Timestamps are in GMT/BST.
| 02:02:00 | | koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee) |
| 04:10:00 | | BFLogBot - Commit 36abfaa02521 | Author: sam8641 | Log: Fix error when writing a new INI, fix login password, added "save password" = no option |
| 04:35:00 | | raptor has joined |
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| 04:36:00 | raptor | good evening! |
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| 05:27:00 | raptor | hi sam686, have you been working on any of the bugs or issues for 016? |
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| 05:32:00 | raptor | wow, i somehow added to a discussion in off-topic! |
| 05:32:00 | raptor | and i didn't even post! |
| 05:32:00 | raptor | and i asked for sugar with my grape-nuts |
| 05:41:00 | raptor | also grape-nuts flakes are gross; the real thing, much better (with heaping mounds of sugar) |
| 05:42:00 | sam686 | hi? |
| 05:43:00 | raptor | hi |
| 05:43:00 | raptor | just rambling... |
| 06:08:00 | sam686 | i think a command -dedicated any:28005 stopped working for 016 |
| 06:11:00 | sam686 | i guess i would have to do -dedicated -hostaddr any:28005 |
| 06:13:00 | raptor | yeah, i think watusimoto cleaned up a lot of the command line stuff |
| 06:22:00 | sam686 | there is one big problem, all Nexus got turned into bitmatch |
| 06:23:00 | sam686 | level loading problem, i guess |
| 06:23:00 | raptor | yuk |
| 06:23:00 | raptor | add that to the wiki |
| 06:26:00 | | Flynnn Quit (Quit: Leaving) |
| 06:34:00 | sam686 | there is obj[LevelLoader::MaxArgLen] = '\0'; what is the difference between '\0' and 0 ? |
| 06:34:00 | raptor | i'm not sure - i've seen it elsewhere |
| 06:35:00 | sam686 | i don't think there is no difference on C++, as '\0' == 0 |
| 06:39:00 | | Flynnn has joined |
| 06:39:00 | sam686 | console seem to be filled with junk when loading nexus level.. |
| 06:42:00 | raptor | oh |
| 06:43:00 | sam686 | i found the problem, it doesn't get to HuntersGameType renaming at all.. |
| 06:43:00 | raptor | it was renamed to 'NexusGameType' |
| 06:43:00 | raptor | what?? |
| 06:43:00 | raptor | i tested that... |
| 06:43:00 | sam686 | as there is another place, //Parse GameType line... All game types are of form XXXXGameType |
| 06:44:00 | | Flynnn Quit (Quit: Leaving) |
| 06:51:00 | raptor | them new neighbors don't stop playing loud music at night |
| 06:52:00 | raptor | ok recompiling |
| 06:52:00 | raptor | i thought for sure nexus worked... |
| 06:53:00 | raptor | oh wow, it sure doesn't work |
| 06:54:00 | raptor | that's bad |
| 06:58:00 | raptor | do you have a fix already sam686? I think i found the right place: GameType::validateGameType |
| 06:58:00 | sam686 | i may have already fixed it now.. |
| 06:59:00 | raptor | ok |
| 07:02:00 | sam686 | commited.. |
| 07:02:00 | sam686 | and pushed |
| 07:05:00 | | BFLogBot - Commit 9fbf04a30b71 | Author: sam8641 | Log: Fix level HuntersGameType to NexusGameType conversion, to make all HuntersGameType work |
| 07:05:00 | raptor | yay, fixed |
| 07:05:00 | raptor | thanks! |
| 07:06:00 | sam686 | i will go, night |
| 07:06:00 | raptor | night! |
| 07:07:00 | | sam686 Quit (Quit: bye bye, have a good night, bye, i am sleeping.........) |
| 07:19:00 | | Watusimoto has joined |
| 07:22:00 | Watusimoto | hi |
| 07:23:00 | raptor | hi |
| 07:23:00 | raptor | now it's my turn for bed... |
| 07:29:00 | Watusimoto | ha |
| 07:29:00 | Watusimoto | fell asleep early last night! |
| 07:29:00 | Watusimoto | feel much better today |
| 07:29:00 | raptor | i did that too - and i 'woke up on the wrong side of bed' |
| 07:30:00 | Watusimoto | oops |
| 07:30:00 | raptor | but maybe that was because my 2yo came barging in whining |
| 07:31:00 | Watusimoto | I've never heard of a 2yr old whining |
| 07:31:00 | Watusimoto | maybe he's ill |
| 07:31:00 | Watusimoto | mine always clearly articulated their grievances |
| 07:31:00 | Watusimoto | and we had a disscussion man-to-man, and resolved the problem |
| 07:32:00 | raptor | man - your experience seems so much different than mine... |
| 07:32:00 | Watusimoto | then he would say "thank you father" |
| 07:32:00 | Watusimoto | and toddle off to watch Barney |
| 07:32:00 | Watusimoto | we still get whining at 9 & 11 |
| 07:33:00 | raptor | barney is banned here - mostly because we have no TV - and he doesn't know about pbs.org |
| 07:33:00 | raptor | :) |
| 07:33:00 | Watusimoto | good! I'm not sure my kids have ever seen it |
| 07:33:00 | raptor | i think a block of wood, hammer, and nails are better teachers for kids than barney |
| 07:34:00 | Watusimoto | definitely |
| 07:34:00 | raptor | but anyways - i'm going to try and condition my kid to say 'thank you father' |
| 07:34:00 | Watusimoto | one can use the throw the block of wood at the other, and then defend himself with the hammer |
| 07:35:00 | raptor | hahaha |
| 07:35:00 | Watusimoto | good luck with that |
| 07:36:00 | raptor | so now that you have an invigorated mind, and mine is... umm... not sure, have any questions before i hit the sack? |
| 07:37:00 | raptor | oh |
| 07:38:00 | Watusimoto | no |
| 07:38:00 | Watusimoto | reset well and god speed |
| 07:38:00 | raptor | someone responded on the SDL mailing list - not sure if it's helpful though: http://lists.libsdl.org/pipermail/sdl-libsdl.org/2012-January/083274.html |
| 07:39:00 | raptor | in fact i'm sure it's not helpful |
| 07:40:00 | Watusimoto | :-) |
| 07:40:00 | Watusimoto | c'est la vie |
| 07:40:00 | | BFLogBot - Commit ecaa2baac9d4 | Author: buckyballreaction | Log: Line up Nexus message rendering, too |
| 07:42:00 | Watusimoto | well, good night. off to work |
| 07:42:00 | raptor | night! |
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| 16:30:00 | raptor | good morning! |
| 16:37:00 | raptor | i feel like we should just stop and release 016 after testing now... |
| 16:37:00 | raptor | but i still need to work on that gametype |
| 16:43:00 | karamazovapy | 016 MAKES ME 01SICK |
| 16:43:00 | karamazovapy | you can use that, if you want |
| 16:45:00 | | Watusimoto_ Quit (Ping timeout: 240 seconds) |
| 16:50:00 | watusimoto | raptor -- I sent you a proposed response to the SDL mailing list |
| 16:50:00 | watusimoto | if it continues on much, I'll just subscribe myself and spare you being the middle man |
| 16:50:00 | raptor | just mailed it :) |
| 16:50:00 | watusimoto | I hope I didn't break the code when I simplified it |
| 16:51:00 | watusimoto | I added lots of comments about wanting to honor the user's request |
| 16:51:00 | raptor | i added a link to the method on google code for further reference |
| 16:55:00 | raptor | http://lists.libsdl.org/pipermail/sdl-libsdl.org/2012-January/083293.html |
| 16:55:00 | raptor | looks like some of the spacing got goofed up, but i'm sure mailing list people deal with that all the time |
| 16:57:00 | watusimoto | so about releasing now... much of what's left is bugfixes and such |
| 16:58:00 | watusimoto | so they'd have to be fixed anyhow |
| 16:58:00 | raptor | yeah yeah |
| 16:58:00 | raptor | i'm just starting to get the itch |
| 16:58:00 | raptor | to release |
| 16:58:00 | watusimoto | if you want to nominate some new features to slip to 016a, have at it |
| 16:58:00 | watusimoto | I am too |
| 16:58:00 | raptor | nominate ~= defer? |
| 17:11:00 | watusimoto | ?? |
| 17:12:00 | raptor | i meant, 'nominate' roughly equals 'defer' in your statement about new features? |
| 17:12:00 | watusimoto | I'm heading home now... I'll be on later, and will consider all reasonable requests to postpone features, such as they are in the remaining cases |
| 17:12:00 | watusimoto | so I guess, to answer your question, I think so |
| 17:12:00 | watusimoto | nominate cases to defer |
| 17:13:00 | watusimoto | there are some possibilities on the google list |
| 17:14:00 | watusimoto | over and out! |
| 17:14:00 | raptor | later |
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| 17:58:00 | raptor | OK - I'm about 1/3 the way done with 'CoreGameType' |
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| 18:05:00 | raptor | i would probably need to add a team variable to Core items - also, should I have their color changed to the Teams color? (Or maybe add an inner square for the team?) |
| 19:10:00 | raptor | ok back |
| 19:10:00 | raptor | yes? |
| 19:18:00 | raptor | I'm changing Core -> CoreItem, to be more like FlagItem and SoccerBallItem |
| 19:18:00 | raptor | unless! |
| 19:18:00 | raptor | should we have a convention here for naming new level items? |
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| 19:55:00 | Watusimoto | !log |
| 19:55:00 | BFLogBot | This channel is logged - http://199.192.229.168/irclogs/ |
| 19:56:00 | raptor | !hello |
| 19:56:00 | Watusimoto | hi |
| 19:56:00 | raptor | hi |
| 19:57:00 | raptor | getting CoreGameType to sort of work |
| 19:57:00 | Watusimoto | I was just demonstrating how to write a bot for my son |
| 19:57:00 | Watusimoto | compared to the one we wrote for teh lego nxt |
| 19:57:00 | Watusimoto | great! |
| 19:57:00 | raptor | cool - is he interested in coding? |
| 19:57:00 | Watusimoto | he likes writing progs for the nxt |
| 19:58:00 | raptor | nxt? |
| 19:59:00 | Watusimoto | http://mindstorms.lego.com/en-us/Default.aspx |
| 19:59:00 | Watusimoto | very cool lego robotics kit |
| 20:01:00 | raptor | wow |
| 20:01:00 | raptor | that's neat |
| 20:01:00 | raptor | and you code movement algos for it? |
| 20:07:00 | | BFLogBot - Commit 0269cc752056 | Author: watusim...@bitfighter.org | Log: Updated rendering methods |
| 20:07:00 | | BFLogBot - Commit 737d46b996bf | Author: watusim...@bitfighter.org | Log: Fixed various spawn delayed problems; hide reticle when in menus |
| 20:07:00 | | BFLogBot - Commit 41d55a3a681c | Author: watusim...@bitfighter.org | Log: Merge |
| 20:08:00 | raptor | quick question: |
| 20:08:00 | raptor | processArguments() is for loading an Item from a level file - what is used to save the item? |
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| 21:01:00 | raptor | hi sam686 |
| 21:02:00 | raptor | watusimoto left before he could answer my question: processArguments() is for loading an Item from a level file - what is used to save the item? |
| 21:04:00 | sam686 | toString() ? |
| 21:04:00 | raptor | so I'm trying to save the Core item back to a level file |
| 21:04:00 | raptor | i had to add a processArguments file to load a team for it |
| 21:04:00 | raptor | but saving loses them completely |
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| 21:14:00 | | Watusimoto has joined |
| 21:15:00 | Watusimoto | sorry - missed your quick question |
| 21:15:00 | Watusimoto | basically yes, you get inputs from 4 sensors, and send commands to 3 motors |
| 21:15:00 | Watusimoto | they are very precise motors |
| 21:16:00 | Watusimoto | processArgs() reads values |
| 21:16:00 | Watusimoto | toString writes them |
| 21:16:00 | raptor | ah ha! |
| 21:16:00 | Watusimoto | I always try to put the toString() right after processArgs because they are opposites |
| 21:16:00 | Watusimoto | and need to match |
| 21:17:00 | Watusimoto | the nxt is actually a small computer |
| 21:17:00 | Watusimoto | that you program from your laptop by writing code and downloading the compiled code via usb or bluetooth |
| 21:17:00 | Watusimoto | it has a display and can make sounds |
| 21:18:00 | Watusimoto | we were writing programs that did things on the display |
| 21:18:00 | raptor | interesting - it cross compiles first on the host computer, then uploads the code afterwards? |
| 21:18:00 | Watusimoto | yes |
| 21:18:00 | Watusimoto | exactly |
| 21:18:00 | raptor | neato |
| 21:19:00 | Watusimoto | the standard language is a klunky graphical drag-and-drop language |
| 21:19:00 | raptor | i can only imagine what there'll be when my kid is older |
| 21:19:00 | Watusimoto | but there are numerous other compilers, inlcuding lua, and there is even an enitre visual studio version that you can use |
| 21:19:00 | Watusimoto | visual studio robotics or something |
| 21:19:00 | Watusimoto | which can also be used to program numerous other commercial bots |
| 21:20:00 | raptor | something went horribly wrong after that merge... |
| 21:20:00 | Watusimoto | my merge? |
| 21:20:00 | raptor | like am issing bracket |
| 21:20:00 | Watusimoto | really? |
| 21:20:00 | Watusimoto | there were two files in conflict, and when I went to resolve them, they "resolved themselves" |
| 21:21:00 | Watusimoto | I figured that meant the confilcits were in different parts of the file |
| 21:21:00 | Watusimoto | ah, except I just compiled |
| 21:21:00 | raptor | including the UIGame.h file in main.cpp is what did it... |
| 21:21:00 | raptor | somewhere.. |
| 21:21:00 | Watusimoto | oh way, no I didn't |
| 21:21:00 | Watusimoto | vc++ locked up |
| 21:21:00 | Watusimoto | no wait, it's back |
| 21:23:00 | Watusimoto | this stupid robotics programming software ate all my memory |
| 21:23:00 | raptor | gobble gobble |
| 21:24:00 | raptor | this is the error i see: http://pastie.org/3139715 |
| 21:25:00 | Watusimoto | OK, i JUST built fine with unalterd post-merge code |
| 21:25:00 | raptor | hmmm... |
| 21:25:00 | raptor | ok, one moment |
| 21:26:00 | raptor | yeah, same error |
| 21:26:00 | raptor | unaltered post-merge code |
| 21:27:00 | raptor | something might not have a header guard? |
| 21:27:00 | Watusimoto | UIGame.h:132:7: is in the middle of an enum |
| 21:27:00 | raptor | yeap |
| 21:27:00 | raptor | which makes me think it's something unrelated |
| 21:27:00 | Watusimoto | ah |
| 21:27:00 | Watusimoto | could it be that None is defined elsewhere in another enum, and is confusing the code? |
| 21:27:00 | raptor | and you did a complete re-compile? |
| 21:28:00 | Watusimoto | no |
| 21:28:00 | Watusimoto | I will now |
| 21:28:00 | Watusimoto | be back in a minute... compiling |
| 21:28:00 | raptor | i ran into that problem before: there are several Zap::None |
| 21:28:00 | raptor | that's ive fixed int he past |
| 21:28:00 | raptor | becasue an enum name doesn't get set up as it's own namespace |
| 21:29:00 | raptor | but i don't think that is the problem here (it's in a class) |
| 21:32:00 | raptor | odd, i moved the 'UIGame.h' include in main.cpp up to the top in the surrounding #ifndef and now it copmiles |
| 21:32:00 | raptor | compiles |
| 21:32:00 | raptor | this is the second goofy gcc error i've gotten because of code positioning this week |
| 21:38:00 | | BFLogBot - Commit 78f5dabae54b | Author: buckyballreaction | Log: Fix compiling on Linux - why does this fix this? |
| 21:40:00 | Watusimoto | compile fails |
| 21:40:00 | raptor | ha! |
| 21:40:00 | Watusimoto | but probably not the same problem you have |
| 21:40:00 | raptor | so get my latest fix |
| 21:40:00 | raptor | oh ok |
| 21:41:00 | Watusimoto | it couldn't open bitfighter_d.exe for writing the fully compiled and linked program to |
| 21:41:00 | raptor | zombie process |
| 21:41:00 | raptor | or still running it |
| 21:41:00 | Watusimoto | so I try linking again and... fail |
| 21:41:00 | raptor | yay for windows |
| 21:41:00 | raptor | kill the process |
| 21:41:00 | raptor | linux always lets you overwrite running programs :) |
| 21:41:00 | raptor | isn't that nice!? |
| 21:42:00 | Watusimoto | there is no process |
| 21:44:00 | Watusimoto | and there is no bitfighter_d.exe |
| 21:44:00 | Watusimoto | so... WTF!?!??! |
| 21:44:00 | karamazovapy | good question...where IS the fun? |
| 21:45:00 | Watusimoto | oh my god |
| 21:45:00 | Watusimoto | avira just flagged bitfighter_d.exe as a virus and has quarrantined it |
| 21:45:00 | raptor | hahahahahaa |
| 21:45:00 | karamazovapy | well that'll be good for publicity |
| 21:46:00 | Watusimoto | triggering an entire system scan' |
| 21:46:00 | raptor | if i do any windows dev - it's in a VM, with no antivirus |
| 21:46:00 | Watusimoto | that's why I can't build |
| 21:46:00 | Watusimoto | so... same problem you have, raptor? |
| 21:46:00 | raptor | haha, no |
| 21:46:00 | raptor | you should see the latest commit - an impressive fix to resolve my problem |
| 21:47:00 | Watusimoto | did you fix it by inserting dna from stuxtnet? |
| 21:47:00 | Watusimoto | is that my build problem? |
| 21:47:00 | raptor | stuxnet only attacks uranium enrichment centrifuge control software |
| 21:47:00 | raptor | so.. yes? |
| 21:48:00 | Watusimoto | and, perhaps, cores |
| 21:48:00 | Watusimoto | we just don't know, as they've never existed until recently |
| 21:48:00 | Watusimoto | compiles fine when I disable avira |
| 21:48:00 | raptor | another quick question: the teams are working for coreitems, but when loading the level they are not |
| 21:49:00 | Watusimoto | what does that mean? |
| 21:49:00 | raptor | i mean, the are saved with the correct team and everything from the editor |
| 21:49:00 | raptor | but when testing, they are rendered as they have no team |
| 21:49:00 | Watusimoto | so the level file is correct |
| 21:49:00 | raptor | y |
| 21:49:00 | Watusimoto | did you add code to render them by team? |
| 21:50:00 | Watusimoto | when I wrote it, they were always rendered red |
| 21:50:00 | raptor | yes |
| 21:50:00 | Watusimoto | ok |
| 21:50:00 | Watusimoto | let me look |
| 21:50:00 | raptor | i render them white with an inner square of teamColor |
| 21:50:00 | raptor | uhh |
| 21:50:00 | raptor | i haven't committed yet |
| 21:51:00 | Watusimoto | ok |
| 21:51:00 | Watusimoto | that explains why I don't see it |
| 21:51:00 | raptor | i guess i'm looking for reasons why this would happen |
| 21:51:00 | raptor | what differences there are between testing the game and the editor |
| 21:51:00 | Watusimoto | are teams preserved when loading into the editor? |
| 21:52:00 | raptor | define preserved |
| 21:52:00 | Watusimoto | if core was on team 2 when you saved, is it still on team 2 when you load the level in editor? |
| 21:52:00 | raptor | yes |
| 21:52:00 | Watusimoto | then reading isn't a problem |
| 21:52:00 | raptor | and team 2 is red, but in the level it shows up as white again.. |
| 21:52:00 | Watusimoto | loading in game uses same code as loading in editor |
| 21:53:00 | Watusimoto | so it's probably a render problem |
| 21:54:00 | Watusimoto | rendering in editor does not use scame code as rendering in game |
| 21:54:00 | Watusimoto | renderEditor and renderItem |
| 21:54:00 | Watusimoto | though in many cases they call the same fn |
| 21:55:00 | raptor | http://pastie.org/3139924 |
| 21:55:00 | raptor | is what i did |
| 21:58:00 | raptor | simple enough, i think |
| 21:58:00 | Watusimoto | add a logprintf("team %d", mteam) in the renderItem |
| 21:59:00 | raptor | ok |
| 21:59:00 | Watusimoto | but yes, pretty simple |
| 21:59:00 | Watusimoto | hard to see how that cuold go wrong |
| 22:00:00 | raptor | exactly! |
| 22:01:00 | raptor | ha! |
| 22:01:00 | raptor | all team -1 when playing the level, but editor has 0, 1 |
| 22:01:00 | raptor | what did i miss.... |
| 22:02:00 | Watusimoto | move the assert to just after the item has had processArgs run on it |
| 22:02:00 | Watusimoto | 6.283f/24 ??? |
| 22:02:00 | raptor | tau/24 |
| 22:02:00 | Watusimoto | that's clear |
| 22:03:00 | raptor | 24 sections of a circle |
| 22:03:00 | raptor | seems clear to me - which means i probably wrote it... |
| 22:05:00 | Watusimoto | sure |
| 22:05:00 | Watusimoto | you did write it |
| 22:08:00 | | BFLogBot - Commit 573d19953436 | Author: watusim...@bitfighter.org | Log: Formatting |
| 22:08:00 | | BFLogBot - Commit 085e856d87bc | Author: watusim...@bitfighter.org | Log: formatting, comments |
| 22:08:00 | | BFLogBot - Commit 2ff690eb82ac | Author: watusim...@bitfighter.org | Log: formatting, comments, asserts |
| 22:08:00 | | BFLogBot - Commit ebcadec6370a | Author: watusim...@bitfighter.org | Log: For raptor... Merry Christmas! |
| 22:08:00 | | BFLogBot - Commit 7f2bbc1631df | Author: watusim...@bitfighter.org | Log: Merge |
| 22:08:00 | raptor | haha |
| 22:08:00 | Watusimoto | :-) |
| 22:08:00 | raptor | hahaha |
| 22:09:00 | raptor | i love it |
| 22:09:00 | Watusimoto | I rewrote the code for FloatTau/24 |
| 22:09:00 | Watusimoto | much better |
| 22:09:00 | raptor | i don't even remember what i used it for |
| 22:10:00 | Watusimoto | spawn shield |
| 22:13:00 | raptor | circle geometry is so much easier to remember when 2*pi is treated as the constant instead |
| 22:13:00 | | BFLogBot - Commit 8f8a8016f2ad | Author: watusim...@bitfighter.org | Log: Fix comment |
| 22:13:00 | | BFLogBot - Commit ba171f8e9ff8 | Author: watusim...@bitfighter.org | Log: Formatting |
| 22:15:00 | raptor | i like the new 'save password' option that sam686 added |
| 22:16:00 | raptor | ok, i checked the team right after processArguments when loading the level - they are correct at 0 and 1 |
| 22:16:00 | karamazovapy | much better than that old 'lose and forget password' option I kept pulling for |
| 22:20:00 | raptor | is there no getTeamColor in BFObject? |
| 22:20:00 | raptor | wait, it's in mGame |
| 22:22:00 | Watusimoto | what's save passwd do? |
| 22:22:00 | raptor | it's on the first username screen |
| 22:22:00 | sam686 | Easy, when off, it doesn't save password to INI screen.. |
| 22:22:00 | sam686 | ini file i meant |
| 22:22:00 | raptor | http://sam686.maxhushahn.com/upload/1screenshot_9.png |
| 22:23:00 | Watusimoto | ah, I see, so you have to enter it every time |
| 22:23:00 | raptor | useful on school copmuters |
| 22:23:00 | sam686 | could be useful when you are in a computer that multiple people share.. |
| 22:23:00 | Watusimoto | yes |
| 22:23:00 | raptor | like shop class |
| 22:24:00 | Watusimoto | never thought about that |
| 22:24:00 | karamazovapy | yeah and families |
| 22:25:00 | Watusimoto | probably want something like that to block saving admin and levelchange pws |
| 22:25:00 | Watusimoto | which are currently saved in the INI |
| 22:28:00 | raptor | any reason why the render method is picking out the wrong teams? |
| 22:28:00 | raptor | i changed it to this: http://pastie.org/3140092 |
| 22:29:00 | raptor | it's mTeam that keeps coming back as -1 |
| 22:30:00 | raptor | wait wait |
| 22:30:00 | raptor | i ahd in the constructor: mTeam = -1; (because i copied from FlagItem) |
| 22:31:00 | sam686 | grr, intellisense got stuck at "updating intellisense (42)..." eating CPU, than if i right click on code, freezes visual studio 2008... |
| 22:31:00 | raptor | removing that didn't work |
| 22:32:00 | Watusimoto | is mTeam correct there? |
| 22:32:00 | raptor | no - it's always -1 |
| 22:33:00 | Watusimoto | so mTeam is set correctly, but somehow becomes -1 before rendering? |
| 22:33:00 | raptor | yeah - it renders correctly in the editor though |
| 22:34:00 | Watusimoto | I suspect that these arent the same mTeams |
| 22:34:00 | raptor | yes |
| 22:34:00 | raptor | and i don't know why they're different |
| 22:34:00 | sam686 | does it correctly read team number in processArguments? |
| 22:34:00 | raptor | yes |
| 22:34:00 | Watusimoto | you could try adding logprintf("Team: %d, addr %p", mteam, &mteam) |
| 22:35:00 | raptor | everything about processArgs is working |
| 22:35:00 | Watusimoto | at processArgs and at print |
| 22:35:00 | Watusimoto | sorry, and at render |
| 22:38:00 | sam686 | it looks like Core::processArguments does not put team number into mTeam - loading Core in editor results in -1 team |
| 22:39:00 | sam686 | there isn't Core::ProcessArguments, so Item::ProcessArguments is used |
| 22:40:00 | raptor | http://pastie.org/3140166 |
| 22:41:00 | sam686 | could i maybe see your edited code? |
| 22:41:00 | raptor | ok, i'll provide a patch |
| 22:43:00 | | BFLogBot - Commit 63695895660a | Author: sam8641 | Log: clean up one unused #define |
| 22:44:00 | raptor | diff at latest: http://sam686.maxhushahn.com/upload/coregamechanges.diff |
| 22:49:00 | sam686 | well... rejected patch on zap/bitfighter.vcxproj and zap/bitfighter_sam.vcproj but that easy to add.. |
| 22:49:00 | sam686 | no cpp or .h files was rejected on that patch |
| 22:50:00 | raptor | oh, oops i might have forgot to add the new class files... |
| 22:50:00 | raptor | ok here it is: http://sam686.maxhushahn.com/upload/1coregamechanges.diff |
| 22:50:00 | raptor | sorry |
| 22:53:00 | Watusimoto | raptor: memory test time |
| 22:53:00 | Watusimoto | here is a short block you wrote |
| 22:53:00 | Watusimoto | if(stream->readFlag()) // Respawn |
| 22:53:00 | Watusimoto | { |
| 22:53:00 | Watusimoto | if(hasExploded) |
| 22:53:00 | Watusimoto | enableCollision(); |
| 22:53:00 | Watusimoto | hasExploded = false; |
| 22:53:00 | Watusimoto | playSpawnEffect = stream->readFlag(); // prevent spawn effect every time the robot goes into scope. |
| 22:53:00 | Watusimoto | shipwarped = true; |
| 22:53:00 | Watusimoto | mSpawnShield.reset(stream->readFlag() ? 1 : 0); |
| 22:53:00 | Watusimoto | } |
| 22:53:00 | Watusimoto | I'm looking at the last line |
| 22:53:00 | Watusimoto | and can't figure out what it's supposed ot be doing |
| 22:53:00 | raptor | what method? |
| 22:53:00 | Watusimoto | Ship::unpackUpdate |
| 22:54:00 | Watusimoto | if readFlag() is false, you clar the spawnshield timer, that makes sense |
| 22:54:00 | Watusimoto | mSpawnShield is a timer |
| 22:54:00 | Watusimoto | but if it's true, you reset it to 1, which I take to mean 1ms, which seems... bizarre |
| 22:54:00 | raptor | yeah that's weird |
| 22:55:00 | sam686 | something missing on patch, CoreGame.cpp |
| 22:55:00 | raptor | sam, that second patch doesn't have it? |
| 22:56:00 | raptor | Watusimoto: it looks like I handle spawnShield timer on the server side exclusively and the client only needs to know it's still active |
| 22:57:00 | raptor | so the client timer is set enough to keep it active until next update |
| 22:57:00 | Watusimoto | so if a packet is delayed, timer will blink off? |
| 22:57:00 | Watusimoto | or you just never update timer on client? |
| 22:57:00 | Watusimoto | ok, I'm looking through the code, that;s helpful |
| 22:58:00 | raptor | i think the later - but to be honest, i don't remember that - maybe it was an addition sam added |
| 22:58:00 | Watusimoto | looks like timer is being used as a boolean :-) |
| 22:58:00 | raptor | which is really weird |
| 22:59:00 | Watusimoto | ha -- yes, that seems to be exactly what;s happening! |
| 22:59:00 | Watusimoto | no worries |
| 23:00:00 | raptor | i think sam686 added that trick - we were brainstorming on how to use as little network as possible |
| 23:01:00 | sam686 | well, clients only need to know if the mSpawnShield is or is not zero... |
| 23:01:00 | sam686 | but if you were going to put in some countdown or animation, then we would have to send some 8 bit count down instead of 1 bit.. |
| 23:02:00 | sam686 | ok, the new patch compiles, now to test |
| 23:03:00 | sam686 | "Couldn't find class rep for dynamic class: Core" ??? |
| 23:04:00 | sam686 | i guess Core got renamed again.. |
| 23:05:00 | raptor | you'll have to do full recopmile |
| 23:05:00 | raptor | and adjust level files |
| 23:05:00 | raptor | sorry for waffling on the name |
| 23:06:00 | sam686 | so "Core" got renamed to "CoreItem" |
| 23:07:00 | raptor | yes, a little less generic |
| 23:11:00 | sam686 | i think i found the problem, client creates CoreItem, then UnpackUpdate doesn't set mTeam to some number.. (processArgument is server side only) |
| 23:12:00 | raptor | FlagItem didn't do that |
| 23:13:00 | raptor | but some how flags are attached to teams |
| 23:13:00 | raptor | wait |
| 23:13:00 | raptor | maybe there is a child class of flag item... |
| 23:14:00 | sam686 | but wait, FlagItem::packUpdate have a "writeThisTeam(stream);" |
| 23:14:00 | raptor | ha! |
| 23:14:00 | raptor | you win |
| 23:16:00 | sam686 | writeThisTeam is simply "stream->writeInt(mTeam + 2, 4);" (one place to edit that handles writing and reading teams) |
| 23:16:00 | raptor | ok, i need to add mInitial to Item, then... |
| 23:17:00 | raptor | thanks sam686 |
| 23:17:00 | raptor | always the master debugger... |
| 23:22:00 | raptor | would it be bad to move mInitial to Item from MoveItem? |
| 23:23:00 | sam686 | maybe insteam of mInitial stuff, you could just go with if(stream->writeFlag(updateMask & InitialMask)) |
| 23:23:00 | sam686 | and: if(stream->readFlag()) |
| 23:25:00 | raptor | nd make sure it's the last bit? |
| 23:25:00 | raptor | i mean last in the method? |
| 23:25:00 | sam686 | it can be in any order, but the order between packUpdate and unpackUpdate must be equal |
| 23:26:00 | raptor | so this is what i have now: http://pastie.org/3140367 |
| 23:26:00 | raptor | and i crash with assert error: "unpackUpdate did not match packUpdate for object of class CoreItem. Expected 239 bits, got 236 bits." |
| 23:27:00 | raptor | maybe i need: stream->readInt(4) |
| 23:27:00 | sam686 | if(updateMask & InitialMask) writeThisTeam(stream); ?? |
| 23:27:00 | sam686 | try if(stream->writeFlag(updateMask & InitialMask)) |
| 23:28:00 | raptor | oops |
| 23:28:00 | raptor | ... |
| 23:29:00 | raptor | it works!, thanks sam686! |
| 23:29:00 | sam686 | good |
| 23:29:00 | Watusimoto | great! |
| 23:29:00 | raptor | see ugly cores?: http://sam686.maxhushahn.com/upload/1screenshot_10.png |
| 23:30:00 | raptor | question: did we want the cores to kill the ship if you run into them? |
| 23:34:00 | Watusimoto | @r -- I don't think so |
| 23:34:00 | Watusimoto | @s -- I have some ideas for more interesting graphics |
| 23:35:00 | Watusimoto | @r but maybe, never thought about it |
| 23:35:00 | raptor | i think it would be interesting if it killed opposing team members if they ran into it |
| 23:35:00 | raptor | but i don't knwo if we have a framework for team-based collision |
| 23:37:00 | Watusimoto | it would be trivial, I think |
| 23:37:00 | Watusimoto | just make the check in collision() |
| 23:37:00 | Watusimoto | or collide() |
| 23:37:00 | Watusimoto | or whatever it's called |
| 23:38:00 | raptor | ok, scoring for CoreGame |
| 23:38:00 | raptor | count down to zero? |
| 23:39:00 | raptor | it seems much different because score is now based on the items |
| 23:40:00 | raptor | so we'd have to not have a score parameter for the game type |
| 23:40:00 | raptor | or disregard it and have however many scores there are CoreItems on the map for each team |
| 23:41:00 | raptor | unless someone has a better idea of scoring? |
| 23:46:00 | Watusimoto | scoring... |
| 23:46:00 | Watusimoto | hmmm |
| 23:46:00 | raptor | is all mesed up |
| 23:46:00 | Watusimoto | Count down seems the best way -- you know where you are, and where you are going |
| 23:46:00 | raptor | logically it is to declare the opposite team the winner when all of your Cores are gone |
| 23:46:00 | Watusimoto | but everything is designed with winner having > score |
| 23:47:00 | raptor | yes, so GameType will have to have a virtual bool useWinningScore |
| 23:47:00 | Watusimoto | if you count up (cores killed), that fits better, but you never know how many cores you need to kill |
| 23:47:00 | raptor | yes, and levels can be designed with unequal cores per team |
| 23:48:00 | Watusimoto | well, we could set winning score automatically when we read the level file |
| 23:48:00 | Watusimoto | yes |
| 23:48:00 | raptor | yes, that is what i was thinking |
| 23:48:00 | raptor | a little work to use a different winning system... |
| 23:48:00 | Watusimoto | but each team would have a different winning score |
| 23:48:00 | Watusimoto | or we could make the winning score = 100 (say) and start at 100-#cores |
| 23:48:00 | raptor | yes |
| 23:49:00 | Watusimoto | oh... got it |
| 23:49:00 | raptor | that means 'AbstractTeam' needs that var? |
| 23:49:00 | Watusimoto | we do that, or start at -n or whatever |
| 23:49:00 | Watusimoto | play to 100 (or 0) |
| 23:49:00 | Watusimoto | and override the scoreboard display to display whatever we want to show... cores left: 2 |
| 23:49:00 | raptor | ahhh |
| 23:50:00 | Watusimoto | but internally, there is a fixed score to play to |
| 23:50:00 | raptor | so I can hard code winning score to 0 |
| 23:50:00 | Watusimoto | even if different teams start out at a different score |
| 23:50:00 | Watusimoto | yes |
| 23:50:00 | Watusimoto | sure, 0 makes sense |
| 23:50:00 | Watusimoto | or S32_max |
| 23:50:00 | Watusimoto | :-) |
| 23:50:00 | raptor | and start everyone off negative, but render the opposite... |
| 23:51:00 | Watusimoto | yes |
| 23:51:00 | Watusimoto | I don't think we have a gametype specific scoreboard override mechansim |
| 23:51:00 | Watusimoto | but maybe we could create one, and make the one-team games use that rather than the if-then crap we do now |
| 23:52:00 | Watusimoto | or maybe we just jimmy in some sort of hardcoded if-then for displaying this gametype |
| 23:52:00 | raptor | there is a renderInterfaceOverlay method for each game type |
| 23:52:00 | raptor | nexus game is the only one that uses it for it's own scoreing and timers |
| 23:53:00 | raptor | all the others use our if/then spaghetti |
| 23:53:00 | Watusimoto | yes, but that can be fixed :-) |
| 23:53:00 | Watusimoto | either now, or for 016a |
| 23:54:00 | raptor | ok, well, i'm going to check in what i have before i start breaking things again.. |
| 23:58:00 | | BFLogBot - Commit da38118df89a | Author: watusim...@bitfighter.org | Log: Formatting |
| 23:58:00 | | BFLogBot - Commit 4951c55d2e37 | Author: watusim...@bitfighter.org | Log: Experimental spawn-shield effect |
| 23:58:00 | | BFLogBot - Commit 4f9ea93487ea | Author: watusim...@bitfighter.org | Log: Merge |
| 23:58:00 | | BFLogBot - Commit 7e4a93871775 | Author: watusim...@bitfighter.org | Log: Happy Orthodox Christmas, raptor |
| 23:58:00 | raptor | hahaha |
| 23:59:00 | raptor | let's see this new effect... |