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IRC Log for 2012-01-17

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00:00:00BFLogBot - Commit 135fbbec25ce | Author: watusim...@bitfighter.org | Log: Strip out some old cruft
00:00:00BFLogBot - Commit d43b49d972ae | Author: watusim...@bitfighter.org | Log: Var name
00:00:00BFLogBot - Commit 8b22f15d706a | Author: watusim...@bitfighter.org | Log: Better logging target
00:00:00BFLogBot - Commit 06622654efbb | Author: watusim...@bitfighter.org | Log: Improved text
00:00:00Watusimotoif you haven;t fixed this when I check in tomorrow, I can take care of it
00:00:00BFLogBot - Commit 95cffa71e6cd | Author: watusim...@bitfighter.org | Log: Get rid of some casts
00:00:00BFLogBot - Commit 6fb1a5ca558f | Author: watusim...@bitfighter.org | Log: Convert a bunch of dynamic_casts to static_casts
00:00:00BFLogBot - Commit 085358bec6e4 | Author: watusim...@bitfighter.org | Log: Get rid of some more casts
00:00:00BFLogBot - Commit b5d75a19908e | Author: watusim...@bitfighter.org | Log: Kill a whole bunch more dynamic_casts
00:00:00BFLogBot - Commit 3c176834f25b | Author: watusim...@bitfighter.org | Log: Merge
00:00:00sam686i will need to go, will be back in maybe an hout
00:00:00sam686hour
00:00:00Watusimotosee you
00:01:00sam686later..
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00:21:00Little_AppleSauce!
00:23:00Little_AppleMoo?
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00:48:00raptorkaramazovapy: what would you think of a slightly different burst render - instead if the center blinking, it would fade out or in?
01:18:00raptor!bug
01:18:00BFLogBotTo 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
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03:59:50Topic is 'Latest release 015a http://bitfighter.org | Forums: http://bitfighter.org/forums/ | GC Project: http://code.google.com/p/bitfighter/'
03:59:50Set by raptor!~raptor@unaffiliated/greenmachine on Sun May 01 05:51:58 GMT 2011
03:59:50-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
04:00:14- *raptor* !hel *raptor* !help
04:00:17- *raptor* !command *raptor* !commands
04:00:41raptor!help
04:00:41BFLogBottype !commands to see a list of commands
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04:02:56Set by raptor!~raptor@unaffiliated/greenmachine on Sun May 01 05:51:58 GMT 2011
04:02:57-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
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04:08:15Topic is 'Latest release 015a http://bitfighter.org | Forums: http://bitfighter.org/forums/ | GC Project: http://code.google.com/p/bitfighter/'
04:08:15Set by raptor!~raptor@unaffiliated/greenmachine on Sun May 01 05:51:58 GMT 2011
04:08:15-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
04:20:10raptorhello
04:20:49sam686|-| E |_ |_ O
04:21:01raptorha!
04:21:18raptori changed the log files to have seconds and be a little cleaner: http://199.192.229.168/irclogs/index.php?date=2012-01-17
04:21:58raptorthe lines don't wrap... i'll have to work on that..
04:22:11raptorsay - did you ever fix the bot problem?
04:23:22sam686almost done fixing..
04:23:47raptoris it a complex fix?
04:23:58raptornevermind - i'll let you get to work..
04:27:16sam686compiling.... compile compiling... waiting...
04:29:40raptor is twiddling his thumbs
04:29:43sam686still waiting for compiler to get done, i had to update and merge, and test...
04:31:28sam686linking.. still waiting
04:31:58sam686time to test, its done compiling
04:35:06sam686seems to work now..
04:35:31raptorhooray!
04:38:29BFLogBot - Commit 94c964658f63 | Author: sam8641 | Log: Fix robot tick event calling 100 onTick for all 10 bots
04:46:42raptorsam686: do the bots move with spawnshield?
04:52:36sam686seems like bots move with spawn shield on..
04:54:45sam686or maybe not?
04:54:57raptorseems like it happens on the first spawn?
04:58:33sam686now i am finding robots get stuck when trying to cross the forcefields (even it's own team forcefield)
05:00:27sam686robots keeps spawn shield while moving and shooting, might be a bug, but only seems to happens on robot first spawn
05:02:08raptorwell, the game runs much better now...
05:02:22raptorah, i see them stuck on forcefields too...
05:03:10sam686it thinks forcefield is a wall, so it doesn't try to cross them
05:03:20sam686but the bot paths tell them to go through them
05:05:20raptordo you know where the test is that it's using?
05:05:29raptorit's probably a bad test in gameObject.cpp
05:09:42sam686. /showpaths /showzones ...
05:13:37sam686hey, join my 016 "sam test" at the moment
05:13:55sam686there might be a spawn shield go away bug faster then usual...
05:14:11raptorok
05:16:28sam686id you heard that crazy core sound?
05:16:46raptoroh no, i had the sound off...
05:17:32sam686it was crazy sound with all that cores...
05:18:38raptorarranged connection not working?
05:28:01sam686it seems like my debug build went buggy and needed a full rebuild...
05:31:13raptoryour latest revision fixing the bot error is what introduced the spawnshield problem...
05:31:34raptori mean with bots able to move with it on first spawn
05:37:44sam686fixed the super fast spawn shield counting down too fast...
05:38:28raptoroh good
05:53:38BFLogBot - Commit 364f493137e4 | Author: sam8641 | Log: Fix spawn shield going counting too fast client side, fix robot shield won't turn off
05:55:27raptorha! i think that's how we originally programmed the spawnshield
05:55:55sam686it is still counting down on client side...
05:56:20sam686there is "ClientIdleControlMain" and there is "ClientIdleControlReplay"
05:56:57sam686"ClientIdleControlReplay" is used when the client receives the position, and have to go forward (replay) ahead of time due to Lag
05:57:16sam686or high ping lag..
05:58:13raptorah
05:59:10sam686midnight... i should go get some sleep now...
05:59:38raptorgood night
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15:17:58raptorbuenos
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16:36:13raptorso i gave issue 88 a shot last night
16:36:19raptorlots of weird behavior
16:38:18raptoreats shoots and leaves
16:38:23raptoreats, shoots and leaves
16:38:29raptoreats, shoots, and leaves
16:41:13watusimotowhich is 88?
16:45:34raptorhi
16:45:38raptorengineer abuse
16:46:17raptori created a rect around the field that was a ship widths on either side of field
16:46:35raptorthen did a search for all wall types
16:46:35watusimotogood idea
16:47:00watusimotoyou'll still need to check for intersections in the rect
16:47:06watusimotoand you can't use a rect object
16:47:09raptorand used polygon intersect with all the walls
16:47:14watusimotoright
16:47:23raptoryes, i made the rect into a polygon
16:47:32watusimotook, also be careful about the end of the ff, which does touch a wall, legitimately
16:47:42watusimotoa rect, but not a Rect
16:47:57raptorlet me show you my horrid code:
16:48:03watusimotoa 4 pointed polygon with 90degree corners
16:48:15watusimotodo I want to see this?
16:48:28raptorno: http://pastie.org/3202261
16:48:30raptorbut
16:49:16raptorso yes, i test if polygons intersect - each wall with the rect i made
16:49:33raptormaybe it's the end of the forcefield that is making it difficult...
16:49:42watusimotoI think queryRect is defined wrong -- pas all points into it to get a true bounding box
16:50:09watusimotoI think there is a rect constructor that takes a point of vectors and computes a bounding box around it
16:50:17watusimotoif not, there should be
16:50:34raptorahh... ok, a Rect is *always* a rectangle along x/y axis, correct?
16:50:38raptori mean parallel
16:50:40watusimotoyes
16:50:44raptorah, yes
16:50:50watusimotois that yourproblme?
16:50:58raptorthat sure looks like it..
16:51:05raptorlet me fix and see if the behavior improves
16:51:14watusimotothat's why I tried to clarify what you meant by rect :-)
16:51:48raptorsounds good... i keep telling myself i should stop coding late a night...
16:51:49watusimototake the ff start point and endpoint, and expand that by ship's width + ff width
16:51:58watusimotobut make it no longer
16:52:00raptorstuff makes so much more sense in the middle...
16:52:06raptorin the morning, i mean
16:52:07watusimoto:-)
16:52:33raptoryes, i did that
16:52:34watusimotothen compute the boundingbox to select items from the db, and I think your code will work pretty well
16:52:51watusimotoit's not badly structured, just has a small bug :-)
16:53:07raptorbugs must be squished
16:53:21watusimotoyes, indeed
17:00:59watusimotodid the bot performance improve with sam's fix?
17:01:06raptoroh yes, tremendously
17:01:20raptori'm not worried anymore
17:01:27watusimotowell, either that, or my dynamic_cast fixes!
17:01:54raptori am sorry to be the bearer of bad news, but i tested directly before and afterwards...
17:02:02raptorand sam's was the ticket :)
17:02:26watusimotophooey
17:02:54watusimotoit was both an obvious bug and a very subtle one
17:03:02watusimotoI was thinking today how I would have found it
17:03:09watusimotoand I'm not sure I would have
17:03:34watusimotothere were no obvious signs, and the bots would work the same with or without it
17:03:44raptorengineered forcefields can't be killed...
17:03:53raptorrats
17:04:03raptoryeah, i wasn't sure where the bug was either
17:04:16watusimotoglad he found it
17:04:20watusimotohe's got a keen eye
17:04:28raptorfor sure
17:05:00watusimotook, gotta run
17:05:04raptorok
17:05:08raptorlater
17:05:10watusimotowill try to get that editor bug fixed tonight
17:05:22raptorok
17:05:35raptorquick question - do you know by how much the forcefield end overlaps?
17:06:29raptorthis is my test level: http://sam686.maxhushahn.com/upload/1screenshot_16.png
17:07:31raptorwell i'll ask later
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17:51:15raptori think java logging will be the death of me
17:51:40WatusimotoI doubt it -- properties will kill you first
17:51:52raptoroh no - i've master properties last year
17:52:01raptorerr, lost 1 life to it, i mean
17:52:22Watusimotonot when they're used the way we used them at my last job
17:52:35Watusimotothey made C macros look sane
17:52:39raptoroh no
17:52:43raptorthat's horrible
17:53:17raptorcan i show you where i am with engineer?
17:53:22Watusimotosure
17:53:29raptorhere is my lovely test level: http://sam686.maxhushahn.com/upload/1screenshot_16.png
17:53:42Watusimotook
17:53:57raptorthe forcefield i'm pointing at doesn't work the other way
17:54:08raptorif the projector were at the other end, i mean
17:54:09karamazovapyI wonder if I could turn #3 into a levelgen: http://www.npr.org/blogs/krulwich/2012/01/10/144991340/don-t-make-me-do-this-the-equations-screamed?ps=cprs
17:54:46Watusimoto@r, is there more coming, or is that screenshot all you wanted to show me
17:55:23raptorthis is the code now: i fed the poly into queryRect like you suggested: http://pastie.org/3202593
17:55:36raptorkaramazovapy: ha!
17:57:27WatusimotocrossVec.normalize(2 * Ship::CollisionRadius + 1); will also need width of ff itself in it
17:58:32Watusimotoso what works? do you get the rectangle you expect in your print?
17:59:06raptoryes
17:59:14raptorfor better reference: http://sam686.maxhushahn.com/upload/1screenshot_17.png
17:59:23raptorred arrow - should work but doesn't
17:59:33raptorgreen arrow deploy disallowed OK
17:59:49Watusimotocode looks ok
18:00:26Watusimotowhat do your arrows mean again? various deploy locations?
18:00:28karamazovapywhat's happening with engineer? new rules to make it harder to break levels?
18:00:43raptorgreen = should disallow deploy, and it does
18:00:49Watusimotoyes -- no ffs within a ship's distance of a wall
18:00:51raptorred = should allow deploy, but it doesn't
18:01:10Watusimotook
18:01:24raptorso all the reds are problems - my code seems OK right now
18:01:25WatusimotoI'd suggest drawing the various parts you're calculating to see what actually hits
18:01:38raptorexplain
18:02:06karamazovapymaybe you're not seeing problems where they really do exist
18:02:29Watusimotouh... copy your rectangle generating code into the ff render function and see if you're getting the rectangle you expect
18:02:43raptorah, ok
18:02:53Watusimotoyou'll be able to see any wayward intersectionst that you're not considering
18:03:58karamazovapyI don't understand why some of those green arrows should be disallowed
18:04:26Watusimotoif ff "grazes" a wall, it is disallowed
18:04:28karamazovapyI mean logically, not mathematically
18:04:46Watusimotoit must be one ship width from any wall except where it starts and ends
18:04:48raptorkaramazovapy: yes, those are edge cases that i'll need to handle afterwards
18:05:09Watusimotowe'll end up disallowing some seemingly legitmiate cases
18:05:18karamazovapyoh, okay
18:05:25Watusimotobut I think it will eliminate impossible levels
18:05:39karamazovapyoh how the tweens will weep
18:06:01Watusimotomaybe we need a setting "allow_impossible_levels"
18:06:54raptori was thinking of the weeping tweens last night, too
18:07:50Watusimotodamn! even a paused s_bot killed me
18:08:21karamazovapyI find it frustrating that the younger players gravitate toward the most "broken" aspects of the game
18:09:58Watusimotoyes, well...
18:10:07Watusimotoeveryone likes hacks
18:13:53raptorok, picture time:
18:14:06raptorhttp://sam686.maxhushahn.com/upload/1screenshot_18.png
18:14:36raptormaybe my issue is just that i need to reduce the that collision poly slightly from the end..
18:15:15raptorlike maybe a ship's width from the end...
18:15:18Watusimotook
18:15:26Watusimototry that
18:16:09raptordo we have a method for reducing a segment along the same line a certain amount?
18:17:10Watusimotonot as such...
18:17:23WatusimotoI can't think of an easy way to do it with what we've got
18:17:54Watusimotocan we move a point in a certain driecion a certain distance?
18:17:59Watusimotowe have the direction
18:18:09raptormaybe point.normalize()
18:19:11WatusimotoI see nothing in geomUtils
18:19:19WatusimotoI don't think point.norm will work
18:19:27Watusimotothat will move it towards (0,0)
18:20:00Watusimotoso you could pre-offset, normalize, un-pre-offset
18:20:19Watusimotobut by that point, you might as well just do it with sin/cos
18:21:48Watusimotohow strange... a paused bot will sometimes miss when stepped forward
18:21:53Watusimotoif I'm not moving
18:21:59WatusimotoI'd expect it to always hit
18:22:10raptorsam built in an error factor
18:22:15Watusimotoah
18:22:20Watusimotothanks for saving me a ton of time
18:22:26raptors_bot is usually really accurate though
18:22:31Watusimotoit is
18:22:50raptorthough it can be set to very innacurate - i told him he should release a modification called 'spaz_bot'
18:23:09Watusimotowhen so close, even inaccurate bots can be damaging
18:23:11raptorbecause it shoots just as fast but misses by 120 degrees...
18:23:15Watusimotoha
18:23:25Watusimotomaybe he should code a restriction on turn speed
18:24:22Watusimotowhoever thought my orbitbot had a future?
18:24:29Watusimotoall serious bots since then have orbited
18:25:42raptorhe's the grand-daddy
18:41:50raptori got the math!
18:41:59raptorit was with normalize()
18:42:10Watusimotogreat!
18:49:23raptorpicture!: http://sam686.maxhushahn.com/upload/screenshot_19.png
18:49:37raptorall angled barriers are at exactly 45 degrees
18:49:43raptorrelatively
18:50:01raptorit seems like that angle ones work about 75% of the time
18:51:27Watusimotowell, that's an improvement.
18:51:44Watusimotogetting false rejections or false acceptances
18:51:46Watusimoto?
18:51:52raptorfor instance, the yellow arrows here don't work: http://sam686.maxhushahn.com/upload/screenshot_20.png
18:52:01raptorno false acceptances
18:52:15karamazovapy<Watusimoto> all serious bots since then have orbited
18:52:20karamazovapyall serious players orbit!
18:52:30Watusimotoha
18:52:34Watusimotostole my strategy
18:53:25WatusimotoI think walls at a more acute angle will be a problem
18:54:20Watusimotoit would be nice to see the bounding boxes for rejected ffs... perhaps you can disable rejection and see what bbs we get for the yellow arrows
18:55:00raptoryes ok
18:58:16raptorhttp://sam686.maxhushahn.com/upload/screenshot_21.png
18:58:23raptor^^ those are the boxes for rejected ones
18:58:31raptormy guess is that it's a matter of 1 px off
19:00:05WatusimotoI concur
19:00:06Watusimotobut
19:00:16Watusimotoif those angles are any steeper, they'll be more than 1 pix off
19:00:26raptoryes
19:00:33raptorso, where do we stand now?
19:00:46raptorthis is probably a little better than not having wall detection
19:00:47Watusimotodoes it make sense to completely discount segment on which ff terminates?
19:00:55Watusimotothat is easy to get and exclude from the checks
19:01:13raptornot sure, i bet karamazovapy could come up with appropriate scenarios
19:01:35Watusimotobetter yet, we throw something out there and let little_apple use it
19:01:37raptorbut it'd have to be segment, not barrier
19:01:40Watusimotoyes
19:01:44raptorhaha
19:01:44karamazovapywhat's that?
19:01:47Watusimotothat's all we can have, anyway
19:02:02Watusimototrying to figure out which ffs create impossible game
19:02:05Watusimotos
19:02:27karamazovapyoh - you also want to check for turrets that block off ffs
19:02:29raptorkaramazovapy: would it be good to exclude the terminating wall segment from a forcefields search
19:02:45karamazovapynot sure what you're asking
19:02:59raptorso when a forcefield ends, it hits a barrier
19:03:06karamazovapyyes
19:03:11WatusimotoI'm going to draw some examples in the editor
19:03:27raptorwith my new logic, i search for all barriers around the forcefield and disallow the ff if it is too close
19:03:38karamazovapyright
19:03:53raptormy question was if we should ignore the terminating barrier from that search for walls around the ffs
19:04:12raptorthat way we could ignore steeper angles and such
19:04:22karamazovapyoh, the barrier the forcefield lands on?
19:04:25raptoryes
19:04:54raptorbecause some of these wouldn't work if the barrier was at a steeper angle: http://sam686.maxhushahn.com/upload/screenshot_21.png
19:04:54karamazovapywhat if the barrier is continuous and creates a "breaky" scenario?
19:05:21raptorwell, we would only ignore the one straight segment piece that the ff lands on
19:05:41raptorbrb..
19:06:36karamazovapywhat if it's a curve?
19:07:40Watusimotocurves are a bunch of short segments
19:07:47Watusimotowe're only discussing actual 2-pt segment
19:07:54karamazovapyoh, okay
19:07:57karamazovapynot the full barrier
19:08:14karamazovapyI kind of thought that might be the case
19:09:04karamazovapyI see no reason to worry about the terminating barrier
19:09:30karamazovapyalthough you should probably put turrets into your ship-width search
19:11:07raptorok, consensus about the walls?
19:11:21karamazovapyI'm with you
19:11:33raptorsearch for wall segments instead of walls, then ignore the ff terminating from the search
19:11:44raptor(then I'll move on to turrets...)
19:11:58raptorWatusimoto: you said it was each to find the terminating segment?
19:12:06raptoreach = easy
19:12:33Watusimotoyes\
19:12:37Watusimotoyes
19:12:40Watusimotoit is
19:13:19karamazovapyhttp://img10.imageshack.us/img10/9846/turretblockedfield.png
19:13:34raptori should save my math for shortening a segment... where would a good place be, Watusimoto?
19:13:44Watusimotoffp->getEndSegment()
19:13:51WatusimotogeomUtils
19:14:01raptorokey doke
19:14:14WatusimotogetEndSegment gives you a segment "serial number"
19:14:36Watusimotosorry, it gives you a pointer to the segment itself
19:15:00Watusimotoshould just be able to compare when doing your collision detection
19:15:20raptorok, i'll have to search the wallsegmentdatabase instead...
19:15:25Watusimotoyou might be able to discard your shortening... don't know if we need it anymore
19:15:41raptorwe won't.. but would it be useful to save?
19:15:57Watusimotothough it might allow some otherwise rejected but legal ffs
19:16:02Watusimotosure
19:16:07Watusimotosave it -- why not/
19:20:09BFLogBot - Commit 7032dcfe6b88 | Author: watusim...@bitfighter.org | Log: Provisional fixes for merging purposes -- DO NOT UPDATE TO THIS VERSION!
19:20:12BFLogBot - Commit 7054d142d07e | Author: watusim...@bitfighter.org | Log: Merge
19:20:14BFLogBot - Commit 89da5f8444c8 | Author: watusim...@bitfighter.org | Log: Fix possible bug with pausing bots; move pause indicator to UR corner; move all pausing into EventManager; get Robot out of event management; get Robot out of controlling pausing and unpausing of bots; probably more Actually, a lot of these changes were done in rev. 3481/7032dcfe6b885ba9fa734b48b01bab82213661e2
19:20:29raptorwhat the
19:20:59raptorlooks like you were updating the commit message as you were coding...
19:21:21Watusimotojust in my head
19:21:25karamazovapyquick opinion poll - my VPS had a big server crash and I'm being relocated
19:21:33karamazovapyLos Angeles, Phoenix, or Washington DC?
19:21:52WatusimotoPhoenix or WashDC
19:22:16karamazovapyI'm wondering if DC might benefit the europeans
19:22:19Watusimotoprobably washdc for you
19:22:31raptorphoenix or DC
19:22:31karamazovapyit's a couple thousand miles closer
19:22:35koda has joined
19:26:00karamazovapyDC it is.
19:26:34Watusimotothe hamburger buns my wife got are called "American Mega Burger"
19:26:43WatusimotoI love how we're seen over here
19:27:06raptorhaha
19:28:09WatusimotoCome down today for the year end closeouts of our American Fat-Assed SUVs! We're clearing out the 2011 models!
19:28:29Watusimotosomeone told me he heard Americans don't read
19:28:40Watusimotothat's the sterrotye in Portugal, at least
19:28:55Watusimotoand you if you pass someone when you're bike racing, you shout out "American!"
19:29:06WatusimotoI think it means you're slow
19:29:27Watusimotothough apparently after Lance Armstrong won the Tour de France, that one became less common
19:29:57raptorwow
19:30:00raptori believe it
19:30:56Watusimotothere were a few others, but I stopped listenting, as the speaker was obviously intoxicated
19:31:07Watusimotohe went on to talk about Germans and French people next
19:31:33Watusimotoat least I think, but I wasn't listenting
19:31:38Watusimotook, dinner time
19:31:39Watusimotolater
19:32:34raptorbye
19:36:16Watusimoto Quit (Ping timeout: 252 seconds)
19:40:19BFLogBot - Commit d15fa5dc6bfc | Author: buckyballreaction | Log: Save method to shorten a segment
20:06:37sam686 has joined
20:06:37ChanServ sets mode +v sam686
20:18:27raptori can't believe how complex walls are in the code..
20:20:30karamazovapythe wiki should probably be updated to reflect the fact that there's no yum package for mercurial on centos
20:20:50raptorthere isn't? i thought there was...
20:21:28karamazovapymaybe rpmforge needs to be updated or something first?
20:21:40karamazovapyI wound up using this > http://edvanbeinum.com/install-mercurial-on-centos
20:22:42raptoryikes - that makes for a messy system
20:23:20karamazovapyas in a messy file system, or a messy system for building bitfighter?
20:23:45raptorfilesystem
20:24:34karamazovapyyeah, it seems excessive, but I only really use my vps for bitfighter and some occasional web hosting
20:26:46raptorah, add the epel repo
20:26:53raptorthat's how i got it, i think..
20:27:49raptoryou do the following (for CentOS 5): rpm -Uvh http://download.fedora.redhat.com/pub/epel/5/i386/epel-release-5-4.noarch.rpm
20:28:02raptorand a whole host of packages are now open to you
20:28:11karamazovapybe good to put that in the wiki
20:28:32raptorfine fine fine...
20:29:04raptorwhich page is that?
20:29:45karamazovapy<raptor> ah, add the epel repo
20:29:45karamazovapy<raptor> that's how i got it, i think..
20:29:47karamazovapybah
20:29:50raptorfound it...
20:29:57karamazovapystupid copy/paste
20:30:01karamazovapyI meant to post http://bitfighter.org/wiki/index.php?title=Building_Bitfighter
20:32:55raptorok, i updated that page
20:33:06raptorunder bulding a dedicated server
20:33:14raptori hope i didn't cause a collision with you
20:35:59karamazovapyyeah, that's a much easier way to get mercurial
20:36:56raptoralso you'll have a ton of other packages available
20:48:56karamazovapywhat do I have to checkout if I want to build an 016 server?
20:49:17raptoroh let see real quick...
20:50:55karamazovapyI like this thread the way it is, right now, without any additional posts. http://bitfighter.org/forums/viewtopic.php?f=9&t=1184
20:50:57raptoryum install SDL-devel
20:51:31raptorhahaha
20:51:39raptorstart with SDL-devel
20:51:47karamazovapyye
20:53:42raptoralso gcc-c++ libstdc++-devel
20:53:50raptorok, and 'make'
20:53:55sam686building 016 ZAP_DEDICATED shouldn't need SDL...
20:54:01raptorwait! SDL is not needed
20:54:08raptorha! thanks sam686
20:54:18karamazovapytoo late, but no big deal
20:54:21raptordon't install SDL - it may install too much garbage
20:54:23raptorah ok
20:55:02karamazovapyI was just wondering what code I need to grab to build 016
20:55:21sam686hg pull (or clone) then "hg up tip"
20:57:06CrazyLinuxNerd Quit (Quit: Leaving)
20:57:48karamazovapyokay, so instead of hg up -c bitfighter-015, it'd be hg up tip
20:57:55raptorcorrect
20:57:59karamazovapythen still 'make dedicated'
20:58:03raptoryed
20:58:05raptoryes
20:58:08karamazovapyhip
20:58:20raptorhopefully it will compile - sam686 has been constantly fixing the dedicated compile as we go..
20:59:02sam686it seems to compile zap_dedicated as of the latest changes (d15fa5dc6bfc)
20:59:52Watusimoto has joined
21:00:44karamazovapylooks like it built!
21:00:49karamazovapyI'll test it later
21:01:05raptorcool
21:02:16raptori think i finally have the wall detection done.. works well so far..
21:05:00Watusimotogood. doesn't need to be perfect, just better
21:05:13Watusimotowas excluding the end the key?
21:05:16raptorfinally
21:05:18raptoryes
21:05:21raptorbut that was tricky
21:05:36BFLogBot - Commit 546a5a466f64 | Author: buckyballreaction | Log: Engineering a forcefield now has built in wall detection. A force field cannot be deployed if it is within a ship's width of a wall, excluding the wall segment that terminates the field
21:05:45raptoro hey there it is
21:06:32raptori shoudl probably do karamazovapy's case, too: http://img10.imageshack.us/img10/9846/turretblockedfield.png
21:07:36raptoractually, what do you think about that case? maybe only if it is an un engineered turret? (and is there a flag for that?)
21:09:28Watusimotocould make it 1 ship width + 1 turret width from any wall
21:10:12raptorthat's like getting rid of most of the level!
21:11:07Watusimotomaybe we could show the prospective turret and bounding box (exclusion zone?) when placing, making it clear what the restrictions are
21:12:00Watusimotobecause people will create impossible levels by placing ffs then turrets... you know they will@
21:12:03Watusimoto!
21:12:30raptornot impossible - you can shoot the turrets
21:12:38raptorengineered ones, i mean
21:12:54Watusimotooh
21:13:04Watusimotoand if you kill them, they disappear
21:13:07raptorcorrect
21:13:09Watusimotowell, then, yes, ok
21:13:22Watusimotosure; what you said before
21:13:27raptoris there a flag to differentiate between engineered turret and non-eng, type?
21:13:35Watusimotothere must be
21:14:03Watusimotovc++ misbehaving...
21:14:17sam686engineer turrets are destroyable... only worry about undestroyable turrets
21:14:18Watusimotosomething knows what to do when they die
21:14:23Watusimotoyes
21:14:37Watusimotosam; how did you figure out the bot problem last night?
21:14:56sam686the tick problem?
21:15:02sam686i may have fixed that..
21:15:19Watusimotoyes
21:15:23Watusimotoyou did fix that
21:15:32WatusimotoI was just trying to figure out how I could have found it
21:15:39Watusimotoas it was not at all obvious
21:15:53Watusimotoeven knowing what the problem is, I'm not sure how to find it
21:16:02Watusimotobots behave the same if they run once or 10x
21:16:03sam686mostly, all i did is move tick event to serverGame::idle
21:16:12Watusimotojust as an experiment?
21:16:35sam686not all bots behave the same, if on tick ran 10 times more... (my Timer Bot)
21:16:45Watusimotoah, a timerbot
21:17:02sam686my timer bot prints timing 10 times faster when onTick is run 10 times more
21:17:13Watusimotoyes, that would be a giveaway
21:17:38Watusimotowell, good job
21:17:43WatusimotoI'd still be working on it
21:20:57raptori don't see where we can determine if teh engineered turret is different than one that starts with the level...
21:21:04raptorbut it's gotta be somewhere..
21:24:19sam686raptor, EngineeredItem.cpp line 661 ?
21:24:48raptorwhat method? i have that class all messed up
21:25:07sam686find if(mHealth == 0 && mResource.isValid())
21:25:16Watusimotoif(mHealth == 0 && mResource.isValid())
21:25:27Watusimotoha
21:25:31raptorwhat
21:25:33raptordoes
21:25:34raptorthat
21:25:36raptormean
21:25:37Watusimotobeat me by 8 secs
21:25:51Watusimotoif mResource.isValid() it's been engineered
21:26:11Watusimotothat's the resource item that was used to create it
21:26:12Watusimotoif it has one, voila!
21:26:19raptorah
21:26:42Watusimotowhy not create a method called isEngineered() { return mResource.isValid() }
21:26:50Watusimotofor documentation purposes and readability
21:31:57raptorok, i think i got it - time to test...
21:35:24raptorexcept mResource.isValid() is returning false for some reason...
21:35:41karamazovapyis the turret engineered...?
21:36:27raptorwhat is your question?
21:36:48karamazovapywell it would return false if it wasn't an engineered turret
21:36:52karamazovapyI realize that's obvious
21:37:56raptoryeah - i need a way to tell an engineered turret apart from on that starts out in the level
21:40:29raptorsorry sam crash
21:41:15sam686i didn't crash, i went disconnect...
21:42:10raptorbug: can't use spacebar in chat with engineer equipped
21:42:33sam686it comes to a point that checking is the engineer forcefield is allowed should be checked server side
21:45:39raptoryeah - that too
21:45:49raptoralso, mResource.isValid() is not working
21:46:10raptormybe that's why - it needs to be server side?
21:47:57raptorhuh - i think it is server side..
21:55:07Watusimotooh
21:55:09Watusimotoyes
21:55:09sam686there is a problem with ForceFieldProjector::getCollisionPoly returning zero points (where it shoudn't)
21:55:21Watusimotothat's certainly it, raptor
21:55:26Watusimotoduh!
21:55:26raptorwhat
21:55:39Watusimotoresource is only known on the server
21:55:45BFLogBot - Commit b8c1e42e8866 | Author: sam8641 | Log: Add a TNLAssert
21:55:48Watusimotoa turret is a turret on the client
21:56:22Watusimotoperhaps we need to send a flag over with the initial turret packet
21:56:23raptorwhat?
21:56:44Watusimotowhen we tell the client about a turret, maybe we need to add a flag and have a state var: mIsEngineerred
21:57:24raptorwait wait wait
21:57:25Watusimotothen you, on the client end, will know the status of a given turret (or ff, would suggest doing it at the engineeredItem level)
21:57:54Watusimotook; create a new member var called mEngineered on EngineeredItem,default to false
21:58:26Watusimotothen when sending the initial packet from server to client (EngineerItem::packUpdate) send the flag, and populate it on the client
21:58:57raptorah ok
21:58:58Watusimotothen we'll have a flag on the client side we can check to see if a turret/ff was engineered
21:59:28Watusimotoset the flag on the server side when creating an engineered turret, so it will always be a reliable indicator of engineered state
22:00:16WatusimotoI found a snapping bug for engineered items -- it's why I haven;t been able to create the scenarios I wanted to to help figure out what rules we should apply to the stuff you're doing
22:03:16raptormaybe that has to deal with my snapping bug..
22:06:24Watusimotomaybe, hopefully
22:07:11raptorit works!
22:07:20raptori'm going to close this issue next...
22:10:48BFLogBot - Commit 804052140830 | Author: sam8641 | Log: Fix some cases of mCollisionPolyPoints.size() being zero
22:11:01raptorok committed
22:11:06sam686i may have fixed a problem with ForceFieldProjector::getCollisionPoly returning zero on my latest commit..
22:11:17raptoroh good! i ran into that a few times
22:11:23raptorwasn't sure why it was happening
22:12:25raptorfixed!: http://code.google.com/p/bitfighter/issues/detail?id=88
22:12:40raptori wonder if this will be the greatest cause of community uproar
22:13:02sam686are you sure it is fixed? test with me?
22:13:11raptorit is still client side
22:13:25sam686haha, move to server side?
22:13:55raptormaybe... i don't really want to at the moment - i have a couple little bugs i need to solve first
22:14:25raptorlike spacebar with engineer module and chat
22:14:37sam686a modified client cound send anything, like not checking if forcefield is allowed
22:14:56raptoryes, i think it is important to move to server side
22:15:18raptori'll write it down for later, unless you want to do it :)
22:15:51BFLogBot - Commit f297e3e4ac66 | Author: buckyballreaction | Log: Make forcefield placement logic aware of non-destructible turrets
22:19:39LordDVG Quit (Ping timeout: 252 seconds)
22:32:45sam686oh and your forcefield stuff doesn't work with polywall, does it?
22:33:15WatusimotoIt should...
22:33:24Watusimotopolywalls have segments too!
22:33:27raptori didn't do enough testing with polywall.. do polywalls have segments?
22:33:37raptoroh good
22:33:41raptorthen it should be ok
22:34:08Watusimotoprobably should treat ff projectors just like turrets
22:34:17raptoralready are
22:34:22raptoroh wait
22:34:23raptorno
22:34:31Watusimotocheck for chokepoints with ffps
22:34:34raptoryes
22:34:36raptorthat
22:34:37raptoreasy fix
22:34:51Watusimotoand maybe reactors as well
22:34:54Watusimotosorry, cores
22:35:49raptori can't figure out this current bug: in chat, with engineer equipped, space bar doesn't work and isntead brings up engineer menu
22:36:09raptori've been comnparing with 015a which works, and most looks the same so far...
22:37:31sam686the problem is "wallSegmentDatabase->findObjects(isWallType, fillVector, queryRect);" always returns zero server side
22:37:57raptorah yes, that'd be a problem...
22:38:12raptorWatusimoto: are segmetns saved server side?
22:38:25Watusimotommm
22:38:28Watusimotoprobably not
22:38:43Watusimotono wait
22:38:44sam686gameObjectDatabase->findObjects(isWallType, fillVector, queryRect); might work, but that makes you never be able to place any forcefields
22:38:47Watusimotosegmens should be
22:39:04raptorman, this issue has been ballooning
22:39:12WatusimotoI don't think raw walls are used for collision detection
22:39:19Watusimoto:-)
22:39:52sam686polywall walls will have to be raw, or it won't work.. as polywall don't have segments, does it?
22:39:54raptormaybe we could just keep it our secret that engineer placement is client side...
22:40:17raptorpolywalls do have segments according to Watusimoto
22:40:24WatusimotoI said before that polywalls produce segments, but now I'm less confient
22:40:32sam686the secret will eventually be... spoiled by reading the source code (or even this irc log)
22:40:39Watusimotoha!
22:41:27sam686polywall don't need segments to work..
22:43:53raptorwell, the trick to my logic was to exclude the FF terminating segment
22:49:19sam686i think i found a new problem, engineer forcefield, destroy forcefield projector, and the forcefield stays there
22:57:53Watusimotojust to put this issue to rest:
22:57:55Watusimoto // Polywalls will have one segment; it will have the same geometry as the polywall itself
22:57:55Watusimoto if(wall->getObjectTypeNumber() == PolyWallTypeNumber)
22:57:55Watusimoto {
22:57:55Watusimoto WallSegment *newSegment = new WallSegment(mWallSegmentDatabase, *wall->getOutline(), wall->getSerialNumber());
22:57:55Watusimoto mWallSegments.push_back(newSegment);
22:57:58Watusimoto }
22:58:02Watusimotothe comment says it all
22:58:21Watusimotoso I was sort of right, but in a misleading sort of way
22:59:27Watusimotothat said, things might work if we added the polywall as a sequence of 2-pt segments forming a loop
22:59:42Watusimotobut I'm not sure
23:01:57sam686i don't think polywall need any more WallSegment, and might even make editor run faster without it.. Used to be for Turret snapping, but now turret snapping can be done without wall manager
23:08:34sam686also, it turns out wallSegmentManager is empty even on a client side, unless the client test from editor..
23:10:58BFLogBot - Commit 8fa8e2d3d4bf | Author: sam8641 | Log: Fix engineer ForceField stays begind when projector is destroyed
23:21:04raptorwonderful..
23:21:10raptorand i thought i fixed an issue...
23:22:07sam686restart your client, and join my "sam test" host without entering editor, and try engineer
23:22:32raptorok
23:22:33sam686or, hosting without entering editor would show the same bug too
23:24:42raptorsam686: can you use the spacebar with engineer?
23:24:47sam686Sound should never be null at all!!!
23:24:57raptorcrash?
23:25:25sam686in "void SoccerGameType::itemDropped(Ship *ship, MoveItem *item)"
23:25:42raptorwhat
23:25:50sam686it happens when dropping resource item
23:26:25sam686"Shound never run at all!!!""
23:26:42raptorsounds like a Watusimoto assert
23:26:59Watusimotoit was
23:27:12Watusimotowhy is it in soccergametype? ah
23:27:12sam686so.... looks like SoccerGameType::itemDropped get run when dropping resouce item
23:27:13WatusimotoI see
23:27:22Watusimotook, so make a note and remove the assert
23:27:30sam686and i was in a soccer game type (with no soccer ball)
23:27:40Watusimotobut maybe the whole function should be removed
23:27:53Watusimotoand let it fall back on the parent's itemDropped
23:28:18Watusimotosince there is nothing special about item dropping in soccer (anymore) right?
23:28:29raptorright!
23:28:38Watusimotothis snapping problem is making me crazy
23:28:54Watusimotothe more I play with it, the worse it gets, even when I revert the code
23:29:04raptorto the brink of insanity?
23:29:10Watusimotoyes
23:29:53raptorwell, you have a choice - continue in this state until 3am; or, sleep and solve it in 15 min. in the morning
23:29:56raptor:)
23:29:57sam686but i don't have such "press spacebar" crash while holding engineer item bug that raptor might have?
23:31:02BFLogBot - Commit 81b7dcb59c5d | Author: sam8641 | Log: Fix SoccerGameType::itemDropped
23:31:25raptorargh i have to rewrite portions of the FF wall detection..
23:31:54raptorthanks sam686, you crashed my server somehow...
23:32:00raptor:]
23:32:05sam686all i did is join
23:32:34raptoryou can use spacebar in chat with engineer equipped?
23:33:14CrazyLinuxNerd has joined
23:33:44sam686pressing space while chat, pops up "what do you want to engineer"
23:33:57raptoryes!!
23:34:02raptorit's driving me crazy!!
23:34:08raptori can't find the problem
23:37:30sam686GameUserInterface::onKeyDown
23:37:55sam686UIGame.cpp line 1120
23:38:14raptorthat's where i'm looking - it's the same as 015z
23:38:16raptor015a
23:40:48sam686maybe, its becuase of entering engineer menu while in chat menu?
23:44:33Watusimotothyis is a laugh
23:44:45WatusimotoI just accidentally reimplemented the shorten line function
23:44:53raptorha!
23:44:59raptoris it better than mine?
23:44:59Watusimotousing a totally (probably) differnt mechanism
23:45:15Watusimotovoid Point::interp(float t, const Point &p1, const Point &p2)
23:45:15Watusimoto{
23:45:15Watusimoto float oneMinusT = 1.0f - t;
23:45:15Watusimoto x = p1.x * t + p2.x * oneMinusT;
23:45:15Watusimoto y = p1.y * t + p2.y * oneMinusT;
23:45:17Watusimoto}
23:45:28Watusimotousing the structure from Color of the same name
23:46:01Watusimototo shorten a line, just feed in t=newlinelen/origlinelen, p1=start, p2=end
23:46:40raptorha, well mine is documented... so there...
23:46:44Watusimoto:-)
23:47:02WatusimotoI;m not using it to shorten a line, at least not directly, but rather to find a point between two other points
23:47:20Watusimotobut very near one
23:47:31Watusimotobut it's really the same ting
23:47:35Watusimoto:-)
23:48:00raptoryeah mine just returns a new end point given start, end, and reduction
23:51:06raptori dont' know why i'm having such a hard time with this space bar thing - i think i need to take a break
23:52:11sam686space bar crash for you?
23:52:30raptorno, just can't use it in chat with engineer equipped
23:52:41raptori keep running around the UIGame methods
23:52:48raptorneed a break
23:52:52raptori wrote it on the wiki
23:52:55sam686i think i know the problem...
23:53:00sam686and know how to fix
23:53:09raptor!!
23:53:17raptori give you permission to do it :-)
23:53:45sam686ok, i can fix it...
23:56:21Watusimotoone step forward, one step back
23:56:32raptorthat's been this whole day!
23:56:47Watusimotofixed the snap issue, but when you move a wall, ffs jump around and change pos, even if there's no reason for it
23:57:10raptorha

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