00watusimotowell then bring it back! Actually, I think it was laways disabled in the editor
03:43:00watusimotobut either way... no reason I can recall
03:43:00Zoomberhey raptor, i how the community would respond if i made a video of me playing bitfighter on ipod via VNC and saying it was a new app :]
03:43:00Zoomber i wonder*
03:44:00raptorhaha
03:44:00raptorthey'd kill us
03:45:00sam686you will get extra lag with VNC, mostly input lag and screen transmitting lag..
03:59:00Zoomberi tried bitfighter with VNC once. I actually didn't hate it. The vnc client I had had up down left and right arrows so i was able to move around fairly easially
04:14:00raptorwatusimoto: was there a reason for not making keyCode.cpp a proper c++ class instead of just putting it in the Zap namespace?
04:22:00watusimotodealer's choice?
04:22:00watusimotothat was long, long ago
04:22:00watusimotoso probably not
04:23:00raptorokey doke
04:27:00raptoroh man - the SDL headers hav meta and super keys goofed up, i think..
04:29:00watusimotowhy do you think that
04:29:00raptorbecause super is not defined as 'meta' in SDLMod, but there are separate super and meta keys in SDLKey
04:30:00raptorso now my question is: what is the META key?
04:36:00watusimotothat I don't know... I thought it was an alternate alt
04:37:00raptoron diagnostic screen - any modifier spits out 'undefined key' as well as 'ctrl' (or whatever the mod is)
04:40:00raptornot sure why - it's looping through all the keys, somehow and the default case is always hit with a modifier
04:41:00raptori think i figured it out..
04:46:00raptorso the big question: do we care about left/right modifiers at all?
04:46:00raptorin keycode
04:47:00watusimotoat the moment, no
04:47:00watusimotounless we want them to be bindable to in-game actions'
04:47:00raptorbecause that's what's happening: both KEY_CTRL and KEY_LCTRL are being detected
04:51:00raptorwhat i mean is do we care about the left/right part?
04:53:00watusimotoif we want to allow players to bind ctrl to an action, then we do care, because they migh tcare which ctrl they are binding
04:53:00watusimotoif we'll be treating ctrl purely as a modifier, then no
04:53:00Zoomberhmm
04:53:00watusimotoand I'll make a decision right now
04:53:00watusimotono
04:53:00watusimotono binding modifiers
04:53:00Zoomberwhat is a binding modifier?
04:54:00raptorwell that makes it simple then :)
04:54:00Zoombera key that sticks?
04:54:00watusimotono assigining ctrl to be your fire key
04:54:00Zoomberooh
04:54:00watusimotoor your module change key
04:54:00watusimotoor whatever
04:54:00Zoomberthat would be cool
04:54:00watusimotosure, it's cool, but then you can't make ctrl-q be the screen cap key anymore
04:55:00watusimotoor ctrl-1 store a loadout preset
04:55:00raptorgood point
04:55:00watusimotobecause hitting ctrol will make your ship fire instead of modifying 1 or q
04:55:00watusimotounless it does both...
04:57:00Zoomberoh
04:57:00Zoomberyeah
04:57:00Zoombermaybe a different key? z key?
04:58:00Zoomberz key and function key closest to control
04:58:00Zoomberwhile shift and spacebar may be used as modules by players
04:59:00raptorok, gutted the left/right-ness
04:59:00raptorlet's see what happens
05:01:00watusimotologprintf("1: %p/%p, 2: %p/%p", newObject->mGeometry,newObject->mGeometry.get(), mGeometry, mGeometry.get());
05:01:00watusimotothis is confusing the heck out of me
05:01:00raptorwhat on earth...
05:01:00watusimotothis prints a bunch of pointers
05:01:00Zoomberimmagine me watusimoto
05:01:00watusimotoboost::shared_ptr<Geometry> mGeometry;
05:02:00watusimotoso it's printing the addr of a shared pointer, then the addr of the thing the shared pointer is pointing to
05:02:00watusimotofor two different pointers
05:02:00watusimotonewObj->mGeom and this->mGeom
05:03:00watusimotogot that?
05:03:00raptorok
05:03:00watusimotoso here is what gets printed
05:03:00watusimoto1: 00C1A0F0/00C1A288, 2: 00C1A0F0/00BE1E08
05:03:00raptorhaha
05:03:00watusimotothe first things are the same, the second are different
05:03:00watusimotobut if the containing pointers are the same, how can the contents be different?!?!??!?
05:04:00raptoryeah, that stumps me
05:04:00watusimotoso anyway, this is the cause of the segfault
05:05:00raptori foudn another segfault
05:05:00raptorwhen exiting the game after editing and not saving your edits
05:06:00raptorhttp://pastie.org/2195093
05:07:00raptori wonder if that get() method is goofy somehow..
05:07:00watusimotothe pointers are getting jumbled
05:40:00raptorok, pushed diagnostic and modifier fixes/cleanup
05:40:00raptorjoystick needs serious help... much of the code is handled by SDL now
05:42:00BitfighterLogBot - Commit 5836b4625a50 | Author: buckyballreaction | Log: Input clean-up and fixes - Remove getModifierState() methods as SDL now handles these nicely - Disallow binding of modifiers - Remove the left/right distinction of modifiers - Other minor clean-up
05:42:00BitfighterLogBot - Commit 26fbf8316f55 | Author: buckyballreaction | Log: Fix diagnostic display to have F7 working again (had to move the check into the various UI classes)
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05:43:00raptori kind of like doing code clean-up as long as the clean-up isn't too larg
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06:02:00raptorwhat should the default key repeat delay be?
06:03:00Zoomberaaahahahaha
06:03:00raptorthat was nuts zoomber
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06:03:00Zoomberi gave sam 40 clones, and he placed hundresds of mines with each of them
06:03:00Zoomberwhen they went off, all the clones went flying all through the boundries of the map like bouncy balls
06:04:00raptorwow
06:06:00Zoomber Quit (Quit: Zoomber)
06:16:00raptorsam686: still around?
06:17:00sam686yyes..
06:17:00raptori have key repeat working everywhere
06:17:00raptorbut i want to disable it in the game
06:18:00raptorwhere would a good place be to disable it?
06:18:00raptorin the code
06:19:00raptorargh - actually, i can't disable it in game
06:19:00raptorwe want it for chat, too, correct?
06:20:00sam686yes
06:20:00sam686i don't think there is a need to disable key repeat in-game...
06:21:00raptorso you think it is fine if when press left, it's left,left,left,left,left,left,left,left,left,left,left,left,left
06:21:00sam686yes, you just keep moving left.
06:21:00raptorhmmm... i guess it works ok..
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06:23:00raptorok good
06:23:00raptorruns smoothly
06:23:00raptorwhat other SDL bugs have you found?
06:24:00sam686mouse coords might be a bit off..
06:24:00raptoroh yeah...
06:24:00raptora lot a bit...
06:25:00sam686mouse coords works fine at top left, but becomes way off the closer to the right and bottom
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06:27:00BitfighterLogBot - Commit 9572479a5da3 | Author: buckyballreaction | Log: Enable key repeat
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14:48:00BitfighterLogBot - Commit 098844225a29 | Author: buckyballreaction | Log: Split out ScreenInfo class from UI.h
15:03:00raptorYay were on the verge of financial collapse in the US
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17:23:00karamazovapythunderstorms in michigan
17:24:00karamazovapyalways a little worrisome when you wake up to turned-off computers that were on when you went to bed
17:24:00raptormissing the gentle electrical purrrr?
17:25:00karamazovapymostly wondering if anything imploded when the power cut
17:27:00watusimoto has joined
17:36:00raptormy dad had a tower's power supply blow out from an electric storm
17:37:00raptorhe sent it to me and i replaced it. The box's hostname is now 'lightningstrucktower'
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19:46:00Zoomberhey raptor
19:46:00Zoomberim getting the libspeex linking error again! and libspeex-dev is installed
19:48:00Zoombersam686 here?
19:49:00Zoomberdang, i need karamazovapy's magic touch again
20:18:00raptorhi zoomber
20:18:00Zoomberhi raptor
20:19:00raptoris it during linking, or during compile?
20:19:00Zoombernow for some reason, I can do, "make" successfully", but not "make dedicated"
20:19:00Zoomberit is during linking
20:19:00Zoomberbut note i have installed libspeex-dev
20:19:00Zoomberwant me to pastbin what i get?
20:19:00raptorsure
20:19:00raptorbut know that i'm a little busy at work, so i may be a little slow responding..
20:20:00Zoomberi have syntax highlighting on this too, http://pastebin.com/ibMKLFWF
20:20:00Zoomberok
20:20:00Zoomberlooks like it cant find speex library?
20:21:00raptorah ha
20:21:00raptorok, in the makefile
20:22:00raptorzap/Makefile
20:22:00Zoomberok
20:22:00raptorabout line 173
20:22:00raptoryou see: dedicated: SFX_LFLAGS=
20:22:00Zoomberrm -f
20:22:00Zoomberoh
20:22:00raptoryour make file may have been adjusted in sam's clone
20:22:00Zoomberyeah
20:22:00raptorsee that line?
20:23:00Zoomberbut i dont see that line
20:23:00Zoombershuold i add?
20:23:00raptorno
20:23:00Zoomberok
20:23:00raptordo you see a section that begins with 'dedicated
20:23:00raptordedicated: DEBUG=
20:23:00Zoomberyes..
20:24:00raptordedicated: CFLAGS=-DZAP_DEDICATED
20:24:00Zoomberyes
20:24:00raptoroh interesting...
20:24:00raptorhis makefile is waaay different
20:25:00Zoomberprobably made some adjustments? note: his makefile still at 15a
20:25:00raptorok, see the line: dedicated: OPENAL=
20:25:00Zoomberyes
20:25:00raptorremove it
20:25:00raptorand re-run make
20:25:00koda has joined
20:25:00Zoomberok
20:26:00raptorit should link now - or at least give different errors
20:26:00Zoomberok
20:27:00Zoombernow it says make[1]: *** No rule to make target `editor2.o', needed by `bitfighter'. Stop.
20:27:00Zoombermake[1]: Leaving directory `/root/sam/zap'
20:27:00Zoomberbut in the makefile
20:27:00ZoomberOBJECTS_ZAP=\
20:27:00Zoomber editor2.o\
20:27:00Zoomberis there
20:34:00Zoomberbut...
20:34:00Zoomberi dont understand
20:34:00Zoomberfirst, it was a linking error, and now its a compiling error??
20:38:00raptoryou must have altered more than just that line
20:39:00raptoryou can see your changes by typeing in 'hg diff zap/Makefile'
20:39:00raptorcompared to the repository
20:40:00Zoomberok
20:41:00Zoomberit compares it's files to the sams?
20:42:00raptorto what is on google code, yes
20:43:00raptorbrb
20:43:00Zoomberyes, something happened
20:43:00Zoomberthat i did
20:55:00Zoomberok well i have a bitfighter (not bitfghterd) exe on my server now, but that one doesn't advertise the server, even though it says it has connected to the master
21:02:00sam686zoomber, if you get linking errors, it might be due to not doing full recompile... try make dedicated -B
21:02:00Zoomberooh, right
21:02:00Zoomberi think i got it to work this time, i just have to test now
21:04:00Zoomberwhat does it mean, when i type logout in ssh, "There are stopped Jobs"?
21:05:00sam686if you just quit ssh, some jobs might quit, unless you press ctrl+z, use 'bg', use 'disown'
21:06:00Zoomberroot@bitfigher:~# bg
21:06:00Zoomber[3]+ ./bitfighter -dedicated
21:11:00Zoomberthanks sama686
21:11:00Zoomberthanks sam686 *
21:11:00raptorback!
21:11:00Zoomberwb raptor
21:12:00raptorthings got solved wilst i was away?
21:12:00Zoombercan now go to my server which is up
21:12:00Zoomberwith sam's most recent code
21:13:00sam686part of the linking error was the need to do a full rebuild when some of .h files have changed. make dedicated -B
21:13:00Zoomberalso realized /addbot wasnt working because i forgot scripts dir
21:13:00Zoomberok
21:17:00Zoomberok, i will be back later
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23:36:00ChanServ sets mode +o raptor
23:44:00raptorok back to work on the mouse positioning problem in full screen

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