Timestamps are in GMT/BST.
| 01:15:19 | raptor | ok, i did #2 |
| 01:15:28 | raptor | now to home, that leaves #7? |
| 01:19:30 | | BFLogBot - Commit 6690130e27ed | Author: buckyballreaction | Log: Reduce passive sensor area, make full sensor require module activiation |
| 01:26:55 | sam686 | i may be nearly done with doing #7 |
| 01:27:59 | raptor | oh good |
| 01:28:03 | raptor | i am heading home now... |
| 01:28:14 | raptor | i'll be back later - maybe we should do more playtesting |
| 01:28:41 | sam686 | ok |
| 01:28:59 | sam686 | later.. |
| 01:29:05 | raptor | bye |
| 01:29:07 | | raptor Quit (Remote host closed the connection) |
| 01:29:32 | | BFLogBot - Commit 1be4e883fdf7 | Author: buckyballreaction | Log: Fix active sensor indicator |
| 02:09:36 | | BFLogBot - Commit 7188227e2a14 | Author: sam8641 | Log: Fix robot touchdown on ZoneControlGameType, Fix robot's setOwner for RabbitGameType and possibly others. |
| 02:55:35 | | raptor has joined |
| 02:55:35 | | ChanServ sets mode +o raptor |
| 02:56:08 | raptor | hi sam686 |
| 02:58:30 | sam686 | |-| i R /-\ P -|- O R |
| 02:58:39 | raptor | haha |
| 02:58:53 | raptor | #7 on that list done? |
| 03:01:05 | sam686 | i think #7 is done now.. |
| 03:01:11 | raptor | compiling |
| 03:01:13 | raptor | .. |
| 03:01:17 | raptor | want to do more play testing? |
| 03:04:42 | | BFLogBot - Commit 1c06a6a2fdb7 | Author: sam8641 | Log: Fix Null ClientInfo |
| 03:04:42 | sam686 | ok |
| 03:09:57 | raptor | Warning: Missing Team in level "Construction.level" |
| 03:12:01 | sam686 | construction.level ? |
| 03:12:13 | raptor | segfault: http://pastie.org/3211245 |
| 03:12:18 | raptor | yes, that was the weird level |
| 03:35:35 | raptor | segfault |
| 03:35:45 | sam686 | there was a "Ship 0 0 0" in a level |
| 03:36:35 | raptor | http://pastie.org/3211323 |
| 03:49:01 | sam686 | crash? |
| 03:49:31 | sam686 | when i upload an untutled map, it is "uploaded_.level" |
| 03:49:39 | sam686 | i mean untitled map |
| 03:50:22 | raptor | my RAM went to 3.2 GB |
| 03:50:32 | raptor | i stopped it and got a backtrace: http://pastie.org/3211366 |
| 03:51:10 | raptor | there are thousands of lines of moveObject:298 - still haven't found the end... |
| 03:51:30 | sam686 | ok, let me guess, your linux likes to avoid stack overflow by allocating hugh amount of RAM? |
| 03:51:38 | raptor | probably... |
| 03:56:00 | raptor | ok restarting... |
| 03:56:20 | raptor | ready |
| 04:02:02 | raptor | haha |
| 04:02:06 | raptor | thanks for the shutdown |
| 04:02:18 | sam686 | .. you game me admin, i can /shutdown 2 |
| 04:02:54 | raptor | here is bug list: http://pastie.org/3211401 |
| 04:03:15 | raptor | i'll do #3 right now since i've already been working with the code... |
| 04:04:08 | sam686 | ok |
| 04:05:13 | sam686 | the number 5, "uploading map -> uploaded_.level" only happens on untitled levels - the server doesn't know the client's filename level. |
| 04:05:22 | raptor | ok, so not a bug? |
| 04:05:45 | karamazovapy | has uploading levelgens been enabled for 016? |
| 04:05:55 | sam686 | not much of a bug - people should title their maps anyway.. |
| 04:06:03 | raptor | great! one down.. |
| 04:06:11 | raptor | not sure about levelgens, karamazovapy.. sam686? |
| 04:07:47 | sam686 | one problem with level gen, uploading a levegen that runs in endless loop, freezing server or eat too much memory (maybe due to louzy programmer) |
| 04:09:24 | sam686 | in a second thought, maybe uploading levelgen could be limited to admins only... |
| 04:10:23 | karamazovapy | as a larger long term fix, could endless loop detection be programmed in? |
| 04:10:37 | karamazovapy | or at least annoyingly large loop detection? |
| 04:10:44 | karamazovapy | is that...possible? |
| 04:10:46 | raptor | yes it is |
| 04:10:52 | raptor | but i can't remember how to do it |
| 04:11:02 | raptor | so long term, that is a good idea |
| 04:12:24 | sam686 | It is possible to have levelgen take up 600 MB Ram, what might run fine for your computer won't work on cheap VPS with only 512 RAM |
| 04:13:13 | raptor | maybe put size or memory limits on levelgens? |
| 04:13:46 | sam686 | i don't know about out of memory detection in LUA, but bitfighter itself don't check if a "new Object" was created successfully. |
| 04:21:07 | raptor | almost done with #3 |
| 04:26:54 | sam686 | i think i found a problem that may fix number 6, moveObject.cpp line 300 = move(.., ..., TRUE!!! not false, ...); |
| 04:27:37 | raptor | weird |
| 04:28:15 | raptor | why do you think that is the reason? |
| 04:28:56 | karamazovapy | a stupid post in the off-topic forums has me looking for the first video game I ever played |
| 04:28:58 | sam686 | if "isBeingDisplaced" is false, then it doesn't check if one of the previous objects was checked.. |
| 04:29:12 | karamazovapy | http://www.virtualapple.org/baseballstrategydisk.html |
| 04:29:49 | | BFLogBot - Commit a8ec6587a92e | Author: buckyballreaction | Log: Had to revert some sensor changes to fix erratic zoom behavior upon respawn |
| 04:30:08 | raptor | ha! |
| 04:30:12 | raptor | old game |
| 04:30:17 | karamazovapy | that's not the right one |
| 04:30:23 | karamazovapy | but it was definitely apple IIe |
| 04:30:23 | raptor | ok fixed #3 |
| 04:30:38 | karamazovapy | zork II was the first game I ever illegally copied |
| 04:30:41 | raptor | i have an apple 2e emulator somewhere with oregon trail... |
| 04:30:54 | karamazovapy | this site claims to have every apple II game ever |
| 04:31:00 | karamazovapy | but I declare shenanegans |
| 04:31:02 | raptor | 1/2 my family always died of diptheria |
| 04:31:25 | karamazovapy | they've got oregon trail - you could see if you do any better as an adult |
| 04:31:43 | raptor | i tried last year... |
| 04:31:53 | karamazovapy | still no good? |
| 04:32:06 | raptor | i lost one family member and made once... after sinking my wagon a million times |
| 04:32:21 | raptor | took me about 6 tries to beat it |
| 04:33:05 | karamazovapy | the first game I ever played was on my dad's work computer |
| 04:33:18 | karamazovapy | you typed in "jackass" and drove a car down a two or three lane road |
| 04:33:30 | karamazovapy | and donkeys would pop up |
| 04:33:55 | raptor | haha |
| 04:34:08 | raptor | i think the first game i played was 'nibbles' for visual basic on dos 5.0 |
| 04:34:10 | raptor | monochrome |
| 04:34:20 | karamazovapy | this was monochrome |
| 04:34:29 | raptor | go hercules graphics! |
| 04:35:01 | karamazovapy | the close second/first game I ever played was this weird rumpelstiltskin/tic-tac-toe game that I can't seem to find any record of online |
| 04:37:29 | karamazovapy | I made some pretty awesome QBasic games back in the day |
| 04:37:49 | raptor | yes qbasic - that was it |
| 04:37:54 | raptor | not visual.. |
| 04:39:41 | karamazovapy | I also got a lot of those old game cds with 20 DOS games for $20 |
| 04:39:46 | karamazovapy | that kind of stuff |
| 04:42:44 | karamazovapy | oh shi- we totally had this game!!! http://www.virtualapple.org/microleaguebaseballdisk.html |
| 04:44:51 | | BFLogBot - Commit 039714addea9 | Author: buckyballreaction | Log: Fix random typo |
| 04:47:39 | karamazovapy | all the "adult" games for the apple II seriously crack me up |
| 04:56:05 | raptor | sam686: still working on #6 |
| 04:56:06 | raptor | ? |
| 04:56:14 | raptor | i started 4 |
| 04:57:05 | sam686 | i think i got done with number 6, and almost done with number 5 |
| 04:57:15 | sam686 | i think i got done with number 6, and almost done with number 4 i meant |
| 04:57:58 | sam686 | a problem i found in the process is the editor doesn't like "Ship" in the level, due to missing "Clone" and missind "toString" |
| 04:58:58 | raptor | ah ok |
| 04:59:03 | raptor | i'll look at 1 |
| 05:03:22 | raptor | i can't duplicate #1... |
| 05:13:34 | raptor | didn't watusimoto say we should support Ships as objects? |
| 05:13:41 | raptor | *shoudn't |
| 05:13:46 | raptor | should NOT support them |
| 05:16:03 | sam686 | maybe not in the editor... |
| 05:17:18 | sam686 | but then, how would I make objects like resource item move forward in a speed zone and teleport, like ships do? |
| 05:17:36 | raptor | are you proposing to do that? |
| 05:17:45 | raptor | they don't now, do they? |
| 05:18:02 | sam686 | want to still have "Ship 0 0 0" allowed in level? |
| 05:18:07 | sam686 | maybe not in editor? |
| 05:18:22 | raptor | definitely not in editor |
| 05:18:41 | raptor | well, at least not able to add it in the editor |
| 05:18:46 | sam686 | also, i wonder about the "Robot" lines in very old levels? |
| 05:19:09 | raptor | I've never see those... |
| 05:34:56 | | BFLogBot - Commit 2045d752dfb1 | Author: sam8641 | Log: Fix a problem with MoveObject crash, fix killing "Ship 0 0 0" in level. |
| 05:47:20 | raptor | ok, i never want to look at sensor module again... |
| 05:48:05 | raptor | sam686: for #2 woudl that be because the loading level function is failing to mark it as a bad level? |
| 05:49:59 | | BFLogBot - Commit 74965b17637d | Author: buckyballreaction | Log: Nice zoom when equipping sensor module |
| 05:53:36 | sam686 | what level does that have? |
| 05:53:39 | | karamazovapy Quit (Read error: Connection reset by peer) |
| 05:53:46 | sam686 | i can't seem to show that bug you had.. |
| 05:54:00 | raptor | create an empty file with .level extension |
| 05:54:09 | raptor | then start a server |
| 05:54:13 | raptor | load that empty file |
| 05:54:32 | raptor | the previous level's objects stick around and a weird stuff happens |
| 05:54:35 | sam686 | its empty, but not the alful going through walls problem we had... |
| 05:55:02 | raptor | that happened after loading empty level after 'Cold Storage' |
| 05:55:39 | sam686 | now the bug shows up after loading other levels... |
| 05:56:16 | raptor | is this because of lazy level loading? |
| 05:56:28 | sam686 | its kind of funny if load a level gen, then load empty level... |
| 05:56:38 | raptor | so uploaded levels will be available right away |
| 05:56:46 | sam686 | yes |
| 05:57:46 | sam686 | can't use the full level loading when uploading, because that will modify or destroy the existing gameplay... |
| 05:58:02 | sam686 | plus, the lazy way is much faster..\ |
| 05:58:06 | raptor | yes |
| 05:58:13 | raptor | the lazy way is good |
| 05:58:49 | sam686 | got tired of waiting a few minutes (in debug mode) just to host, due to lots of levels.. |
| 05:59:19 | raptor | just tested with 015a - looks like the level is cleared out properly from before |
| 05:59:26 | raptor | so empty level is just empty |
| 06:01:23 | raptor | looks like the check for gametype is missing? from 015a: |
| 06:01:25 | raptor | if(!getGameType()) // loadLevel can fail (missing file) and not create GameType |
| 06:01:26 | raptor | { |
| 06:01:28 | raptor | logprintf(LogConsumer::LogWarning, "Warning: Missing game type parameter in level \"%s\"", gServerGame->getLevelFileNameFromIndex(mCurrentLevelIndex).c_str()); |
| 06:01:29 | raptor | GameType *g = new GameType; |
| 06:01:31 | raptor | g->addToGame(this); |
| 06:01:32 | raptor | } |
| 06:03:51 | raptor | no it's there... maybe it isn't being hit? |
| 06:05:08 | raptor | yes that's the problem: getGameType() returns true when loading the new level |
| 06:05:27 | raptor | at game.cpp:2306 |
| 06:09:31 | raptor | would you know why gameType isn't null at that check? |
| 06:09:48 | sam686 | is the old GameType being deleted or not? |
| 06:10:05 | raptor | i can't find it being deleted anywhere... 015a didn't delete it either |
| 06:10:13 | raptor | actually i don't know... |
| 06:10:31 | sam686 | 015a had GameType as part of ObjectList, which was deleted together.. |
| 06:10:41 | raptor | aahhhh |
| 06:10:47 | raptor | 016 doesn't? |
| 06:12:00 | raptor | it says it is a child of NetObject |
| 06:12:26 | sam686 | it is not a GameObject anymore in 016 |
| 06:12:37 | sam686 | it is a GhostObject / NetObject |
| 06:15:24 | sam686 | maybe delete old gameType problem that fixes some random "seeing multiple robots in score board that isn't in the game" problem |
| 06:15:59 | raptor | i'm not sure how to delete it: I added 'delete mGameType' to ServerGame::cleanUp() and i get weird crashes |
| 06:16:25 | sam686 | i think i put it at the right place... if you "PULL" |
| 06:16:28 | sam686 | hg pull |
| 06:16:30 | raptor | maybe just set it to null? |
| 06:17:23 | sam686 | setting to NULL is not deleting it, the destructor of GameType won't run |
| 06:18:21 | raptor | ok - i wasn't sure how a SafePtr reacted.. |
| 06:18:56 | sam686 | all a SafePtr does is set the pointer to NULL when something delete the pointer SafePtr holds |
| 06:19:10 | raptor | it didn't fix the empty level problem... |
| 06:19:23 | raptor | oops |
| 06:19:27 | raptor | have to update to tip |
| 06:19:30 | raptor | had two heads |
| 06:20:02 | | BFLogBot - Commit 093c1ff57428 | Author: sam8641 | Log: Don't forget to delete the old GameType... That fixes some problems. |
| 06:20:40 | raptor | it works! good fix |
| 06:20:49 | raptor | i think we already did all the bugs for tonight |
| 06:20:54 | sam686 | ok |
| 06:20:57 | raptor | (because I can't duplicate #1) |
| 06:21:18 | raptor | time for bed i think |
| 06:21:21 | sam686 | who knows, bug 1 might have randomly happened due to not deleting old GameType.... |
| 06:21:28 | raptor | yeah |
| 06:21:39 | raptor | good hunting tonight |
| 06:21:45 | sam686 | ok, night. |
| 06:21:46 | raptor | we're getting more and more stable... |
| 06:21:50 | raptor | night |
| 06:25:54 | | raptor Quit (Remote host closed the connection) |
| 06:26:38 | sam686 | i am by myself with only a log bot... |
| 06:32:05 | | zoomber_mbp has joined |
| 06:32:11 | zoomber_mbp | hey sam686 |
| 06:32:22 | sam686 | ? |
| 06:32:29 | zoomber_mbp | oh just saying hi |
| 06:32:45 | sam686 | |-| E |_ |_ O |
| 06:33:36 | zoomber_mbp | oh actually, i do have a question, maybe you can help me. I'm setting up a minimal php chess page, but am not sure as to remembering what my mysql credentials are? do you know where mysql stores them? http://176.31.145.34/chess/index.htm |
| 06:35:37 | zoomber_mbp | just thought you might know, since you recently helped set up the bit fighter master server, which records mysql too |
| 06:35:54 | zoomber_mbp | i know they gotta be stored somewhere, just don't know where |
| 06:36:46 | sam686 | i don't know... and i can't log into your 176 server... |
| 06:37:17 | zoomber_mbp | oh, thats right |
| 06:37:29 | zoomber_mbp | i had to wipe the server because it was having real difficulties hosting my minecraft server |
| 06:37:53 | zoomber_mbp | i screwed around and downloaded too much stuff / plugins, loads were hevaey, it would ping spike and shutdown often |
| 06:37:58 | zoomber_mbp | now it seems problemless |
| 06:38:20 | zoomber_mbp | i can remake your user if you want, just pm me what you want me to do, (like giving it root permissions) |
| 06:38:58 | sam686 | it seems that... that vps may be placing some into swap into hard disk.. as if that vps provider is over selling the RAM... |
| 06:39:17 | sam686 | thats the main problem with VPS - no control of SWAP system.. |
| 06:39:24 | zoomber_mbp | i think its overselling alot |
| 06:39:46 | zoomber_mbp | though, the problems aren't that bad anymore…maybe other people just got frustrated and stopped using their server |
| 06:39:47 | sam686 | if it was dedicated server , then we have control of SWAP |
| 06:40:31 | zoomber_mbp | oh wow, the minecraft server jar doesn't even start, looks like it says its corrupt or incompatible |
| 06:40:34 | zoomber_mbp | probably corrupt |
| 06:41:55 | sam686 | the only best vps server that is yours, that i know of, is the 96.44.134.x server, it have the least number of problems and nearly no lag pariods |
| 06:43:06 | zoomber_mbp | yeah |
| 06:43:16 | zoomber_mbp | except for that one time it was down for ~2 weeks |
| 06:43:38 | zoomber_mbp | hey sam, i wonder if i should get this: http://googleblog.blogspot.com/2009/07/introducing-google-chrome-os.html |
| 06:44:11 | sam686 | that was only one time, still better then... several random lag problem like the 74.122. |
| 06:44:16 | zoomber_mbp | yeah |
| 06:44:19 | zoomber_mbp | so much better |
| 06:44:27 | zoomber_mbp | we could make a support ticket for 74.122 server |
| 06:44:41 | zoomber_mbp | if you want access to my 74 comfort host control panel, i can pm it to you |
| 06:45:21 | sam686 | that random lag problem happens on 216.231. too, at the same time as 74.122 |
| 06:46:07 | zoomber_mbp | yeah, they're on the same host |
| 06:46:19 | zoomber_mbp | i bought two of them, one intended for bit fighter use, and one personal |
| 06:46:23 | zoomber_mbp | though now i use both bitfighter |
| 06:47:31 | sam686 | what is your 176.31 web page provider? |
| 06:47:43 | zoomber_mbp | www.redstonehost.com |
| 06:47:57 | zoomber_mbp | note: they may be in blackout for soap, i don't know when |
| 06:49:04 | zoomber_mbp | its weird, many vps "live chat" pages are "Offline" |
| 06:49:14 | zoomber_mbp | like, they all use one service and that service collapsed |
| 06:53:58 | sam686 | i will need to get to sleep... |
| 06:55:04 | zoomber_mbp | ok night |
| 07:21:07 | | zoomber_mbp Quit (Quit: zoomber_mbp) |
| 08:36:53 | | watusimoto has joined |
| 08:36:54 | | ChanServ sets mode +o watusimoto |
| 15:17:25 | | LordDVG has joined |
| 15:33:54 | | Watusimoto_ has joined |
| 16:17:19 | | raptor has joined |
| 16:17:19 | | ChanServ sets mode +o raptor |
| 16:17:37 | raptor | good day! |
| 16:19:34 | watusimoto | hi |
| 16:19:39 | raptor | hello |
| 16:19:50 | raptor | i think 016 is almost becoming stable now.... :) |
| 16:20:14 | watusimoto | I was thinking about this again: http://199.192.229.168/~raptor/zap_doxygen/class_zap_1_1_editor_point_object.html |
| 16:20:28 | watusimoto | that stupid double-inheritance |
| 16:20:44 | watusimoto | that prevents us from doing static casts between dbobjects and editorobjects |
| 16:20:45 | raptor | oh yeah |
| 16:20:59 | watusimoto | which in turn forces a whole host of performance-driven complications |
| 16:21:05 | watusimoto | such as creating an editordatabase |
| 16:21:11 | watusimoto | to hold editor objects |
| 16:21:15 | watusimoto | and so on |
| 16:21:20 | raptor | i think i purposefully forget about this because I didn't want to get into another refactor... |
| 16:21:58 | raptor | wait - you mean you created the editor database in response to this? |
| 16:21:59 | watusimoto | hint taken :-) |
| 16:22:14 | watusimoto | essentially |
| 16:23:02 | watusimoto | if we could get rid of the dual inheritance path, we could do static casting, and get rid of the editorobject database class |
| 16:23:51 | raptor | there are triple inheritances: http://199.192.229.168/~raptor/zap_doxygen/class_zap_1_1_item.html |
| 16:24:16 | watusimoto | it seems that pointgeometry class exists to provide point-specific impleentaitons of methods like addVert(), getVertCount(), etc. that are defined in the geometry class |
| 16:24:34 | raptor | i think the first step is to not have point geometry interit from BfObject |
| 16:24:36 | watusimoto | so we need a way to provide that functionality without inheriting it |
| 16:25:15 | raptor | so maybe PointGeometry -> Geometry |
| 16:25:27 | watusimoto | my thought is to create a delegate class called PointSomethingOrOther, have that implement Geometry and then |
| 16:25:28 | raptor | and then everything that needs Geometry should inherit directly |
| 16:25:55 | watusimoto | have bfobject (or whatever) call the geometry object to do all the goemtry stuff |
| 16:26:19 | watusimoto | we would assign that geometry delegate at the time of instnatiation, depending on what sort of object it was (line, point, polygon, etc.) |
| 16:26:56 | watusimoto | but it would take geometry out of the hierarchy, and would, I think , resolve this double intheritance |
| 16:27:10 | raptor | sam686 suggested removing BfObject completely... |
| 16:27:22 | watusimoto | not sure we can |
| 16:27:24 | watusimoto | can we? |
| 16:27:34 | raptor | i think eventually, if we're smart, yes... |
| 16:27:35 | raptor | maybe |
| 16:27:38 | raptor | possibly |
| 16:27:52 | watusimoto | that defines methods that are used in both editor and in game |
| 16:28:10 | watusimoto | where else would those methods go? |
| 16:28:44 | raptor | i guess we have two double heirarchies: the geometry one and the Object one |
| 16:28:48 | watusimoto | although render() may not actually be used in the editor |
| 16:28:59 | raptor | i'm sure we can solve the geometry one... |
| 16:29:08 | watusimoto | well, we should work to simplify this situation |
| 16:29:11 | watusimoto | after 016 |
| 16:29:14 | raptor | yes |
| 16:30:11 | watusimoto | I guess I never checked in my code from last night |
| 16:30:16 | raptor | uh oh.. |
| 16:30:58 | watusimoto | that starts to solve the wall-rendering issue of items stored in a different database (i.e. those coming from the levelgen script) |
| 16:31:17 | watusimoto | by adding the wallsegmentmanager to the grid database |
| 16:31:24 | watusimoto | which kind of makes sense |
| 16:31:25 | raptor | should we just ignore bug #21.1 on the wiki? |
| 16:31:29 | raptor | for now? |
| 16:31:32 | watusimoto | which is that? |
| 16:31:39 | raptor | the levelgen rendering |
| 16:31:53 | watusimoto | well, if this works, it will fix the problem |
| 16:32:02 | raptor | ohhh.... you changes coming up? |
| 16:32:17 | watusimoto | the problem is that all wall edges and segments are stored in a single place |
| 16:32:40 | watusimoto | and what we need are two places -- one for regular editor objects, one for temporarily imported ones |
| 16:32:53 | watusimoto | so that means two wallsegmentmanagers |
| 16:32:56 | watusimoto | which is fine |
| 16:33:38 | watusimoto | except that we pass around parts of the wsm (like the segment database), and keeping track of which segment database we want is a pain |
| 16:34:02 | watusimoto | so my idea was to make the wall seg manager live on the database |
| 16:34:20 | watusimoto | so three would always be one for each database, which is logical |
| 16:34:34 | watusimoto | since the wsm just manages parts of the walls that are stored in the database |
| 16:34:50 | watusimoto | does any of that make sense? |
| 16:35:30 | raptor | three... as in the three separate wall pieces stick together as a group? |
| 16:35:48 | watusimoto | well, there are only 2, but yes |
| 16:35:52 | watusimoto | exactly |
| 16:35:55 | raptor | oh... *there not *three |
| 16:36:11 | raptor | then yes, that makes sense |
| 16:36:16 | watusimoto | except |
| 16:36:22 | watusimoto | that the wsm itself contains two databases |
| 16:36:36 | watusimoto | so I got a stack overflow the first time I tried instantiating a database |
| 16:36:56 | watusimoto | that instantiated the wsm, which in turn created two more dbs, which created two more wsms... |
| 16:37:11 | watusimoto | though that problem was trivially fixed |
| 16:37:33 | raptor | yay for stackoverflow |
| 16:37:39 | watusimoto | the only real downside I see to all this is that the editor uses databases for undo |
| 16:37:53 | watusimoto | so if dbs are now heavier, that's more memory burden on the undo system |
| 16:38:25 | raptor | you rewrote the undo system to be lighter than 015a, no? |
| 16:38:38 | watusimoto | but, to resolve our other problem, the evil bug, I'm thinking of reverting to a simpler undo system based on just keeping a vecotr of objects instead of whole databases |
| 16:38:42 | watusimoto | yes, I did |
| 16:38:50 | watusimoto | no wait, I did not |
| 16:39:25 | raptor | sorry, not lighter - quicker |
| 16:39:27 | watusimoto | in 015a, undo was based on vectors of editor objects (a wholly independent representation of an object, very light and fast) |
| 16:39:52 | raptor | ah |
| 16:39:57 | watusimoto | part of the refactoring for 016 was to get rid of those objects and unify them with gameObjects |
| 16:40:19 | watusimoto | in order to share things like ProcessArguments() and other methods they had in common |
| 16:41:02 | watusimoto | in 015a, to add a new obj to the editor, we needed to implement a editor-centric reading function, and redo all the rendering, and basically recode the object just for the editor |
| 16:41:36 | raptor | did you see this?: http://www.geekwire.com/2012/coding-fun-microsofts-visual-studio-badges-leaderboard |
| 16:41:53 | raptor | that's right - you wanted to unify the objects |
| 16:45:19 | raptor | haha Job Security badge: Write 20 single letter class level variables in one file |
| 16:46:03 | watusimoto | fanstastic |
| 16:46:12 | watusimoto | well, off to a work function |
| 16:46:16 | raptor | ok |
| 16:46:18 | raptor | checking in? |
| 16:46:20 | watusimoto | free beer and a chance to meet the ceo |
| 16:46:31 | watusimoto | no, later |
| 16:46:34 | raptor | ok |
| 16:46:39 | raptor | later |
| 16:55:14 | | raptor Quit (Remote host closed the connection) |
| 16:58:11 | | watusimoto Quit (Ping timeout: 245 seconds) |
| 17:04:29 | | raptor has joined |
| 17:04:29 | | ChanServ sets mode +o raptor |
| 19:19:11 | raptor | Ic an't seem to start this issue: http://code.google.com/p/bitfighter/issues/detail?id=69 |
| 19:19:41 | raptor | it feels like an undesirable task that I keep putting off to the end |
| 19:34:49 | | Watusimoto_ Quit (Ping timeout: 260 seconds) |
| 19:50:56 | | LoneWolfy has joined |
| 20:00:55 | | LoneWolfy Quit (Quit: AndroIRC - Android IRC Client ( http://www.androirc.com )) |
| 21:06:18 | | LoneWolfy has joined |
| 21:10:59 | raptor | LoneWolfy? |
| 21:11:33 | LoneWolfy | Hi |
| 21:11:37 | LoneWolfy | Im Lone Wolf |
| 21:11:43 | raptor | hi |
| 21:11:45 | raptor | i'm raptor |
| 21:12:05 | LoneWolfy | I just got an irc app so now i can be connected 24/7 |
| 21:12:14 | LoneWolfy | But g2g at school |
| 21:12:21 | LoneWolfy | Err AFK |
| 21:12:22 | raptor | later |
| 21:38:04 | | koda has joined |
| 21:40:33 | | LordDVG Quit (Quit: mjuza, better way for listening to music: sf.net/projects/mjuza/) |
| 21:41:16 | | BFLogBot - Commit 884139acf729 | Author: sam8641 | Log: move TriangluationDisabled to PolygonGeometry |
| 21:41:31 | raptor | hi sam686 |
| 21:41:38 | sam686 | hi |
| 21:42:10 | raptor | watusimoto says he forgot to commit a bunch last night... i'm trying to convince him not to start another refactor until after 016 |
| 21:42:46 | raptor | specifically, the refactor of Geometry so we don't have two double-inheritance trees: http://199.192.229.168/~raptor/zap_doxygen/class_zap_1_1_item.html |
| 21:46:24 | sam686 | there is a class that doesn't use GameObject (Spawn)... |
| 21:46:54 | raptor | wow, you're right |
| 21:46:57 | raptor | is that bad? |
| 21:47:45 | sam686 | not sure yet... |
| 21:47:55 | sam686 | but Spawn is needed for editor |
| 21:48:27 | sam686 | outside the editor, the ServerGame just reads Spawn and puts it in the list of available spawn |
| 22:08:12 | LoneWolfy | Too bad i have no idea what that means |
| 22:09:25 | raptor | i think after 016, we need to try and make it so PointGeometry -> Geometry without BfObject in the middle |
| 22:09:43 | raptor | and then remove Geometry as a parent of BfObject |
| 22:14:03 | | LoneWolfie has joined |
| 22:14:21 | LoneWolfie | Tee hee hee |
| 22:15:06 | | LoneWolfie Quit (Client Quit) |
| 22:15:36 | | LoneWolfy has left |
| 22:15:45 | | LoneWolfy has joined |
| 22:15:56 | | LoneWolfy is now known as LoneWolf |
| 22:16:14 | | LoneWolf is now known as LoneWolfy |
| 22:16:34 | LoneWolfy | How do i register a nickname? |
| 22:16:52 | raptor | go to freenode.net - there is an FAQ there |
| 22:16:58 | raptor | (I don't remember...) |
| 22:17:38 | LoneWolfy | K thanks |
| 22:22:29 | | LoneWolfy Quit (Ping timeout: 255 seconds) |
| 22:22:58 | | LoneWolfy has joined |
| 22:28:26 | LoneWolfy | I got it registered. Yay! |
| 22:44:45 | | LoneWolfy Quit (Remote host closed the connection) |
| 22:44:59 | | LoneWolfy has joined |
| 22:47:20 | | LoneWolfy Quit (Remote host closed the connection) |
| 22:47:32 | | LoneWolfy has joined |
| 23:01:52 | | raptor Quit (Remote host closed the connection) |
| 23:34:49 | | Guest12901 has joined |
| 23:37:59 | Guest12901 | i finally got here on my PC |
| 23:38:04 | Guest12901 | AH |
| 23:38:13 | Guest12901 | it me Lone Wolfy |
| 23:40:27 | Guest12901 | meh. |
| 23:41:48 | | Guest12901 Quit () |
| 23:53:10 | | LoneWolfy Quit (Remote host closed the connection) |