#bitfighter IRC Log

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IRC Log for 2011-08-24

Timestamps are in GMT/BST.

03:29:00raptor has joined
03:29:00ChanServ sets mode +o raptor
03:29:00raptorgood evening!
03:30:00sam686hi..
03:30:00raptorsooo... did i break anything with my latest commits?
03:30:00sam686seems to be so far good..
03:31:00raptori did some tests with the new dedicated server
03:31:00raptoreverything seem to work well
03:31:00raptorexcept did you get my note about the assert?
03:32:00sam686it is the result of repairing causes the turret / forcefield health to go over 1.0
03:32:00raptorahhh
03:32:00raptori guess that makes sense
03:32:00raptorthat was what i was doing now that i think about it
03:41:00sam686ok, fixed mHealth going over 1.0
03:41:00sam686and pushed to repository..
03:42:00raptori shall try to duplicate the bug
03:42:00raptori found another bug somewhere, trying to remember what it was
03:43:00BFLogBot - Commit b7c037caf132 | Author: sam8641 | Log: Fix Turret and ForceField mHealth going over 1.0 when repairing
03:45:00sam686why is all the nexus map a score limit of only 1?
03:45:00raptorwhat?
03:46:00sam686it loads all nexus maps with too little score limit..
03:58:00raptorso the chat not clearing with F5 is in 015a
03:58:00raptorshould we adjust it?
03:58:00sam686not sure, not important to fix..
03:59:00raptoryeah, i think we should leave it for now...
03:59:00raptori'll look at the timestamps
04:06:00raptortrying to find the bad revision for the chat
04:06:00raptorit actually wasn't my change...
04:11:00raptorman there are a lot of revisions that don't compile...
04:20:00sam686GameType::processArguments is missing virtual... i will add it and see if that fix nexus score problem
04:20:00raptorinteresting
04:21:00sam686it was bool processArguments( ... ), i will change to virtual bool processArguments(...) to see if it fix..
04:21:00raptorhave you ever used hg bisect?
04:22:00sam686no..
04:22:00raptorhttp://mercurial.selenic.com/wiki/BisectExtension
04:22:00raptorit let's you narrow down semi-quickly the bad revision that a bug cropped up in
04:26:00raptorproblem is watusimoto likes to check in broken revisions :)
04:28:00BFLogBot - Commit 419d7a5e4308 | Author: sam8641 | Log: Fix turret look like enabled when it is not, fix GameType processArguments (make it virtual)
04:29:00raptorthe virual worked?
04:29:00raptorvirtual
04:29:00sam686yesa
04:29:00sam686it was calline only GameType:::ProcessArguments
04:29:00sam686now it calls HuntersGame
04:31:00sam686barf's home in 016?
04:31:00raptorhaha, that's my dedicated server running in debug
04:32:00sam686i forgot password... oh well, but time to test if the forcefield look like enabled when it is not is fixed..
04:32:00raptorok, finally narrowed down the chat bug to one of two of watusimoto's revisions that don't compile...
04:32:00raptorpassword is 'test'
04:32:00raptorlet me remove password
04:33:00raptordone
04:33:00raptorwhat is the admin password if none is provided?
04:33:00sam686nothing, if no password is set in INI
04:34:00sam686i see a crazy turret health heal jumps while repairing, i guess you didn't update to my latest changes..
04:34:00raptori will now..
04:37:00raptorlinking error..
04:37:00raptorGeometry_Base.h:68: undefined reference to `TNL::Assert::processAssert(char const*, unsigned int, char const*)'
04:39:00sam686missing #include "tnlAssert.h" ?
04:39:00raptorthats a really goofy error
04:40:00raptorthat could be...
04:40:00raptori'll add to Geometry_base
04:40:00raptor.h
04:40:00sam686umm if it is link error, won't that mean you need a full recompile?
04:41:00raptortakes 30 seconds with dedicated server :)
04:41:00sam686or, did you build TNL as debug, and zap as non-debug?
04:41:00raptori built them both debug
04:41:00raptoradded include, same error
04:41:00sam686both need to be debug, or both non debug..
04:41:00raptoryes
04:41:00raptorboth are debyg
04:42:00raptordebug
04:42:00sam686full rebuild TNL and ZAP folders, with debug?
04:42:00sam686make -B
04:42:00raptordoing that right now..
04:42:00raptori didn't do tnl folder before
04:44:00raptorok that worked :-/
04:44:00raptortnl folder was non-debug, i guess
04:45:00sam686another problem, in Game Lobby, mouse pointer selecting a server is a little bit offset..
04:50:00Flynnn Quit (Quit: This computer has gone to sleep)
05:00:00raptor4143e740e9b9 was the changeset that made the chat go funky
05:00:00raptortimestamp
05:05:00raptorfound the problem
05:05:00sam686xpos += UserInterface::drawStringAndGetWidthf((F32)xpos, F32(ypos + (CHAT_FONT_SIZE - CHAT_TIME_FONT_SIZE)) / 2.f + 2, // + 2 just looks better! - looks like i messed up there..
05:05:00raptorwas there a reason you casted as F32?
05:05:00raptorfix warnings... oh
05:05:00raptorok
05:06:00sam686probably should be F32(ypos) + F32(CHAT_FONT_SIZE - CHAT_TIME_FONT_SIZE) / 2.f + 2
05:06:00raptori pushed the fix
05:06:00raptorthe closing parenthesis just needed to be moved
05:06:00Flynnn has joined
05:07:00raptorok, now for the moving server list divider...
05:08:00raptorstarting a bisect..
05:09:00BFLogBot - Commit 7016216b83d4 | Author: buckyballreaction | Log: Fix chat timestamp offset
05:14:00raptorsoooo many broken revisions
05:14:00raptormaking this hard to track..
05:15:00raptorugh, i hit the pointainer revisions
05:15:00raptornone of those compiled on linux
05:17:00raptoreventually i hope bitfighter can compiling fast enough so you guys can do full rebuilds in half the time before you check in...
05:17:00raptorbut that may be a big dream
05:23:00sam686i think your dedicated dies immediately adter i join, with 12 bots..
05:25:00raptorback trace: http://pastie.org/2420668
05:28:00sam686as for unable to drag divider, the problem is it never calls QueryServersUserInterface::onMouseDragged(x,y)
05:29:00raptorwhat file?
05:29:00sam686why does the function QueryServersUserInterface::onMouseDragged(S32 x, S32 y) have mousePos = gScreenInfo.getMousePos()?, can't it just use X and Y?
05:30:00sam686UIQueryServers.cpp
05:30:00sam686line 1151
05:31:00sam686i see, EditorUserInterface::onMouseDragged() does not have X and y parameters..
05:33:00raptornot sure why...
05:39:00watusimoto has joined
05:39:00BFLogBot - Commit 7a8fec37c616 | Author: sam8641 | Log: Fix Game Lobby dragging horizontal line divider
05:39:00watusimotohey there
05:39:00raptorhi watusimoto
05:39:00raptorhave you crossed the pond?
05:39:00raptorwe've been bug fixing
05:39:00raptorthough moreso sam686...
05:39:00watusimotoI'm in Schiphol Airport in Amsterdam
05:40:00raptori think he has 3 to my 1 now...
05:40:00watusimotojust checking out the free wifi
05:40:00raptorcool
05:40:00watusimotoIRC ports are blocked, but web works
05:40:00raptorexcellent
05:40:00watusimotoI wonder if bitfighter would work...
05:40:00raptortry it!
05:41:00watusimotonope, ports blocked
05:41:00watusimotoc'est la vie
05:41:00raptorthat's the wrong language in holland
05:41:00watusimotoso, just to give you an idea of the future of work on bitfighter, it is now almost 8AM here
05:41:00raptoroh wow
05:42:00watusimotoso I will almost certainly NOT be on at this hour, nor any hours immediately leading up to 8AM
05:42:00sam686hg should work fine as it is under TCP port 80 for http, but requires https for push to google code.
05:42:00watusimotomaybe not even ones following 8AM
05:42:00raptoryeah - looks like when i get to work in the morning
05:42:00raptoryou may be on...
05:42:00watusimotojust so y'all know
05:43:00raptorok
05:43:00raptorwell, i won't be going anywhere at work
05:43:00raptorany bugs on our list left, sam686?
05:43:00raptorthanks for getting that last one...
05:43:00raptorit works
05:44:00watusimototrying to grab the latest updates
05:44:00watusimotoit works!
05:44:00raptoryes!
05:44:00raptorso you know, since sam686's changes, UI classes are not needed in dedicated server anymore
05:44:00watusimotowell, I might just try to round off some of the sharp edges I left last time, at least as long as my battery runs
05:45:00raptorcool
05:49:00sam686other then plenty of editor problems, the game have a few differences..
05:49:00raptordid you check out that backtrace?
05:50:00sam686blue forcefield projector looks like a wall (wall is blue)
05:50:00sam686there is no brightness on forcefield projector
05:55:00sam686switching to Calico crashes..
05:55:00raptoroh yea
05:56:00sam686it is due to level is unable could not find script, and level have robot lines
05:56:00raptorwasn't it because of loadLevel failing and not being checked?
05:56:00sam686that is probably the same reason yours died...
05:56:00sam686yes, for uploading levels
05:58:00raptorok, switched to calico
05:58:00raptorthen added 13 bots
05:58:00raptorno crash
05:58:00raptorbut lots of debug messages
05:58:00raptor***ROBOT ERROR*** in robots/s_bot.bot ::: Robot error running _onTick(): robots/s_bot.bot:405: Variable 'SoccerBallItemType' cannot be used if it is not first declared.. Shutting robot down.
05:59:00sam686only for levels having 2 lines "Script file_cannot_be_found" and "Robot"
05:59:00sam686your version of Calico moght not have both
06:00:00raptorit does
06:01:00sam686found a crash error, load a level in editor, exit editor, then try to join game from game lobby.
06:02:00watusimoto Quit (Ping timeout: 252 seconds)
06:03:00raptorso my server doesn't give the warning about not finding the level gen for calico
06:03:00raptordid you change something for it to do that?
06:04:00raptorno wait
06:04:00raptorit gave the error
06:04:00raptorbut still loaded
06:04:00raptorwarning
06:04:00raptorWarning: Could not find script "gen.levelgen" in level "upload_Calico.level"
06:05:00sam686in game.cpp, ServerGame::loadNextLevel, i put in a quick method of loading all levels, whick is nearly the same quick method done for uploading levels.
06:06:00raptorok
06:08:00sam686with hundreds of levels, it will take far longer to start with my slow computer, especially when lots of level scripts gets run for each level in a slow method.
06:10:00sam686starting host takes only 2 seconds with quick method, but probably more then 15 seconds for slow method, on my computer with hundreds of levels.
06:26:00raptori'm looking at the ff projector color problem..
06:33:00- *raptor* !command *raptor* !commands
06:33:00- *raptor* !hel *raptor* !help
06:36:00[raptor VERSION]
06:40:00koda Quit (Quit: koda)
06:52:00Flynnn Quit (Quit: This computer has gone to sleep)
07:15:00raptorok i'm going to bed
07:15:00raptorsolved teh FF projector color problem
07:19:00BFLogBot - Commit 3570d412bbb4 | Author: buckyballreaction | Log: Fix ForceFieldProjector color due to operator precedence issue
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15:16:00ChanServ sets mode +o raptor
15:44:00[raptor VERSION]
16:12:00Flynnn has joined
16:14:00raptorkaramazovapy: what do you think about battlebeards suggestion about an unskippable tutorial level?
16:15:00raptorwe had the tutorial server, i can restart it - however, the map it had had lots of problems and incorrect data
16:34:00karamazovapyI'm not completely sold on tutorial levels as they currently exist
16:34:00raptoryes
16:34:00raptorme neither
16:34:00raptorhave any good ideas?
16:35:00raptorwould a tutorial server make sense?
16:35:00karamazovapyI more or less posted that question in the thread just now
16:36:00karamazovapyI mean, I don't think it hurts
16:36:00karamazovapythose always look so cobbled together, though
16:36:00raptoryes
16:37:00karamazovapywe might need to have the trigger/supervisor script implemented before we can make a respectable tutorial map
16:37:00raptori agree
16:37:00raptorhttp://naev.org <- this game does that with LUA
16:38:00raptorbut in the interim, what about a tutorial server that has one map per game type?
16:38:00raptormaybe its loaded with a modified s_bot (to be easier) or three
16:38:00karamazovapycould do
16:39:00karamazovapybut here again is another problem
16:39:00karamazovapyideally, you want to give the new player a second to figure out what the hell is going on and what they're about to do
16:39:00karamazovapyuntil we get bot-specific spawn points, there's no way to ensure that
16:39:00raptoryes, and that means trigger system :/
16:40:00raptoroh wait! i was in the middle of coding that two weeks ago..
16:40:00karamazovapyyeah, it's a relatively easy fix, but it's enough
16:40:00karamazovapythat naev game just looks overwhelming to me
16:45:00raptorits large
16:52:00karamazovapyuniverse games are more than I can handle these days
16:53:00raptorwe honestly have a looong way to go before we can get to the level of scriptable tutorials that they have
16:53:00raptorbut little by little...
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19:19:00sam686the timing net problem in server 209.141.63.138 is back again..
19:20:00sam686this time, it seems to be about 170 milliseconds lag once every second..
19:21:00sam686but i won't know for sure what the CPU is when i don't know level password (/addbot 0 timer)
19:30:00raptorlet me get you level password..
19:33:00sam686after adding timer bot, the CPU timing is like about 196 max time tick length.. that means server freezes for about 196 milliseconds every second
19:33:00raptorthat's horrible!
19:33:00raptorcrazy server
19:34:00sam686why does the problem keep showing up over and over again in ( 209.141.63.138 )?
19:37:00raptorit is probably because it is sharing CPU with many other hosts
19:38:00sam686well, if it is sharing cpu with other hosts, why does it freeze exactly once every 1 second?
19:38:00sam686won't that make it freeze more randomly instead?
19:39:00raptoryeah i don't know - maybe there is some sort of audit process going on
20:01:00BFLogBot - Commit 7cbd4157239b | Author: sam8641 | Log: Fix inconsistant line ending, using Unix (LF) ending
20:01:00raptoryeah, i saw some of those recently...
20:41:00BFLogBot - Commit a2c6a6cb9d90 | Author: sam8641 | Log: Fix crash starting with -dedicated; fix rabbit neutral flag wasn't orange; correct line ending to Unix (LF) in one file
20:48:00raptorsam686: how was the dedicated server crashing before without your fix?
20:49:00sam686it was trying to call SDL_GL_SwapBuffers in main.cpp line 428
20:50:00raptorah ok - that would crash....
20:50:00raptormaybe i should launch a virtual machine with no graphical display
20:50:00raptorto test better
20:55:00raptorwow, compiling is so slow on single CPU
20:56:00sam686how many CPU do you have?
20:57:00sam686or is it the virtual maching slowing down compiling?
21:01:00BFLogBot - Commit 53f9865df91e | Author: buckyballreaction | Log: Fix compiling dedicated_debug without TNL debug
21:01:00raptorok it is running in my VM, no graphical environment
21:12:00Flynnn Quit (Quit: This computer has gone to sleep)
21:13:00raptorok not its really running...
21:13:00raptornow
21:13:00Flynnn has joined
21:13:00sam686got any compile errors?
21:13:00raptornope
21:14:00raptori did notice that upon start-up recast build zones for two different levels
21:14:00raptorit's also running in gdb..
21:14:00sam686i had to fix some errors when building in release mode, while generating code, it finds errors related to a function "must return a value"
21:15:00sam686my release mode have it compile, then link, then generate code.
21:15:00sam686my debug mode have it generate code while compiling, then link.
21:27:00raptorno crash
21:27:00raptordid you switch levels real fast afterwards?
21:27:00sam686yes
21:27:00sam686then i just quit...
21:31:00BFLogBot - Commit 8f216768006e | Author: sam8641 | Log: Fix error with "must return a value", fix some warnings
21:44:00raptorhere is the sql causing the error: INSERT INTO stats_team(stats_game_id, team_name, team_score, result, color_hex) VALUES(2, 'Blue', 0 ,'
21:45:00raptorsomething is breaking the SQL..
21:45:00raptorbut i need to go now
21:45:00raptorbe back in a couple hours
21:48:00raptor Quit (Remote host closed the connection)
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