#bitfighter IRC Log

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IRC Log for 2012-01-06

Timestamps are in GMT/BST.

02:02:00koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
04:10:00BFLogBot - Commit 36abfaa02521 | Author: sam8641 | Log: Fix error when writing a new INI, fix login password, added "save password" = no option
04:35:00raptor has joined
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04:36:00raptorgood evening!
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05:27:00Flynnn Quit (Quit: This computer has gone to sleep)
05:27:00raptorhi sam686, have you been working on any of the bugs or issues for 016?
05:28:00Flynnn has joined
05:32:00raptorwow, i somehow added to a discussion in off-topic!
05:32:00raptorand i didn't even post!
05:32:00raptorand i asked for sugar with my grape-nuts
05:41:00raptoralso grape-nuts flakes are gross; the real thing, much better (with heaping mounds of sugar)
05:42:00sam686hi?
05:43:00raptorhi
05:43:00raptorjust rambling...
06:08:00sam686i think a command -dedicated any:28005 stopped working for 016
06:11:00sam686i guess i would have to do -dedicated -hostaddr any:28005
06:13:00raptoryeah, i think watusimoto cleaned up a lot of the command line stuff
06:22:00sam686there is one big problem, all Nexus got turned into bitmatch
06:23:00sam686level loading problem, i guess
06:23:00raptoryuk
06:23:00raptoradd that to the wiki
06:26:00Flynnn Quit (Quit: Leaving)
06:34:00sam686there is obj[LevelLoader::MaxArgLen] = '\0'; what is the difference between '\0' and 0 ?
06:34:00raptori'm not sure - i've seen it elsewhere
06:35:00sam686i don't think there is no difference on C++, as '\0' == 0
06:39:00Flynnn has joined
06:39:00sam686console seem to be filled with junk when loading nexus level..
06:42:00raptoroh
06:43:00sam686i found the problem, it doesn't get to HuntersGameType renaming at all..
06:43:00raptorit was renamed to 'NexusGameType'
06:43:00raptorwhat??
06:43:00raptori tested that...
06:43:00sam686as there is another place, //Parse GameType line... All game types are of form XXXXGameType
06:44:00Flynnn Quit (Quit: Leaving)
06:51:00raptorthem new neighbors don't stop playing loud music at night
06:52:00raptorok recompiling
06:52:00raptori thought for sure nexus worked...
06:53:00raptoroh wow, it sure doesn't work
06:54:00raptorthat's bad
06:58:00raptordo you have a fix already sam686? I think i found the right place: GameType::validateGameType
06:58:00sam686i may have already fixed it now..
06:59:00raptorok
07:02:00sam686commited..
07:02:00sam686and pushed
07:05:00BFLogBot - Commit 9fbf04a30b71 | Author: sam8641 | Log: Fix level HuntersGameType to NexusGameType conversion, to make all HuntersGameType work
07:05:00raptoryay, fixed
07:05:00raptorthanks!
07:06:00sam686i will go, night
07:06:00raptornight!
07:07:00sam686 Quit (Quit: bye bye, have a good night, bye, i am sleeping.........)
07:19:00Watusimoto has joined
07:22:00Watusimotohi
07:23:00raptorhi
07:23:00raptornow it's my turn for bed...
07:29:00Watusimotoha
07:29:00Watusimotofell asleep early last night!
07:29:00Watusimotofeel much better today
07:29:00raptori did that too - and i 'woke up on the wrong side of bed'
07:30:00Watusimotooops
07:30:00raptorbut maybe that was because my 2yo came barging in whining
07:31:00WatusimotoI've never heard of a 2yr old whining
07:31:00Watusimotomaybe he's ill
07:31:00Watusimotomine always clearly articulated their grievances
07:31:00Watusimotoand we had a disscussion man-to-man, and resolved the problem
07:32:00raptorman - your experience seems so much different than mine...
07:32:00Watusimotothen he would say "thank you father"
07:32:00Watusimotoand toddle off to watch Barney
07:32:00Watusimotowe still get whining at 9 & 11
07:33:00raptorbarney is banned here - mostly because we have no TV - and he doesn't know about pbs.org
07:33:00raptor:)
07:33:00Watusimotogood! I'm not sure my kids have ever seen it
07:33:00raptori think a block of wood, hammer, and nails are better teachers for kids than barney
07:34:00Watusimotodefinitely
07:34:00raptorbut anyways - i'm going to try and condition my kid to say 'thank you father'
07:34:00Watusimotoone can use the throw the block of wood at the other, and then defend himself with the hammer
07:35:00raptorhahaha
07:35:00Watusimotogood luck with that
07:36:00raptorso now that you have an invigorated mind, and mine is... umm... not sure, have any questions before i hit the sack?
07:37:00raptoroh
07:38:00Watusimotono
07:38:00Watusimotoreset well and god speed
07:38:00raptorsomeone 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
07:39:00raptorin fact i'm sure it's not helpful
07:40:00Watusimoto:-)
07:40:00Watusimotoc'est la vie
07:40:00BFLogBot - Commit ecaa2baac9d4 | Author: buckyballreaction | Log: Line up Nexus message rendering, too
07:42:00Watusimotowell, good night. off to work
07:42:00raptornight!
07:42:00raptor Quit (Remote host closed the connection)
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16:30:00raptorgood morning!
16:37:00raptori feel like we should just stop and release 016 after testing now...
16:37:00raptorbut i still need to work on that gametype
16:43:00karamazovapy016 MAKES ME 01SICK
16:43:00karamazovapyyou can use that, if you want
16:45:00Watusimoto_ Quit (Ping timeout: 240 seconds)
16:50:00watusimotoraptor -- I sent you a proposed response to the SDL mailing list
16:50:00watusimotoif it continues on much, I'll just subscribe myself and spare you being the middle man
16:50:00raptorjust mailed it :)
16:50:00watusimotoI hope I didn't break the code when I simplified it
16:51:00watusimotoI added lots of comments about wanting to honor the user's request
16:51:00raptori added a link to the method on google code for further reference
16:55:00raptorhttp://lists.libsdl.org/pipermail/sdl-libsdl.org/2012-January/083293.html
16:55:00raptorlooks like some of the spacing got goofed up, but i'm sure mailing list people deal with that all the time
16:57:00watusimotoso about releasing now... much of what's left is bugfixes and such
16:58:00watusimotoso they'd have to be fixed anyhow
16:58:00raptoryeah yeah
16:58:00raptori'm just starting to get the itch
16:58:00raptorto release
16:58:00watusimotoif you want to nominate some new features to slip to 016a, have at it
16:58:00watusimotoI am too
16:58:00raptornominate ~= defer?
17:11:00watusimoto??
17:12:00raptori meant, 'nominate' roughly equals 'defer' in your statement about new features?
17:12:00watusimotoI'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
17:12:00watusimotoso I guess, to answer your question, I think so
17:12:00watusimotonominate cases to defer
17:13:00watusimotothere are some possibilities on the google list
17:14:00watusimotoover and out!
17:14:00raptorlater
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17:58:00raptorOK - I'm about 1/3 the way done with 'CoreGameType'
17:59:00Watusimoto Quit (Ping timeout: 252 seconds)
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18:05:00raptori 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?)
19:10:00raptorok back
19:10:00raptoryes?
19:18:00raptorI'm changing Core -> CoreItem, to be more like FlagItem and SoccerBallItem
19:18:00raptorunless!
19:18:00raptorshould we have a convention here for naming new level items?
19:45:00LordDVG Quit (Quit: mjuza, better way for listening to music: sf.net/projects/mjuza/)
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19:55:00Watusimoto!log
19:55:00BFLogBotThis channel is logged - http://199.192.229.168/irclogs/
19:56:00raptor!hello
19:56:00Watusimotohi
19:56:00raptorhi
19:57:00raptorgetting CoreGameType to sort of work
19:57:00WatusimotoI was just demonstrating how to write a bot for my son
19:57:00Watusimotocompared to the one we wrote for teh lego nxt
19:57:00Watusimotogreat!
19:57:00raptorcool - is he interested in coding?
19:57:00Watusimotohe likes writing progs for the nxt
19:58:00raptornxt?
19:59:00Watusimotohttp://mindstorms.lego.com/en-us/Default.aspx
19:59:00Watusimotovery cool lego robotics kit
20:01:00raptorwow
20:01:00raptorthat's neat
20:01:00raptorand you code movement algos for it?
20:07:00BFLogBot - Commit 0269cc752056 | Author: watusim...@bitfighter.org | Log: Updated rendering methods
20:07:00BFLogBot - Commit 737d46b996bf | Author: watusim...@bitfighter.org | Log: Fixed various spawn delayed problems; hide reticle when in menus
20:07:00BFLogBot - Commit 41d55a3a681c | Author: watusim...@bitfighter.org | Log: Merge
20:08:00raptorquick question:
20:08:00raptorprocessArguments() is for loading an Item from a level file - what is used to save the item?
20:13:00Watusimoto Quit (Ping timeout: 268 seconds)
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21:01:00raptorhi sam686
21:02:00raptorwatusimoto left before he could answer my question: processArguments() is for loading an Item from a level file - what is used to save the item?
21:04:00sam686toString() ?
21:04:00raptorso I'm trying to save the Core item back to a level file
21:04:00raptori had to add a processArguments file to load a team for it
21:04:00raptorbut saving loses them completely
21:12:00LordDVG Quit (Remote host closed the connection)
21:14:00Watusimoto has joined
21:15:00Watusimotosorry - missed your quick question
21:15:00Watusimotobasically yes, you get inputs from 4 sensors, and send commands to 3 motors
21:15:00Watusimotothey are very precise motors
21:16:00WatusimotoprocessArgs() reads values
21:16:00WatusimototoString writes them
21:16:00raptorah ha!
21:16:00WatusimotoI always try to put the toString() right after processArgs because they are opposites
21:16:00Watusimotoand need to match
21:17:00Watusimotothe nxt is actually a small computer
21:17:00Watusimotothat you program from your laptop by writing code and downloading the compiled code via usb or bluetooth
21:17:00Watusimotoit has a display and can make sounds
21:18:00Watusimotowe were writing programs that did things on the display
21:18:00raptorinteresting - it cross compiles first on the host computer, then uploads the code afterwards?
21:18:00Watusimotoyes
21:18:00Watusimotoexactly
21:18:00raptorneato
21:19:00Watusimotothe standard language is a klunky graphical drag-and-drop language
21:19:00raptori can only imagine what there'll be when my kid is older
21:19:00Watusimotobut there are numerous other compilers, inlcuding lua, and there is even an enitre visual studio version that you can use
21:19:00Watusimotovisual studio robotics or something
21:19:00Watusimotowhich can also be used to program numerous other commercial bots
21:20:00raptorsomething went horribly wrong after that merge...
21:20:00Watusimotomy merge?
21:20:00raptorlike am issing bracket
21:20:00Watusimotoreally?
21:20:00Watusimotothere were two files in conflict, and when I went to resolve them, they "resolved themselves"
21:21:00WatusimotoI figured that meant the confilcits were in different parts of the file
21:21:00Watusimotoah, except I just compiled
21:21:00raptorincluding the UIGame.h file in main.cpp is what did it...
21:21:00raptorsomewhere..
21:21:00Watusimotooh way, no I didn't
21:21:00Watusimotovc++ locked up
21:21:00Watusimotono wait, it's back
21:23:00Watusimotothis stupid robotics programming software ate all my memory
21:23:00raptorgobble gobble
21:24:00raptorthis is the error i see: http://pastie.org/3139715
21:25:00WatusimotoOK, i JUST built fine with unalterd post-merge code
21:25:00raptorhmmm...
21:25:00raptorok, one moment
21:26:00raptoryeah, same error
21:26:00raptorunaltered post-merge code
21:27:00raptorsomething might not have a header guard?
21:27:00WatusimotoUIGame.h:132:7: is in the middle of an enum
21:27:00raptoryeap
21:27:00raptorwhich makes me think it's something unrelated
21:27:00Watusimotoah
21:27:00Watusimotocould it be that None is defined elsewhere in another enum, and is confusing the code?
21:27:00raptorand you did a complete re-compile?
21:28:00Watusimotono
21:28:00WatusimotoI will now
21:28:00Watusimotobe back in a minute... compiling
21:28:00raptori ran into that problem before: there are several Zap::None
21:28:00raptorthat's ive fixed int he past
21:28:00raptorbecasue an enum name doesn't get set up as it's own namespace
21:29:00raptorbut i don't think that is the problem here (it's in a class)
21:32:00raptorodd, i moved the 'UIGame.h' include in main.cpp up to the top in the surrounding #ifndef and now it copmiles
21:32:00raptorcompiles
21:32:00raptorthis is the second goofy gcc error i've gotten because of code positioning this week
21:38:00BFLogBot - Commit 78f5dabae54b | Author: buckyballreaction | Log: Fix compiling on Linux - why does this fix this?
21:40:00Watusimotocompile fails
21:40:00raptorha!
21:40:00Watusimotobut probably not the same problem you have
21:40:00raptorso get my latest fix
21:40:00raptoroh ok
21:41:00Watusimotoit couldn't open bitfighter_d.exe for writing the fully compiled and linked program to
21:41:00raptorzombie process
21:41:00raptoror still running it
21:41:00Watusimotoso I try linking again and... fail
21:41:00raptoryay for windows
21:41:00raptorkill the process
21:41:00raptorlinux always lets you overwrite running programs :)
21:41:00raptorisn't that nice!?
21:42:00Watusimotothere is no process
21:44:00Watusimotoand there is no bitfighter_d.exe
21:44:00Watusimotoso... WTF!?!??!
21:44:00karamazovapygood question...where IS the fun?
21:45:00Watusimotooh my god
21:45:00Watusimotoavira just flagged bitfighter_d.exe as a virus and has quarrantined it
21:45:00raptorhahahahahaa
21:45:00karamazovapywell that'll be good for publicity
21:46:00Watusimototriggering an entire system scan'
21:46:00raptorif i do any windows dev - it's in a VM, with no antivirus
21:46:00Watusimotothat's why I can't build
21:46:00Watusimotoso... same problem you have, raptor?
21:46:00raptorhaha, no
21:46:00raptoryou should see the latest commit - an impressive fix to resolve my problem
21:47:00Watusimotodid you fix it by inserting dna from stuxtnet?
21:47:00Watusimotois that my build problem?
21:47:00raptorstuxnet only attacks uranium enrichment centrifuge control software
21:47:00raptorso.. yes?
21:48:00Watusimotoand, perhaps, cores
21:48:00Watusimotowe just don't know, as they've never existed until recently
21:48:00Watusimotocompiles fine when I disable avira
21:48:00raptoranother quick question: the teams are working for coreitems, but when loading the level they are not
21:49:00Watusimotowhat does that mean?
21:49:00raptori mean, the are saved with the correct team and everything from the editor
21:49:00raptorbut when testing, they are rendered as they have no team
21:49:00Watusimotoso the level file is correct
21:49:00raptory
21:49:00Watusimotodid you add code to render them by team?
21:50:00Watusimotowhen I wrote it, they were always rendered red
21:50:00raptoryes
21:50:00Watusimotook
21:50:00Watusimotolet me look
21:50:00raptori render them white with an inner square of teamColor
21:50:00raptoruhh
21:50:00raptori haven't committed yet
21:51:00Watusimotook
21:51:00Watusimotothat explains why I don't see it
21:51:00raptori guess i'm looking for reasons why this would happen
21:51:00raptorwhat differences there are between testing the game and the editor
21:51:00Watusimotoare teams preserved when loading into the editor?
21:52:00raptordefine preserved
21:52:00Watusimotoif core was on team 2 when you saved, is it still on team 2 when you load the level in editor?
21:52:00raptoryes
21:52:00Watusimotothen reading isn't a problem
21:52:00raptorand team 2 is red, but in the level it shows up as white again..
21:52:00Watusimotoloading in game uses same code as loading in editor
21:53:00Watusimotoso it's probably a render problem
21:54:00Watusimotorendering in editor does not use scame code as rendering in game
21:54:00WatusimotorenderEditor and renderItem
21:54:00Watusimotothough in many cases they call the same fn
21:55:00raptorhttp://pastie.org/3139924
21:55:00raptoris what i did
21:58:00raptorsimple enough, i think
21:58:00Watusimotoadd a logprintf("team %d", mteam) in the renderItem
21:59:00raptorok
21:59:00Watusimotobut yes, pretty simple
21:59:00Watusimotohard to see how that cuold go wrong
22:00:00raptorexactly!
22:01:00raptorha!
22:01:00raptorall team -1 when playing the level, but editor has 0, 1
22:01:00raptorwhat did i miss....
22:02:00Watusimotomove the assert to just after the item has had processArgs run on it
22:02:00Watusimoto6.283f/24 ???
22:02:00raptortau/24
22:02:00Watusimotothat's clear
22:03:00raptor24 sections of a circle
22:03:00raptorseems clear to me - which means i probably wrote it...
22:05:00Watusimotosure
22:05:00Watusimotoyou did write it
22:08:00BFLogBot - Commit 573d19953436 | Author: watusim...@bitfighter.org | Log: Formatting
22:08:00BFLogBot - Commit 085e856d87bc | Author: watusim...@bitfighter.org | Log: formatting, comments
22:08:00BFLogBot - Commit 2ff690eb82ac | Author: watusim...@bitfighter.org | Log: formatting, comments, asserts
22:08:00BFLogBot - Commit ebcadec6370a | Author: watusim...@bitfighter.org | Log: For raptor... Merry Christmas!
22:08:00BFLogBot - Commit 7f2bbc1631df | Author: watusim...@bitfighter.org | Log: Merge
22:08:00raptorhaha
22:08:00Watusimoto:-)
22:08:00raptorhahaha
22:09:00raptori love it
22:09:00WatusimotoI rewrote the code for FloatTau/24
22:09:00Watusimotomuch better
22:09:00raptori don't even remember what i used it for
22:10:00Watusimotospawn shield
22:13:00raptorcircle geometry is so much easier to remember when 2*pi is treated as the constant instead
22:13:00BFLogBot - Commit 8f8a8016f2ad | Author: watusim...@bitfighter.org | Log: Fix comment
22:13:00BFLogBot - Commit ba171f8e9ff8 | Author: watusim...@bitfighter.org | Log: Formatting
22:15:00raptori like the new 'save password' option that sam686 added
22:16:00raptorok, i checked the team right after processArguments when loading the level - they are correct at 0 and 1
22:16:00karamazovapymuch better than that old 'lose and forget password' option I kept pulling for
22:20:00raptoris there no getTeamColor in BFObject?
22:20:00raptorwait, it's in mGame
22:22:00Watusimotowhat's save passwd do?
22:22:00raptorit's on the first username screen
22:22:00sam686Easy, when off, it doesn't save password to INI screen..
22:22:00sam686ini file i meant
22:22:00raptorhttp://sam686.maxhushahn.com/upload/1screenshot_9.png
22:23:00Watusimotoah, I see, so you have to enter it every time
22:23:00raptoruseful on school copmuters
22:23:00sam686could be useful when you are in a computer that multiple people share..
22:23:00Watusimotoyes
22:23:00raptorlike shop class
22:24:00Watusimotonever thought about that
22:24:00karamazovapyyeah and families
22:25:00Watusimotoprobably want something like that to block saving admin and levelchange pws
22:25:00Watusimotowhich are currently saved in the INI
22:28:00raptorany reason why the render method is picking out the wrong teams?
22:28:00raptori changed it to this: http://pastie.org/3140092
22:29:00raptorit's mTeam that keeps coming back as -1
22:30:00raptorwait wait
22:30:00raptori ahd in the constructor: mTeam = -1; (because i copied from FlagItem)
22:31:00sam686grr, intellisense got stuck at "updating intellisense (42)..." eating CPU, than if i right click on code, freezes visual studio 2008...
22:31:00raptorremoving that didn't work
22:32:00Watusimotois mTeam correct there?
22:32:00raptorno - it's always -1
22:33:00Watusimotoso mTeam is set correctly, but somehow becomes -1 before rendering?
22:33:00raptoryeah - it renders correctly in the editor though
22:34:00WatusimotoI suspect that these arent the same mTeams
22:34:00raptoryes
22:34:00raptorand i don't know why they're different
22:34:00sam686does it correctly read team number in processArguments?
22:34:00raptoryes
22:34:00Watusimotoyou could try adding logprintf("Team: %d, addr %p", mteam, &mteam)
22:35:00raptoreverything about processArgs is working
22:35:00Watusimotoat processArgs and at print
22:35:00Watusimotosorry, and at render
22:38:00sam686it looks like Core::processArguments does not put team number into mTeam - loading Core in editor results in -1 team
22:39:00sam686there isn't Core::ProcessArguments, so Item::ProcessArguments is used
22:40:00raptorhttp://pastie.org/3140166
22:41:00sam686could i maybe see your edited code?
22:41:00raptorok, i'll provide a patch
22:43:00BFLogBot - Commit 63695895660a | Author: sam8641 | Log: clean up one unused #define
22:44:00raptordiff at latest: http://sam686.maxhushahn.com/upload/coregamechanges.diff
22:49:00sam686well... rejected patch on zap/bitfighter.vcxproj and zap/bitfighter_sam.vcproj but that easy to add..
22:49:00sam686no cpp or .h files was rejected on that patch
22:50:00raptoroh, oops i might have forgot to add the new class files...
22:50:00raptorok here it is: http://sam686.maxhushahn.com/upload/1coregamechanges.diff
22:50:00raptorsorry
22:53:00Watusimotoraptor: memory test time
22:53:00Watusimotohere is a short block you wrote
22:53:00Watusimoto if(stream->readFlag()) // Respawn
22:53:00Watusimoto {
22:53:00Watusimoto if(hasExploded)
22:53:00Watusimoto enableCollision();
22:53:00Watusimoto hasExploded = false;
22:53:00Watusimoto playSpawnEffect = stream->readFlag(); // prevent spawn effect every time the robot goes into scope.
22:53:00Watusimoto shipwarped = true;
22:53:00Watusimoto mSpawnShield.reset(stream->readFlag() ? 1 : 0);
22:53:00Watusimoto }
22:53:00WatusimotoI'm looking at the last line
22:53:00Watusimotoand can't figure out what it's supposed ot be doing
22:53:00raptorwhat method?
22:53:00WatusimotoShip::unpackUpdate
22:54:00Watusimotoif readFlag() is false, you clar the spawnshield timer, that makes sense
22:54:00WatusimotomSpawnShield is a timer
22:54:00Watusimotobut if it's true, you reset it to 1, which I take to mean 1ms, which seems... bizarre
22:54:00raptoryeah that's weird
22:55:00sam686something missing on patch, CoreGame.cpp
22:55:00raptorsam, that second patch doesn't have it?
22:56:00raptorWatusimoto: it looks like I handle spawnShield timer on the server side exclusively and the client only needs to know it's still active
22:57:00raptorso the client timer is set enough to keep it active until next update
22:57:00Watusimotoso if a packet is delayed, timer will blink off?
22:57:00Watusimotoor you just never update timer on client?
22:57:00Watusimotook, I'm looking through the code, that;s helpful
22:58:00raptori think the later - but to be honest, i don't remember that - maybe it was an addition sam added
22:58:00Watusimotolooks like timer is being used as a boolean :-)
22:58:00raptorwhich is really weird
22:59:00Watusimotoha -- yes, that seems to be exactly what;s happening!
22:59:00Watusimotono worries
23:00:00raptori think sam686 added that trick - we were brainstorming on how to use as little network as possible
23:01:00sam686well, clients only need to know if the mSpawnShield is or is not zero...
23:01:00sam686but 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..
23:02:00sam686ok, the new patch compiles, now to test
23:03:00sam686"Couldn't find class rep for dynamic class: Core" ???
23:04:00sam686i guess Core got renamed again..
23:05:00raptoryou'll have to do full recopmile
23:05:00raptorand adjust level files
23:05:00raptorsorry for waffling on the name
23:06:00sam686so "Core" got renamed to "CoreItem"
23:07:00raptoryes, a little less generic
23:11:00sam686i think i found the problem, client creates CoreItem, then UnpackUpdate doesn't set mTeam to some number.. (processArgument is server side only)
23:12:00raptorFlagItem didn't do that
23:13:00raptorbut some how flags are attached to teams
23:13:00raptorwait
23:13:00raptormaybe there is a child class of flag item...
23:14:00sam686but wait, FlagItem::packUpdate have a "writeThisTeam(stream);"
23:14:00raptorha!
23:14:00raptoryou win
23:16:00sam686writeThisTeam is simply "stream->writeInt(mTeam + 2, 4);" (one place to edit that handles writing and reading teams)
23:16:00raptorok, i need to add mInitial to Item, then...
23:17:00raptorthanks sam686
23:17:00raptoralways the master debugger...
23:22:00raptorwould it be bad to move mInitial to Item from MoveItem?
23:23:00sam686maybe insteam of mInitial stuff, you could just go with if(stream->writeFlag(updateMask & InitialMask))
23:23:00sam686and: if(stream->readFlag())
23:25:00raptornd make sure it's the last bit?
23:25:00raptori mean last in the method?
23:25:00sam686it can be in any order, but the order between packUpdate and unpackUpdate must be equal
23:26:00raptorso this is what i have now: http://pastie.org/3140367
23:26:00raptorand i crash with assert error: "unpackUpdate did not match packUpdate for object of class CoreItem. Expected 239 bits, got 236 bits."
23:27:00raptormaybe i need: stream->readInt(4)
23:27:00sam686if(updateMask & InitialMask) writeThisTeam(stream); ??
23:27:00sam686try if(stream->writeFlag(updateMask & InitialMask))
23:28:00raptoroops
23:28:00raptor...
23:29:00raptorit works!, thanks sam686!
23:29:00sam686good
23:29:00Watusimotogreat!
23:29:00raptorsee ugly cores?: http://sam686.maxhushahn.com/upload/1screenshot_10.png
23:30:00raptorquestion: did we want the cores to kill the ship if you run into them?
23:34:00Watusimoto@r -- I don't think so
23:34:00Watusimoto@s -- I have some ideas for more interesting graphics
23:35:00Watusimoto@r but maybe, never thought about it
23:35:00raptori think it would be interesting if it killed opposing team members if they ran into it
23:35:00raptorbut i don't knwo if we have a framework for team-based collision
23:37:00Watusimotoit would be trivial, I think
23:37:00Watusimotojust make the check in collision()
23:37:00Watusimotoor collide()
23:37:00Watusimotoor whatever it's called
23:38:00raptorok, scoring for CoreGame
23:38:00raptorcount down to zero?
23:39:00raptorit seems much different because score is now based on the items
23:40:00raptorso we'd have to not have a score parameter for the game type
23:40:00raptoror disregard it and have however many scores there are CoreItems on the map for each team
23:41:00raptorunless someone has a better idea of scoring?
23:46:00Watusimotoscoring...
23:46:00Watusimotohmmm
23:46:00raptoris all mesed up
23:46:00WatusimotoCount down seems the best way -- you know where you are, and where you are going
23:46:00raptorlogically it is to declare the opposite team the winner when all of your Cores are gone
23:46:00Watusimotobut everything is designed with winner having > score
23:47:00raptoryes, so GameType will have to have a virtual bool useWinningScore
23:47:00Watusimotoif you count up (cores killed), that fits better, but you never know how many cores you need to kill
23:47:00raptoryes, and levels can be designed with unequal cores per team
23:48:00Watusimotowell, we could set winning score automatically when we read the level file
23:48:00Watusimotoyes
23:48:00raptoryes, that is what i was thinking
23:48:00raptora little work to use a different winning system...
23:48:00Watusimotobut each team would have a different winning score
23:48:00Watusimotoor we could make the winning score = 100 (say) and start at 100-#cores
23:48:00raptoryes
23:49:00Watusimotooh... got it
23:49:00raptorthat means 'AbstractTeam' needs that var?
23:49:00Watusimotowe do that, or start at -n or whatever
23:49:00Watusimotoplay to 100 (or 0)
23:49:00Watusimotoand override the scoreboard display to display whatever we want to show... cores left: 2
23:49:00raptorahhh
23:50:00Watusimotobut internally, there is a fixed score to play to
23:50:00raptorso I can hard code winning score to 0
23:50:00Watusimotoeven if different teams start out at a different score
23:50:00Watusimotoyes
23:50:00Watusimotosure, 0 makes sense
23:50:00Watusimotoor S32_max
23:50:00Watusimoto:-)
23:50:00raptorand start everyone off negative, but render the opposite...
23:51:00Watusimotoyes
23:51:00WatusimotoI don't think we have a gametype specific scoreboard override mechansim
23:51:00Watusimotobut maybe we could create one, and make the one-team games use that rather than the if-then crap we do now
23:52:00Watusimotoor maybe we just jimmy in some sort of hardcoded if-then for displaying this gametype
23:52:00raptorthere is a renderInterfaceOverlay method for each game type
23:52:00raptornexus game is the only one that uses it for it's own scoreing and timers
23:53:00raptorall the others use our if/then spaghetti
23:53:00Watusimotoyes, but that can be fixed :-)
23:53:00Watusimotoeither now, or for 016a
23:54:00raptorok, well, i'm going to check in what i have before i start breaking things again..
23:58:00BFLogBot - Commit da38118df89a | Author: watusim...@bitfighter.org | Log: Formatting
23:58:00BFLogBot - Commit 4951c55d2e37 | Author: watusim...@bitfighter.org | Log: Experimental spawn-shield effect
23:58:00BFLogBot - Commit 4f9ea93487ea | Author: watusim...@bitfighter.org | Log: Merge
23:58:00BFLogBot - Commit 7e4a93871775 | Author: watusim...@bitfighter.org | Log: Happy Orthodox Christmas, raptor
23:58:00raptorhahaha
23:59:00raptorlet's see this new effect...

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