#bitfighter IRC Log

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IRC Log for 2012-01-04

Timestamps are in GMT/BST.

00:00:00raptorthat was an oversight on my part...
00:00:00raptor:)
00:00:00Watusimotoif you must have the comment there, better to put the whole thing in braces, I think
00:00:00Watusimotono worries, just saying
00:00:00raptor^^ that last one look good?
00:00:00raptori agree
00:00:00sam686F32((mKills + mFratricides) + (mDeaths - mSuicides)) is paranthesis really needed?
00:00:00sam686F32(mKills + mFratricides + mDeaths - mSuicides)
00:01:00raptoronly for clarity
00:01:00sam686ok
00:02:00Watusimotohttp://pastie.org/3121668 clearer?
00:02:00raptorhaha
00:02:00sam686so assuming this is always true: mDeaths >= mSuicides
00:02:00Watusimotoperhaps with a better var name :-)
00:02:00Watusimotoyes, safe assumption
00:02:00Watusimotosuicides increment mDeaths and mSuicides
00:03:00Watusimoto1AM already?!? I want to get at least one case done!
00:03:00raptortotalCountedKillsAndDeaths
00:04:00raptorside note - ratings aren't showing in bitmatch scoreboard
00:05:00WatusimotoI think we don't show them because they're not needed to distinguish one player from another... we have a score for that
00:05:00Watusimotoperhaps that should be changed
00:06:00Watusimotoand probably because zap didn;t do that either
00:06:00Watusimotothat's probably the real reason
00:06:00raptorok, i'll add to wiki
00:07:00Watusimotoif you think we should, you can add to the wiki list -- easy enougth to implement
00:07:00raptoralso, i think the ratings are fixed and working nicely now
00:07:00Watusimotoif they mean anything
00:07:00Watusimotobut good job doing a case!
00:09:00raptorpushed!
00:10:00WatusimotoMy code is going to be really hard to merge!
00:10:00raptori can't tell if that's sarcastic....
00:10:00raptor!bug
00:10:00BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current buglist for 016: http://bitfighter.org/wiki/index.php?title=Buglist_016
00:11:00BFLogBot - Commit 77c949031a8a | Author: buckyballreaction | Log: Fix player ratings. Also, make ratings depend on kill/death ratio. Seems to work well
00:12:00Watusimotounfortunately not
00:12:00Watusimotoluckily itprobably won't be ready tonight
00:12:00raptorwhich are you workign on?
00:13:00raptor(and why are you still awake?)
00:13:00Watusimotoworking on idle players
00:13:00raptoroh yikes
00:13:00Watusimotoand pressing buttons to enter game
00:15:00Watusimotowell it works
00:15:00Watusimotoat least the not spawning
00:15:00Watusimotono way to spawn once it's triggered
00:18:00raptorfun
00:19:00Watusimotooh yes it is
00:22:00raptordo i need to lock that 'Bitfighter Mini Map' thread? people are starting to get snarky
00:26:00Watusimotois there anything else one can say on that topic?
00:26:00Watusimotothis is lame -- client sends moves to server even when client isn't moving
00:26:00raptorbut i need the server to know i'm idle!
00:26:00Watusimotohard to detect when client has moved if we're always getting them
00:26:00BFLogBot - Commit 6b9ac83d515e | Author: buckyballreaction | Log: Fix assert with mLeadingPlayer
00:26:00raptoruse the .x && .y
00:26:00raptorif both are 0
00:27:00raptor:)
00:27:00Watusimotowhat if I rotate or fire
00:27:00Watusimotobut don't move
00:27:00raptorfire can be detected, but rotation - not sure
00:27:00raptori went through all this with the spawn shield
00:28:00Watusimotocheck if last angle == this angle?
00:28:00Watusimotowhat crap
00:28:00Watusimotook
00:28:00Watusimotothat would work
00:30:00koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
00:33:00raptorok, heading home
00:33:00raptorgood night if i don't see you on later
00:35:00raptor Quit (Remote host closed the connection)
00:36:00Watusimotolater
00:54:00Flynnn Quit (Quit: This computer has gone to sleep)
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01:02:00Flynnn Quit (Client Quit)
01:02:00Watusimotowow -- new mercurial makes difficult merges much easier!
01:06:00BFLogBot - Commit 41e0de70392b | Author: watusim...@bitfighter.org | Log: Release notes
01:06:00BFLogBot - Commit 8fc5fdb444f7 | Author: watusim...@bitfighter.org | Log: Added isAnyModActive method
01:06:00BFLogBot - Commit 74ef4d1cb1c8 | Author: watusim...@bitfighter.org | Log: Added tracking of time since last move
01:06:00BFLogBot - Commit 0572c9c3c213 | Author: watusim...@bitfighter.org | Log: Accurately tracks time since client last moved; will be used to determine who idle players are. Also, added signal to client to let them know they've been delayed.
01:06:00BFLogBot - Commit 019067f897bf | Author: watusim...@bitfighter.org | Log: whitespace
01:06:00BFLogBot - Commit c6e9d0c8c49c | Author: watusim...@bitfighter.org | Log: Merge
01:15:00Watusimoto Quit (Ping timeout: 240 seconds)
01:23:00karamazovapyI don't want fratricide to count against me if I have a teammate intent on running over my mines
04:26:00raptor has joined
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04:26:00raptorkaramazovapy: you make a good argument
04:26:00raptori will disregard fratricides
04:47:00BFLogBot - Commit ff80feeb95a0 | Author: buckyballreaction | Log: Post-merge fix
04:49:00sam686shield countdown timer? i guess (in Ship::pack) we may have to send a timer counter, instead of just 1 bit, to make that happen.
04:57:00raptoryeah the game is non-functional if you die now, since watusimoto's latest check-in
04:59:00raptor Quit (Remote host closed the connection)
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05:04:00raptoryeah, so no respawning anymore
05:04:00raptori guess i just better not die...
05:07:00BFLogBot - Commit 54ea1a53e613 | Author: buckyballreaction | Log: Don't reduce rating for killing a team-mate
05:20:00raptorsometimes i feel like we've rewritten the entire code-base
05:45:00Zoomberand the light that you shine cant be seeeeeeeeeenn!!!!!
05:46:00karamazovapy Quit (Read error: Connection reset by peer)
05:53:00sam686umm, forum bug, copy topic doesn't count one more to post count
05:53:00sam686Santiago ZAP have 90 posts, but the search finds 91 posts..
05:55:00sam686i did copy topic and delete all but one post on one copy, so to split shield/Prevent Kill Stealing into seperate topics
05:59:00sam686i will go, bye
05:59:00raptornight
06:00:00sam686 Quit (Quit: i will go, see you tomorrow, good night, bye, night night night, it is midnight now)
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06:39:00raptorit's just you and me BFLogBot
06:39:00raptorBFLogBot:
06:39:00raptorBFLogBot
06:39:00BFLogBotI'm a real boy.... I think?
06:39:00raptoryeah i thought so
07:57:00BFLogBot - Commit 13922d20a151 | Author: buckyballreaction | Log: Add rating to non-team games, too
07:58:00raptorso lonely
08:24:00raptor Quit (Remote host closed the connection)
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11:43:00LordDVG Quit (Quit: mjuza, better way for listening to music: sf.net/projects/mjuza/)
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16:38:00raptorgood morning!
16:39:00CrazyLinuxNerdgood day :-)
16:43:00raptorwatusimoto: I have a choice to make
16:43:00raptorfor mac platform, since soft links are working in mercurial now
16:44:00raptori can either: leave the sources to third party libraries in our repo and have them compile with bitfighter every time
16:45:00raptoror: I can compile the frameworks (shared libraries,) add those to the repo, remove the sources, and add the xcode projects i used to compile the frameworks for future reference
16:46:00raptori am currently in the middle of doing that last option because that's what we do for windows and it will speed up compile times since the sources to the third party libraries don't change much (like libpng)
16:47:00raptorbut would there be any advantage to leaving the sources? (I'm already keeping the headers)
16:49:00CrazyLinuxNerd Quit (Quit: Leaving)
17:23:00watusimoto Quit (Ping timeout: 240 seconds)
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19:40:00raptorcome back!
19:53:00Watusimoto has joined
20:08:00Watusimotoheyo
20:08:00raptorhi
20:08:00Watusimotohad 2 cases done, lost half my edits; redoing
20:09:00raptor!!
20:09:00Watusimotogoogle cases, too
20:09:00raptorawww
20:10:00Watusimoto10-15 minutes they'll be done again
20:13:00WatusimotoI feel like we're finally whittling these case lists down
20:13:00raptoryeah, me too
20:16:00raptoronce we're done we should play the game with each other off and on for a week in debugging mode
20:17:00raptorso we can catch any funny segfaults
20:20:00raptorSo i figured out how to release a really fat MacOS X binary with three architectures inside: i386, ppc, x86_64
20:21:00raptorbut then bitfighter would be like an 8MB download for mac (uncompressed at about 12-15MB)
20:21:00raptornormally we release a universal binary with just i386 and ppc included
20:21:00raptorwe could do three releases to keep them all small
20:22:00raptoralso windows 64bit should probably be considered for the future...
20:32:00Watusimotoease of packaging counts for something; as does ease of selecting correct package
20:32:00LordDVG Quit (Read error: Connection reset by peer)
20:32:00Watusimotomy first response would be to suggest the larger single file
20:32:00Watusimotoseems easier for everyone
20:33:00raptoralso
20:33:00raptorvorbis
20:33:00raptormusic
20:34:00raptoris probably the biggest library next to SDL
20:34:00raptordid we want to go with modules instead?
20:35:00raptordistribution of vorbis will had huge file size
20:35:00raptorof modules, not much...
20:37:00karamazovapywhat's the module system?
20:37:00raptorit would probably be libmikmod
20:38:00raptoractually maybe libmodplug
20:38:00raptorcan't remember which was more up-to-date
20:39:00raptoryeah libmodplug: http://modplug-xmms.sourceforge.net/
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20:54:00Watusimotothe delayed spawning when player is a way is done
20:54:00karamazovapywhich way?
20:54:00Watusimotonot sure I like the big red popup that comes in the game; may want to change it somehow, not sure how
20:54:00Watusimoto?
20:54:00Watusimotowhat do you mean?
20:54:00karamazovapybad joke - nevermind
20:54:00Watusimotoneverminded
20:55:00BFLogBot - Commit 0dd40e2f89b7 | Author: watusim...@bitfighter.org | Log: if you haven't made a move in 20 seconds, spawn is delayed until a key is pressed
20:55:00BFLogBot - Commit 4c0497066b81 | Author: watusim...@bitfighter.org | Log: Remove unused headers
20:55:00Watusimotobit if you are in menus or something it's completely unobtrusive -- you just spawn when you exit the menus
20:56:00Watusimotothough in a 2 player game might be a bit disconceritng for the player left behind... where is other player? didn't quit. raptured?
20:56:00karamazovapydo you automatically disappear when you enter a menu or something?
20:56:00Watusimotono
20:56:00Watusimotoonly when idle for 20 secs
20:56:00karamazovapyohgood
20:56:00Watusimotoand only after you get killed
20:56:00Watusimotoit just delays the respawning
20:57:00Watusimotothough I was thinking it might be good that when in a menu the spawning is delayed
20:57:00Watusimotowell, try it and we'll see
20:57:00WatusimotoI was thinking maybe drawing some text directly on the screen rather than the red box, but not sure
20:58:00raptorso if 'idle' are you still connected to the server?
20:58:00raptorand do you show up in the scoreboard?
21:00:00raptorummm... so i got the red message after being idle for like 8 seconds (maybe 20 seconds into the start of the game?) saying i was killed, when i wasn't
21:01:00raptorthen i was killed
21:01:00raptorby a bot afterwards - couldn't see my ship
21:01:00Watusimotoyes, yes (I think)
21:01:00Watusimotoyou got it when you weren't killed?
21:02:00raptoryes several times
21:02:00Watusimotoimpossible
21:02:00raptoronce i got it, respawned, started moving, then got it again and it forced me to respawn
21:02:00Watusimotoare you running on a separate server?
21:02:00raptordid that about 5 times in a row before the loop broke
21:02:00raptornope, hosting game
21:03:00raptoralso, it isn't ever appearing anymore after that loop...
21:03:00raptori've now waited 40 seconds...
21:04:00raptorthis is what happens when a bot dies: http://sam686.maxhushahn.com/upload/11screenshot_8.png
21:04:00raptorit doesn't respawn and leaves a spark shadow
21:05:00raptor^^ i guess that's like three bots
21:05:00Watusimotoyou probably did something wrong
21:05:00Watusimotouser error, I think
21:07:00WatusimotoI know you're lying because those bots are impossible to kill
21:07:00WatusimotoI know, I've tried
21:07:00raptorhaha - they killed each other, then :)
21:09:00raptorok, so i got it after 20 seconds now
21:09:00Watusimotoweird
21:10:00WatusimotoI got an unkillable bot heading off in some random direction
21:10:00WatusimotoI must have shot it 400 times
21:10:00Watusimotoand it would not die
21:10:00raptori've seen that!
21:10:00Watusimotocrazy
21:10:00raptorin 015a - the obscure invincibility bug
21:10:00Watusimotoalso a feature of 016
21:11:00raptorhaha
21:11:00raptorok, this last round of testing: no red popup after a min, until i added bots
21:11:00raptorthen, got the popup after 20 secs, and it looped twice
21:12:00Watusimotothen when I re-entered the game (from editor), immediate crash
21:12:00raptorall bots except 1 have since killed each other off, and now the popup doesn't come back
21:12:00raptori added 15 bots
21:12:00Watusimotoany idea what mLocalRemoteClientInfo means?
21:12:00raptorhaha
21:12:00raptoryes
21:12:00Watusimotois that what you added?
21:13:00raptoryes
21:13:00raptorand used your name
21:13:00Watusimotothat's null when it shouldn't be
21:13:00Watusimotoor something
21:13:00Watusimotothat means it's the remote ci for the local player
21:13:00raptorit's a pointer from the Client's ClientInfo to the one the server has about me that is stored locally
21:13:00Watusimotoright?
21:14:00Watusimotothis is so confusing!
21:14:00Watusimotoalright, I'm just going to add a NULL check and call it good
21:14:00raptorwere you accessing the scoreboard?
21:15:00raptordid the crash happen in UIGame with my leaderboard additions?
21:15:00karamazovapylooks like we have another developer-in-training - http://bitfighter.org/forums/viewtopic.php?f=9&t=1160
21:15:00Watusimotoyes
21:15:00raptorhaha - triple architecture Mac Binary is at 33MB
21:16:00Watusimotowtf?!?
21:16:00WatusimotoYou are not authorised to read this forum.
21:16:00Watusimotoindeed I am
21:16:00raptorsweeet!!
21:16:00raptorit's off-topic
21:16:00karamazovapythat's how I got off-topic to disappear for you
21:16:00raptoryou and i are not
21:16:00raptorjust log out
21:16:00raptor:)
21:18:00Watusimotoagain!
21:18:00Watusimotowhici form is f=9?
21:18:00Watusimotowait a minute
21:18:00WatusimotoI see it now, while logged out
21:18:00Watusimotoah, I see
21:18:00Watusimotoyou banned me
21:18:00Watusimotonice!
21:19:00raptorso download for Mac will be 9.1 MB after compression
21:19:00raptorroughly
21:19:00raptorif we release all three archs in one binary
21:19:00Watusimotoah well
21:20:00WatusimotoI was going to respond and suggest he start with some different bots -- a mine layer, a mine sweeper, a repair bot, etc.
21:27:00raptora mine sweeper?
21:27:00raptora bot that seeks mines and activates shield just before it hits?
21:28:00raptori think sam686 has a mine layer
21:28:00karamazovapyI don't remember it being very smart, though
21:28:00raptornope, it was stationary
21:47:00WatusimotoI wonder if bots trigger the timeout
21:47:00Watusimotoeither of youever play the old startrek arcade game?
21:47:00Watusimotovector graphics
21:47:00Watusimotoand a dial to control you?
21:47:00Watusimotosemi-3d
21:47:00Watusimotowith a top view and a front view
21:48:00raptori played nettrek over appletalk - it was just like bitfighter
21:48:00Watusimotowell this was different
21:48:00raptori mean, real-time top-down 2d play
21:48:00Watusimotoanyway, there was a mine layer on one fo the levels there
21:48:00Watusimotothat I dream about having in bf
21:48:00raptorreally?
21:48:00Watusimotoyes, very cool
21:48:00raptorwhat was the behavior?
21:49:00Watusimotoafter a few levels of blasting klingons, you get to the frantic mine level
21:49:00Watusimotothis mine layer starts laying mines everywhere, and you have to try to kill it before the mines detonate all around you
21:49:00Watusimotoif you shoot a mine, you risk triggering a chain reaction (like in bf)
21:49:00Watusimotoit was very fast, and it would pause while it layed a mine
21:50:00Watusimotoit moved in straight line from point to point
21:50:00BFLogBot - Commit 1695870c876f | Author: buckyballreaction | Log: Add Ogg/Vorbis/Speex MacOS X frameworks and remove sources (keep headers); also, make Xcode 'Release' configuration build for three architectures - i386, ppc, x86_64
21:50:00BFLogBot - Commit ad1b1eb38c25 | Author: buckyballreaction | Log: Add Xcode projects for rebuilding the frameworks from sources if needed
21:50:00Watusimotobut if you idn;t get it right off, you had to be very careful about the mines
21:51:00raptorsounds like something for a dungeon map
21:51:00raptorbrb
21:51:00raptor Quit (Remote host closed the connection)
21:52:00Watusimotohttp://www.youtube.com/watch?v=aa3MRQXDS3U
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21:54:00Watusimotomine layer level is around 2:58
21:56:00raptorneat
22:02:00Watusimotoso that's what I dream of having in BF -- a robot that flys around making a nuisance of itself
22:03:00raptorwould have a cheat on? like unlimited mines
22:03:00raptorand you'd only have to kill it once
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22:04:00Watusimotowhoa
22:05:00Watusimotoah, yes, maybe a cheat
22:05:00Watusimotokill it once, it might respawn after a time
22:05:00Watusimotolevel desiger could specify behavior with params
22:05:00Watusimotoso when you have bots, they cause doubel and triple incrementing of timer that keeps track of when you made your last move
22:05:00Watusimotothat;s why you were seeing those red screens all the time
22:06:00raptorah ok
22:06:00Watusimotonot sure why; it's on controlObjectConn, and I thought there were one per player
22:06:00Watusimotoneed some more exploration
22:06:00raptoralso the text 'you were killed' doesn't seem descriptive enough
22:07:00WatusimotoI'm thinking it should just be (say) blue text on the middle of the screen saying press any key to spawn
22:07:00Watusimotoan maybe that's it
22:07:00raptoryeah, that's better than anything i can think of
22:07:00WatusimotoI'll try tat
22:08:00Watusimotoonce I fix the bug
22:14:00raptor'the gods of idleness have claimed thee - press any key to redeem thyself'
22:19:00sam686ControlObjectConnection is part of GameConnection, so each player have their own controlObjectConnection..
22:19:00sam686because of this: class GameConnection: public ControlObjectConnection, public DataSendable
22:19:00raptoroh hi sam686
22:20:00sam686But, each player might not always have a "Ship", when the ship dies and haven't respawn yet.
22:38:00raptorok gotta go
22:38:00raptorbe back later
22:42:00raptor Quit (Remote host closed the connection)
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22:47:00Watusimotook, but fixed
22:47:00Watusimotobug fixed
22:48:00Watusimotothe comment I made earlier about double incrementing was wrong
22:50:00BFLogBot - Commit 02556bbdb3cc | Author: watusim...@bitfighter.org | Log: Protect against a crash seen once and never reproduced
22:50:00BFLogBot - Commit 23454c1313ed | Author: watusim...@bitfighter.org | Log: Don't keep time for bots
22:50:00BFLogBot - Commit 02fd027c41da | Author: watusim...@bitfighter.org | Log: Never delay bot spawn
22:50:00BFLogBot - Commit 82cc294b477d | Author: watusim...@bitfighter.org | Log: Merge
23:11:00LordDVG Quit (Quit: mjuza, better way for listening to music: sf.net/projects/mjuza/)
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23:56:00BFLogBot - Commit fd1ce02022be | Author: watusim...@bitfighter.org | Log: Fix stupid error
23:56:00BFLogBot - Commit b0fd3c3231c0 | Author: watusim...@bitfighter.org | Log: Another stupid error
23:56:00BFLogBot - Commit 3afc6d157340 | Author: watusim...@bitfighter.org | Log: piece of unadultrated crap
23:56:00Watusimotowell, I think this looks better, even if the code is amongst the worst of my career

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