#bitfighter IRC Log

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IRC Log for 2012-01-13

Timestamps are in GMT/BST.

00:16:00koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
00:18:00raptorquestion to anyone: do we want to make turrets projectile type be an option in the editor?
00:20:00raptoror would that be a dungeon-only feature?
00:22:00karamazovapyI think we should get rid of the [C/0] note at the bottom, because all it does is introduce confusion
00:22:00karamazovapyI'm ambivalent about different turret types, though
00:22:00Watusimotodungeon only for 016
00:23:00raptor?
00:24:00karamazovapy?
00:24:00raptorYou know - now that i have experience with creating a new GameType, it probably wouldn't be that hard to add a DungeonGameType
00:25:00sam686 has joined
00:25:00ChanServ sets mode +v sam686
00:26:00karamazovapydon't be a feature creep
00:26:00raptorOKOK
00:26:00raptori shut up now
00:26:00karamazovapylol
00:26:00karamazovapyI like that as a title
00:27:00raptor'DungeonGameType'? or 'feature creep'
00:27:00karamazovapymaybe we should change Developer in the forums to Feature Creep
00:27:00raptorhahaha
00:34:00raptorok, i'll be back in 4 hours or so..
00:35:00karamazovapyName that Tasty Treat!
00:36:00karamazovapySugar, Invert Sugar, Corn Syrup, Modified Corn Starch, Citric Acid, White Mineral Oil, Artificial Flavors, Red 40, and Carnauba Wax
00:36:00raptorfruit snack!
00:36:00karamazovapyoooh, close but not quite
00:36:00raptortwizzler?
00:36:00karamazovapywarmer
00:36:00raptorred vine
00:37:00karamazovapystill no
00:37:00karamazovapythe correct answer was...
00:37:00karamazovapySwedish Fish
00:37:00raptorahh...
00:38:00karamazovapywow, and this other package has an even more terrifying label than those peanuts
00:39:00karamazovapyyou know you're playing with fire when your beverage can reads "These statements have not been evaluated by the Food and Drug Administration. This product is not intended to diagnose, treat, cure or prevent any disease."
00:40:00raptorContains: Cyanide
00:40:00raptorLead
00:40:00raptoryou'll never know..
00:41:00raptorok, gotta scram
00:41:00raptorlater
00:41:00raptor Quit (Remote host closed the connection)
00:42:00karamazovapyhttp://en.wikipedia.org/wiki/Inositol#Explosive_potential
00:42:00karamazovapyit's got inositol
00:56:00watusimoto2 has joined
01:03:00watusimoto1 Quit (*.net *.split)
01:14:00CrazyLinuxNerd has joined
01:17:00BFLogBot - Commit 665d44482ff4 | Author: watusim...@bitfighter.org | Log: Small project turning huge... don't even remeber the oringial point
01:17:00BFLogBot - Commit e85b2d4a5876 | Author: watusim...@bitfighter.org | Log: Merge
01:17:00BFLogBot - Commit 6fb12d155391 | Author: watusim...@bitfighter.org | Log: Avoid sending messges to bots
01:17:00BFLogBot - Commit 9ee2f3b35785 | Author: watusim...@bitfighter.org | Log: Formatting
01:17:00BFLogBot - Commit 69fee506c419 | Author: watusim...@bitfighter.org | Log: Some stuff just shouldn't be done for bots
01:17:00BFLogBot - Commit 84407e7bbd5d | Author: watusim...@bitfighter.org | Log: Move spawnTimer to clientInfo
01:30:00Watusimoto Quit (Ping timeout: 240 seconds)
02:10:00sam686umm, Zoomber, your servers at 74.122 and 216.231 are lagging badly at the moment...
03:22:00CrazyLinuxNerd Quit (Quit: Leaving)
04:55:00raptor has joined
04:55:00ChanServ sets mode +o raptor
04:55:00raptorgood evening!
04:55:00raptorwatusimoto2 still up?
05:02:00raptorInositol - an explosive carbohydrate?
05:03:00raptorsam686: I added #48 to the wiki
05:03:00raptorhave you seen that behavior, too?
05:50:00karamazovapy Quit (Read error: Connection reset by peer)
05:53:00Zoomberhey raptor
05:53:00raptorhi
06:13:00BFLogBot - Commit 3828672f3153 | Author: buckyballreaction | Log: Fix crash when pasting barriers. watusimoto, do you think I might have broken something with this?
06:14:00Zoomberhey raptor, the next sentence is true
06:14:00Zoomberso is the sentence before this one
06:14:00raptormake sense
06:14:00raptordollars and sense
06:20:00Zoomberthe last two sentences of mine are lies
06:29:00Zoomberhey raptor, how does that "yes" command work? if i want to rm a folder
06:29:00Zoomberrm -r yes y?
06:29:00Zoomberthough, i want seperate commands, maybe rm -r && yes y?
06:29:00raptoruhh, just add -f
06:29:00Zoomberoh
06:29:00raptorrm -rf
06:29:00Zoomberwhoops
06:29:00raptorbut be careful!!!
06:30:00raptoryou can get into a load of hurt with that
06:30:00raptorespecially if you are root
06:30:00Zoomberok
06:35:00raptorgood night
06:35:00raptor!
06:35:00Zoomberlol ok
06:35:00Zoombergoodnight
06:35:00raptoroh
06:35:00raptorquick question
06:35:00raptorwhat is 'server map node' for?
06:38:00raptorZoomber: still around?
06:38:00Zoomberok back
06:38:00Zoomberoh, thats a locked server for private level testing amongst a few
06:38:00raptormy question^^
06:38:00raptorah ok
06:38:00Zoomberi can give you access to it if you want..
06:38:00Zoomberjust let me know..
06:38:00raptornah - i was just curious as to its purpose
06:40:00raptorok good night
06:40:00Zoombermaybe private party matches too
06:40:00Zoomberok good night
06:40:00raptor Quit (Remote host closed the connection)
07:26:00Zoomber Quit (Quit: Zoomber)
13:36:00LordDVG has joined
14:52:00raptor has joined
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15:17:00raptor Quit (Remote host closed the connection)
15:24:00BFLogBot - Commit 70e41c08e77c | Author: sam8641 | Log: Fix DEDICATED_ZAP, Removed some unused variables.
15:43:00Watusimoto has joined
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16:13:00raptorso thebig question for Watusimoto: did you figure out why you started another big refactor?
16:13:00watusimoto2sort of
16:14:00watusimoto2but it's not really important now
16:14:00raptorso basically with the new refactor, bots will not have ratings, correct?
16:14:00watusimoto2they will
16:14:00watusimoto2of course
16:14:00watusimoto2I found an odd rating math error, btw
16:14:00watusimoto2kind of interesting
16:15:00watusimoto2we store kills and such as U32
16:15:00raptorok, then we don't want ratings to be cumulative over the life of the connected player?
16:15:00raptorooo math
16:15:00watusimoto2so when we subtract suicides from kills, if that goes negative, it is still U32 and gets really big
16:15:00watusimoto2then the division generates a tiny number, which rounds to 0
16:15:00raptori thought we remove suicides from deaths
16:15:00watusimoto2yes, exactly
16:16:00watusimoto2oh, I see
16:16:00watusimoto2deaths include suicdes
16:16:00watusimoto2well, I saw it happen somehow
16:16:00raptorwhich can never be less than zero
16:16:00raptorreally?
16:16:00raptorodd
16:16:00watusimoto2maybe there was a bug in the way kills were accumulated for bots
16:16:00watusimoto2this was a bot issue
16:16:00watusimoto2well, anyway, it was interesting
16:17:00watusimoto2in a nerdy kind of way
16:17:00raptorthere are 14 players on zoomber's test server right now..
16:17:00watusimoto2really?!?
16:17:00raptorone of them is you?
16:17:00watusimoto2no
16:17:00raptor12
16:18:00watusimoto2great names
16:18:00raptori see you in the list
16:18:00watusimoto2surely not on the server?
16:18:00raptoryup
16:18:00watusimoto2I see myself on the list on the bf homepage... I wonder if one of my kids is playing
16:18:00watusimoto2using my machine
16:18:00watusimoto2the younger one is lazy about changing the login
16:19:00watusimoto2i'm calling home
16:19:00raptorah great, i was shot down by _k
16:20:00raptoroh no, it was _X
16:20:00watusimoto2it's my son
16:20:00watusimoto2oh, more likely my son's friend
16:20:00watusimoto2Thomas is probably playing as phantom
16:21:00watusimoto2whatever
16:21:00watusimoto2my stats are so bad, this can't hurt
16:21:00raptorha!
16:21:00raptorwatusimoto was the only player to leave right before the time ran out
16:22:00raptorok, so... right now the ratings are broken - and I don't see how it can store the rating over the life time of the connection anyways
16:23:00watusimoto2not in the clientInfo?
16:23:00raptorwell, i see them in the 'statistics' now
16:23:00raptorbut those are cleared after each round
16:23:00watusimoto2which is on the clientIno, no?
16:24:00watusimoto2mStatistics is cleared every round?
16:24:00raptoryes - stats are for only the current round
16:24:00raptorlet me find the relevant method..
16:24:00watusimoto2ok, well, I'll make sure it's working
16:24:00raptorthey're sent to the master after the round and reset to start gathering again
16:24:00watusimoto2I know why the names are reversed
16:25:00raptorthat's why the ratings were on gameConnection - to be a little more persistent
16:25:00watusimoto2well they can be on clientInfo and still be persistent, no?
16:25:00raptoryes
16:25:00watusimoto2then that's where they'll go
16:25:00raptorthey'll just have to be a little separate from the rest of statistics
16:25:00raptorok
16:25:00watusimoto2ok, thanks for explaining that
16:25:00raptori'll leave it to you... :)
16:26:00watusimoto2it will be a long night tonight
16:26:00raptoroh, i fixed the editor copy/paste crash
16:26:00watusimoto2I saw
16:26:00watusimoto2great
16:26:00raptorbut i wasn't sure if what i did was OK
16:26:00watusimoto2if it seems to work, it probably does
16:26:00raptori tested with lots of other items, and it worked
16:26:00raptorok
16:26:00watusimoto2I'll look at it when I get on the editor
16:27:00watusimoto2I should have deferred the two cases that got me down this path for 016a
16:27:00raptorhehe
16:27:00watusimoto2I'll be deferring some others
16:27:00watusimoto2already dungon game type is postponed
16:27:00raptorI think i can do that one
16:27:00raptornow that i have experience
16:27:00watusimoto2if you want
16:27:00raptori have some good ideas
16:27:00watusimoto2I'm thinking it will actually be more like a modifier
16:27:00watusimoto2maybe
16:28:00watusimoto2since any gametype can be a dungeon
16:28:00raptorbut k says i shouldn't be a feature creep
16:28:00watusimoto2like a specials entry
16:28:00raptorand i agree
16:28:00watusimoto2it will basically unlock some features
16:28:00raptori was actually thinking it would be an official game type, but we'd modify all the scoring events to return 1
16:28:00raptorand add all game objects to the editor
16:28:00watusimoto2that;s an idea
16:28:00watusimoto2yes
16:28:00watusimoto2including experimental ones
16:29:00raptoryes
16:29:00watusimoto2ok, well 016a
16:29:00raptoryes
16:29:00watusimoto2looking at google cases now
16:30:00watusimoto2I'm doing 43 in this current effort
16:30:00watusimoto2maybe can defer 46
16:30:00raptori'm also thinking that CoreGameType as it stands is probably good enough - and that we can make modifications for next release (unless there are bugs/crashes)
16:30:00watusimoto2as it;s more aspiarational rather than prescriptive
16:31:00raptoryeah - we had a nice long discussion about it with solutions once - i even started it... twice!
16:31:00watusimoto2chat colors should be easy, but maybe can be deferred
16:31:00karamazovapy has joined
16:31:00raptori started that one once, too - but it was so late at night that i couldn't finish it..
16:31:00watusimoto2my thouughts for team changing are maybe just allow changing to losing or undermanned teams
16:31:00raptorin fact, i've started a lot of these..
16:31:00raptori should do them earlier in the day...
16:32:00watusimoto2bot only spawn points should be easy -- add an attribute in the editor, and handle them separately from regular spawns
16:32:00watusimoto2maybe draw them with a square instead of a circle
16:32:00watusimoto282 should be straightfoward
16:32:00watusimoto288 (engr abuse) is critical, but not too hard
16:33:00watusimoto2just need to see if ff passes within ship's length of wall or other object before it terminates
16:33:00watusimoto2not sure about 94
16:33:00watusimoto2what's the status of voting now?
16:33:00raptor94 had a long discussion, too
16:33:00raptornot sure
16:33:00watusimoto2we could disable voting and defer that to 016a
16:34:00watusimoto2or only enable it under a few circumstances
16:34:00watusimoto2106 can be deferred
16:35:00watusimoto2112 can be deferred, or done incrementally -- basically add to stats object and track more stuff, whatever that may be
16:35:00watusimoto2128 can be deferred
16:35:00raptori've completely ignored stats
16:35:00watusimoto2144 is a (simple, hopefully) bugfix
16:35:00watusimoto2that's it for google cases
16:35:00raptori'll do 72
16:35:00watusimoto2good
16:36:00watusimoto2!bug
16:36:00BFLogBotTo 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
16:36:00raptordo you still want the 'bots spawn anywhere piece' part of LUA?
16:36:00raptoror would the simple editor fix suffice
16:37:00watusimoto2You can do just the bot-only spawn points, then create a case for bots managing their own spawns for 016a
16:37:00raptorok
16:38:00watusimoto2You know what, though? defer the whole case, I think
16:38:00watusimoto2I want to add a new editor item called a Marker or something that is just an x,y and an id
16:39:00watusimoto2bots will have access to a list of markers
16:39:00BFLogBot - Commit bc7550df4837 | Author: buckyballreaction | Log: Core short name
16:39:00watusimoto2and when they can manage their own spawns, they'll be able to select one of the markers
16:39:00watusimoto2or select one randomly
16:39:00raptorok
16:39:00raptorneat idea
16:40:00watusimoto2the idea being you can create waypoints or rallying points or bot-mine-targets or whatever
16:40:00raptorwant me to update the issue?
16:40:00watusimoto2sure
16:40:00watusimoto2we'll probably also want to do the same with creating a generic zone that is also available to bots
16:40:00watusimoto2but I think markers are a good place to start
16:41:00watusimoto2maybe we can assign keywords to make distinguishing different types more easy
16:41:00watusimoto2so the bot could get an array of all markers with the "spawn" tag
16:41:00watusimoto2the zones might be more useful for triggers on the "supervisor" script
16:42:00watusimoto2on the wiki list...
16:43:00watusimoto2all the editor ones need fixing
16:43:00raptor72 updated
16:43:00watusimoto2I'm doing 43 as part of my big clusterfuck
16:43:00raptorah
16:43:00raptor43
16:43:00raptori never really understood that...
16:44:00watusimoto246 bug, 47 you fixed?
16:44:00watusimoto248 ???
16:44:00raptor47 is fixed, yess
16:44:00raptori found 48 yesterday
16:44:00watusimoto2all the might not be fixable bugs look like sdl related
16:45:00raptoryes - i've been ignoring those
16:45:00watusimoto2and that's it
16:45:00raptorfor 48: i don't know what could be the cause of the problem
16:45:00raptorbut adding 100 bots doesn't slow down network or timing server-side in 015a
16:45:00raptor(on my machine)
16:45:00watusimoto2I wonder if passing them through the subscription system adds lots of overhead?
16:46:00raptorbut adding 60 in 016 really adds in TONs of lag
16:46:00watusimoto2that's the only difference I can think of
16:46:00raptorlike the bots jump half a screen
16:46:00watusimoto2that would be unfortunate
16:46:00watusimoto2if that were the case
16:46:00watusimoto2sorry -- through the event system
16:46:00watusimoto2in 015a onTick is called directly by bots
16:47:00raptordoes that mean i need to study my 'multithreading in games' articles again?
16:47:00watusimoto2in 016, we fire an event and that in turn calls onTick
16:47:00watusimoto2I hope not! :-)
16:47:00watusimoto2I can look to see if that might be the case
16:47:00watusimoto2we can easily not fire the onTick and call the fn directly from the bot handler to see if that fixes the speed issue
16:48:00raptorok, because even with 10 bots now on a test machine with the editor really introduces lag
16:48:00watusimoto2not good
16:48:00watusimoto2I really can't imagine why that would be though
16:48:00watusimoto2well, we'll jsut have to look
16:48:00raptormake i need to profile the code...
16:48:00raptormaybe
16:48:00watusimoto2that might be helpful
16:49:00raptorcachegrind, that was the tool i used last
16:49:00raptorgood tool
16:49:00watusimoto2oh yes
16:50:00watusimoto2well, we should address that because we're only going to increase the lua stuff, and we need to figure out how to keep it from being a performance drain
16:50:00raptori'm going to make two profiles now and compare...
16:50:00watusimoto2015a and 016?
16:50:00raptoryes
16:51:00raptoruhh... after i fix compile issues...
16:51:00raptorcallgrind
16:51:00raptorkcachegrind was the front end..
16:59:00BFLogBot - Commit 0f8f2e4900f5 | Author: buckyballreaction | Log: Fix missing variable
17:00:00LordDVG Quit (Remote host closed the connection)
17:03:00raptorhttp://www.nullptr.org/
17:11:00Watusimoto Quit (Ping timeout: 252 seconds)
17:20:00raptori took 1 min. of time on game timer for profiling in 015a
17:20:00raptori didn't get passed 8 seconds in 016 with 30 bots
17:20:00raptorand 5 of those were me typingin '/addbots 30'
17:26:00raptorcall graph for 015a: http://sam686.maxhushahn.com/upload/callgrind_graph_015a.png
17:26:00raptorcall graph for 016: http://sam686.maxhushahn.com/upload/callgrind_graph_016.png
17:27:00raptorpercentages are percentages of total program calls
17:27:00raptorall i did was: start game, load test level in editor, test levels, add 30 bots, wait for a minute, exit as fast as possible
17:29:00raptornote how servergame::idle was called only 67x in 016, but 200x in 015a
17:29:00raptorand i let the 016 one go longer
17:31:00raptorRobot::idle() takes 75% of the processing in ServerGame::idle() in 016
17:31:00raptorvs 33% in 015a
17:32:00raptorFYI: i set a minimum node threshold of 2% of calls to show up in the graph
17:33:00raptorlook at how much m ore complex the lua_pcall tree in 016 is...
17:33:00raptorthat's definitely the problem
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17:38:00watusimoto2ok, I';ll have a look later; see ya!
17:38:00raptorbye
17:38:00watusimoto2 Quit (Quit: Leaving.)
17:50:00Zoomberhi raptor
17:50:00raptorhi Zoomber
17:50:00Zoomberah, i thought i got up at 10
17:50:00Zoomberrealized, that clock is an hour ahead!
17:56:00raptori shoudl release my level from the contest.. and the tool i used to create it
17:58:00Zoomberok haha
17:58:00Zoomberorrr
17:58:00Zoomberwe can put it on the rediculous server..
17:59:00raptoreverything ends up on bitfighter sam686 anyways though, right?
17:59:00raptorthe rediculous server was a fun idea, but we need the player base for it first, i think
18:02:00Zoomberthe problem is sam added that /getmaphack, which is why kserv is down now
18:02:00Zoomberthough those arent on sam's server
18:32:00Watusimoto has joined
18:32:00raptorI'm gonna do it: release my SVG to level line code converter
18:42:00raptorkaramazovapy: where should I post map utilities?
18:42:00raptorah, Map Gallery -> Misc. looks like the right place
18:47:00raptorok, released Celtic Arena
19:05:00ShadowXloner has joined
19:08:00ShadowXloner'Sup all?
19:09:00raptorhello
19:12:00raptorDone: http://bitfighter.org/forums/viewtopic.php?f=41&t=1177
19:22:00ShadowXloner Quit (Quit: ShadowXloner)
19:30:00raptorok back to bug fixing
19:57:00raptorI had to re-upload the source code for the SVG converter project, I goofed up some dependencies.. so the one person who downloaded should redownload (unless they figured out how to fix it)
20:21:00Watusimoto Quit (Ping timeout: 268 seconds)
20:23:00sam686S32 MIN_PAD = 3 is only used in "tnlAssert" in uiQueryServers.cpp, where non-debug compile produces a warning about unused MIN_PAD variable..
20:23:00raptorok - i need to compile in debug mode most often - where would I put it, then?
20:39:00BFLogBot - Commit f7b9174f68d4 | Author: sam8641 | Log: Better place to put MIN_PAD, I guess i forgot MIN_PAD is used only in TNLAssert, was mistakenly removed on 70e41c08e77c
20:40:00sam686ok, so I moved it back, to the only place it is used...
20:40:00raptorok
20:40:00raptorlooks good
20:53:00raptorthose forcefields with levelgens are weird
21:00:00raptorsam686: do those forcefields only happen with Core game type? when using a levelgen?
21:01:00raptori just tested mazeracer, and it doesn't have the problem..
21:07:00sam686that because maseracer do not have any forcefields that get generated in levelgen
21:08:00sam686it happens to levelgen that add forcefields
21:13:00Zoomber Quit (Ping timeout: 260 seconds)
21:14:00raptorinteresting... it only happens if you do ctrl + r first...
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21:21:00raptoralmost like the forcefield projectors are being removed properly, but the forcefields arent
21:28:00Watusimoto has joined
21:28:00sam686i am not sure why am i getting error, when exit and entering editor again... here is a backtrace http://sam686.maxhushahn.com/upload/text1201/120113_15-01-12.txt
21:29:00raptoryuk
21:29:00Watusimotoheya
21:30:00raptorhi
21:30:00sam686hi
21:30:00Zoomberhi
21:31:00raptorso for whatever reason, no ForceFieldProjectors are being loaded in the editor with Ctrl+R; instead they're being loaded into the game database
21:31:00Watusimotoso you have a script that gens ffps, but they never appear in the level?
21:32:00Watusimotowhen you run the scri[pt from the editor?
21:32:00raptorwhen running in editor, they are inserted into the game database instead of editor database; so: 1. they don't appear in the editor and 2. they appear and never go away when testing the level
21:33:00raptorso when you test the level again they're still there from previous levels
21:33:00Watusimoto@sam -- could be a double delete?
21:34:00Watusimotoif so, we could convert the vector<AbstractTeam> into a boost:shared_ptr<AbstrTeam>
21:34:00Watusimotowhoa... that's cool!
21:34:00Watusimotobut only ffps?
21:35:00raptorthat i can tell, yes..
21:37:00Zoomber Quit (Remote host closed the connection)
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21:37:00Watusimotoweird
21:37:00Watusimotoyou can put it on the editor bug list
21:37:00raptorstuff is so abstracted, i can't seem to find where i'm going...
21:38:00raptorit's already there #46
21:38:00Zoomberhey raptor, that windows vm you gave me..
21:38:00Zoomberwas that 32 bit or 64?
21:38:00raptorwindows xp?
21:38:00Zoomber^
21:38:00raptorthen 32 bit
21:38:00Zoomberthanks
21:38:00raptoronly vista and windows7 reliably support 64bit
21:38:00sam686if it is windows xp, it is probably 32 bit (though there may be a few 64 bit windows XP)
21:39:00Zoombergonna jailbreak an amazon kindle
21:39:00Zoomberneed my windows vm for that
21:40:00BFLogBot - Commit e1eb55f20532 | Author: watusim...@bitfighter.org | Log: Fixes crash with scoreboard, other problems
21:40:00BFLogBot - Commit 00c9ca3e87ca | Author: watusim...@bitfighter.org | Log: Merge
21:40:00Watusimotowe need to write a testbot that runs through all the bot api
21:40:00Watusimotoand just checks that everything is at least sort of working
21:42:00raptorhow on earth does a levelgen script get to Game::processLevelLoadLine
21:43:00Watusimotothat's how the levelgen can create things
21:43:00Watusimotoby creating a level line and running it though the parser
21:43:00raptoreditor calls this: levelGen.runScript()
21:43:00Watusimotoscript calls somehting with a levelline as an arg
21:43:00Watusimotothat calls processLevelLoadLine
21:44:00raptorahhh....
21:44:00Watusimotoit's all in the docs :-)
21:44:00Watusimotoon the wiki
21:44:00raptorok, there is an equivalent lua method that goes directly to it
21:44:00raptorduh
21:44:00raptorso what could make FFPJ special?
21:47:00Watusimotoput a breakpoint... oh wait, you can't do that, can you?
21:48:00raptori can, but following objects doesn't work so well
21:48:00raptori put in a logprintf in processLevelLoadLine
21:48:00Watusimotomy guess is a bogus value for mGame; i.e. being added to wrong game
21:48:00raptorand when running the level gen in the editor, no FFP are printed out
21:48:00raptorbut they are printed out when running in the game
21:48:00Watusimotointeresting
21:49:00Watusimotoso move earlier in the chain
21:50:00raptorearlier in the chain is in lua land
21:54:00Watusimotohello???
21:54:00Watusimoto F32(mKills) - (F32(mDeaths) - F32(mSuicides)) / totalKillsAndDeaths
21:54:00Watusimoto3.0000000000000000
21:54:00raptorhi
21:55:00WatusimotomKills = 3
21:55:00Watusimotodeaths = 0
21:55:00Watusimotosuicides = 0
21:55:00WatusimotototalKAD = 3
21:55:00Watusimotohow does that expression yield 3?!?
21:55:00raptoryes to ration 1.0
21:55:00raptorha!
21:55:00Watusimotoyes, should be 1.0
21:56:00Watusimoto F32(mKills) - (F32(mDeaths) - F32(mSuicides)) / totalKillsAndDeaths
21:56:00Watusimoto3.0000000000000000
21:56:00Watusimoto F32(mKills) - (F32(mDeaths) - F32(mSuicides)) / totalKillsAndDeaths
21:56:00Watusimoto3.0000000000000000
21:56:00Watusimoto F32(mKills) - (F32(mDeaths) - F32(mSuicides))
21:56:00Watusimoto3.0000000000000000
21:56:00WatusimotototalKillsAndDeaths
21:56:00Watusimoto3.0000000
21:56:00Watusimoto3/3
21:56:00Watusimoto1
21:56:00Watusimoto(this from the immediate window where debugger will eval expressions)
21:57:00Watusimotoevery 2nd line is mine
21:57:00Watusimotothe answers are provided by vc++
21:57:00raptorwhen that happens i say to myself "ignore, full recompile, keep calm and carry on"
21:58:00WatusimotomKills
21:58:00Watusimoto3
21:58:00WatusimotomDeaths
21:58:00Watusimoto0
21:58:00Watusimoto F32(mKills) - (F32(mDeaths) - F32(mSuicides))
21:58:00Watusimoto3.0000000000000000
21:58:00WatusimotoF32(mKills) - (F32(mDeaths) - F32(mSuicides)) / totalKillsAndDeaths
21:58:00Watusimoto3.0000000000000000
21:58:00Watusimotomaybe
21:59:00WatusimotoF32(mKills) - (F32(mDeaths) - F32(mSuicides)) / 3
21:59:00Watusimoto3.0000000000000000
21:59:00WatusimotoF32(mKills) - (F32(mDeaths) - F32(mSuicides)) / 6
21:59:00Watusimoto3.0000000000000000
21:59:00WatusimotoF32(mKills) - (F32(mDeaths) - F32(mSuicides)) / 1000000000
21:59:00Watusimoto3.0000000000000000
21:59:00Watusimotosomething is not right
21:59:00Watusimotoand I know what it is!
22:00:00sam686i don't know, maybe you might not be looking right, if this is true "mKills = 3 deaths = 0 suicides = 0 totalKAD = 3"
22:00:00Watusimotoa recompile would not help
22:00:00Watusimotono, the vars are as I stated
22:00:00Watusimotoand the computer is right
22:00:00raptori'm pretty sure i did the math right
22:00:00raptor(because i did it wrong so many times...)
22:00:00Watusimotoif you did the right math, you'd see the computer was right
22:01:00Watusimotoready for the answer?
22:01:00raptoryes
22:01:00Watusimotoorder or ops!
22:01:00sam686F32(mKills=3) - (F32(mDeaths=0) - F32(mSuicides=0)) / (totalKillsAndDeaths=3) right?
22:01:00Watusimotoand, in this case, it's reinforced by the presence of ()s
22:01:00sam686F32(3) - (F32(0) - F32(0)) / (3)
22:01:00raptorwait wait wait - i thought i put parenthesis around the numerator
22:02:00raptorwhen i coded it..
22:02:00WatusimotoI've mucked with it
22:02:00sam686oh i see, F32(3) - (F32(0) - F32(0)) / (3)
22:02:00WatusimotoPersuant the U32 problem we disussed earlier
22:02:00Watusimoto3-0=3
22:02:00raptorah ha!
22:02:00sam686F32(3) - (0 / (3))
22:02:00sam686F32(3) - 0
22:03:00Watusimotosomething so obvious, got all three of us
22:03:00Watusimotoso @r, I changed the parsing to make everything an F32 before doing any math, to eliminate any possibility of underflow
22:04:00Watusimotothough I suspect the underflow problem was related to a bug elsewhere
22:04:00Watusimotowhere some stats weren;t being properly recorded
22:04:00Watusimotomaybe the bot stats will be better now
22:06:00WatusimotoIn this case, I think (F32)var is clearer than F32(var)
22:09:00Watusimotoseems odd that in 2 player game, one player has a rating, and other has -1*rating
22:10:00Watusimotothough makes sense mathematically
22:10:00raptornegative = die more than kill, so basically anyone with a positive rating you'll want to watch out for..
22:11:00Watusimotowatch out for s_bot
22:11:00raptoroh yeah
22:11:00Watusimotoeasy to kill in the open, impossible in the close-in
22:14:00Watusimotojust to confirm, we do not want to save bot stats on the master server, right?
22:14:00raptorcorrent...
22:14:00raptorcorrect
22:15:00raptorwhat on earth does 'thunk' mean in an error message
22:16:00Watusimotoha ha
22:16:00WatusimotoI'll tell you in a sec
22:16:00Watusimotodo we want to include bots in team stats?
22:17:00sam686error message from what? compiler?
22:17:00Watusimotolua related error, I daresay
22:18:00WatusimotoI've always used this def for thunking
22:18:00Watusimotohttp://en.wikipedia.org/wiki/Thunk_%28compatibility_mapping%29
22:18:00Watusimotonot that I really understand it all that well
22:19:00Watusimotonow that I see there aer several defs, I wonder which applies to lua?
22:19:00Watusimotothe thunking comes from lunar, which binds our lua to our c++
22:20:00raptorwhat a wonderful term
22:21:00raptormust have been created by developers
22:21:00raptorbecause it is very specific and easy to understand
22:23:00WatusimotoI thunk therefore i wuz
22:24:00Watusimotothat's a little decartes reference, in case you didn't catch it
22:24:00WatusimotoI am, after all, foremost a man of letters
22:25:00raptorok, now that i'm done laughing... yes i caught that
22:25:00WatusimotoI think we *do* want to capture bot stats
22:25:00raptorexcept bots don't persist across games
22:26:00Watusimotoah, misunderstanding
22:26:00WatusimotoI meant capture their stats on the master
22:26:00Watusimotowe do it now,
22:26:00WatusimotoI think
22:26:00Watusimotoso we want to continue
22:26:00raptorah yes - then yes
22:27:00raptorOK, i think i have a hunch
22:27:00Watusimotounfortunately, that crashes now
22:27:00Watusimotobut that is easy to fix now that I know what is supposed to happen
22:27:00Watusimotoyour hunch...
22:27:00raptorLuaLevelGenerator::addLevelLine
22:27:00raptorruns: mCaller->parseLevelLine(line, mGridDatabase, false, "Levelgen script: " + mScriptName);
22:27:00raptorsee that 'false'
22:28:00raptorthat is for a boolean called 'inEditor'
22:28:00raptorit is never set to true, ever
22:28:00raptorit goes through a couple methods, then in game.cpp:954:
22:28:00raptorif(inEditor)
22:28:00raptor object->markAsGhost();
22:29:00raptorwhich is never called
22:29:00raptorso, how can i tell that i'm in the editor LuaLevelGenerator::addLevelLine
22:29:00raptor?
22:32:00Watusimotowhy do you need to know?
22:32:00Watusimotoobject gets added to database
22:32:00Watusimotowhat happens after is irrelevant to the script
22:32:00raptoryes, and i verified that it's the same database as other objects
22:32:00raptorso FFP do go into the same database
22:33:00Watusimotook, well that is very puzzling
22:33:00raptorwhat the crazy
22:33:00koda has joined
22:33:00Watusimotoso it must be something else
22:34:00raptori need to know because down the line in Game::processLevelLoadLine it has:
22:34:00raptor if(inEditor)
22:34:00raptor object->markAsGhost();
22:34:00raptorand that is never triggered
22:34:00Watusimotocould it be related to the duality of ffps vs. ffs?
22:35:00Watusimotothat is not needed for other objects, apparently
22:36:00Watusimotois markAsGhost called elsewhere?
22:36:00raptormaybe, that was actually my first hunch
22:36:00Watusimotowhy do we need that?
22:36:00WatusimotoI remember concluding we did
22:36:00Watusimotobut that is a networking thing
22:37:00Watusimotooh -- some code was being executed on objects that made things crash if they thought they were server-side
22:41:00raptori think i fixed it!
22:43:00raptormy hunch was right!
22:43:00Watusimotogreat!
22:43:00raptorthat inEditor boolean needed to be set
22:43:00raptorthe markAsGhost that was missing was goofing up things
22:44:00raptorwhat a horrid bug
22:44:00Watusimotoindeed
22:44:00Watusimotoit's an ugly bit of code
22:45:00Watusimotocreated to avoid having to write a proper object creation API
22:45:00Watusimotowith all the arg checking and error handling that would entail
22:45:00raptorugh
22:45:00raptorpushed
22:45:00Watusimotogreat!
22:45:00raptorneed a breather
22:46:00raptorand now i know what 'thunk' means
22:46:00raptorsort of...
22:47:00Watusimotodrink drank drunk
22:47:00Watusimotothink thank thunk
22:48:00Watusimotoyesterday, I thank I lost an important paper
22:48:00Watusimotobut today I think I know where it is
22:48:00raptoryes: brain activity; gratefullness; emulation of 16bit environment
22:48:00WatusimotoI had thunk it was gone forever
22:48:00raptorperfect sense
22:49:00Watusimotoall stats except kills/suicides/etc. are persistent
22:49:00Watusimotoright?
22:49:00raptoryou mean non-persistent?
22:49:00Watusimotowrong
22:49:00Watusimotoworry, I misread something
22:49:00Watusimotowe reset everything except those after each game
22:50:00Watusimotowell, that's not quite right eeither
22:50:00BFLogBot - Commit b4e33316356a | Author: buckyballreaction | Log: Make sure LuaLevelGenerator knows we are in the editor; fix problem with excess ForceFieldProjectors showing up in game because they weren't marked as a ghost
22:50:00Watusimotow
22:50:00sam686stats needs to mostly reset, so the stats that was sent to master won't keep going up and up
22:50:00raptorwell, all of mstatisics are reset - the only reason those weren't were because we kept track on a different object
22:50:00Watusimotook, yes
22:51:00Watusimotoany reason not to track the 4 persistent stats on mStats?
22:51:00Watusimotothe object itself persists
22:51:00raptorthey'd have to be separate members
22:51:00Watusimotoof course
22:51:00raptorbecause kill/deaths etc. still need to be done per-game
22:51:00raptorbut i see no reason not to move them there
22:52:00WatusimotoI'm moving them anyway; seems like a good place for them
22:52:00Watusimotoyou know, I'm alnmost looking forward to fixing editor bugs
22:52:00raptordidn't we agree that we wouldn't do anymore big refactors? :-D
22:52:00Watusimotothis wasn't a big refactor
22:52:00Watusimotothis was a quick one evening job
22:53:00Watusimotoit's just been a looong evening
22:53:00raptorha!
22:53:00Watusimotobut definitely wrapping up
22:58:00Watusimotovery cool vc++ GUI feature:
22:58:00Watusimotoholding alt does block select
22:58:00Watusimotothis is nice, but...
22:59:00Watusimotoif you use alt to create a vertical selection, and start typing, the same typing gets put on every line
22:59:00Watusimotoso if you need to insert the same text on 5 lines, you create a block selection on those lines and start typing
22:59:00Watusimotoand... it just works
22:59:00raptorsounds like what i've been using JEdit for, for years
23:00:00Watusimotohrm
23:00:00raptorin eclipse it's alt+shift+A
23:01:00raptoralt is owned by the window manager already in linux
23:04:00Watusimotoreally?
23:04:00Watusimotocool
23:12:00sam686not sure why, but the virtual destructor is causing the problem... i remove virtual ~AbstractTeam(); // Destructor and virtual ~Team(); and it doesn't go crash segault no more...
23:13:00Watusimotowhoa...
23:13:00raptoruhhhh
23:13:00raptorthat doesn't make sense
23:13:00Watusimotothere is something wrong
23:14:00raptorwait wait let me compile with llvm and see if it catches it...
23:14:00Watusimotowasn't abstract team the class that was causing problems with boost::shared_ptr?
23:14:00raptoryes, i am deathly afraid of that class
23:14:00raptorhad weird crashes for a long time
23:15:00sam686that crash only happens in my linux ubuntu computer, it doesn't happen in windows
23:15:00raptordoesn't happen on my openSUSE boxes
23:15:00Watusimotovideo driver?
23:15:00Watusimoto:-)
23:15:00sam686gcc version?
23:15:00Watusimotobad power supply?
23:15:00Watusimotokeyboard led burned out?
23:15:00raptorthe weather?
23:16:00Watusimotocrack on the case?
23:16:00sam686 gcc --version
23:16:00Watusimotolots of possibilites
23:16:00sam686gcc (Ubuntu 4.4.3-4ubuntu5) 4.4.3
23:16:00Watusimotomy laptop case is held together with scotch tape and packing tape
23:16:00Watusimoto\no joke, sadly
23:17:00Watusimotohp makes such crap
23:18:00raptornow i need to re-read the behavior of virtual destructors
23:18:00Watusimotolots on google about this
23:18:00Watusimotohttp://stackoverflow.com/questions/710607/why-do-i-get-a-segmentation-fault-when-calling-a-virtual-method-in-this-code
23:18:00Watusimotofor example
23:19:00Watusimotooh wait, maybe misread
23:19:00raptori never thought virtual destructors actually caused problems - rather solved them
23:20:00raptorhttp://stackoverflow.com/questions/461203/when-to-use-virtual-destructors
23:20:00sam686changing "virtual ~EditorTeam();" to "~EditorTeam();" seems to fix that crashing problem i have..
23:21:00raptor"To sum up, always make base classes' destructors virtual when they're meant to be manipulated polymorphically."
23:22:00Watusimotoone benefit of this refactor is LOTS of blocks like this:
23:22:00Watusimoto GameConnection *conn = mGame->getClientInfo(i)->getConnection();
23:22:00Watusimoto if(conn)
23:22:00Watusimoto conn->endOfGameScoringHandler();
23:22:00Watusimototurn into this
23:22:00WatusimotomGame->getClientInfo(i)->endOfGameScoringHandler();
23:22:00Watusimotowhich makes me happy
23:22:00raptoryes, fewer needed null checks makes for nicer code
23:23:00Watusimotojust curious... do you think this happens if you were building release code?
23:25:00raptorso far this has been decent read: http://www.gotw.ca/publications/mill18.htm
23:28:00raptorGuideline #4: A base class destructor should be either public and virtual, or protected and nonvirtual.
23:31:00Watusimotoover 40 players yesterday
23:31:00raptormost with funny names
23:31:00raptoror crude ones, at least..
23:31:00Watusimotoyes, my son told me
23:31:00Watusimotohe wanted to kick them all off
23:31:00raptorhaha
23:32:00Watusimotobut, son, you can't ban half the players from the game
23:33:00Watusimotowe should stop reporting stats for test games
23:34:00Watusimotogums things up
23:34:00raptoryes, i was just thinking that...
23:34:00raptori know i've created hundreds of games in the last couple weeks
23:37:00Watusimotohttps://code.google.com/p/bitfighter/issues/detail?id=153
23:37:00WatusimotoI think I've fixed all the (known) robot crashing issues with my refactor
23:37:00Watusimotostats seem to work properly
23:37:00Watusimotoratings seem right
23:38:00Watusimotobut need to fix the reversed names now
23:39:00raptoryes, remove them evil doppleganger
23:39:00Watusimotoactually, all other players have your name
23:40:00BFLogBot - Commit ec6ae9ba83a0 | Author: watusim...@bitfighter.org | Log: Fix math snafu -- scores look right now
23:40:00BFLogBot - Commit 4b705761e526 | Author: watusim...@bitfighter.org | Log: Fix crash on sending stats
23:40:00BFLogBot - Commit 14c399054c73 | Author: watusim...@bitfighter.org | Log: Fixes end-of-game crashes, stats that should be persistent seem to persist
23:40:00BFLogBot - Commit 9191ee9ad81f | Author: watusim...@bitfighter.org | Log: Merge

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