Timestamps are in GMT/BST.
| 00:01:00 | Watusimoto | :-) |
| 00:02:00 | raptor | hi |
| 00:02:00 | raptor | buggy? |
| 00:02:00 | raptor | horse-and- |
| 00:26:00 | raptor | Watusimoto, sam686: just curious, what are you guys working on? |
| 00:29:00 | Watusimoto | I'm working on getting despondent over this console of ours |
| 00:30:00 | raptor | are you trying to add a feature |
| 00:30:00 | Watusimoto | no, just trying to fix bugs |
| 00:30:00 | Watusimoto | mostly to do with the cmd history |
| 00:31:00 | raptor | ah the history - i just figured it'd never work right... |
| 00:31:00 | Watusimoto | it will |
| 00:31:00 | raptor | I took a crack a the 'Toggle script results (Ctrl + R)' bug |
| 00:31:00 | raptor | again |
| 00:32:00 | Watusimoto | :-) |
| 00:32:00 | raptor | but i can't debug with eclipse like I need to be able to, to solve it |
| 00:32:00 | raptor | so it drove me crazy, again... |
| 00:32:00 | raptor | but maybe you could clear something up for me... |
| 00:32:00 | Watusimoto | maybe |
| 00:33:00 | raptor | in 015a, what was the getGridDatabase()? |
| 00:33:00 | raptor | in UIEditor, and how does it relate to getEditorDatabase() |
| 00:33:00 | Watusimoto | we didn't use database in the editor |
| 00:34:00 | Watusimoto | except possibly, in a limited way |
| 00:34:00 | Watusimoto | don't remember exactly |
| 00:34:00 | raptor | so it was used like this (in 015a): LuaLevelGenerator(name, args, mGridSize, getGridDatabase(), this, gConsole); |
| 00:34:00 | Watusimoto | I think we used it to search efficiently for things engineered items might interact with |
| 00:35:00 | raptor | now it's like this: LuaLevelGenerator levelGen(name, folderManager->luaDir, args, getGame()->getGridSize(), mLoadTarget, getGame(), gConsole); |
| 00:35:00 | Watusimoto | the general idea is that items generated by the levelgen are handled separately so they can be rendered differently and be deleted later |
| 00:35:00 | Watusimoto | that's really all that needs to happen |
| 00:36:00 | raptor | yes - but mLoadTarget is never actually being filled |
| 00:36:00 | Watusimoto | My thought was they would go into a separate database |
| 00:36:00 | Watusimoto | it could be that it never worked after porting to 016 |
| 00:37:00 | Watusimoto | but we could also add a flag to editorObject that marks items as belonging to the levelgen, and keep all objects in a single database |
| 00:37:00 | Watusimoto | except we'd need to think about how undo/redo worked in that context |
| 00:37:00 | raptor | well either way, i am not seeing how anything is being added to any database with LuaLevelGenerator |
| 00:37:00 | Watusimoto | maybe they're not |
| 00:37:00 | Watusimoto | do you see the objects in the editor? |
| 00:37:00 | raptor | only a straight line |
| 00:38:00 | raptor | so yes-ish |
| 00:38:00 | Watusimoto | working with mazeracer? |
| 00:38:00 | Watusimoto | ah |
| 00:38:00 | Watusimoto | you are seeing the centerlines |
| 00:38:00 | raptor | yes |
| 00:38:00 | Watusimoto | of the walls |
| 00:38:00 | Watusimoto | ok |
| 00:38:00 | raptor | which i figure is a different bug |
| 00:38:00 | Watusimoto | yes |
| 00:38:00 | raptor | i'm first trying to solve the addition/removal part |
| 00:38:00 | Watusimoto | so the wall centerlines are being added to soemthing |
| 00:38:00 | Watusimoto | because you see them |
| 00:39:00 | raptor | yes, and i cannot seem to track down that 'something' in LuaLevelGenerator |
| 00:39:00 | Watusimoto | try commenting chunks out |
| 00:39:00 | Watusimoto | or tell me where in the code you think things are happening |
| 00:39:00 | Watusimoto | and i'll take a quick look |
| 00:42:00 | Watusimoto | ugh, happens in the constructor |
| 00:42:00 | raptor | so in the LuaLevelGenerator constructor is this: mGridDatabase = gridDatabase; |
| 00:42:00 | Watusimoto | ok, I see why you're confused |
| 00:43:00 | raptor | but i don't see how mGridDatabase is filled from the runScript() method |
| 00:43:00 | Watusimoto | where does runScript get called from? |
| 00:44:00 | Watusimoto | ah |
| 00:44:00 | Watusimoto | see it |
| 00:44:00 | raptor | UIEditor.cpp:603 |
| 00:44:00 | Watusimoto | ok |
| 00:44:00 | Watusimoto | did you trace to the pcall? |
| 00:44:00 | Watusimoto | lua_pcall? |
| 00:44:00 | Watusimoto | line 655 |
| 00:44:00 | raptor | in runMain()? |
| 00:45:00 | Watusimoto | of luaObject.cpp |
| 00:45:00 | Watusimoto | yes |
| 00:45:00 | raptor | yes |
| 00:45:00 | Watusimoto | inside there somewhere |
| 00:45:00 | Watusimoto | that is where it happens |
| 00:45:00 | raptor | but that is where i ended |
| 00:45:00 | raptor | really? |
| 00:45:00 | Watusimoto | really |
| 00:45:00 | Watusimoto | that launches the script |
| 00:45:00 | Watusimoto | the script then creates the objects via callbacks to C++ |
| 00:45:00 | Watusimoto | and those callbacks insert objects into the database |
| 00:45:00 | raptor | hmmm... |
| 00:46:00 | raptor | ok |
| 00:46:00 | raptor | callbacks |
| 00:46:00 | Watusimoto | good thing you asked; you probably wouldn't have found that |
| 00:46:00 | raptor | gotta love those |
| 00:46:00 | Watusimoto | :-) |
| 00:46:00 | Watusimoto | callbacks maybe not the right word |
| 00:46:00 | Watusimoto | they are the functions that the lua script calls to add an object to a level |
| 00:46:00 | raptor | more like abstracted insanity |
| 00:46:00 | raptor | 'hidden method redirection' |
| 00:46:00 | Watusimoto | ok, this isn;t abstract or hidden |
| 00:47:00 | Watusimoto | this is just a lua script running |
| 00:47:00 | raptor | ok |
| 00:47:00 | Watusimoto | and doing some things |
| 00:47:00 | raptor | i'm just joking.. |
| 00:47:00 | Watusimoto | so the script might run a line that looks like this: |
| 00:47:00 | Watusimoto | (i know) |
| 00:47:00 | Watusimoto | levelgen:add_wall(some args) |
| 00:47:00 | Watusimoto | or something like that |
| 00:47:00 | raptor | ah, and it calls the appropriately wrapped c++ method |
| 00:47:00 | Watusimoto | that calls a c++ process called add_wall(dfadsf) |
| 00:48:00 | raptor | ok |
| 00:48:00 | Watusimoto | and add_wall creates a wall object and sticks it in the database |
| 00:48:00 | raptor | i get it |
| 00:48:00 | raptor | now to find out why the appropriate database isn't used |
| 00:48:00 | raptor | thanks! |
| 00:48:00 | Watusimoto | but I totally see why you didn't see that |
| 00:49:00 | Watusimoto | the lua_getglobal(L, "_main"); finds the global var called _main |
| 00:49:00 | Watusimoto | which in our case is a function, and puts it on the stack |
| 00:49:00 | Watusimoto | the lua_pcall runs whatever is on the top of the stack (hopefully it's a function) |
| 00:49:00 | raptor | ok |
| 00:50:00 | Watusimoto | remember that even functions are variables |
| 00:50:00 | Watusimoto | if you read that link I sent you the other night |
| 00:50:00 | Watusimoto | everything is a variable |
| 00:50:00 | Watusimoto | in lua |
| 00:50:00 | raptor | yes |
| 00:50:00 | raptor | just takes a little getting used to.. |
| 00:50:00 | Watusimoto | indeed it does |
| 00:51:00 | Watusimoto | so after the lua script gets run, we jump back to the editor to do what we want with our new db full of objects |
| 00:51:00 | Watusimoto | alles klar, herr komisar? |
| 00:52:00 | Watusimoto | (though if you were insulated from popular music in your youth, you might not recognize that line) |
| 00:52:00 | Watusimoto | (and you might be too young anyway...) |
| 00:52:00 | raptor | i grew up with mozart |
| 00:54:00 | Watusimoto | Here's what you missed |
| 00:54:00 | Watusimoto | http://www.youtube.com/watch?v=wbFEaOH31fY |
| 00:54:00 | Watusimoto | 1:24 |
| 00:55:00 | raptor | i think i've heard that riding in my older brother's car |
| 00:56:00 | raptor | oh yeah, i remember this, but i was < 10 years old at the time i think |
| 00:57:00 | Watusimoto | this was jr high time for me, I think |
| 00:57:00 | Watusimoto | well, time for bed. I'll fix this stupid console bug tomorrow |
| 00:57:00 | Watusimoto | got what you need for now? |
| 00:57:00 | raptor | night! |
| 00:57:00 | raptor | yes |
| 00:57:00 | raptor | and thank you |
| 00:58:00 | Watusimoto | ok good |
| 00:58:00 | Watusimoto | no problem |
| 00:58:00 | Watusimoto | I'd rather give you the knowledge to fix it than fix it myself :-) |
| 00:58:00 | raptor | and i'd rather have the knowledge, too... |
| 00:58:00 | Watusimoto | I'm lazy that way |
| 00:58:00 | Watusimoto | in the best tradition of Perl programmers |
| 00:58:00 | raptor | ha! |
| 00:59:00 | Watusimoto | you know the quote? |
| 00:59:00 | raptor | which one by Larry Wall |
| 00:59:00 | Watusimoto | Laziness Impatience Hubris |
| 00:59:00 | Watusimoto | yes |
| 00:59:00 | raptor | why do things one way when you can do them 9 or 10 different ways? |
| 00:59:00 | Watusimoto | I strive |
| 00:59:00 | Watusimoto | well, those traits are not language specific |
| 01:00:00 | raptor | yes, the number is definitely higher for PERL |
| 01:00:00 | raptor | Laziness Impatience Hubris |
| 01:00:00 | Watusimoto | I like Perl alot, but I understand why many hate it |
| 01:00:00 | raptor | hehe |
| 01:00:00 | Watusimoto | and I won;t (can't?) defend it |
| 01:01:00 | Watusimoto | but anway |
| 01:01:00 | Watusimoto | see you tomorrow |
| 01:01:00 | raptor | i was unfortunately in the position of only ever maintaining PERL, not creating anything with it |
| 01:01:00 | Watusimoto | that's awful |
| 01:01:00 | raptor | yeah... |
| 01:01:00 | raptor | well good night! |
| 01:05:00 | raptor | ha! i think the mLoadTarget is being filled - it's just being filled with a WallType |
| 01:05:00 | | Watusimoto Quit (Ping timeout: 248 seconds) |
| 01:07:00 | raptor | NOT being filled with a WallType, I mean |
| 01:22:00 | | koda Quit (Quit: koda) |
| 01:46:00 | | raptor Quit (Ping timeout: 252 seconds) |
| 02:03:00 | | raptor has joined |
| 02:03:00 | | ChanServ sets mode +o raptor |
| 02:03:00 | raptor | sam686: are you around? |
| 02:04:00 | sam686 | ? |
| 02:04:00 | sam686 | hi |
| 02:04:00 | raptor | hi |
| 02:04:00 | sam686 | am I around? |
| 02:04:00 | raptor | are you around = paying attention in IRC |
| 02:04:00 | raptor | could you help me track down a problem? |
| 02:04:00 | sam686 | probably yes |
| 02:04:00 | sam686 | ok |
| 02:05:00 | raptor | I'm trying to solve the insert level gen items in the editor with Ctrl+R problem |
| 02:05:00 | raptor | so I finally have the items being inserted into tthe correct database - let me get you a patch that allows this |
| 02:07:00 | raptor | http://host-78-12-107-208.midco.net/upload/levelgen_database_fix.diff |
| 02:07:00 | raptor | ^^ there |
| 02:07:00 | raptor | so now when you do Ctrl+R in the editor, the objects are put into the correct database. However, when pressing Ctrl+R again, it should delete them from the database, but it doesn't |
| 02:08:00 | raptor | the test is UIEditor.cpp:3575 |
| 02:09:00 | raptor | there it'll call clearLevelGenItems(), but it doesn't actually clear them |
| 02:10:00 | sam686 | got done importing patch.. |
| 02:10:00 | raptor | sorry it edits headers |
| 02:11:00 | sam686 | I am using the faster build trick 1>build7.cpp |
| 02:11:00 | sam686 | 1>build6.cpp |
| 02:11:00 | sam686 | 1>build5.cpp |
| 02:11:00 | sam686 | 1>build4.cpp |
| 02:11:00 | sam686 | 1>build3.cpp |
| 02:11:00 | sam686 | 1>build2.cpp |
| 02:11:00 | raptor | oh smart |
| 02:11:00 | sam686 | done with build / ling |
| 02:11:00 | sam686 | link |
| 02:13:00 | sam686 | i wonder if watusimoto want that faster build trick, if he is on a slow computer like mine.. |
| 02:13:00 | sam686 | ctrl + G is useful to goto line number in visual C++ text editor |
| 02:14:00 | raptor | that doesn't work in eclipse... |
| 02:14:00 | sam686 | well at least you know if you ever need to edit in visual c++ in windows |
| 02:16:00 | sam686 | is the new master server not working? I can't ssh and I can't load http://199.192.229.168/ |
| 02:16:00 | raptor | hmmm... |
| 02:17:00 | raptor | i sometimes wonder if that VM goes to sleep sometimes.. |
| 02:17:00 | sam686 | i guess the server have either powered "OFF" or is not online.. |
| 02:19:00 | sam686 | as for editor Ctrl + R, it does insert almost everything in editor, except barriers |
| 02:22:00 | raptor | so the idea is for ctrl + R to insert the items into mLevelGenDatabase |
| 02:22:00 | raptor | which that patch finally fixes... |
| 02:22:00 | raptor | but |
| 02:23:00 | raptor | they are never removed from mLevelGenDatabase: for some reason, UIEditor.cpp:540 doesn't actually work |
| 02:27:00 | sam686 | mLevelGenDatabase.removeEverythingFromDatabase(); does not clear mLevelGenDatabase, it only clears mAllObjects |
| 02:28:00 | sam686 | i mean mAllEditorObjects |
| 02:28:00 | raptor | really?? |
| 02:29:00 | raptor | wait |
| 02:29:00 | sam686 | mAllEditorObjects are in EditorObjectDatabase, mAllObjects in GridDatabase |
| 02:29:00 | raptor | ahhh... |
| 02:29:00 | sam686 | class EditorObjectDatabase : public GridDatabase (so EditorObjectDatabase contains GridDatabase) |
| 02:30:00 | raptor | huh... |
| 02:30:00 | raptor | hmmm |
| 02:30:00 | sam686 | i think you are a bit confused... |
| 02:31:00 | raptor | so EditorObjectDatabase needs to implement removeEverythingFromDatabase |
| 02:31:00 | raptor | that also clears mAllEditorObjects |
| 02:33:00 | sam686 | probably yes.. |
| 02:34:00 | raptor | ok, le tme see if this works |
| 02:46:00 | raptor | ok, ready for a new patch? |
| 02:46:00 | sam686 | ok |
| 02:47:00 | raptor | I think this works: http://host-78-12-107-208.midco.net/upload/levelgen_database_fix_try2.diff |
| 02:47:00 | raptor | but i still need to solve inserting with CTRL+I |
| 02:47:00 | raptor | and showing the actual barriers... |
| 02:50:00 | sam686 | ok, almost done compiling |
| 02:50:00 | sam686 | almost doen compiling new patch |
| 02:50:00 | sam686 | its linking |
| 02:50:00 | sam686 | almost done |
| 02:50:00 | sam686 | now i can run it.. |
| 02:51:00 | sam686 | 30 minutes of typing waiting to compile... |
| 02:51:00 | raptor | ok, brb |
| 02:52:00 | sam686 | runtime errors? ctrl + R 1 time: wall and spawn appear |
| 02:52:00 | sam686 | 2 times: only walls disappear, but not spawn |
| 02:52:00 | sam686 | 3 times: crash |
| 02:53:00 | raptor | 3 times crash? |
| 02:54:00 | raptor | huh |
| 02:56:00 | sam686 | that was using "6357.levelgen 4 4 50 2 119 0 1 0 0 0 1 1" |
| 02:57:00 | raptor | can i get that? |
| 02:57:00 | sam686 | it is here http://bitfighter.org/forums/viewtopic.php?t=404 |
| 02:57:00 | raptor | thanks! |
| 02:59:00 | raptor | yup crazy crash: is spike my CPU first... |
| 03:00:00 | sam686 | another problem, loading in-game makes that levelgen fail to make some flags and goalzones' |
| 03:01:00 | sam686 | as in, level gen appear to be unable to add FlagItem or GoalZones |
| 03:01:00 | raptor | hmm... |
| 03:01:00 | raptor | yay for more bugs... |
| 03:03:00 | raptor | why woul dmy new EditorObjectDatabase::removeEverythingFromDatabase() spike the CPU like that? |
| 03:04:00 | sam686 | i don't know why, i can't ctrl + R anymore... |
| 03:04:00 | raptor | it will be spiking your CPU |
| 03:05:00 | raptor | let me try a different approach |
| 03:05:00 | sam686 | i mean nothing happens, it doesn't freeze, it simply acks like it ignores it |
| 03:05:00 | raptor | weird |
| 03:06:00 | sam686 | oops, i was pressing ctrl + F, it is ctrl + R!!! |
| 03:07:00 | raptor | haha |
| 03:07:00 | raptor | now what happens? CPU spike on the forth one? |
| 03:07:00 | raptor | 1st: add, 2nd: remove; 3rd: add; 4th: CPU spike <-- is my behavior |
| 03:07:00 | sam686 | though, it doesn't spike my CPU, it just instantly halts in an error, inside > Bitfighter_mysql_d.exe!Zap::GridDatabase::addToDatabase(Zap::DatabaseObject * theObject=0x01ce9858, const Zap::Rect & extents={...}) Line 90 + 0x6 bytes C++ |
| 03:07:00 | sam686 | Bitfighter_mysql_d.exe!Zap::EditorObjectDatabase::addToDatabase(Zap::DatabaseObject * object=0x01ce9858, const Zap::Rect & extents={...}) Line 725 C++ |
| 03:07:00 | sam686 | Bitfighter_mysql_d.exe!Zap::DatabaseObject::addToDatabase(Zap::GridDatabase * database=0x01c0e358) Line 497 + 0x1a bytes C++ |
| 03:07:00 | sam686 | Bitfighter_mysql_d.exe!Zap::BfObject::addToGame(Zap::Game * game=0x01c3a028, Zap::GridDatabase * database=0x01c0e358) Line 245 C++ |
| 03:07:00 | sam686 | Bitfighter_mysql_d.exe!Zap::EditorObject::addToEditor(Zap::Game * game=0x01c3a028) Line 112 C++ |
| 03:07:00 | | sam686 Quit (Excess Flood) |
| 03:08:00 | | sam686 has joined |
| 03:08:00 | | ChanServ sets mode +v sam686 |
| 03:08:00 | sam686 | stupid "Quit (Excess Flood)" |
| 03:09:00 | sam686 | was only trying to paste a stack dump... |
| 03:10:00 | raptor | haha |
| 03:11:00 | raptor | ok, try3, i think this works: http://host-78-12-107-208.midco.net/upload/levelgen_database_fix_try3.diff |
| 03:11:00 | raptor | i mean, doesn't crash |
| 03:11:00 | sam686 | http://sam686.maxhushahn.com/upload/ctrl_R_problem.txt |
| 03:11:00 | sam686 | there, thats the trace of my crash |
| 03:11:00 | raptor | that's totally different than my crash... |
| 03:16:00 | raptor | doesn't fully work yet... |
| 03:29:00 | karamazovapy | Zoomber: |
| 03:30:00 | karamazovapy | (also, don't turn around, der kommissar's in town) |
| 03:35:00 | raptor | weird song |
| 03:38:00 | raptor | this is crazy |
| 03:57:00 | raptor | yay sam686, i think i got Ctrl+R working well, now... |
| 04:01:00 | sam686 | CTRL + Record? |
| 04:02:00 | raptor | new master is still down... |
| 04:04:00 | sam686 | i hope watusimoto didn't forget to pay for that new master server... |
| 04:04:00 | raptor | hehe |
| 04:06:00 | sam686 | we are here: http://199.192.229.168/ neighbor server (one IP number apart) at 199.192.229.167 and 199.192.229.169 works fine, so it is limited to only us... |
| 04:08:00 | raptor | be back a bit later.. |
| 04:09:00 | sam686 | ok... |
| 04:09:00 | sam686 | i will "<@raptor> be back a bit later.." ? |
| 04:10:00 | sam686 | or you will "be back a bit later.." ? |
| 04:10:00 | sam686 | or who will "be back a bit later.." ? |
| 04:46:00 | | sam686 Quit (Ping timeout: 245 seconds) |
| 05:10:00 | raptor | back |
| 05:10:00 | raptor | and you're gone! |
| 05:14:00 | | sam686 has joined |
| 05:14:00 | | ChanServ sets mode +v sam686 |
| 05:17:00 | raptor | hi sam686 |
| 05:21:00 | sam686 | i will be going to bed in a ew minutes.. |
| 05:21:00 | sam686 | in afew minutes |
| 05:21:00 | raptor | hehe |
| 05:21:00 | raptor | ok quick question |
| 05:21:00 | sam686 | ? |
| 05:22:00 | raptor | new diff (you don't have to compile): http://host-78-12-107-208.midco.net/upload/levelgen_database_fix_try4.diff |
| 05:22:00 | raptor | CTRL +R works with your levelgen to add and remove items... |
| 05:23:00 | sam686 | ok.. |
| 05:23:00 | raptor | but in UIEditor.cpp:554 |
| 05:23:00 | raptor | this happens when you do Ctrl+I |
| 05:24:00 | raptor | i get a TNLAssert at gameObject.cpp:240 |
| 05:25:00 | raptor | it's essentially trying to move the items from the levelgen database to the editordatabase |
| 05:25:00 | sam686 | could try a removeFromGame() first... |
| 05:27:00 | sam686 | i just tested that latest patch, CTRL + R doesn't remove from database anymore, and adds what look like zero width barriers |
| 05:27:00 | raptor | what |
| 05:28:00 | raptor | i wish i could see the guts of the database object |
| 05:28:00 | raptor | eclipse doesn't follow objects so well.. |
| 05:28:00 | sam686 | actually not, but the barrier walls don't render right until you edit that wall |
| 05:28:00 | raptor | i can't even edit the wall... |
| 05:29:00 | sam686 | select multaple objects by left click and drag? |
| 05:29:00 | raptor | let me try that... |
| 05:30:00 | sam686 | oh it looks like i can select barriers near the center (0,0) |
| 05:30:00 | raptor | i can't select anything.. |
| 05:30:00 | sam686 | oh, delete or move a spawn point or something, then press ctrl + Z |
| 05:30:00 | sam686 | then it goes to correct rendering |
| 05:31:00 | raptor | using 6357 levelgen |
| 05:31:00 | raptor | i cannot select anything even after deleting/moving other object |
| 05:32:00 | sam686 | did you use ctrl + Z |
| 05:32:00 | raptor | yes |
| 05:32:00 | sam686 | try adding spawn point, then ctrl + Z |
| 05:32:00 | raptor | ok |
| 05:32:00 | sam686 | is ctrl + Z working? what that does is undo |
| 05:33:00 | raptor | it works, but levelgen stuff is untouchable |
| 05:34:00 | sam686 | oh, maybe your changes is now different from the patch you gave me then... |
| 05:34:00 | raptor | yes |
| 05:34:00 | raptor | sorry |
| 05:34:00 | sam686 | as ctrl + R inserts into level |
| 05:35:00 | sam686 | for me anyways.. |
| 05:35:00 | raptor | yeah, that newest patch effectively keep it all separate |
| 05:35:00 | sam686 | what CTRL + R should do is toggle script, and ctrl + I inserts as it says in level editor (F1) instruction |
| 05:36:00 | raptor | yes, that is my goal... |
| 05:40:00 | raptor | well, i won't keep you up anymore... |
| 05:40:00 | sam686 | ok, bye.. |
| 05:40:00 | raptor | night! |
| 05:40:00 | | sam686 Quit () |
| 06:14:00 | raptor | karamazovapy: are you still up? |
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| 08:16:00 | | Topic is 'Latest release 015a http://bitfighter.org | Forums: http://bitfighter.org/forums/ | GC Project: http://code.google.com/p/bitfighter/' |
| 08:16:00 | | Set by raptor!~raptor@unaffiliated/greenmachine on Sat Apr 30 22:51:58 PDT 2011 |
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| 08:59:00 | | Topic is 'Latest release 015a http://bitfighter.org | Forums: http://bitfighter.org/forums/ | GC Project: http://code.google.com/p/bitfighter/' |
| 08:59:00 | | Set by raptor!~raptor@unaffiliated/greenmachine on Sat Apr 30 22:51:58 PDT 2011 |
| 09:03:00 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
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| 09:04:00 | | Topic is 'Latest release 015a http://bitfighter.org | Forums: http://bitfighter.org/forums/ | GC Project: http://code.google.com/p/bitfighter/' |
| 09:04:00 | | Set by raptor!~raptor@unaffiliated/greenmachine on Sat Apr 30 22:51:58 PDT 2011 |
| 09:04:00 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 09:07:00 | | Watusimoto has joined |
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| 16:15:00 | | karamazovapy_ is now known as karamazovapy |
| 16:15:00 | karamazovapy | hey raptor |
| 16:29:00 | | sam686 has joined |
| 16:29:00 | | ChanServ sets mode +v sam686 |
| 17:20:00 | raptor | hi karamazovapy |
| 17:21:00 | karamazovapy | looking for me last night? |
| 17:21:00 | raptor | yes |
| 17:22:00 | raptor | I was curious if you happen to have a levelgen script that essentially used all available ways to add items, and that also added every type of item |
| 17:22:00 | raptor | basically something I could use for a test set against 016 |
| 17:22:00 | karamazovapy | no, for the most part I just use addlevelline |
| 17:23:00 | raptor | ok |
| 17:23:00 | raptor | just curious, thanks |
| 17:24:00 | sam686 | hint, converting a level to levelgen is as simple as for each line, adding "levelgen:addLevelLine("LINE_GOES_HERE") |
| 17:25:00 | sam686 | my 6357.levelgen uses only addLevelLine |
| 17:25:00 | raptor | ah ok |
| 17:26:00 | raptor | well, i gotta go - i'll be back in about 3-4 hours or so |
| 17:26:00 | sam686 | though, my 6357 level gen use only one addLevelLine, so i can cheaply replace it with logprint |
| 17:27:00 | raptor | i need to talk to watusimoto about an architectural problem with using GridDatabases for the levelgen code |
| 17:28:00 | raptor | but i'll be back later |
| 17:28:00 | raptor | bye |
| 17:28:00 | | raptor Quit (Remote host closed the connection) |
| 17:32:00 | | koda has joined |
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| 18:35:00 | | LordDVG has joined |
| 19:20:00 | | Watusimoto has joined |
| 19:28:00 | | Little_Apple has joined |
| 19:28:00 | Little_Apple | helloo |
| 19:28:00 | Little_Apple | can i have the master server address plz? |
| 19:28:00 | Little_Apple | i think bb pooped it up again |
| 19:28:00 | Little_Apple | HELLOOOO |
| 19:29:00 | sam686 | can you just remove the "MasterServerAddressList=" line completely, or delete that "bitfighter.ini" |
| 19:29:00 | sam686 | then it should go back to defaults |
| 19:29:00 | Little_Apple | oh |
| 19:30:00 | Little_Apple | duh xD |
| 19:30:00 | Little_Apple | thanx sam |
| 19:30:00 | Little_Apple | i did not think of that |
| 19:30:00 | Little_Apple | audios |
| 19:30:00 | | Little_Apple Quit (Client Quit) |
| 19:46:00 | sam686 | i think http://bitfighter.org forum is going very slow now, and the old master is kind of down as well... |
| 19:55:00 | sam686 | oh now bitfighter.org have mysql error in forum: SQL ERROR [ mysqli ] Lost connection to MySQL server at 'reading authorization packet', system error: 104 [2013] |
| 20:13:00 | Watusimoto | I don't see any sql errors |
| 20:14:00 | | LordDVG Quit (Read error: Connection reset by peer) |
| 20:18:00 | sam686 | well, i think it went back to working now.... except the master may still be dead |
| 20:19:00 | sam686 | bitfighter.org master seems down, because i can't connect to master |
| 20:19:00 | sam686 | but the website works fine, was very slow, got a one time error too.. |
| 20:22:00 | sam686 | also, the new master server, website http://199.192.229.168/ and everything in that address seem to be down as well |
| 20:27:00 | sam686 | Watusimoto , reading my messages yet? |
| 20:31:00 | Watusimoto | these messages here? |
| 20:31:00 | sam686 | yes, the messages i said here |
| 20:31:00 | Watusimoto | I'll check the master -- I can't connect either |
| 20:32:00 | Watusimoto | oh, we have the restart master script! |
| 20:32:00 | sam686 | the old bitfighter.org is probably down - BlackBird can't connect to master, but did connect to server |
| 20:32:00 | Watusimoto | using that right now |
| 20:33:00 | Watusimoto | the computer is definitely not down |
| 20:33:00 | Watusimoto | bitfighter.org/restartmaster , by they way |
| 20:33:00 | sam686 | still can't connect to master... yet... |
| 20:33:00 | Watusimoto | me either |
| 20:34:00 | Watusimoto | ok, time to step it up |
| 20:34:00 | sam686 | maybe the "restartmaster" not working right anymore? |
| 20:34:00 | Watusimoto | no, I think it works |
| 20:35:00 | Watusimoto | it was definitely down |
| 20:35:00 | sam686 | now i think i got connected to master... |
| 20:35:00 | Watusimoto | ok, I can connect now |
| 20:36:00 | sam686 | next problem, this doesn't work http://199.192.229.168/ (where we might move bitfighter.org to) |
| 20:36:00 | Watusimoto | Restarted Sat Apr 2 23:14:01 EDT 2011 |
| 20:36:00 | Watusimoto | Restarted Sun Apr 10 16:40:02 EDT 2011 |
| 20:36:00 | Watusimoto | Restarted via restart script Sun Dec 18 15:32:45 EST 2011 |
| 20:36:00 | Watusimoto | Restarted via restart script Sun Dec 18 15:35:07 EST 2011 |
| 20:36:00 | Watusimoto | [eykamp@domo exe]$ date |
| 20:36:00 | Watusimoto | Sun Dec 18 15:36:27 EST 2011 |
| 20:37:00 | Watusimoto | this was the last few entries from the restart log |
| 20:37:00 | Watusimoto | looks like it tried to restart iteself |
| 20:37:00 | Watusimoto | the second entry is probably my manual restart |
| 20:37:00 | Watusimoto | but there should be a cron script that tests the server every minute and restarts it |
| 20:37:00 | Watusimoto | if it's down |
| 20:38:00 | sam686 | umm does it correctly kill the old master? so it frees that UDP port number... |
| 20:38:00 | Watusimoto | it should |
| 20:38:00 | Watusimoto | but the master wasn't running at all |
| 20:38:00 | Watusimoto | cron job is still in crontab |
| 20:39:00 | Watusimoto | well, no matter. we'll revisit all this when we move the server |
| 20:39:00 | sam686 | ok, i guess it was somewhat a mystery... |
| 20:39:00 | sam686 | but on to moving the server, problem is the new server seems to be dead,, |
| 20:40:00 | Watusimoto | is it |
| 20:40:00 | Watusimoto | that's because there was a problem with my payment |
| 20:40:00 | Watusimoto | but it's paid, so it should be up |
| 20:42:00 | Watusimoto | mmmm.... not able to connect |
| 20:42:00 | sam686 | it seems down, it was running web page, master, ssh, but everything seems down |
| 20:42:00 | sam686 | for new server |
| 20:48:00 | Watusimoto | ok |
| 20:48:00 | Watusimoto | account has been suspended, I'm paid up, I submitted a ticket to get things fixed |
| 20:49:00 | Watusimoto | I'm going to prepay for 12 months when we get this cleared up to avoid problems |
| 20:49:00 | sam686 | ok, so that means it is waiting for it for me and raptor.... |
| 21:19:00 | | koda has joined |
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| 21:31:00 | | ChanServ sets mode +o raptor |
| 21:32:00 | raptor | hello! |
| 21:33:00 | sam686 | hi |
| 21:33:00 | raptor | Watusimoto: if you are here i have some deep architectural questions about using the GridDatabase for editor and levelgen objects |
| 21:33:00 | raptor | ok, not that deep |
| 21:33:00 | raptor | hi sam686 |
| 21:33:00 | Watusimoto | here |
| 21:33:00 | Watusimoto | ask away |
| 21:34:00 | raptor | ok |
| 21:34:00 | raptor | so |
| 21:34:00 | raptor | i have a patch that fixes the ctrl + r problem |
| 21:35:00 | Watusimoto | great!! |
| 21:35:00 | Watusimoto | toggling of levelgen items |
| 21:35:00 | raptor | however ctrl + i doesn't work because it triggers the assert at: http://host-78-12-107-208.midco.net/upload/levelgen_database_fix_try5.diff |
| 21:35:00 | raptor | oops |
| 21:35:00 | raptor | i mean this is the patch: http://host-78-12-107-208.midco.net/upload/levelgen_database_fix_try5.diff |
| 21:36:00 | raptor | but |
| 21:36:00 | raptor | it triggers an assert on gameObject.cpp:240 |
| 21:36:00 | raptor | because |
| 21:36:00 | Watusimoto | I see no assert in that second diff |
| 21:36:00 | Watusimoto | or were you refering to go 240? |
| 21:36:00 | raptor | yes that |
| 21:36:00 | raptor | sorry, too many thoughts at once |
| 21:37:00 | Watusimoto | TNLAssert(mGame == NULL, "Error: Object already in a game in GameObject::addToGame."); |
| 21:37:00 | Watusimoto | ok |
| 21:37:00 | raptor | so, basically, since we are using EditorObjectDatabase for objects now |
| 21:37:00 | sam686 | watusimoto, there is an easy ctrl+G to goto line number in a file, in visual c++ |
| 21:37:00 | raptor | when calling addObject to add to *any* database, it ties the object to a game object (ClientGame) |
| 21:37:00 | Watusimoto | yes -- I just used it :-) |
| 21:38:00 | Watusimoto | ok |
| 21:38:00 | raptor | the problem is, for ctrl + I to work, i need to move the objects from mLevelGenDatabase to the editor object database |
| 21:38:00 | Watusimoto | correct |
| 21:38:00 | raptor | and that is done by calling 'addObject' again |
| 21:38:00 | Watusimoto | without triggering the assert |
| 21:38:00 | Watusimoto | correct |
| 21:38:00 | raptor | which triggers the assert |
| 21:38:00 | Watusimoto | right |
| 21:39:00 | Watusimoto | why? because it is already part of the game |
| 21:39:00 | Watusimoto | right? |
| 21:39:00 | raptor | right |
| 21:39:00 | Watusimoto | ok |
| 21:39:00 | Watusimoto | so |
| 21:39:00 | Watusimoto | why not remove it from the game before transferring it to the other db? |
| 21:39:00 | sam686 | removeFromGame() or simillar? |
| 21:39:00 | Watusimoto | there's a method to do that somewhere |
| 21:39:00 | Watusimoto | probably |
| 21:40:00 | Watusimoto | ah |
| 21:40:00 | Watusimoto | no, that should be ok |
| 21:40:00 | Watusimoto | use removeFromGame() |
| 21:40:00 | Watusimoto | or |
| 21:40:00 | Watusimoto | just set mGame to NULL |
| 21:41:00 | Watusimoto | but I sense that you think this is all horribly hacky |
| 21:41:00 | Watusimoto | and it makes you uneasy for some reason |
| 21:41:00 | raptor | it's already hacky |
| 21:41:00 | raptor | and i've used removeFromGame() and it didn't work: |
| 21:41:00 | raptor | for(S32 i = 0; i < objList->size(); i++) |
| 21:41:00 | raptor | objList->get(i)->removeFromGame(); |
| 21:42:00 | raptor | assert still triggered |
| 21:42:00 | Watusimoto | the same one? |
| 21:42:00 | raptor | let me test that... |
| 21:42:00 | Watusimoto | well, the other one probably won't trigger regardless |
| 21:43:00 | raptor | oh, yes, the same 'type' of assert is triggered (i was checking to see if it was the same object) |
| 21:44:00 | raptor | yeah first object in the list always triggers it |
| 21:44:00 | Watusimoto | well, that's odd |
| 21:44:00 | Watusimoto | so you removeFromGame, which sets mGame to NULL |
| 21:44:00 | raptor | aparently it didn't... |
| 21:44:00 | Watusimoto | then you addToGame, which asserts on mGame not being NULL? |
| 21:44:00 | raptor | yes |
| 21:45:00 | Watusimoto | well, it's not overridden anywhere... how can mGame not be set to NULL? |
| 21:45:00 | raptor | yeah, it's crazy |
| 21:45:00 | Watusimoto | try for(S32 i = 0; i < objList->size(); i++) |
| 21:45:00 | Watusimoto | { |
| 21:45:00 | Watusimoto | objList->get(i)->removeFromGame(); |
| 21:46:00 | Watusimoto | TNLAssert(objList->get(i)->mGame == NULL, "C++ is broken!"); |
| 21:46:00 | Watusimoto | } |
| 21:46:00 | raptor | what the crazy |
| 21:46:00 | raptor | ok, so i put them in the same loop and now it works on the first object |
| 21:46:00 | Watusimoto | but what, remove then add? |
| 21:47:00 | raptor | yeah, i had it in separate loops before, now it looks like this: |
| 21:47:00 | raptor | for(S32 i = 0; i < objList->size(); i++) |
| 21:47:00 | raptor | { |
| 21:47:00 | raptor | EditorObject* obj = objList->get(i); |
| 21:47:00 | raptor | obj->removeFromGame(); |
| 21:47:00 | raptor | obj->addToEditor(getGame()); |
| 21:47:00 | raptor | } |
| 21:47:00 | raptor | haha |
| 21:47:00 | Watusimoto | and that works |
| 21:47:00 | raptor | well, not really... |
| 21:47:00 | raptor | loop synchronization issues |
| 21:47:00 | raptor | so half the objects did insert :) |
| 21:48:00 | Watusimoto | loop synchronization issues?? |
| 21:48:00 | Watusimoto | are you threading this?!? |
| 21:48:00 | raptor | like, remove from the loop your looping through... |
| 21:48:00 | Watusimoto | ah |
| 21:48:00 | raptor | let me set up a tempList |
| 21:49:00 | Watusimoto | yes, I see |
| 21:49:00 | raptor | in fact this may have been the problem all along |
| 21:49:00 | Watusimoto | there is something wrong with this design, I think |
| 21:50:00 | raptor | what does putting 'const' on the front of this actually do?: const Vector<EditorObject*> *objList = mLevelGenDatabase.getObjectList(); |
| 21:50:00 | Watusimoto | I think it makes the Vector immuable ? |
| 21:50:00 | raptor | yes there is something wrong with the design |
| 21:50:00 | Watusimoto | I think to make the ptrs immutabnle you'd do Vec<const EditorObj *> |
| 21:51:00 | raptor | before we just used simple vectors for editorobject storage, but now since we're using the GridDatabase we're having to deal with a lot more garbage |
| 21:51:00 | Watusimoto | yes |
| 21:51:00 | Watusimoto | but the griddb brings some big advantages, such as spatial searches |
| 21:51:00 | raptor | yes |
| 21:52:00 | sam686 | a crash may happen when deleting DatabaseObject without removing that object from database first. |
| 21:52:00 | Watusimoto | performance really sucked when I was looping through all items lookig for things that a turret could grab on to |
| 21:52:00 | sam686 | it might help to add this: DatabaseObject::~DatabaseObject() { removeFromDatabase();} |
| 21:54:00 | raptor | ok let's see if this compiles.. |
| 21:56:00 | raptor | it works!! |
| 21:57:00 | Watusimoto | great |
| 21:57:00 | sam686 | grrr not again, patch didn't change any file because i used a "Import from clipboard" and only imported a link into discription, and not the actual patch changes... |
| 21:57:00 | Watusimoto | what does your loop look like? |
| 21:58:00 | Watusimoto | oops |
| 21:58:00 | Watusimoto | on a brighter note, oglConsole now works much better in the history department |
| 21:58:00 | Watusimoto | still not perfect, but good enough for 016 |
| 21:58:00 | Watusimoto | the things that REALLY annoyed me are fixed |
| 21:59:00 | Watusimoto | as are several out-and-out bugs |
| 22:00:00 | raptor | it works!!!!!!!!!!!!!!!!!! |
| 22:00:00 | Watusimoto | great |
| 22:01:00 | raptor | man, what a study this bug has been... |
| 22:04:00 | Watusimoto | have you learned anything we can use to improve things? |
| 22:04:00 | raptor | not really, other than code clean-up |
| 22:05:00 | Watusimoto | :-) |
| 22:05:00 | raptor | oh and documentation |
| 22:05:00 | Watusimoto | the database design is not really that good -- at least not the part where I tried to adapt it to the editor |
| 22:05:00 | raptor | i did find another bug |
| 22:06:00 | raptor | create a barrier |
| 22:06:00 | raptor | move it twice |
| 22:06:00 | raptor | undo |
| 22:06:00 | Watusimoto | good.... I think |
| 22:06:00 | Watusimoto | what?!? |
| 22:06:00 | raptor | move it again |
| 22:06:00 | Watusimoto | you didn't fix that did you? |
| 22:06:00 | raptor | see the undo shadow as the previos move |
| 22:06:00 | Watusimoto | ah, ok |
| 22:06:00 | Watusimoto | rats |
| 22:07:00 | Watusimoto | so there's still the larger issue i need to clean up |
| 22:07:00 | raptor | the goofy undo bugs? |
| 22:07:00 | Watusimoto | yes; items become unselectable sometimes, |
| 22:07:00 | raptor | i still can't get that reliably.. |
| 22:07:00 | Watusimoto | but maybe it's not always the fault of undo |
| 22:07:00 | sam686 | editor crash when pressing ctrl + z while dragging barrier... |
| 22:07:00 | Watusimoto | I can get it often but not reliabley |
| 22:08:00 | Watusimoto | should be easy to fix -- no undo while dragging |
| 22:08:00 | Watusimoto | I'll fix that |
| 22:08:00 | Watusimoto | trivial |
| 22:09:00 | raptor | ok, i think i'm ready to commit... |
| 22:09:00 | Watusimoto | actually, raptor, could you fix it? |
| 22:09:00 | Watusimoto | else if(inputString == "Ctrl+Z") // Undo |
| 22:09:00 | Watusimoto | { |
| 22:09:00 | Watusimoto | if(!mCreatingPolyline && !mCreatingPoly && !mDraggingObjects && !mDraggingDockItem) |
| 22:09:00 | Watusimoto | undo(true); |
| 22:09:00 | Watusimoto | } |
| 22:09:00 | Watusimoto | that if() is what needs to change |
| 22:09:00 | Watusimoto | to what I just put there |
| 22:09:00 | raptor | ok |
| 22:09:00 | Watusimoto | that will reduce checkin conflicts |
| 22:09:00 | Watusimoto | but that should be the fix |
| 22:10:00 | Watusimoto | thanks |
| 22:10:00 | raptor | ok |
| 22:11:00 | sam686 | oh and maybe also ctrl + alt + Z might also crash while dragging.. |
| 22:11:00 | Watusimoto | you mean redo? |
| 22:11:00 | sam686 | yes |
| 22:11:00 | Watusimoto | ah, yes. raptor, please add those same two conditions to |
| 22:11:00 | Watusimoto | else if(inputString == "Ctrl+Shift+Z") // Redo |
| 22:11:00 | Watusimoto | { |
| 22:11:00 | Watusimoto | if(!mCreatingPolyline && !mCreatingPoly) |
| 22:11:00 | Watusimoto | redo(); |
| 22:11:00 | Watusimoto | } |
| 22:11:00 | raptor | ok |
| 22:12:00 | raptor | done |
| 22:12:00 | Watusimoto | maybe we should create a function called undoEnabled() or something that contains those 4 conditions |
| 22:12:00 | raptor | i wo nder what a multi-dimensional karnaugh map of all the editor flags would look like for any given operation... |
| 22:12:00 | Watusimoto | what does that mean?!? |
| 22:13:00 | raptor | just thinking about an old digital logic class |
| 22:13:00 | raptor | that made us do karnaugh maps by hand |
| 22:13:00 | raptor | ignore me |
| 22:14:00 | sam686 | ctrl + C while dragging barrier makes the rendering change (harder to see what you are dragging) |
| 22:14:00 | sam686 | i guess redo can't be done while dragging anyway... |
| 22:16:00 | sam686 | "Master server - sending request" gets in the way while in editor.. |
| 22:16:00 | sam686 | can't see words at the bottom left |
| 22:16:00 | Watusimoto | this is what our christmas tree looks liek |
| 22:16:00 | Watusimoto | http://www.google.com/imgres?hl=en&safe=off&client=firefox-a&hs=C5P&sa=X&rls=org.mozilla:en-US:official&tbm=isch&prmd=imvnsuo&tbnid=6bknOC2D-NQa1M:&imgrefurl=http://www.instructables.com/id/Make-a-Charlie-Brown-Christmas-Tree/&docid=VDp3ldXLJOjTjM&imgurl=http://www.instructables.com/files/deriv/FU7/9HFV/G33OQ7QC/FU79HFVG33OQ7QC.MEDIUM.jpg&w=500&h=315&ei=G2buTsuKJYWV8gOkgpGfCg&zoom=1&biw=1366&bih=613 |
| 22:17:00 | Watusimoto | sam -- yes, I noticed that myself |
| 22:17:00 | raptor | ok, i'm ready to push |
| 22:17:00 | Watusimoto | raptor -- do it |
| 22:17:00 | raptor | hahaha |
| 22:17:00 | Watusimoto | my son thought no one would buy it. he named it "tree" |
| 22:17:00 | sam686 | also, editing attribultes while in fullscreen causes everything to change size... |
| 22:18:00 | Watusimoto | sam -- what do you think we should do about that text conflict? |
| 22:18:00 | Watusimoto | oh brother |
| 22:18:00 | Watusimoto | I'll look at the editing attributes bug |
| 22:19:00 | sam686 | umm maybe don't try to connect to master except at main menu, server list, chat lobby |
| 22:19:00 | Watusimoto | my paper list is growing again |
| 22:19:00 | raptor | i'm trying!!\ |
| 22:19:00 | Watusimoto | or maybe don't display the message in the editor? |
| 22:19:00 | raptor | i vote don't display |
| 22:20:00 | Watusimoto | I agree, at least for 016 |
| 22:20:00 | sam686 | not having it display might be better |
| 22:20:00 | Watusimoto | it's on my paper list |
| 22:21:00 | | BFLogBot - Commit 72134159d588 | Author: buckyballreaction | Log: Fix CTRL + R/I levelgen preview/insertion |
| 22:21:00 | | BFLogBot - Commit 4ef461a58b07 | Author: buckyballreaction | Log: No crashing when undo/redo is triggered whil dragging an object |
| 22:21:00 | raptor | Watusimoto: i ask that you look at that fix |
| 22:21:00 | raptor | 72134159d588 |
| 22:22:00 | raptor | just to make sure i really didn't mess something up... |
| 22:22:00 | Watusimoto | is it checked in? |
| 22:22:00 | raptor | y |
| 22:23:00 | Watusimoto | got it |
| 22:23:00 | Watusimoto | ok, added database to processing psuedo items... looks good |
| 22:24:00 | raptor | yeah, that was the sneaky problem |
| 22:25:00 | Watusimoto | doesn't look like there's much to go wrong |
| 22:25:00 | Watusimoto | pretty straightforward |
| 22:26:00 | Watusimoto | It did occur to me that the removeEverythingFromDatabase() loop can be done without a temp vector |
| 22:26:00 | Watusimoto | by doing an i-- after deleting each item |
| 22:26:00 | raptor | oh yeah duh... |
| 22:26:00 | Watusimoto | more efficient, but hardly critical |
| 22:27:00 | Watusimoto | so yeah, I think it looks good |
| 22:29:00 | raptor | i *always* forget about decrementing because at work i use hashmaps everywhere |
| 22:30:00 | raptor | with java |
| 22:31:00 | | BFLogBot - Commit 691b4e019dc5 | Author: watusim...@bitfighter.org | Log: Strip out debugging code |
| 22:31:00 | | BFLogBot - Commit 572662b60ef9 | Author: watusim...@bitfighter.org | Log: Show cursor when scrolling back in history in oglConsole |
| 22:31:00 | | BFLogBot - Commit b58c86680110 | Author: watusim...@bitfighter.org | Log: Make oglConsole cursor blink, fix small history bug |
| 22:31:00 | | BFLogBot - Commit 7b055e11c193 | Author: watusim...@bitfighter.org | Log: Possibly more efficient? |
| 22:31:00 | | BFLogBot - Commit 85e35e62d184 | Author: watusim...@bitfighter.org | Log: Fix yet another self-inflicted cmd history bug |
| 22:31:00 | | BFLogBot - Commit 41333270f7c1 | Author: watusim...@bitfighter.org | Log: In oglConsole, can now type backspace to start editing currently selected history line |
| 22:31:00 | | BFLogBot - Commit 114cef6edc03 | Author: watusim...@bitfighter.org | Log: Remove unneeded variable, fix yet another self-inflicted injury, everything seems to be working as intended at the moment. |
| 22:31:00 | | BFLogBot - Commit ac826fefcc6e | Author: watusim...@bitfighter.org | Log: Remove spurious calls to wrap |
| 22:31:00 | | BFLogBot - Commit 78d784346126 | Author: watusim...@bitfighter.org | Log: Merge |
| 22:31:00 | raptor | WOW |
| 22:31:00 | raptor | time to test.. |
| 22:31:00 | raptor | oh, Watusimoto, did you update to the latest mercurial? |
| 22:33:00 | raptor | please say you modeled after linux bash instead of mac bash |
| 22:34:00 | Watusimoto | yes |
| 22:34:00 | Watusimoto | but not completely |
| 22:34:00 | Watusimoto | but mostly |
| 22:34:00 | raptor | yeah, har dto do completely without including bash itself :) |
| 22:34:00 | Watusimoto | I'd liek to do it more, but that will take more work, and it is good enough for now |
| 22:34:00 | raptor | oh yay, backspace works |
| 22:34:00 | sam686 | well... there is my bug list, with some changes I made. http://sam686.maxhushahn.com/wiki/index.php/Bitfighter016_bug |
| 22:35:00 | Watusimoto | 21 is fixed, right raptor? |
| 22:35:00 | raptor | yes!! |
| 22:35:00 | raptor | however |
| 22:35:00 | sam686 | well it may be just been fixed |
| 22:35:00 | sam686 | but i haven't fully checked that yet |
| 22:36:00 | Watusimoto | 34 and 35 are on my paper list |
| 22:36:00 | raptor | there is still a render bug |
| 22:36:00 | sam686 | what render bug? |
| 22:36:00 | raptor | for some reason walls in the levelgen DB are not rendered properly |
| 22:36:00 | raptor | should be simple compared to what i had to go through to get the DB working |
| 22:39:00 | raptor | Watusimoto: the console is much more operational now |
| 22:40:00 | Watusimoto | yes |
| 22:40:00 | sam686 | maybe because levelgen needs some way to calculate clipper in alternative database... |
| 22:40:00 | Watusimoto | not perfect, but almost usable |
| 22:41:00 | Watusimoto | we should probably pass a db to clipper |
| 22:41:00 | raptor | sam686: that would probably be done at the bottom of EditorUserInterface::runScript |
| 22:42:00 | raptor | i think that last for loop on line UIEditor.cpp:617 is trying to make sure clipper can run... |
| 22:42:00 | sam686 | also, Barriers may actually be split into individual wall segments, maybe that part is missing when adding walls into alternative database |
| 22:42:00 | Watusimoto | from oglConsole... |
| 22:42:00 | Watusimoto | double d; /* bra size */ |
| 22:42:00 | Watusimoto | I just love that comment |
| 22:43:00 | Watusimoto | the sheer raw youthful vigor! |
| 22:43:00 | raptor | haha |
| 22:43:00 | Watusimoto | so completely pointless |
| 22:43:00 | Watusimoto | and yet... |
| 22:43:00 | Watusimoto | it's just brash |
| 22:45:00 | raptor | so here: http://pastie.org/3017178 |
| 22:45:00 | raptor | can be altered, yes? |
| 22:45:00 | raptor | i mentioned this one to karamazovapy: 'make cmds for inserting items in editor all ctrl-xxx based' |
| 22:45:00 | raptor | he said it was unnecessary |
| 22:45:00 | raptor | and that he used the quick keys exclusively when building maps |
| 22:52:00 | Watusimoto | yes, sure |
| 22:52:00 | Watusimoto | alter away |
| 22:53:00 | raptor | i cannot alter for some reason... |
| 22:53:00 | Watusimoto | then copy/paste into a new pastie! |
| 22:53:00 | Watusimoto | they're free! |
| 22:53:00 | raptor | haha, can you tell i'm of a sound mind right now? |
| 22:53:00 | Watusimoto | like GUIDs... once I learned how they worked, I wanted to waste them! |
| 22:54:00 | sam686 | i don't think there is an edit in pastie... |
| 22:54:00 | Watusimoto | fixed another oglconsole bug |
| 22:54:00 | Watusimoto | I can edit it |
| 22:54:00 | Watusimoto | refresh the pastie |
| 22:55:00 | sam686 | haha, first line: HI RAPTOR!!! |
| 22:55:00 | Watusimoto | :-) |
| 22:55:00 | Watusimoto | I have an edit link off to the right |
| 22:55:00 | Watusimoto | about 25% way down the page |
| 22:55:00 | Watusimoto | just below the embed box |
| 22:56:00 | raptor | that means you save your cookies |
| 22:56:00 | raptor | i tend to toss mine... |
| 22:56:00 | sam686 | i don't see no edit button for me, i will show you a screenshow of what i see |
| 22:57:00 | raptor | ok updated it: http://pastie.org/3038147 |
| 22:57:00 | sam686 | http://sam686.maxhushahn.com/upload/pastie_no_edit_button.PNG |
| 22:58:00 | sam686 | but thats different then http://pastie.org/3017178 |
| 22:58:00 | sam686 | different link |
| 22:59:00 | sam686 | wiki would have been better then pastie for all the editing needs, even bitfighter.org wiki might work... we can edit together... |
| 23:00:00 | raptor | yes, i agree, but pasties are so fast! |
| 23:01:00 | Watusimoto | fixed my next big annoyance with oglcrapsle, whcih is the mangled characters that randomly appear |
| 23:01:00 | | BFLogBot - Commit 3bca3dc02bff | Author: watusim...@bitfighter.org | Log: Make console more opaque to reduce visual conflict with editor |
| 23:01:00 | | BFLogBot - Commit edec49ab45f3 | Author: watusim...@bitfighter.org | Log: Fix deformed oglConsole characters |
| 23:01:00 | | BFLogBot - Commit cbf6c5170a15 | Author: watusim...@bitfighter.org | Log: Make sure colored console bakground fills entire screen. Lame way to do it, but easier than fixing it properly. |
| 23:03:00 | sam686 | or maybe a bug list could be in an HG file... |
| 23:03:00 | sam686 | to read while offline. |
| 23:05:00 | raptor | the wiki is definitely best... |
| 23:07:00 | sam686 | I wonder if we can stick all the CPP files into wiki, hahaha... |
| 23:09:00 | raptor | be back in about an hour... |