Timestamps are in GMT/BST.
| 00:00:00 | watusimoto | ok, only have a couple of minutes |
| 00:00:00 | watusimoto | let'ts get the bot thing figured out |
| 00:01:00 | Zoomber | OK |
| 00:01:00 | raptor | yay |
| 00:01:00 | watusimoto | the idea is that, like the getName() |
| 00:01:00 | watusimoto | there would be a onSpawn() fn that gets called (if it exists) when the bot is about to spawn |
| 00:01:00 | raptor | so setNextSpawnPoint() |
| 00:02:00 | watusimoto | if the bot didn't implement this fn, they would spawn as they do now -- at a randomly assigned spawn point |
| 00:02:00 | watusimoto | if they did, they could set the spawn point to any x,y |
| 00:02:00 | watusimoto | you could get the coords from a hostile spawn if you wanted |
| 00:03:00 | watusimoto | so ifyou wanted a bot-only spawn, you could create a hostile spawn, then implement onSpawn() and set the spawn to the coords of the hostile spawn |
| 00:03:00 | raptor | ok |
| 00:03:00 | watusimoto | I was proposing that the function pass an argument, which is the coords or id of the spawn point that had been randomly selected |
| 00:03:00 | watusimoto | so you could check what the game would assign if you did nothing |
| 00:04:00 | raptor | so the function has more than one use: no arguments, it returns the next spawn point, with arguments, it sets one? |
| 00:04:00 | watusimoto | so the sig would look like onSpawn(Point proposedSpawn) |
| 00:04:00 | raptor | i guess I don't really understand the architecture you have in mind with the bots.. |
| 00:05:00 | watusimoto | sorry... the function would return the location of the spawn |
| 00:05:00 | watusimoto | so if the bot liked the proposed spawn, the fn might look like this: |
| 00:06:00 | watusimoto | onSpawn(Point spawnPoint) |
| 00:06:00 | watusimoto | return spawnPoint |
| 00:06:00 | watusimoto | end |
| 00:06:00 | watusimoto | my Lua is waaay rusty |
| 00:06:00 | watusimoto | or maybe |
| 00:06:00 | raptor | mine is non-existent.. |
| 00:06:00 | watusimoto | onSpawn(Poiint spawnPoint) |
| 00:06:00 | watusimoto | return(getSuperCoolPoint()) |
| 00:06:00 | watusimoto | end |
| 00:07:00 | watusimoto | and the game would try to spawn the bot at whatever getSuperCoolPoint() returns |
| 00:07:00 | raptor | ok, maybe i'm misunderstanding how bot code is run |
| 00:07:00 | watusimoto | and, if onSpawn() was implemented, we would note that the bot cheats, somehow |
| 00:07:00 | watusimoto | onSpawn is the wrong name |
| 00:07:00 | watusimoto | btw |
| 00:08:00 | watusimoto | should be, perhaps getSpawnPoint() |
| 00:08:00 | watusimoto | Bitfighter will call getSpawnPoint() function in the Lua code |
| 00:08:00 | watusimoto | just like it calls the getName() function |
| 00:09:00 | raptor | ok, bot code parsing for dummies |
| 00:09:00 | Zoomber | is sam686 on? |
| 00:09:00 | raptor | the bot is parsed and then each function is run once per tick? |
| 00:09:00 | watusimoto | no |
| 00:10:00 | watusimoto | only getMove() |
| 00:10:00 | raptor | i'm looking at this simple example: http://96.2.123.136/bitfighter/timer.bot |
| 00:10:00 | watusimoto | getName() is only run when the bot is first instantiated |
| 00:10:00 | watusimoto | getSpawnPoint() would be run once each time the bot spawns |
| 00:10:00 | watusimoto | sorry -- we renamed getMove to onTick |
| 00:10:00 | watusimoto | onTick gets run once per cycle |
| 00:11:00 | raptor | where are the rules to which functions get called? |
| 00:11:00 | raptor | ah ok |
| 00:11:00 | watusimoto | getName() gets run once, when Bitfighter is trying to figure out what to call the bot |
| 00:11:00 | watusimoto | main() is run once, when the bot is first instantiated |
| 00:11:00 | watusimoto | so in that case, rate gets set once |
| 00:12:00 | watusimoto | the bot calls itself Timer Test |
| 00:12:00 | watusimoto | on OnTick() gets called every time Bitfighter updates the game |
| 00:12:00 | watusimoto | each frame, essentially |
| 00:12:00 | watusimoto | or each tick |
| 00:12:00 | raptor | ah, i found it |
| 00:12:00 | raptor | ok good |
| 00:13:00 | watusimoto | so does that make sense? |
| 00:13:00 | raptor | yes |
| 00:14:00 | raptor | except i still don't see getName anywhere in robot.cpp |
| 00:14:00 | raptor | as pertiaining to the lua code, that is |
| 00:15:00 | raptor | i found it! |
| 00:15:00 | raptor | ok, how come some functions are like this: _main |
| 00:15:00 | raptor | and others are just: getName |
| 00:15:00 | watusimoto | robot.cpp line 1550 |
| 00:15:00 | watusimoto | where do you see _main? |
| 00:16:00 | raptor | 1602 |
| 00:16:00 | watusimoto | so that block checks if the fn has been defined by the bot, and runs getName if it has |
| 00:16:00 | raptor | 1609, i mean |
| 00:17:00 | Zoomber | hey karamazovapy, i am curious how you were able to make barriers so fine they formed cursive letters |
| 00:17:00 | watusimoto | don't remember! maybe indicates a global? |
| 00:17:00 | raptor | haha |
| 00:17:00 | raptor | yeah - sorry if i'm completely ignorant on this... |
| 00:17:00 | raptor | willing to learn, though because we could make the bots more useful |
| 00:17:00 | Zoomber | raptor and watusimoto: check out _k's letters on kserv right now |
| 00:19:00 | raptor | playing as your son?? :) |
| 00:19:00 | Zoomber | how brilliant is that? |
| 00:19:00 | watusimoto | nice! |
| 00:19:00 | watusimoto | whatever name came up by default |
| 00:19:00 | raptor | ok, so |
| 00:20:00 | raptor | now curious about karamazovapy's comment about how hard it is to feed a list of waypoints to the bot |
| 00:21:00 | raptor | was that by design? |
| 00:21:00 | raptor | i guess i'm asking if you had a definite design plan to how bots operate - like only on events |
| 00:21:00 | raptor | but maybe that's the nature of lua |
| 00:22:00 | watusimoto | maybe the _main is a typo? |
| 00:22:00 | raptor | _onTick |
| 00:22:00 | raptor | is the same |
| 00:23:00 | raptor | that's it, though - threw me off a bit.. |
| 00:23:00 | watusimoto | but why is it not _getName? |
| 00:24:00 | watusimoto | maybe there's some renaming stuff going on in one of the helper function bodies |
| 00:24:00 | watusimoto | oh, wait |
| 00:24:00 | watusimoto | I have an idea |
| 00:24:00 | raptor | onMsgSent is like getName |
| 00:25:00 | raptor | there is already a onShipSpawned |
| 00:25:00 | watusimoto | function _main() |
| 00:25:00 | watusimoto | if _declared("main") and type(main) == "function" then |
| 00:25:00 | watusimoto | main() |
| 00:25:00 | watusimoto | end |
| 00:26:00 | watusimoto | end |
| 00:26:00 | watusimoto | that's in robot_helper_functions.lua |
| 00:26:00 | watusimoto | not sure why we did it that way |
| 00:27:00 | watusimoto | making a note in the code |
| 00:27:00 | raptor | weird |
| 00:27:00 | raptor | so that lua script is always included? |
| 00:28:00 | watusimoto | function _onTick(self, deltaT) |
| 00:28:00 | watusimoto | Timer:_tick(deltaT) -- Really should only be called once for all bots |
| 00:28:00 | watusimoto | if _declared("onTick") and type(onTick) == "function" then |
| 00:28:00 | watusimoto | onTick(self, deltaT) |
| 00:28:00 | watusimoto | end |
| 00:28:00 | watusimoto | -- TODO: Here for compatibility with older bots. Remove this in a later release |
| 00:28:00 | watusimoto | if _declared("getMove") and type(getMove) == "function" then |
| 00:28:00 | watusimoto | getMove(self, deltaT) |
| 00:28:00 | watusimoto | end |
| 00:28:00 | watusimoto | end |
| 00:28:00 | watusimoto | yes |
| 00:28:00 | watusimoto | robot.cpp :: 1518 |
| 00:29:00 | raptor | was that just a way to guarantee those methods are always there? |
| 00:30:00 | watusimoto | must have been |
| 00:30:00 | watusimoto | not sure why we do getName() differently |
| 00:30:00 | watusimoto | that one we check to see if it exists in the c++ code, and call it, or not |
| 00:31:00 | raptor | i guess i just need to get used to the goofiness... |
| 00:31:00 | raptor | now tell me about the EventManager (if you still have time) |
| 00:31:00 | raptor | line 1208 has some methods |
| 00:32:00 | watusimoto | ok, so those are events that can happen |
| 00:32:00 | raptor | it looks like it wasn't completed or not implemented fully |
| 00:32:00 | watusimoto | I think it's working |
| 00:32:00 | watusimoto | 1239 |
| 00:32:00 | raptor | oh wait, i found an implementation |
| 00:32:00 | watusimoto | fireEvent |
| 00:34:00 | raptor | ok, looks like i have some research and analysis to do before I can start coding.. |
| 00:34:00 | raptor | i'll have to program a bot or two to get used to it |
| 00:34:00 | watusimoto | :-) |
| 00:34:00 | watusimoto | is my eliza bot in the forums? |
| 00:34:00 | watusimoto | that uses some events, I think |
| 00:34:00 | raptor | it's in the source |
| 00:35:00 | Zoomber | hey watusimoto, would it be possible to set a server to always play a specific map when players join it if its on /suspend mode? I'd like to have a welcome, please selct level map |
| 00:35:00 | Zoomber | like that of kserv |
| 00:36:00 | | karamazovapy is back |
| 00:37:00 | karamazovapy | of course, the levelchangepass for kserv might not be 'newlev' right now |
| 00:37:00 | raptor | it isn't |
| 00:37:00 | watusimoto | how would you want to specify that? |
| 00:38:00 | karamazovapy | I'm testing to see if my crash rate was at all related to people adding bots |
| 00:38:00 | karamazovapy | well before /suspend came along, mine was more or less default because of its infinite time limit |
| 00:39:00 | karamazovapy | yeah, that edwardian script is pretty, though |
| 00:41:00 | watusimoto | I can't find eliza.bot! |
| 00:41:00 | karamazovapy | she doesn't know where you leave the car keys, does she? |
| 00:42:00 | raptor | resource/robots/ |
| 00:42:00 | raptor | i'll be back in a bit |
| 00:42:00 | watusimoto | ah, looking for *.lua |
| 00:42:00 | watusimoto | thx! |
| 00:53:00 | | zoomber_laptop has joined |
| 00:53:00 | Zoomber | karamazovapy, i have a question in binary code for you |
| 00:54:00 | zoomber_laptop | 010110010110111101110101001000000111011101100101011100100110010100100000011100110111000001100101011000010110101101101001011011100110011100100000011011110110011000100000011011010110000101101011011010010110111001100111001000000111010001101000011001010010000001100011011101010111001001110011011010010111011001100101001000000110110001100101011101000111010001100101011100100111001100101100001000000110010001101001011001110110 |
| 00:54:00 | zoomber_laptop | 110100011000010110110001101100011110010010111000100000010101110110111101110101011011000110010000100000011110010110111101110101001000000110001001100101001000000111011101101001011011000110110001101001011011100110011100100000011101000110111100100000011100000110111101101001011011100111010000100000011011010110010100100000011010010110111000100000011101000110100001100101001000000110010001101001011100100110010101100011011101 |
| 00:54:00 | zoomber_laptop | 0010110111101101110001000000110111101100110001000000110100001101111011101110010000001111001011011110111010100100000011001000110100101100100001000000111010001101000011010010111001100111111 |
| 00:54:00 | zoomber_laptop | that is all |
| 00:54:00 | | zoomber_laptop Quit (Client Quit) |
| 01:04:00 | Zoomber | server bob_saget |
| 01:05:00 | Zoomber | has karamazovapy ever gone to bobsaget.com? |
| 01:05:00 | karamazovapy | has not |
| 01:43:00 | | Zoomber Quit (Ping timeout: 264 seconds) |
| 01:50:00 | | Zoomber has joined |
| 02:17:00 | raptor | ok, back |
| 02:17:00 | raptor | whole wheat french toast is yummy |
| 02:21:00 | karamazovapy | high five |
| 02:22:00 | raptor | who is Furbuggy, and why did make that kate level?? |
| 02:24:00 | karamazovapy | haha...furbuggy has been around kind of forever |
| 02:24:00 | karamazovapy | he was doing something experimental with the kate level, but it was definitely a girl he knew |
| 02:25:00 | karamazovapy | I always thought it was disturbing |
| 02:25:00 | raptor | that level drives me bonkers |
| 02:25:00 | karamazovapy | how so? |
| 02:26:00 | raptor | just with the tons of asteroids and i never know where i'm going while being chased by evil other-teams |
| 02:26:00 | raptor | oh and the faces are creepy |
| 02:27:00 | karamazovapy | yeah |
| 02:27:00 | karamazovapy | yeah |
| 02:28:00 | karamazovapy | IVAN! |
| 02:30:00 | karamazovapy | I'm excited for this contest |
| 02:37:00 | raptor | i'm glad dr spacebar is an active mapper |
| 02:38:00 | karamazovapy | yeah...I dunno about the quality, but he's sure cranking stuff out! |
| 02:48:00 | raptor | well, i think he's getting better |
| 02:49:00 | karamazovapy | yeah, I think that's true |
| 02:53:00 | watusimoto | @r |
| 02:53:00 | watusimoto | so |
| 02:53:00 | watusimoto | I checked the events, looks like they aer all working |
| 02:53:00 | raptor | hi |
| 02:54:00 | raptor | ok |
| 02:54:00 | watusimoto | is this really an event though? |
| 02:54:00 | raptor | not sure - depends on how you want it done... |
| 02:55:00 | watusimoto | we have the onSpawn(); if we want to make spawn point selection part of an event, it would be... onAboutToSpawn() |
| 02:55:00 | raptor | not sure how you want the bot architecture... mostly event driven, or data driven? |
| 02:55:00 | watusimoto | that seems kind of icky |
| 02:55:00 | raptor | or doesn't matter |
| 02:55:00 | watusimoto | I think event driven makes sense |
| 02:55:00 | watusimoto | people understand that |
| 02:55:00 | watusimoto | but I think a getSpawnPoint() method would be ok, too |
| 02:56:00 | raptor | also, do you favor methods that can alter bot attributes directly? |
| 02:56:00 | watusimoto | if we did an onAboutToSpawn(), the user would need to explicityly set a spawn point |
| 02:56:00 | watusimoto | getSpawnPoint() seems to be easier to understand what needs to happen |
| 02:56:00 | watusimoto | you return your spawn point |
| 02:57:00 | watusimoto | so I'm leaning towards that |
| 02:57:00 | watusimoto | but the design is supposed to be easy for people to understand and implement |
| 02:57:00 | watusimoto | as for your question -- what does tha tmean? |
| 02:58:00 | raptor | i'm just trying to categorize the various methods that can be called in my head |
| 02:58:00 | raptor | like what functions can be set up at the same level as getName and onTick, etc. |
| 02:59:00 | raptor | and other functions that just grab data when you need it |
| 03:00:00 | raptor | you are suggesting a method on the same level as getName() called getSpawnPoint()? |
| 03:00:00 | raptor | then when a death even occurs, it will look for that |
| 03:00:00 | raptor | if it isn't found, just do a normal spawn, otherwise spawn at what is provided... correct? |
| 03:06:00 | karamazovapy | soccer is unique in that it's the only gametype where you have to control something outside your own ship |
| 03:15:00 | watusimoto | you are suggesting a method on the same level as getName() called getSpawnPoint()? |
| 03:15:00 | watusimoto | yes |
| 03:15:00 | watusimoto | not on death, just before spawn |
| 03:16:00 | raptor | correct |
| 03:16:00 | raptor | ok |
| 03:38:00 | karamazovapy | we didn't celebrate the 1 year anniversary of the forums |
| 03:39:00 | watusimoto | ok, back in a bit |
| 03:41:00 | karamazovapy | also, over 100 topics in Bitfighter Features! |
| 03:54:00 | karamazovapy | looks like a ton of servers have sprung up |
| 04:00:00 | karamazovapy | normally when you play, your ship stays stationary in the center of the window and the entire world moves around you |
| 04:00:00 | karamazovapy | in command view, you're rarely in the center of the screen, and you move around the map |
| 04:02:00 | sam686 | i would like to be able to see bullets and explosions while in command view map.. |
| 04:03:00 | karamazovapy | you can, if you equip enhanced sensor |
| 04:06:00 | karamazovapy | I think sensor should have a lower energy cost |
| 04:07:00 | karamazovapy | you can't strobe it effectively, and the perspective shift is disorienting enough to be a handicap to using it |
| 05:12:00 | raptor | what is this command view? |
| 05:13:00 | sam686 | pressing C in-game.. |
| 05:13:00 | sam686 | to view whole map |
| 05:14:00 | raptor | oh duh |
| 05:40:00 | watusimoto | there's a case for making sensor somewhat passive |
| 05:45:00 | karamazovapy | stars appear to get "brighter" when you use sensor, because everything else changes size, but they don't |
| 05:54:00 | | raptor Quit (Remote host closed the connection) |
| 06:04:00 | | BitfighterLogBot - Commit 47794ddb3ba4 | Author: sam8641 | Log: More stats added to keep track of, but needs mysql database.cpp stats tracking |
| 06:19:00 | sam686 | Why does getTeamColor return white in gServerGame? it causes server stats recording to have all teams have white color.. |
| 06:24:00 | Zoomber | im getting private messages from players asking me to port bitfighter to the android market |
| 06:25:00 | sam686 | android is kind of too small it seems like... |
| 06:25:00 | Zoomber | karamazovapy : sorry i couldn't talk and it looked like i just joined and did nothing; I wasn't at home and got really caught up with something |
| 06:26:00 | Zoomber | during game 2 hours ago.. |
| 06:26:00 | karamazovapy | no worries |
| 06:27:00 | sam686 | maybe we need some spectator mode, and auto-leave server, but still connected to server, spectating.. |
| 06:27:00 | Zoomber | i set up ssh on a remote computer there, but did a user-import, and have to figure out what i set the password as |
| 06:27:00 | Zoomber | but at least i can cnonect through it now, via telnet and ssh |
| 06:29:00 | Zoomber | i guess i could be getting the username wrong too.. |
| 06:33:00 | watusimoto | >>> Why does getTeamColor return white in gServerGame? |
| 06:34:00 | watusimoto | it had to return something by default, and that seemed unused |
| 06:34:00 | watusimoto | so I made it return white |
| 06:34:00 | watusimoto | where does server game use color? |
| 06:34:00 | sam686 | it is used in serverGame for saving stats and sending stats to master |
| 06:34:00 | watusimoto | ah, because it needs to send the actual color of the team |
| 06:35:00 | watusimoto | can it use the same thing that gClientGame uses? |
| 06:35:00 | sam686 | otherwise you may see this: http://96.2.123.136/upload/gamereports/index.php (can't see white text) |
| 06:36:00 | sam686 | it seems like EditorGame have a gametype when loading existing levels.. |
| 06:36:00 | watusimoto | editorGame is gone (or will be as of next checkin) |
| 06:37:00 | watusimoto | we're back to only clientGame and serverGame |
| 06:37:00 | sam686 | ok, good.. |
| 06:37:00 | watusimoto | makes some things easier, some harder |
| 06:37:00 | watusimoto | but, we could move the clientgame version of get team color to game, and not have either override |
| 06:37:00 | watusimoto | that would probably work |
| 06:38:00 | watusimoto | Current versino of clientGame's gtc: |
| 06:38:00 | watusimoto | { |
| 06:38:00 | watusimoto | // In editor: |
| 06:38:00 | watusimoto | // return Game::getBasicTeamColor(this, teamIndex); |
| 06:38:00 | watusimoto | GameType *gameType = getGameType(); |
| 06:38:00 | watusimoto | if(!gameType) |
| 06:38:00 | watusimoto | return Parent::getTeamColor(teamId); // Returns white |
| 06:38:00 | watusimoto | return gameType->getTeamColor(teamId); // return Game::getBasicTeamColor(mGame, teamIndex); by default, overridden by certain gametypes... |
| 06:38:00 | watusimoto | } |
| 06:38:00 | sam686 | serverGame::getTeamColor can be the same as ClientGame::getTeamColor, or just use a Game::getTeamColor |
| 06:38:00 | watusimoto | move client's version to game |
| 06:38:00 | watusimoto | and get rid of the cg and sg versions |
| 06:38:00 | sam686 | yes |
| 06:39:00 | watusimoto | I don't see any reason that would be a problem |
| 06:39:00 | watusimoto | so please do that |
| 06:39:00 | watusimoto | or I can |
| 06:39:00 | sam686 | looks like EditorGame always have a gameType even on new empty maps.. |
| 06:39:00 | watusimoto | yes, it needs one |
| 06:39:00 | watusimoto | except it doesn't exist any more |
| 06:40:00 | watusimoto | all games always need a gameType to avoid crashing |
| 06:40:00 | sam686 | could instead of returning white, can do this: if(!gameType) return getBasicTeamColor(this, teamId); // for editor, which might not have gameType |
| 06:41:00 | watusimoto | sure |
| 06:41:00 | watusimoto | but editor will always have a gametype |
| 06:41:00 | watusimoto | by default it;s bitBash |
| 06:41:00 | sam686 | ok.. |
| 06:42:00 | watusimoto | maybe you can assert that gameType alwasys exists. |
| 06:42:00 | watusimoto | I'd like to know how we get there with a null gametype |
| 06:42:00 | watusimoto | if we ever do |
| 06:43:00 | sam686 | yes, i might look at how gameType might get NULL in testing, might be possible in client... |
| 06:44:00 | watusimoto | we check for it fairly often, not sure if it ever happens |
| 07:03:00 | Zoomber | ok what on earth.. |
| 07:04:00 | Zoomber | i havent been touching zap for hours on this computer, and i get back and its in editor testing a level |
| 07:17:00 | | zoomber_laptop has joined |
| 07:17:00 | zoomber_laptop | Status: Connecting to 71.130.8.182:23... |
| 07:17:00 | zoomber_laptop | Status: Connection established, waiting for welcome message... |
| 07:17:00 | zoomber_laptop | Status: Invalid character sequence received, disabling UTF-8. Select UTF-8 option in site manager to force UTF-8. |
| 07:17:00 | zoomber_laptop | Response: ÿûÿþ"ÿþ |
| 07:17:00 | zoomber_laptop | This is how my remote computer welcomes me |
| 07:17:00 | sam686 | try without SSH if using port 23 |
| 07:18:00 | sam686 | port 23 is usually telnet |
| 07:18:00 | zoomber_laptop | it is |
| 07:20:00 | zoomber_laptop | when doing telnet 71.130.8.182 26, i get ssh-2.0-WeOnlyDo 2.1.3 |
| 07:20:00 | zoomber_laptop | but when doing the samething without specifying port 26, i get asked to authenticate |
| 07:20:00 | zoomber_laptop | probably because default port is port 23 |
| 07:20:00 | zoomber_laptop | and second port i have is port 26 |
| 07:20:00 | zoomber_laptop | port 26 should be port with user imports |
| 07:24:00 | | zoomber_laptop Quit (Quit: zoomber_laptop) |
| 07:24:00 | Zoomber | i must brb |
| 07:24:00 | Zoomber | good night if i fall asleep on the way back..:) |
| 07:24:00 | sam686 | ok |
| 09:53:00 | | watusimoto Quit (Ping timeout: 264 seconds) |
| 13:58:00 | | watusimoto has joined |
| 14:20:00 | | BitfighterLogBot - Commit 885ed61e8496 | Author: sam8641 | Log: TNL RPC's *_test is not needed, removing it can reduce compile / linker memory usage |
| 16:54:00 | | raptor has joined |
| 16:54:00 | | ChanServ sets mode +o raptor |
| 16:54:00 | raptor | i'm here! |
| 16:55:00 | sam686 | looks like S32 LuaObject::returnPlayerInfo(lua_State *L, Ship *ship) crash on level that have "Ship 0 0 0" in level line... |
| 16:55:00 | sam686 | most likely, a null getControllingClient() |
| 16:55:00 | raptor | that's weird |
| 16:56:00 | sam686 | several times, while debugging, i set it to skip return, and robot error.. |
| 16:59:00 | sam686 | also, in 016, there is extra stats that are halfway done (serverGame tracks more stats, sent to master, but needs extra mysql stats logging) |
| 17:01:00 | raptor | so many things to do |
| 17:02:00 | sam686 | too many to do for, maybe too little time? |
| 17:02:00 | raptor | the time thing is a big issue for me - seems like every time i get a change to actually code - i only have about 1/2 hour or less before an interruption |
| 17:03:00 | sam686 | ok.. |
| 17:04:00 | sam686 | my computer is slow, i am sure you won't want to compile it on my computer waiting 5 minutes... |
| 17:04:00 | raptor | haha |
| 17:04:00 | raptor | yeah - i do have that advantage |
| 17:09:00 | raptor | bitfighter compiles in 20 seconds on my computer at work |
| 17:09:00 | raptor | 40 on this laptop |
| 17:09:00 | sam686 | mine is like 6 minutes.. |
| 17:09:00 | raptor | do you use SMP? |
| 17:09:00 | raptor | i can't remember if you have more than one CPU.. |
| 17:10:00 | sam686 | so your laptop is 9 times faster then my year 2003 desktop.. |
| 17:10:00 | raptor | haha |
| 17:10:00 | raptor | it's not really mine, either... on loan from work.. |
| 17:10:00 | sam686 | mine is pentium 4, single core, but does have hyperthreading (that looks like 2 CPU) |
| 17:11:00 | raptor | i heard those first hyperthreading P4s were buggy.. |
| 17:11:00 | sam686 | i do have a tiny laptop (netbook), but is equally slow due to intel Atom processor.. |
| 17:12:00 | sam686 | well, my pentium 4 seems ok.. |
| 17:13:00 | sam686 | i could disable typerthreading in computer startup bios options.. |
| 17:14:00 | raptor | i remember working with some intel xeon server that had hyperthreading - we had to disable it after a while because it would start to randomly crash |
| 17:15:00 | sam686 | i guess hyperthreading can mess with the cpu instruction timings a bit, slowing down execution speed.. |
| 17:22:00 | | raptor Quit (Remote host closed the connection) |
| 17:37:00 | | raptor has joined |
| 17:37:00 | | ChanServ sets mode +o raptor |
| 17:38:00 | raptor | sorry, had to take off abruptly |
| 17:38:00 | raptor | now i'm at work... all day |
| 17:39:00 | sam686 | ok.. i might stay up for about 1 or 2 hours.. |
| 17:40:00 | raptor | still need to go to bed?? |
| 17:40:00 | raptor | ! |
| 17:40:00 | sam686 | i woke up at midnight.. |
| 17:41:00 | raptor | !! |
| 19:05:00 | raptor | so i finished listening to beethoven's nine symphonies here at work |
| 19:05:00 | raptor | i think i like 3,5, 9 |
| 19:30:00 | raptor | I actually like them all - but I'd appreciate them more if I didn't have to listen to sounds of work at the same time.. |
| 20:35:00 | karamazovapy | supposedly, the 74 minute CD was created to accomodate beethoven 9 |
| 20:39:00 | raptor | i heard the same thing - it had to do with a sony executive or something, and the fact that they could never fit it on an existing technology without splittin up the movements somewhere |
| 21:07:00 | karamazovapy | no equally compelling rumors for the size of a bluray disc |
| 21:19:00 | Zoomber | secret genetic information for extinct blue colored sting rays lies in each disc? |
| 21:21:00 | karamazovapy | hey zoomber - blackbird is pooping his pants because he thinks you said contest levels don't need to be anonymous |
| 21:36:00 | Zoomber | i dont know what to say. im sorry, i was in way in over my head right yesterday, and would have appreciated it if he didn't constantly bug me about the rules to the contest. I told him over and over to just read the whole thread. I don't know why he had a single question to me when there was a whole thread filled of answers. I may have been able to be a good help if he would even give me a minute of patience, but on top of tha |
| 21:36:00 | Zoomber | am busy with a whole bunch of other things. |
| 21:36:00 | Zoomber | still, that doesn't justify that I what I did say was wrong, and I was not intending to mislead him. |
| 21:37:00 | karamazovapy | mistakes happen |
| 21:37:00 | karamazovapy | he should've read the thread...I linked to it |
| 21:38:00 | Zoomber | it seems a lot of players are just uploading their maps and showing everyone anyways,..several people joined and shared their maps without warning, using sam and my servers' upload/vote features |
| 21:38:00 | raptor | then my map might have a chance! |
| 21:38:00 | raptor | if everone else is disqualified... :) |
| 21:50:00 | karamazovapy | having level owners public ruins voting |
| 21:50:00 | raptor | i agree |
| 21:50:00 | karamazovapy | if you made yours public, it's DQ'ed too |
| 21:50:00 | raptor | no way |
| 21:50:00 | raptor | i don't want the hate yet... |
| 21:50:00 | karamazovapy | I mean zoomber |
| 21:51:00 | raptor | oh ok |
| 21:51:00 | raptor | just thought i'd make it a non-one-way conversation... |
| 22:01:00 | Zoomber | i uploaded that level i spent 5 minutes on, but i only intended that one as a "filler" |
| 22:14:00 | karamazovapy | can somebody tell me which levels have been spoiled already? |
| 22:14:00 | raptor | no clue |
| 22:44:00 | Zoomber | plenty of room |
| 22:44:00 | Zoomber | @ the hotel california |
| 22:45:00 | Zoomber | you can find it right here, any time of the year! |
| 22:52:00 | karamazovapy | emailintervention.com |
| 22:53:00 | raptor | and here i am trying to take back control of my e-mail... |
| 23:04:00 | Zoomber | Heh, i feel so cool playing music out of nothing but a subwoofer |
| 23:09:00 | | raptor Quit (Remote host closed the connection) |