01:24:00 | raptor | watusimoto: neat idea with the preview |
01:24:00 | raptor | i had no idea that that was in the editor... |
01:37:00 | raptor | billy sagat? |
01:39:00 | sam686 | hi |
01:39:00 | raptor | hi |
01:39:00 | raptor | i'm actually kind of not sure what to work on right now... |
01:40:00 | sam686 | fix compile warnings? |
01:40:00 | raptor | so i thing i understand that one with tnl/netBase.cpp |
01:40:00 | raptor | think |
01:40:00 | raptor | http://code.google.com/p/bitfighter/source/detail?r=4b0d3f8d67071d41431f12ff7623933d2109ee97 |
01:41:00 | raptor | the object passed into the copy constructor is never used |
01:41:00 | raptor | because that is not the correct 'proper' behaviour for a copy constructor |
01:43:00 | sam686 | maybe create a copy constructor for NetObject? |
01:43:00 | raptor | oh yeah... |
01:43:00 | sam686 | i need to look more... |
01:43:00 | raptor | let me try that.. |
01:44:00 | zoomber_ | sam686 afk? |
01:44:00 | zoomber_ | oh nvm |
01:46:00 | zoomber_ | sam686 : we could make a command /say |
01:46:00 | zoomber_ | whatever you type in after /say relays those messages globally, from the server |
01:47:00 | zoomber_ | i already set that up |
01:59:00 | | sam686 Quit (Ping timeout: 258 seconds) |
02:01:00 | | sam686 has joined |
02:01:00 | | ChanServ sets mode +v sam686 |
02:01:00 | zoomber_ | how have you granted yourself voice?? |
02:19:00 | raptor | i'm hunting down the robot memory leak |
02:29:00 | karamazovapy | seriously, the auto chat stuff has got to go |
02:30:00 | zoomber_ | yeah |
02:30:00 | zoomber_ | do you mean, the random replies, or all chat? |
02:30:00 | karamazovapy | the fact that it posts something EVERY TIME someone talks |
02:30:00 | zoomber_ | some of the stuff is said when keywords are spoken |
02:30:00 | zoomber_ | ok |
02:30:00 | zoomber_ | i can try to get rid of that |
02:30:00 | karamazovapy | it makes it so you can't read the actual chat |
02:30:00 | raptor | auto chat? |
02:31:00 | zoomber_ | i was having trouble, because i just tried removing the random replises, but that crashed it |
02:31:00 | zoomber_ | i will test on test host right now |
02:31:00 | karamazovapy | he's got a bot that talks when ever anyone says something in game |
02:31:00 | karamazovapy | so every other line of in game chat is from the stupid bot |
02:31:00 | zoomber_ | yeah |
02:31:00 | zoomber_ | true |
02:31:00 | zoomber_ | would you like to see the code? |
02:31:00 | karamazovapy | it's 100% spam |
02:31:00 | karamazovapy | sure |
02:31:00 | zoomber_ | i am having trouble getting rid of randreplies |
02:32:00 | zoomber_ | ok; i will put it up on bitfighter.sytes.net/drexbot.bot in 20 seconds |
02:33:00 | zoomber_ | actually, that is the glitchy one |
02:33:00 | zoomber_ | go to bitfighter.sytes.net/drex.bot |
02:35:00 | karamazovapy | ...so did you take the chat code from eliza? |
02:36:00 | karamazovapy | your problem is with function onMsgReceived |
02:37:00 | zoomber_ | yes |
02:37:00 | zoomber_ | Oh hot jalapeno i am very very late |
02:37:00 | karamazovapy | because any time anyone says anything, it launches into that whole drexbot() function |
02:37:00 | zoomber_ | yes |
02:37:00 | zoomber_ | right |
02:38:00 | zoomber_ | so sorry to cut you off, i really need to go. ill be back in an hour |
02:38:00 | karamazovapy | later |
02:38:00 | zoomber_ | i was paying no attention to clock |
02:38:00 | | zoomber_ Quit (Quit: zoomber_) |
02:40:00 | karamazovapy | ooof...yeah, he took s_bot, modified the eliza code to be kind of dickish, then pasted it at the end |
02:40:00 | raptor | i can't stand eliza |
02:40:00 | karamazovapy | read the bottom and you'll get an idea of what this one is like - http://bitfighter.sytes.net/drex.bot |
02:40:00 | raptor | i always thought it needs to be on a timer - no chatting until 5 seconds has passed or so.. |
02:41:00 | karamazovapy | I wouldn't play on a server that hosted this bot |
02:41:00 | raptor | oh my goodness |
02:41:00 | karamazovapy | yeah. |
02:44:00 | karamazovapy | but since people rarely use the chat cues, it more or less just spams "shutup" or "Be quiet or I'll ban you" every time someone chats |
02:48:00 | raptor | i would say it would be better to default not respond unless a cue was given |
02:48:00 | karamazovapy | yeah, a major improvement would be removing replyRandomly() right off the bat |
02:51:00 | | ShadowXLoner has joined |
02:51:00 | ShadowXLoner | HOLLA HOLLA GET $ |
02:51:00 | karamazovapy | sup b |
02:51:00 | ShadowXLoner | Sup |
02:51:00 | ShadowXLoner | Who else is chillin here? |
02:51:00 | karamazovapy | never know who's lurking |
02:52:00 | karamazovapy | zoomber just stepped out...raptor's kind of around |
02:52:00 | ShadowXLoner | Actually you do. Press Triangle next to room |
02:52:00 | raptor | only kind of.. |
02:52:00 | ShadowXLoner | bluh, we need more noobs on this room |
02:52:00 | ShadowXLoner | it needs to be more spammed and sutff |
02:52:00 | karamazovapy | noobs and irc don't usually mix |
02:52:00 | ShadowXLoner | True |
02:53:00 | ShadowXLoner | They prefer to spam in-game |
02:53:00 | karamazovapy | kids don't seem to *get* irc |
02:54:00 | ShadowXLoner | They don't appreciate the old stuff. tsk tsk |
02:54:00 | ShadowXLoner | Them with their text messenging |
02:54:00 | ShadowXLoner | and cellular phones |
02:54:00 | ShadowXLoner | and tatoos |
02:54:00 | karamazovapy | I wasn't trying to be the old man on the porch |
02:54:00 | ShadowXLoner | and 3-D |
02:54:00 | ShadowXLoner | I was! |
02:54:00 | ShadowXLoner | :D |
02:55:00 | karamazovapy | I've been trying to do something...clever....in the editor |
02:55:00 | karamazovapy | but I'm fighting the nature of bitfighter to do it |
02:55:00 | ShadowXLoner | I appreciate how we old fags of the internet are usually the best trolls around. |
02:55:00 | ShadowXLoner | clever? how so? |
02:56:00 | karamazovapy | a type of puzzle that hasn't been done |
02:56:00 | ShadowXLoner | you mean in a dungeon |
02:56:00 | ShadowXLoner | ? |
02:56:00 | ShadowXLoner | ebay ebay ebay ebay |
02:56:00 | karamazovapy | eh...something dungeonesque |
02:56:00 | ShadowXLoner | snake? snake?? snaaaaaaaake! |
02:57:00 | ShadowXLoner | sorry watching moon base alpha by motdef |
02:57:00 | karamazovapy | I was thinking badgers when you said that |
02:57:00 | ShadowXLoner | badger badger badger badger |
02:57:00 | ShadowXLoner | lol |
02:57:00 | ShadowXLoner | Weebl |
02:57:00 | ShadowXLoner | aeiou |
02:58:00 | ShadowXLoner | Oh! I can get Moon Base Alpha now that I'm on Steam! |
02:58:00 | raptor | mushrooms? |
02:59:00 | karamazovapy | was that comment badger-related, or were you offering? |
02:59:00 | raptor | the former |
03:04:00 | karamazovapy | maybe next time |
03:04:00 | raptor | sam686: do you have any ideas where the robot memory leak may be? |
03:05:00 | raptor | I've run bitfighter through callgrind and valgrind memory analysis |
03:05:00 | karamazovapy | is this a bot-memory leak? |
03:05:00 | raptor | callgrind just says that a lot of time is spent in robot idle functions |
03:05:00 | raptor | karamazovapy: yes - when you add a lot of bots to a map, the server RAM goes up |
03:05:00 | raptor | when you kick the bots, the RAM stays in use |
03:05:00 | karamazovapy | ah |
03:06:00 | raptor | the RAM should go back down afterwards - I don't know why it doesn't |
03:06:00 | raptor | so on a VPS with only 128 MB ram, bitfighterd can start using a ton if people are always adding/removing bots and cause the server to slow down |
03:06:00 | karamazovapy | maybe memory just isn't getting released properly? |
03:08:00 | raptor | karamazovapy: yeah - i have to find out what object is holding it, and clear it out when the robot is removed |
03:08:00 | karamazovapy | right...the way I said that sounded really obvious |
03:08:00 | | ShadowXLoner Quit (Quit: ShadowXLoner) |
03:08:00 | raptor | :) |
03:09:00 | karamazovapy | I was thinking about variables not getting cleared when the bot dies |
03:09:00 | raptor | yes - that is exactly what i'm looking for |
03:09:00 | raptor | it is probably some static list of data somewhere that new robots are added to, but never removed |
03:10:00 | raptor | so it gets bigger and bigger and bigger |
03:11:00 | karamazovapy | that's what she said |
03:11:00 | karamazovapy | I cringe every time shadow says something from 4chan |
03:11:00 | raptor | baj |
03:11:00 | raptor | bah |
03:12:00 | raptor | my concentration is now broken.. |
03:12:00 | raptor | 4chan - the dregs of the interwebz |
03:12:00 | karamazovapy | no joke |
03:12:00 | raptor | i heard once that there is a total of maybe 3 4chan boards that have meaningful conversations |
03:13:00 | raptor | but i don't know if i believe it.. |
03:13:00 | karamazovapy | that many, huh? |
03:26:00 | | ShadowXLoner has joined |
03:26:00 | ShadowXLoner | I RETURN |
03:26:00 | ShadowXLoner | BRAAAAAAAAAAAAINS |
03:27:00 | karamazovapy | zombie? |
03:27:00 | | raptor Quit (Remote host closed the connection) |
03:27:00 | ShadowXLoner | Enough. I Photo Finish, have found the newest star right here in Ponyville. |
03:27:00 | ShadowXLoner | Tomorrow I shall help hur to shine acwoss Eqvestria. |
03:28:00 | ShadowXLoner | I go. |
03:28:00 | karamazovapy | crazy. |
03:28:00 | ShadowXLoner | And then I said "Oatmeal? Are you crazy??" |
03:29:00 | ShadowXLoner | Anyway. I'm heading to bed. Laters |
03:29:00 | | ShadowXLoner Quit (Client Quit) |
03:36:00 | | zoomber_ has joined |
03:41:00 | zoomber_ | back |
03:41:00 | zoomber_ | like i promised |
03:45:00 | karamazovapy | I've come up with a new and infinitely cooler way of doing what I was trying to do before |
03:49:00 | zoomber_ | for your map? |
03:49:00 | karamazovapy | shyeah |
03:49:00 | zoomber_ | also, in ivan.bot, i see there is a else if for getbotname() |
03:49:00 | zoomber_ | but, i can only get ivan.bot to spawn for me, not vanya |
03:50:00 | karamazovapy | I use the first parameter in the .level file to change names |
03:50:00 | zoomber_ | botname = arg[1] or 1? |
03:50:00 | sam686 | i see zoomber double post... |
03:50:00 | zoomber_ | i did? |
03:50:00 | zoomber_ | where? |
03:50:00 | sam686 | http://bitfighter.org/forums/viewtopic.php?t=792 |
03:50:00 | zoomber_ | thanks for telling me |
03:51:00 | karamazovapy | resolved |
03:51:00 | zoomber_ | thanks |
03:51:00 | zoomber_ | i guess i cant delete posts if someone posts after me |
03:52:00 | zoomber_ | @_k, ok, so i have |
03:52:00 | zoomber_ | botname = arg[1] or 1 |
03:52:00 | zoomber_ | and function getName() |
03:52:00 | zoomber_ | if(botname == 1) then |
03:52:00 | zoomber_ | return("[BOT]1") |
03:52:00 | zoomber_ | else |
03:52:00 | zoomber_ | return("[BOT]2") |
03:52:00 | zoomber_ | end |
03:52:00 | zoomber_ | but i only get bot1 to show up each time i add |
03:53:00 | karamazovapy | have you tried in the level file using robot.bot 0 |
03:53:00 | zoomber_ | oh |
03:53:00 | zoomber_ | i cant just use /addbot? |
03:53:00 | karamazovapy | maybe you can, I dunno |
03:53:00 | zoomber_ | it doesnt work for ivan or my bot |
03:53:00 | zoomber_ | that way |
03:54:00 | karamazovapy | ./addbot 0 botfile.bot 0 |
03:54:00 | zoomber_ | aaah, args |
03:54:00 | zoomber_ | i thought it was like, math.random |
03:54:00 | karamazovapy | nope |
03:54:00 | zoomber_ | is it possible to make a math.random equation? |
03:54:00 | karamazovapy | sure |
03:54:00 | zoomber_ | we could assign a variable = math.random |
03:54:00 | zoomber_ | and have if variable = 1, return "ivan" |
03:55:00 | karamazovapy | right now it's saying use arg[1] if arg[1] exists, otherwise, use 1 |
03:55:00 | zoomber_ | ok |
03:55:00 | karamazovapy | you can just as easily say botname = math.random(2) |
03:55:00 | zoomber_ | coudl i do botname = math.random(1,2) |
03:55:00 | karamazovapy | yes |
03:55:00 | zoomber_ | oh |
03:56:00 | zoomber_ | beat me to it |
03:56:00 | karamazovapy | and then an if statement |
03:56:00 | zoomber_ | i could just do the highest number for math.random(15)? |
03:56:00 | zoomber_ | if i wanted 15 names? |
03:56:00 | karamazovapy | not sure what you're asking |
03:56:00 | karamazovapy | but yeah, if you wanted 15 possible names |
03:57:00 | zoomber_ | if i wanted 15 choices, can i do math.random(15), or must i do, math.random(1,2,3,4,5...) |
03:57:00 | karamazovapy | you mind wind up with duplicates, though |
03:57:00 | karamazovapy | yeah, you could do math.random(15) |
03:57:00 | zoomber_ | yes |
03:57:00 | karamazovapy | but if you added 15 bots, five could easily wind up with the same name |
03:58:00 | zoomber_ | ok |
04:22:00 | | raptor has joined |
04:22:00 | | ChanServ sets mode +o raptor |
04:25:00 | raptor | i'm using valgrind --tool=massif to get a heap dump |
04:27:00 | raptor | sam686: memory usage with bots: http://96.2.123.136/upload/snapshot38.png |
04:27:00 | raptor | on the heap |
04:27:00 | raptor | but RAM is not lowered |
04:27:00 | raptor | what could this mean? |
04:28:00 | karamazovapy | does this happen on all servers? |
04:28:00 | raptor | so far |
04:29:00 | raptor | it's ok for memory to go up so much with robots - it just needs to go down afterwards |
04:29:00 | sam686 | is that on 015a and is that problem on the latest 016 development? |
04:29:00 | raptor | both |
04:30:00 | raptor | that graph was with adding 100 bots to kompressor's gambit on 016 dev |
04:30:00 | sam686 | part of memory problem might be Vector might or might not reduce memory when size is reduced. |
04:30:00 | raptor | the graph looks like heap memory is clearing ok - but physical RAM usage was still high |
04:31:00 | sam686 | is repeatedly adding and kicking 100 bots increase memory? |
04:31:00 | raptor | no |
04:31:00 | raptor | seems to stay constant after the initial allocation |
04:32:00 | raptor | i have one more test to do... |
04:33:00 | sam686 | part of memory might be with LUA memory for running code, mostly static / global variables not being freed.. |
04:40:00 | raptor | ok |
04:40:00 | raptor | i added 100 bots, kicked them, quit the server (but not game); rehosted and did it again, several times |
04:40:00 | raptor | there was a large starting memory grab ~50MB |
04:41:00 | raptor | then it would climb slowly as the bots were killing each other |
04:41:00 | raptor | then it would drop slightly when kicking |
04:41:00 | raptor | but it would stay large when i quit hosting |
04:42:00 | raptor | on next host, adding bots didn't add memory |
04:42:00 | raptor | but after a little while the bots were killing each other and it started to climb slowly again |
04:42:00 | raptor | and the cycle repeated |
04:43:00 | raptor | overall RAM increased 1-2 MB each time I hosted (after the initial 50) |
04:43:00 | raptor | but that 50 never went away.. |
04:45:00 | raptor | so maybe there is two problems |
04:45:00 | raptor | 1. a static vector not getting cleared (which may account for the slow rise) |
04:46:00 | raptor | 2. the OS isn't clearing that 50MB - maybe it's being cached? |
04:47:00 | sam686 | why should it cache if it is the same 100 bots... |
04:47:00 | raptor | i mean the linux OS is caching RAM for the server |
04:47:00 | raptor | just a guess |
04:48:00 | sam686 | tyr adding only one bot to see.. |
04:48:00 | raptor | because the heap looks like it is being cleared pretty well |
04:48:00 | raptor | ok |
04:49:00 | raptor | if i give you the heap dumps, can you view them? I am using massif visualizer for kde |
04:49:00 | sam686 | you can also try /addbots 100 0 "" that will not use any bot script file.. |
04:49:00 | sam686 | not sure if i can, probably need some software... |
04:52:00 | raptor | so it added 100 dumb bots |
04:52:00 | raptor | that didn't move |
04:53:00 | raptor | but heap memory went up and down just fine again, application RAM usage went up and stayed up |
04:54:00 | raptor | here is the massif data: http://96.2.123.136/upload/massif1.zip |
04:55:00 | raptor | for the graph i showed you before |
04:56:00 | raptor | let me see if i can access the stack memory, too.. |
04:58:00 | sam686 | i probably need some software to view massif.. |
04:59:00 | sam686 | i can see raw text form.. |
04:59:00 | raptor | it is part of valgrind |
05:02:00 | raptor | ok, i got stack data, too - let's see if I can get a graph form |
05:07:00 | raptor | ok, i filtered it through ms_print |
05:07:00 | raptor | uploading better text for you... |
05:08:00 | raptor | http://96.2.123.136/upload/msprint.zip |
05:08:00 | raptor | ms_print is a command line tool that filters the massif data a little better |
05:11:00 | sam686 | you using nvidia? i see /usr/lib64/libnvidia-glcore.so.270.41.06 |
05:11:00 | raptor | yes |
05:12:00 | raptor | mayeb there really isn't much of a leak - maybe it is the OS is just aggressively keeping the memory reserved.. |
05:13:00 | sam686 | raw text form is hard to read... |
05:14:00 | sam686 | my memory usage starts out as 21 megabytes, goes up to 100 megabytes with addbots 100, then goes down to 23 megabytes |
05:14:00 | raptor | yeah - i bet it's just linux caching... |
05:15:00 | raptor | but i think there is also some vector not being emptied somewhere.. |
05:15:00 | sam686 | . /addbots 255 0 "" makes my RAM go from 23 megabyte to 32 megabytes |
05:16:00 | sam686 | LUA sure does use a lot of memory |
05:16:00 | raptor | oh yeah, it's a hog! |
05:16:00 | raptor | so your 23 - 32 is after you do kickbots again? |
05:17:00 | sam686 | seems to always go back down to 23 megabyte after kickbots |
05:18:00 | sam686 | i just did /addbots 255 and ram goes up to 380 megabytes |
05:18:00 | raptor | oh wow |
05:19:00 | sam686 | kickbots, and RAM go down to 24 megabytes |
05:19:00 | raptor | we have to optimize that somehow - i think it's loading full LUA memory for each bot |
05:20:00 | sam686 | it is mostly LUA eating memory, as /addbots 255 0 "" doesn't take much RAM... |
05:21:00 | watusimoto | My goodness, Sam, that looks a lot like airlock in your avatar on the forums!! |
05:22:00 | raptor | watusimoto, welcome back! |
05:23:00 | watusimoto | only here for a few minutes, then more packing |
05:23:00 | sam686 | wat about the broken http://bitfighter.org/wiki/ ? |
05:24:00 | watusimoto | i need to fix that; not really sure how at this point |
05:24:00 | watusimoto | upgrading didn't work, and I don;t have a ton of time right now to poke around at it |
05:25:00 | sam686 | can that be fixed? or can you send all wiki php files to my ftp? (except localsetting.php) and i try to fix.. |
05:25:00 | raptor | ok, i asked the naev guys and they say all the ships in their game have a shared AI |
05:26:00 | raptor | (they use LUA) |
05:26:00 | raptor | could we implement somehting like that? |
05:26:00 | watusimoto | sam, if you're willing to take a look, I'll package up the files. Do you have an ftp server running? |
05:26:00 | sam686 | yes: 96.2.123.136 |
05:26:00 | watusimoto | test/test? |
05:26:00 | sam686 | yes |
05:26:00 | watusimoto | ok |
05:27:00 | watusimoto | I'll do this now, but my wife is urging me to get packing |
05:27:00 | watusimoto | so I'll try to be quick ;-) |
05:27:00 | watusimoto | I spent all my discretionary time fixing the editor |
05:32:00 | watusimoto | I really want to be done with the editor |
05:32:00 | watusimoto | I think I'm almost as sick of that as I am of the bot zones |
05:32:00 | watusimoto | I have a new turret aiming algorithm I want to try |
05:32:00 | raptor | haha |
05:32:00 | watusimoto | it was one after the other |
05:32:00 | watusimoto | bam-bam |
05:32:00 | raptor | is it smarter? or faster? |
05:32:00 | watusimoto | probably neither |
05:33:00 | watusimoto | just different, and therefore more dangerous |
05:33:00 | raptor | good, i like it |
05:33:00 | | BitfighterLogBot - Commit 6f8e90895b3e | Author: watusim...@bitfighter.org | Log: Soccer ball and Nexus now render properly on the dock |
05:33:00 | raptor | did you read anything about sam's and my conversation about bots? |
05:34:00 | watusimoto | target player as usual; aim to one side by 10 or so pixels; make shot curve slightly in a random direction |
05:34:00 | watusimoto | no |
05:34:00 | sam686 | press F or G or T in editor, and the item get stuck on-screen, won't scroll with the grid.. |
05:34:00 | watusimoto | wiki sent |
05:34:00 | raptor | basically LUA is eating up all the memory |
05:35:00 | watusimoto | whoa, FGT is weird... will fix |
05:35:00 | raptor | with every bot comes a huge memory allocation |
05:35:00 | watusimoto | probably allocating a new interpreter |
05:35:00 | sam686 | it says "Cannot open ... as archive" maybe resend wiki files? |
05:35:00 | raptor | there must be a way to share a lot of that.. |
05:36:00 | watusimoto | maybe needed to send in binary mode... retrying |
05:36:00 | watusimoto | @r, yes, there probably is |
05:36:00 | watusimoto | maybe all could run in the same interpreter? |
05:37:00 | raptor | yeah, that is what I am thinking |
05:37:00 | watusimoto | there's probably a way to swap in a different set of global variables |
05:37:00 | raptor | so 100 bots don't eat up 50MB - instead only 1 or 2 |
05:37:00 | watusimoto | basically, run bot1, swap in globals for bot2, run that |
05:37:00 | sam686 | 100 bots eats like 100 MB on my windows XP computer... |
05:37:00 | raptor | yes |
05:37:00 | watusimoto | that's a fair bit |
05:38:00 | watusimoto | well, we're obviously hitting a limitation of the current design |
05:38:00 | watusimoto | it was only 1.0 |
05:38:00 | watusimoto | maybe tiem for 2.0 |
05:38:00 | watusimoto | I just packed all my lua books |
05:38:00 | watusimoto | but they are available online |
05:38:00 | raptor | no new lua-vec updates, either... |
05:38:00 | raptor | why did you choose lua-vec again? |
05:38:00 | watusimoto | globals are stored in a table |
05:38:00 | watusimoto | lua-vec makes things go way faster |
05:39:00 | sam686 | zip now opens... |
05:39:00 | watusimoto | it treats vectors as simple data rather than allocated objects |
05:39:00 | watusimoto | so memory management is waaaay faster |
05:39:00 | raptor | ah ok |
05:39:00 | watusimoto | I want to optimize it for 2-D vectors -- that will cut memory usage |
05:40:00 | watusimoto | I figured out how to do it before, but didn;t want to make updating to subsequent releases of lua-vec harder |
05:40:00 | watusimoto | sounds like that;s not an issue |
05:40:00 | raptor | it hasn't changed at all |
05:40:00 | raptor | i did a diff earlier today |
05:40:00 | watusimoto | ok, I should put that on my list then |
05:40:00 | raptor | no differences when compared to bitfighter |
05:40:00 | watusimoto | it's not really hard |
05:40:00 | raptor | (except the added methods) |
05:40:00 | watusimoto | ah, there should be differences |
05:40:00 | watusimoto | ok |
05:41:00 | watusimoto | https://code.google.com/p/bitfighter/issues/detail?id=113 |
05:42:00 | watusimoto | ok, off to pack. Need anything else before I head upstairs? |
05:42:00 | watusimoto | I'll check in later |
05:42:00 | raptor | do you have an official moving date? (so we know to not expect you for a while..) |
05:43:00 | watusimoto | My stuff leaves Wed, then I leave 2nd week of August for Boston for a week or two (dates still not set), then off to Lux |
05:43:00 | watusimoto | so once I get past the shipment, I should have a little more time |
05:44:00 | raptor | wow |
05:44:00 | watusimoto | the rest of the packing will be straightforward |
05:44:00 | raptor | stuff as in furniture? |
05:44:00 | watusimoto | shipment is not much furniture -- we're trying to keep it to 100 cubic feet |
05:44:00 | watusimoto | including my guitar and 4 bikes |
05:44:00 | watusimoto | and 3 giant boxes of legos |
05:44:00 | watusimoto | and my lua books |
05:45:00 | raptor | tight squeeze with the bikes |
05:45:00 | watusimoto | very |
05:45:00 | watusimoto | ok, back later |
05:45:00 | raptor | later |
05:51:00 | raptor | well good night... |
05:52:00 | | raptor Quit (Remote host closed the connection) |
05:52:00 | zoomber_ | @whoever posted that memory consumption pic: i can verify that |
05:53:00 | zoomber_ | i had similar results with similar stats |
05:53:00 | zoomber_ | im off to |
05:53:00 | zoomber_ | too |
05:53:00 | zoomber_ | i was just watching kickass |
05:53:00 | zoomber_ | goodnight |
05:53:00 | | zoomber_ Quit (Quit: zoomber_) |
06:13:00 | sam686 | OK, i did get the same error, changed Namespace:: to MWNamespace:: to fix for languages/Language.php in wiki |
06:35:00 | sam686 | in Function ereg() is deprecated in ...wiki/extensions/bad-behavior/bad-behavior/functions.inc.php i changed it to preg_match that should function the same, without deprecated messages. |
06:38:00 | sam686 | watusimoto, can you grab file from ftp and move Language.php into wiki/languages/ and move functions.inc.php into /wiki/extensions/bad-behavior/bad-behavior/ |
07:20:00 | watusimoto | grab which file? |
07:20:00 | sam686 | Language.php first |
07:21:00 | sam686 | basically both files, language.php is to fix being access to wiki, and functions.inc.php is to fix warning |
07:22:00 | watusimoto | ok, both done |
07:23:00 | watusimoto | well, that looks a bit better |
07:23:00 | watusimoto | great! |
07:24:00 | sam686 | editing have some errors... |
07:28:00 | watusimoto | yup |
07:29:00 | watusimoto | do you want me to turn on the debugging info? |
07:29:00 | sam686 | i believe it is a problem in # Include the math captcha extension in LocalSettings.php, as i get the same problem on my end.. |
07:29:00 | watusimoto | actually, editing is fine, it's just the saving that's a problem |
07:30:00 | watusimoto | :-) |
07:30:00 | sam686 | remove require_once( "$IP/extensions/ConfirmEdit/ConfirmEdit.php" ); and it works |
07:31:00 | sam686 | creating new page have problems too, and i have that same problem too... |
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15:15:00 | raptor | good morning |
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15:38:00 | raptor | watusimoto: not explicitly using the object passed into the copy constructor in tnl/netBase.cpp is giving the compiler all sorts of warnings |
15:54:00 | watusimoto | where are we not doing that, what warnings? |
15:54:00 | raptor | ../tnl/tnlByteBuffer.h: In copy constructor ‘TNL::ByteBuffer::ByteBuffer(const TNL::ByteBuffer&)’: |
15:55:00 | raptor | ../tnl/tnlByteBuffer.h:80:4: warning: base class ‘class TNL::Object’ should be explicitly initialized in the copy constructor |
15:55:00 | raptor | this is the rev that introduced it: http://code.google.com/p/bitfighter/source/detail?r=4b0d3f8d67071d41431f12ff7623933d2109ee97 |
16:00:00 | watusimoto | tnlByteBuffer wasn't part of that checkin |
16:01:00 | watusimoto | Maybe this? |
16:01:00 | watusimoto | 178 |
16:01:00 | watusimoto | |
16:01:00 | watusimoto | |
16:01:00 | watusimoto | Object::Object(const Object ©) |
16:01:00 | watusimoto | |
16:01:00 | watusimoto | |
16:01:00 | watusimoto | |
16:01:00 | watusimoto | |
16:01:00 | watusimoto | |
16:01:00 | watusimoto | |
16:01:00 | watusimoto | hmmm... that was a bad paste job |
16:01:00 | watusimoto | tnlNetbase.cpp, line 178 |
16:02:00 | watusimoto | that is a new copy constructor, makes no reference to copy |
16:03:00 | raptor | ok, i see that |
16:03:00 | watusimoto | I can't reproduce, but you could test a fix by adding the line mRefCount = copy.mRefCount() before calling initialize() |
16:03:00 | raptor | not sure what to do about it - isn't the copy constructor supposed to make an actually copy? |
16:03:00 | watusimoto | that's a dummy line, but if it fixes the errors... |
16:03:00 | watusimoto | yes, I suppose it is |
16:04:00 | watusimoto | it doesn't create the object, just initiaizes it |
16:04:00 | watusimoto | just like a constructor doesn;t actually construct it |
16:04:00 | raptor | that is non-standard behaviour though, correct? |
16:04:00 | watusimoto | in this case, the object has two attributes, and copying either of them will cause crashes |
16:05:00 | raptor | interesting |
16:05:00 | watusimoto | I don't think so |
16:05:00 | raptor | ok testing.. |
16:05:00 | watusimoto | before we get too deep into this, please check if my proposed fix cures the warns |
16:05:00 | watusimoto | ok |
16:05:00 | watusimoto | good |
16:05:00 | watusimoto | we may be discussing the wrong thing |
16:08:00 | raptor | same warning |
16:09:00 | raptor | it compiles, but is super noisy; it seems to me that GCC is expecting an actual copy in the copy constructor |
16:09:00 | raptor | that's why I made the comment about non-standard behaviour |
16:09:00 | watusimoto | well, maybe that's not what's causing the complaints |
16:10:00 | raptor | i don't want to take too much of your time right now - it was just a quick question looking for an easy solution |
16:10:00 | watusimoto | or maybe that "fix" isn't enough to be a fix |
16:13:00 | watusimoto | maybe tnlByteBuffer copy constructor needs to explicitly call Object's copy constructor? I added the one in Object, so it might have been happy before using the defaults |
16:14:00 | | BitfighterLogBot - Commit 664b1e2573da | Author: watusim...@bitfighter.org | Log: Fixed editor bug when inserting items via keyboard shortcuts |
16:16:00 | raptor | how would I call the parents copy constructor? |
16:25:00 | watusimoto | I think using : notation in the constructor, much the way you initialize an object in the constructor. |
16:25:00 | watusimoto | I think. |
16:25:00 | watusimoto | because I don't know if I've ever done it |
16:26:00 | watusimoto | maybe like this: |
16:26:00 | watusimoto | Derived:: Derived( const Derived& theObject ) |
16:26:00 | watusimoto | : Base( theObject ) |
16:27:00 | raptor | ahh, interesting |
16:27:00 | raptor | ok, let me try that |
16:27:00 | watusimoto | actually, if that works, then it's not a total hack |
16:27:00 | watusimoto | but I thought that would happen automatically |
16:27:00 | watusimoto | but whatever... |
16:28:00 | raptor | apparently things go goofy if you do copy constructors by hand.. |
16:28:00 | raptor | it worked! |
16:28:00 | watusimoto | especially if you don't really know what you're doing :-) |
16:29:00 | watusimoto | great |
16:29:00 | raptor | i changed: ByteBuffer(const ByteBuffer &theBuffer) |
16:29:00 | raptor | to: ByteBuffer(const ByteBuffer &theBuffer) : Object(theBuffer) |
16:29:00 | raptor | i'll commit, unless you are already in the middle of it... |
16:31:00 | watusimoto | go for it |
16:32:00 | raptor | ok pushed |
16:32:00 | raptor | man, now I can read my compiler output again... |
16:32:00 | watusimoto | I would have thought that would be automatic |
16:32:00 | watusimoto | live and learn |
16:32:00 | raptor | especially with c++... |
16:32:00 | watusimoto | yes |
16:33:00 | watusimoto | I'm trying to eliminate most of our globals and static methods, btw |
16:33:00 | raptor | yay |
16:33:00 | raptor | except |
16:33:00 | raptor | oh |
16:34:00 | raptor | explain further |
16:34:00 | | BitfighterLogBot - Commit 8eec4839d987 | Author: buckyballreaction | Log: Fix noisy GCC compile warning about explicit initialization in copy constructor |
16:36:00 | watusimoto | I would like to rely less on things like gClientGame |
16:37:00 | raptor | yes, ok, then we are on the same page |
16:37:00 | watusimoto | either passing it or getting it locally from things like getGame() |
16:37:00 | raptor | what i did was probably akin to the same evil, in Joystick.cpp |
16:37:00 | watusimoto | I want to (eventually) rename Game to GameContext, ClientGame to ClientContext, etc. |
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16:38:00 | raptor | I initialized it in that class instead, and then anywhere that needed it would use Joystick::PredefinedJoystickList |
16:38:00 | watusimoto | probably; I didn't look too close |
16:38:00 | raptor | basically just moving the static garbage into the proper class instead of declaring it all at the top of main.cpp |
16:39:00 | watusimoto | with the games, it's a little more important, because we now have 3 of them, and it seems better to pass them in based on usage context, rather than hardcoding which one we're using in the code |
16:39:00 | raptor | but c++ is not friendly with static data |
16:39:00 | raptor | that makes sense |
16:39:00 | watusimoto | and if sam finishes his split screen fix, that will make 4 |
16:39:00 | watusimoto | (2 client games) |
16:40:00 | watusimoto | in that case, we'll definitely need to pass them around |
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16:40:00 | watusimoto | because we'll never know which client game we're referring to from context |
16:40:00 | raptor | that's true |
16:40:00 | watusimoto | sam -- you should read the conversation we started at 9:30 |
16:41:00 | watusimoto | either in the logs, or I can copy/paste |
16:41:00 | raptor | i think sam686 is usally good about reading the logs |
16:42:00 | watusimoto | I used to be, but don't do it anymore |
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17:19:00 | karamazovapy | w00t! this section is pretty much done! |
17:19:00 | raptor | your crazy map? |
17:19:00 | karamazovapy | this section of it, yet |
17:19:00 | karamazovapy | *yes |
17:19:00 | karamazovapy | want to see? |
17:19:00 | raptor | ok |
17:19:00 | karamazovapy | hosting on BOB SAGET |
17:19:00 | karamazovapy | password is crackers |
17:35:00 | raptor | so do you think the limit on total objects or on a specific object? |
17:36:00 | raptor | or level file line count? |
17:36:00 | karamazovapy | my guess is line count, but I've never tested the possible causes |
17:36:00 | raptor | about at what count do you think breaks it? |
17:36:00 | karamazovapy | all I know is, you go to test or play the level, the load bar runs fine, the clock counts down, but nothing ever appears |
17:37:00 | karamazovapy | it's a black screen, you can't fire, but you can hear the command map if you try to zoom in and out |
17:37:00 | raptor | interesting |
17:37:00 | karamazovapy | line count...not sure... |
17:37:00 | raptor | what are you at now? |
17:37:00 | raptor | with that piece? |
17:37:00 | raptor | (i'll double it...) |
17:38:00 | karamazovapy | let me open the file in a different program...notepad doesn't count lines |
17:38:00 | raptor | die notepad die! |
17:38:00 | raptor | notepad++ is a good alternative |
17:39:00 | karamazovapy | yeah, I know |
17:39:00 | karamazovapy | my notepad demands are usually pretty low |
17:40:00 | karamazovapy | an earlier, less elegant version breaks and has 1507 lines |
17:41:00 | karamazovapy | a revision of the less elegant version works and has 999 lines |
17:41:00 | raptor | ok, thanks |
17:50:00 | raptor | does a level that big load in the editor ok? or is it just when testing? |
17:50:00 | karamazovapy | interesting... |
17:51:00 | karamazovapy | I cut out everything in the really inefficient level except the speedzones and it still doesn't play |
17:51:00 | karamazovapy | down to 1049 lines |
17:51:00 | karamazovapy | the levels load in the editor just fine |
17:51:00 | karamazovapy | although the more stuff you have laying around, the longer it can take to move/copy/paste/adjust barriers |
17:52:00 | raptor | yes - that is a performance issue problem, i know watusimoto has altered that code since, not sure what performance is like now, though |
17:53:00 | karamazovapy | it's not raw level lines |
17:54:00 | raptor | how did you come to that conclusion? |
17:54:00 | karamazovapy | I removed everything from that crap version except speed zones and a single spawn point |
17:54:00 | karamazovapy | then I removed groups of speed zones until it worked and I found the threshold |
17:54:00 | karamazovapy | then I added a ton of spawn points and it still worked |
17:55:00 | raptor | maybe it's a count of a specific type |
17:55:00 | karamazovapy | yeah, I added barriers and testitems, too |
17:55:00 | karamazovapy | still works |
17:56:00 | karamazovapy | interesting...added a couple teleports, a turret, and a force field and it's broken again |
17:57:00 | karamazovapy | it's adding the teleports that break it |
17:58:00 | raptor | that's random |
17:58:00 | karamazovapy | maybe teleports and speedzones are in the same class? |
17:59:00 | karamazovapy | it's when you hit 1024 that things break |
17:59:00 | karamazovapy | this level has 1027 - three header lines and one spawn make 1023 speed zones and it still works |
17:59:00 | karamazovapy | add one more to make it 1024 and you're dunzo |
17:59:00 | raptor | now that number is not random |
17:59:00 | karamazovapy | no it's not |
18:01:00 | karamazovapy | important info to have, though |
18:06:00 | raptor | found this in the code: const S32 MAX_LEVEL_FILE_LENGTH = 256 * 1024; // 256K |
18:06:00 | raptor | but that doesn't explain the 1024 object type limit |
18:06:00 | raptor | which i can't find... |
18:12:00 | karamazovapy | I could test with another item |
18:12:00 | raptor | actually |
18:13:00 | raptor | it would be better to run the game compiled with debug information and then run it - because there are level loading error statuses |
18:14:00 | karamazovapy | I'm not a big fan of compiling for windows |
18:14:00 | raptor | which I can do - can you give me the current broken level? |
18:14:00 | karamazovapy | oh, sure |
18:14:00 | raptor | hehe - i don't blame you :) |
18:15:00 | raptor | you can use any transfer mechanism: pastebin, FTP, sam's upload php... |
18:15:00 | karamazovapy | https://www.msu.edu/~youattan/southpole_2.level |
18:15:00 | raptor | perfect! |
18:16:00 | raptor | got it |
18:18:00 | karamazovapy | hmm...I think I've got a lead |
18:18:00 | karamazovapy | four times the testitems don't cause a crash, but they also aren't all visible on load |
18:19:00 | karamazovapy | you have to fly within range of them before they show up |
18:20:00 | raptor | rats, no error message |
18:20:00 | raptor | seems to be even more nefarious |
18:21:00 | karamazovapy | yeah? |
18:21:00 | raptor | i was hoping it was going to spit out one of the error messages, but it didn't |
18:22:00 | karamazovapy | I think it's a display problem, not a real error |
18:22:00 | raptor | which probably means it is a flaw in the code somewhere |
18:22:00 | raptor | yeah |
18:22:00 | karamazovapy | like I said, the testitems don't break it |
18:23:00 | karamazovapy | I think it's only items that are visible on load |
18:23:00 | karamazovapy | which is why turrets and forcefields don't break it |
18:24:00 | raptor | that's a good clue |
18:24:00 | karamazovapy | found another good clue |
18:25:00 | karamazovapy | I'm gonna host again, check this out |
18:25:00 | raptor | ok |
18:42:00 | raptor | fun bug hunting mission |
18:42:00 | karamazovapy | even crazier |
18:42:00 | karamazovapy | the second you left |
18:42:00 | karamazovapy | my screen went back to normal |
18:42:00 | raptor | ha! |
18:43:00 | karamazovapy | that's crazy |
18:43:00 | raptor | i must have been the 1024 render |
18:43:00 | karamazovapy | well good luck |
18:44:00 | karamazovapy | that will be a useful bug to fix |
18:45:00 | raptor | oh yeah - because I hit it the other day on a large CTF map |
18:46:00 | karamazovapy | lol...must've been a big one |
18:46:00 | karamazovapy | this could be related to crashes when people add 1000 bots! |
18:46:00 | raptor | haha |
18:47:00 | karamazovapy | even a borderline level with a dozen people could produce this |
18:47:00 | raptor | we have a minor plan to reduce bot usage by a magnitude or 2 |
18:47:00 | karamazovapy | it didn't even occur to me that ships could produce it until the end there |
18:47:00 | raptor | bot memory usage, i mean |
18:47:00 | karamazovapy | well however much memory they take, they still have to render |
18:47:00 | raptor | but yeah, the graphic thing would get in the way too |
19:13:00 | raptor | http://www.opengl.org/resources/features/KilgardTechniques/oglpitfall/ |
19:13:00 | raptor | #4 |
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19:27:00 | raptor | actually that might not be it.. |
19:36:00 | raptor | karamazovapy: can you send me that level with all the bouncers? |
19:42:00 | karamazovapy | the testitem level? |
19:42:00 | raptor | the large block of yellow bouncers |
19:42:00 | karamazovapy | yeah, those are testitems |
19:42:00 | raptor | ahhh... |
19:43:00 | karamazovapy | https://www.msu.edu/~youattan/rumblestamp.level |
19:43:00 | karamazovapy | there are a fuckton |
19:43:00 | karamazovapy | like...more than 4000, I think |
19:43:00 | raptor | got it |
19:43:00 | raptor | thanks |
19:44:00 | karamazovapy | np |
19:59:00 | karamazovapy | lol...this game looks like a really tedious nightmare... http://www.youtube.com/watch?v=fnqZMTaXdC0 |
20:01:00 | karamazovapy | the whole game looks like it's just some german chick talking |
20:03:00 | raptor | haha, i think i found where to increase the limit - but it sure crashed the game hard |
20:03:00 | karamazovapy | ooh...neat |
20:04:00 | raptor | aparently the server only keeps 2^10 objects in memory to pass back to the client |
20:04:00 | raptor | i increased it to 2^11 |
20:04:00 | karamazovapy | ahh |
20:05:00 | karamazovapy | is there some way of keeping 2^10, but allowing the game to render what it's got? |
20:05:00 | raptor | yeah - that's the thing - it's like another bug is hidden in there... |
20:07:00 | karamazovapy | even with the limit, it makes me wonder why *nothing* renders if *everything* can't render |
20:34:00 | raptor | i'm going to have to debug this with sam686 or watusimoto - i'm in over my head with what this code is doing; but, I think I have the correct spot |
21:58:00 | Zoomber | hi |
21:59:00 | karamazovapy | we figured out why you spawn black when there's too much stuff in a level |
22:01:00 | Zoomber | oh |
22:01:00 | Zoomber | pleease, tell me of the deets |
22:02:00 | Zoomber | @raptor, if your on; i found a bug with SDL Bitfighter on mac |
22:02:00 | Zoomber | a lot actually |
22:02:00 | karamazovapy | <raptor> aparently the server only keeps 2^10 objects in memory to pass back to the client |
22:02:00 | karamazovapy | so more than 1024, and it won't render |
22:02:00 | Zoomber | ahh right, sam was telling me about that |
22:03:00 | Zoomber | is that a simple value we can change in the code? or might that take a bit of work fixing? |
22:03:00 | karamazovapy | raptor tried just changing it to 2^11, but it broke a bunch of stuff |
22:05:00 | Zoomber | oh |
22:05:00 | Zoomber | dang, i better check the logs and see how my server crashed |
22:07:00 | Zoomber | its blankety blank |
22:07:00 | Zoomber | oh |
22:07:00 | Zoomber | now its fine |
22:09:00 | Zoomber | hey karamazovapy, how is the level going? |
22:10:00 | karamazovapy | progress! |
22:10:00 | Zoomber | nice |
22:12:00 | Zoomber | someone named yamenu13 sent me a message asking for the xcode project with /cheat in it..I can only imagine where this is going. (sam and I built a /cheat command, but now that I have gotten to play around with it, and see how much people are attached and constantly ask me to turn it on). I really hope, for the life of bitfighter, we don't merge the code for it.. |
22:13:00 | karamazovapy | I don't think that's a merger... |
22:13:00 | Zoomber | plus..if they really wanted to find the project, they could click the useful 'project' button at the top of the bitfighter website. |
22:13:00 | Zoomber | i meant merge, in the sense of putting it in with 016, not the hg merge action |
22:14:00 | karamazovapy | yes, I realize that. |
22:14:00 | Zoomber | ok; thought you did; just wanted to make sure we were on the same page |
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22:22:00 | raptor | someone speaketh my name? |
22:22:00 | Zoomber | two speaketh your name |
22:23:00 | ShadowXLoner | i told you bro |
22:23:00 | ShadowXLoner | i told you about the moon |
22:25:00 | karamazovapy | aaaaoooooooooooooooooooooo! |
22:25:00 | ShadowXLoner | aeiou |
22:25:00 | karamazovapy | I was howling. |
22:25:00 | karamazovapy | at the moon. |
22:25:00 | Zoomber | JA _K? |
22:25:00 | ShadowXLoner | it keeps hapening |
22:26:00 | ShadowXLoner | I'm laughing for real right now. |
22:28:00 | | ShadowXLoner Quit (Quit: ShadowXLoner) |
22:31:00 | karamazovapy | lol...so I merged my mighty level pieces, and now a bunch of the stuff doesn't render |
22:31:00 | karamazovapy | but the level still runs! |
22:32:00 | Zoomber | oooh |
22:32:00 | Zoomber | can i see it sooon when your done? |
22:32:00 | Zoomber | or some time? |
22:32:00 | karamazovapy | there's still a bit of work until it's "done" |
22:32:00 | raptor | and it will only be supported by 016... :) |
22:32:00 | raptor | (hopefully) |
22:34:00 | raptor | i wonder if we'll ever reach 1.0 |
22:34:00 | Zoomber | loooooooooooooooooooooooooooool |
22:35:00 | karamazovapy | I have an idea for how I can make it work |
22:35:00 | karamazovapy | not ideal, but playable |
22:35:00 | Zoomber | lay it on me |
22:35:00 | karamazovapy | you'll see |
22:35:00 | Zoomber | ok |
22:36:00 | raptor | so karamazovapy, i noticed in our tests that the spy bug keeps objects on the commander's map |
22:36:00 | raptor | was that always so? |
22:36:00 | raptor | and if so, was that intentional? |
22:36:00 | karamazovapy | yeah, that's kind of the point of spybugs |
22:36:00 | Zoomber | i think it was, but i cant prove it |
22:37:00 | raptor | sorry, sensor |
22:37:00 | raptor | i meant sensor |
22:37:00 | karamazovapy | oh, yeah, I think it's a bonus feature |
22:37:00 | Zoomber | you mean, sensor shows spybugs in commanders maps? |
22:37:00 | Zoomber | or sensor allows spybugs? |
22:37:00 | karamazovapy | you know where they are until they move, anyway |
22:37:00 | karamazovapy | @z |
22:37:00 | karamazovapy | there are objects that you can see on the command map, but only when you're close |
22:38:00 | karamazovapy | with sensor, you can continue to see them once you've found them |
22:38:00 | Zoomber | aah |
22:38:00 | Zoomber | o |
22:38:00 | Zoomber | k |
22:38:00 | karamazovapy | unless/until they move |
22:38:00 | Zoomber | woah |
22:38:00 | Zoomber | i see |
22:38:00 | karamazovapy | resourceitems, testitems, ships |
22:38:00 | Zoomber | thats cool |
22:38:00 | Zoomber | i never noticed that |
22:38:00 | Zoomber | ooh raptor |
22:38:00 | Zoomber | i |
22:38:00 | Zoomber | |
22:38:00 | raptor | i wonder if that was intentional, or just a by-product of hacking the spy bug onto the ship |
22:38:00 | Zoomber | i want to show you a cool video |
22:40:00 | raptor | ok |
22:40:00 | Zoomber | let me record what i find |
22:44:00 | Zoomber | ok its processing the video right now |
22:44:00 | Zoomber | i will put it online at bitfighter.sytes.net/SDLglitch |
22:45:00 | raptor | ok |
22:45:00 | Zoomber | oh man, i recoded it too big, but lucky for me i can host it on my site and note youtube |
22:48:00 | Zoomber | up |
22:48:00 | Zoomber | oh man |
22:48:00 | Zoomber | i actually recorded too little frames |
22:49:00 | Zoomber | nevermind |
22:49:00 | raptor | how to access it? |
22:49:00 | Zoomber | you can kind of see what i was trying to do it |
22:49:00 | Zoomber | its on bitfighter.sytes.net/SDLglitch |
22:50:00 | raptor | ah, it's an mp4 |
22:50:00 | Zoomber | but i messed up completely |
22:50:00 | Zoomber | if you dont see what i was showing, i can record it again |
22:51:00 | raptor | it is the white surface? |
22:51:00 | raptor | you clear it off with another window? |
22:54:00 | raptor | well, i have to take off for home |
22:54:00 | raptor | be back later |
22:55:00 | | raptor Quit (Remote host closed the connection) |
23:21:00 | | raptor has joined |
23:21:00 | | ChanServ sets mode +o raptor |
23:26:00 | Zoomber | @raptor |
23:27:00 | raptor | Zoomber: |
23:27:00 | raptor | hi |
23:27:00 | Zoomber | made xcode work smooth and fine again. On my clone if you want to save time.. |
23:27:00 | raptor | ok |
23:27:00 | Zoomber | i want to piece back together the bitfighterD target |
23:27:00 | Zoomber | yeah, im doing the painfull work, but itd be nice to make that work again, |
23:28:00 | karamazovapy | want to see a rough draft of a couple early stages in my adventure level? |
23:28:00 | raptor | sure |
23:28:00 | karamazovapy | BOB SAGET |
23:28:00 | karamazovapy | crackers |
23:28:00 | Zoomber | yes Please! |
23:28:00 | Zoomber | AAHHH 257 errors 20 seconds in! |
23:40:00 | | koda Quit (*.net *.split) |
23:46:00 | | koda has joined |