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IRC Log for 2012-01-24

Timestamps are in GMT/BST.

00:18:20koda has joined
00:36:28raptor has joined
00:36:28ChanServ sets mode +o raptor
00:43:04raptorwatusimoto never showed up today?
00:45:30Wolfy has joined
00:45:56Wolfy is now known as Guest67876
00:46:54karamazovapywant to see my second core level?
00:46:56LoneWolfy Quit (Ping timeout: 240 seconds)
00:47:12raptoryes!
00:47:48raptorcd temp/hgbi
00:47:51raptoroop
00:48:20raptorwill you use the second package i gave you last night?
00:49:24karamazovapyhosting
00:49:34karamazovapyw/ second package
01:02:17karamazovapyyeah, I totally forgot about the undo problem, but I just copied from editor.save or whatever it was, and it was no big deal
01:03:31raptorany other bugs or changes you saw/want after playing core for a bit?
01:03:44karamazovapyis repair really meant to repair core damage?
01:04:17raptoryes
01:04:28raptorbut it's almost useless with core having so much health
01:04:29karamazovapyI'll be interested to see how that works
01:04:37raptorthat was exactly what watusimoto said
01:04:44raptorhe said 'let them eat cake'
01:04:51raptorno wait: 'let them repair'
01:04:51karamazovapywell it repairs damage slower than you can shoot it off with phasers
01:04:58raptordefinitely
01:05:12karamazovapywe've witnessed the same thing with turrets and forcefields
01:05:30karamazovapyso I'm not sure it's entirely practical...but I suppose it could buy time in a close game
01:05:59raptori asked watusimoto if a repair multiplier make sense for the Core
01:06:18raptorhe didn't seem to think so for 016
01:06:21raptormaybe 016a...
01:06:30karamazovapyyeah, we'll see
01:06:50karamazovapyCore02 posted
01:07:10raptorgreat!
01:07:21karamazovapyone left
01:16:15BFLogBot - Commit 729056fd21c6 | Author: buckyballreaction | Log: Healing a Core doesn't show Core attacked warning
01:19:24karamazovapyI'm trying to decide if a level with lots of weak cores can be anything but a sprint to the finish
01:19:52karamazovapywithout making a dungeon-lite level
01:22:12karamazovapyoh well...off to the bar...maybe I'll draw core03 on a napkin
01:22:23raptorsee ya
01:30:22raptorhaha - when you kill eliza bot it spawns with a huge velocity
01:30:40raptorsorry, when you kill with burst
01:31:36Guest67876 is now known as LoneWolfy
01:31:55raptorawesome - looks like it was in 015a, too - that means i'm not fixing it :)
01:32:09LoneWolfyLol
01:32:21LoneWolfySo 016 is close to done?
01:32:58raptorpretty close, yes
01:33:04raptorwe finally killed some of the tougher bugs
01:33:14LoneWolfy:D
02:01:20BFLogBot - Commit 3af55e85c93a | Author: buckyballreaction | Log: Fix for Core being destroyed by bursts/mines and not knowing the destroyer
03:16:02LoneWolfy Quit (Remote host closed the connection)
03:21:28BFLogBot - Commit 015869f1a72a | Author: buckyballreaction | Log: Fix incorrect radius of Core both on server/client
03:27:55raptorthere - fixed three bugs completely unrelated to that crash..
03:42:29raptorsam686: you around?
03:42:43sam686hi
03:43:17raptori've determined that rev a2cbc98388bb introduced the crash with undo in the editor
03:43:28raptorbut i still can't figure out why or how
03:49:59raptori change all the deleteAndClear() in WallSegmentManager to just clear() to see what would happen - still crash
03:52:39sam686i am changing CoreItem to use CollisionCircle instead of poly... it may fix some slight chance of shooting through it...
03:52:54raptorok - tell me if it is 'sticky'
03:55:10sam686it is sticky, but the reason why sticky is due to a problem in MoveObject::findFirstCollision not setting collisionPoint for CollisionCircle..
03:55:49raptorif you kill the stickiness, will that break all the dungeons/puzzles that use it for the testitems
03:55:50raptor?
03:59:17sam686i don't think it will break anything, and some dungeons may have already been broken that worked on 015, due to a collision changes that causes objects to go inside another objects which doesn't happen on 014 and 016
03:59:30raptorok
04:13:46karamazovapyconcerns about breaking dungeons should be pretty low on the list...based solely on the fact that I hate dungeons
04:14:41raptorok ok - should stop trying to please people...
04:17:19karamazovapyscrew the people, what do they know?
04:18:06Wolfy has joined
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04:18:37karamazovapyI find it interesting that Lone Wolf has been on irc lately
04:18:49Guest3484Why?
04:18:59Guest3484Why are you talking about me?
04:19:12karamazovapybecause you haven't idled on irc much in the past
04:19:20karamazovapybut you've been doing it the past couple days
04:19:30Guest3484I got an app on my phone for it
04:19:38karamazovapyahhh, I see
04:19:48raptornew mexico?
04:20:28raptormy sister's dad lives in albuquerque
04:20:35raptorif that's how you spell it
04:20:57karamazovapyworst roads I ever drove on were heading north through new mexico one december
04:21:45raptorthere's a town somewhere north of the big city that i call the 'low-rider captial of the world'
04:22:09raptorit was like 1 in 5 cars i saw was lowered to the ground
04:22:11karamazovapyI once went out with a girl from truth-or-consequences
04:23:21karamazovapy...but that was south and probably not the low-rider capital.
04:24:24raptorespanola - that was the city name
04:24:37raptoron the way to Taos (which has some nice bike trails)
04:25:08karamazovapythere are a lot of interesting trail opportunities out there if you're brave enough
04:27:05raptoryeah, i went on a bike tour there once in 1999 (I think) - with this company: http://escapeadventures.com/
04:28:58sam686is this what the function thinks it is collided? circleIntersectsSegment(center={x=-255.0 y=-127.5}, radius=24.399948, rayStart={x=-258.65073 y=-230.93889}, rayEnd={x=-257.40213 y=-220.81560}, ct=7.8866549)
04:29:40raptorlook about right...
04:31:00sam686look at ray start and ray end, especially Y= part, then look at center, distance is more then radius.
04:31:41raptoroh wow, you're right...
04:32:10raptorare you overriding the collisionCircle in CoreItem to return a dynamic radius?
04:32:30raptoror is it projectile-only problem?
04:32:50sam686all i did is make CoreItem::getCollisionCircle return true, and CollisionPoly return false..
04:33:31raptormake
04:33:35raptorgetCollisionCircle
04:33:43raptorbe something like:
04:33:45raptor center = getActualPos();
04:33:47raptor radius = calcCoreWidth() / 2;
04:33:51raptorthen return true'
04:33:55sam686Burst and ships collision to circle doesn't use circleIntersectsSegment
04:34:01sam686only Phaser use circleIntersectsSegment
04:34:40sam686it is like that...
04:35:40raptoroh ok
04:35:51raptorso you undid the comment
04:36:00raptorhmm.. well that's really weird, then
04:37:12raptori think watusimoto is still committing windows line-endings
04:37:14raptorlots of them
04:38:27sam686maybe, merging is not line ending safe (i find that my windows merge tool makes all line endings of merged files get changed to windows line endings..
04:38:40raptorit is binary safe
04:39:02raptorso the merge algo will choose to merge both types of line-endings into the same file
04:40:11sam686it turns out to be an easy fix in circleIntersectsSegment, all i did is in
04:40:17sam686"return FindLowestRootInInterval(a, b, c, 100, collisionTime)" change 100 to 1 to fix
04:41:34raptorso makes it more precise
04:41:59Guest3484yeah i live in albquerque, and i believe that is how you spell it.
04:42:08raptori wonder if that will mess up overall network play...
04:42:12Guest3484G2g to bed now
04:42:22Guest3484<AFK>
04:42:39Guest3484 is now known as LoneWolfy
04:43:47raptori get it - LoneWolfy only comes out at night...
04:44:24LoneWolfyWell i have school and chores
04:44:38LoneWolfyAnd then i geek out on my laptop
04:44:43raptorah chores
04:44:56LoneWolfySo nighttime is a window of oppertunity
04:45:11raptordo you practice howling under the full moon?
04:45:19LoneWolfy:) no
04:45:23raptor:-D
04:45:30LoneWolfyG2g for real now though
04:45:33LoneWolfyBye
04:45:33raptornight
04:45:35LoneWolfyFor now
04:45:45LoneWolfyNight
04:46:13karamazovapy[sigh]...azns... http://www.youtube.com/watch?v=yzC4hFK5P3g&ob=av3e
04:46:26karamazovapy15 million views
04:47:53sam686umm, raptor, your commit (015869f1a72a) doesn't change anything, only difference is a small clean up...
04:47:58sam686but I did commit a fix
04:48:07raptorwait what?
04:48:31raptorah... that one
04:48:40raptoryes, it didn't seem to change anything, but it did...
04:48:42sam686ir never mind, Parent::setRadius(radius * getGame()->getGridSize()); was completely wring anyway - why multiply by grid size?
04:48:50raptorexactly
04:49:21raptori think that was there from when watusimoto started Reactor
04:49:52raptorok, let's test your revision
04:50:21raptorover network... i'm curious what that change will do with lots of bullets flying...
04:50:49karamazovapyum...for real though, watch that video and see if your head doesn't explode
04:51:17raptori already did - and i know i promised myself to not click on your video links in the past...
04:51:38BFLogBot - Commit 4c592fd6c291 | Author: sam8641 | Log: Change CoreItem collision poly to Collision Circle, which may help prevent phaser firing through it.
04:52:20karamazovapymy video links are culturally important!
04:52:43koda Quit (Quit: koda)
04:57:03raptori don't think i got anything culturally important from that...
04:57:07raptorother than it exists
04:57:21karamazovapyhttp://www.youtube.com/watch?v=l-uRJ8yGZWM
04:57:21karamazovapy?
04:58:18sam686do we need a "bitfighter-offtopic" irc channel?
04:58:36raptorha!
04:58:36karamazovapyI consider that link to be "on-topic"
04:59:41raptorsegfault!
05:00:03raptorit's that darn assert: http://pastie.org/3241491
05:00:33raptorok, so sam686, you know the fix for your sparks?
05:02:03sam686i think so..
05:04:08raptordid we make the soccer ball slow down purposefully?
05:08:11karamazovapyhaving played a little "core", I'm not against the idea of making health a win-determiner
05:08:26raptoryou mean healing?
05:09:08karamazovapyno, I mean I think the number of cores remaining (regardless of health) should determine the winner, as opposed to the health remaining on all cores
05:10:07raptorok, but you're talking about when cores remaining are equal?
05:10:51karamazovapyif the game ends and we both have 1 core remaining, but mine is full health and yours is almost dead, I still think we should tie
05:11:06raptorooooo
05:11:17raptoroops, i read your statement 'against' as pro
05:11:20raptorok
05:11:32raptori've caught up
05:11:36karamazovapyI imagine a scenario with uneven teams where getting the tie would be a big accomplishment
05:11:41BFLogBot - Commit e9cfa3df383a | Author: buckyballreaction | Log: Fix soccerball drag
05:11:43BFLogBot - Commit 57f3f312ba8e | Author: sam8641 | Log: Fix blue sparks coming from the middle of CoreItem on ship bounce
05:11:58raptori won!
05:15:58raptorkaramazovapy: soccerball isn't supposed to have any drag, right?
05:16:09raptorthat's what it seems like in 015a at least...
05:16:19karamazovapyI know we made it "heavy" for 016
05:16:51raptoryes and it acts like it has more inertia when colliding
05:17:31raptorok, yes - it plays much better now
05:17:43raptorbefore it was slowing to a halt in only half a screen
05:17:55karamazovapyyeah, that would probably be wrong
05:26:46BFLogBot - Commit 2f681f6b7cd9 | Author: sam8641 | Log: More sparks from ship bounce fix.
05:29:06raptorloks good sam686
06:00:32raptorsam686: ok what were our bugs?
06:00:40raptorratings not aligned in single player games...
06:00:49raptori can do that real quick
06:09:55Zoomber has joined
06:09:55ChanServ sets mode +v Zoomber
06:10:48raptorok ratings aligned
06:11:18Zoomberback
06:11:22raptorhi Zoomber
06:11:51BFLogBot - Commit a59f5304ed6c | Author: buckyballreaction | Log: Align player ratings better in non-team games
06:12:07Zoomberits been so long since ive used my iMac
06:12:10Zoomberalmost 1 week now!
06:13:49Zoomberhg update pull n build. lets see what raptor has accomplished in the past week
06:13:58raptoryou migh tnot like it...
06:14:19Zoomberi wouldn't be so doubtfull
06:15:43Zoomberhey raptor, for debug bitfighter builds, why not make the selection, "Current Mac os" and "Native Architecture of Build Machine"?
06:15:43CrazyLinuxNerd Quit (Quit: Leaving)
06:17:58raptorummm
06:18:09raptorbecause i divided it up by architecture of what you really want
06:18:32raptori guess that makes sense to do only one debug version...
06:19:20raptorwell i'm off to bed, good night everyone
06:20:37raptor Quit (Remote host closed the connection)
06:21:31Zoombernight
06:21:34Zoombergood
06:24:38Zoomberoh raptor
06:24:46Zoombersomeone likes using absolute paths
06:25:40Zoomber Quit (Quit: Zoomber)
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06:27:43Zoomberhi watusimoto
06:27:51Watusimotohi
06:28:30Zoomberif you see raptor later on, let him know I now know his username is "geeko" from seeing absolute paths inputed on the mac project
06:30:11Watusimotouh, ok; he's probably gone for the night
06:31:05Watusimotoas I imagine you will be shortly
06:31:21Watusimotohere it is the ungoldly hour of 7:30am
07:22:40koda has joined
07:26:58BFLogBot - Commit d3d0ed8e582a | Author: watusim...@bitfighter.org | Log: Move unneeded stuff off bfObject, fix editor bug allowing 2-pt polygons
07:27:00BFLogBot - Commit a6eeadd8dd85 | Author: watusim...@bitfighter.org | Log: Merge
07:39:07koda Quit (Quit: koda)
08:02:05BFLogBot - Commit 480afc5aa214 | Author: watusim...@bitfighter.org | Log: Reorder destructor events
08:06:52Watusimoto Quit (Ping timeout: 244 seconds)
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12:07:27watusimotohi raptor -- realize you're not on... I fixed the bug but forgot to check in -- will do so when I get home tonight
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14:55:06raptorgood morning!
14:55:07raptorhi watusimoto
14:55:13raptoryou fixed the editor undo crash?
14:57:29raptora refactor!
14:57:30raptoraaach
14:58:35raptornope - editor still crashes when undoing :(
14:59:01LoneWolfyAww.
15:00:24LoneWolfyCrazyLinuxNerd, Y U NO EVER TALK?
15:32:21watusimotohi
15:32:29raptorhi
15:32:33watusimotothe editor crash is fixed on my side
15:32:44raptoryou have a commit ready?
15:32:49watusimotothe problem was a simple confusion of databases
15:32:55watusimotonot here, sadly
15:32:57raptorah ok
15:33:00watusimotoit has to wait until this evening
15:33:34karamazovapyfound an editor bug
15:33:40raptorok good - these type of crashes always drive me bonkers... i don't seem to have the skill yet in debugging them..
15:33:43watusimotoundo crash?
15:33:45karamazovapynope
15:33:49karamazovapytry copying a polywall
15:34:12raptorcrash!
15:34:44watusimotojust the copy?
15:34:56karamazovapywell I haven't made it to pasting
15:35:01karamazovapybut just copying does it
15:35:01raptoryep, here's the stack trace: http://pastie.org/3243982
15:35:39watusimoto(this=0x0) NPE!
15:35:48raptori can fix those!
15:37:42raptorfixed it
15:37:48watusimotohow?
15:38:11watusimotooh, wait, I'll bet I know
15:38:31raptorsee: https://code.google.com/p/bitfighter/source/detail?r=448d6a60f6bd43bf97353427ebca0d073e36b5a2
15:39:00watusimotonot sure about that
15:39:03watusimotomaybe
15:39:05watusimotonot sure
15:39:07raptormay not be the correct fix with you passing databases around...
15:39:48watusimotook, in practice, one can only select items from the "current" database
15:40:14watusimotoand that's what you are accessing via the getGame()->getEditorDatabase()
15:40:16watusimotobut
15:41:21watusimotothe item probably isn't in that database at all
15:42:23raptori honestly just modeled it after: WallItem::setSelected()
15:42:33raptorbecause that seemed to work
15:42:45BFLogBot - Commit 448d6a60f6bd | Author: buckyballreaction | Log: Fix crash with PolyWall
15:43:38raptori'll be back in a few...
15:43:41raptor Quit (Remote host closed the connection)
15:44:22watusimotoso probably the correct fix is to check if the database is null, and if so, skip the getWallSegmentManager()->setSelected(
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16:28:33raptorhi, i'm back
16:44:55LoneWolfy Quit (Remote host closed the connection)
17:02:09raptorok, what do i need to fix? my bad bug fix?
17:09:22watusimotohi
17:09:29raptorhi
17:09:46watusimotoYour fix will work fine, but it is also pointless -- that item will not exist in the database
17:09:55watusimotoso it is the same as not running that line at all
17:10:18watusimotoI'll make what I think the proper fix should be when I get home
17:10:28watusimotothough it will work exactly the same :-)
17:10:33raptorsooo both PolyWall::setSelected and WallItem::setSelected are wrong?
17:10:39watusimotoyes, I think so
17:10:43raptorok
17:10:55watusimotonot wrong exactly, but just doing extra work
17:11:05raptorah ok
17:11:14watusimotonothing bad will happen
17:11:33watusimotowe copy an item, and that copy does not exist in any database
17:11:38raptorok, i'll leave it to your expertise - you engineered the system :)
17:11:44karamazovapyokay - it's not a crash bug, but I think we seriously need to fix the turret/forcefield snapping problem
17:11:49watusimotoso telling a database, any database, to unselect it hurts nothing, and helps nothing
17:11:56raptori just did the minimum to not crash..
17:12:03watusimotoit's fine :-)
17:12:11raptorkaramazovapy: which bug?
17:12:23watusimotoff snapping works well for me... how old is your copy of the game?
17:12:25karamazovapythe way turrets and forcefields move when you open a file in the editor
17:12:51watusimotodon;t like the sound of that...
17:12:59raptori hit that too!
17:13:06karamazovapylet me see if I can get this to reproduce quick
17:13:06watusimotook, I'm going to focus on fixing something here at work so I can head hme and focus on bf issues :-)
17:13:15raptorhaha, ok
17:13:29watusimotoI'll read what you post here but won't respond for a while unless necessary
17:13:35raptorkaramazovapy: yes, that would be great
17:20:59karamazovapyokay...if you copy the Core01 level code - http://bitfighter.org/forums/viewtopic.php?f=44&t=1199
17:21:15karamazovapyif you just host, everything shows up as it should
17:21:32karamazovapyif you open in the editor, some of the forcefields and turrets snap to the wrong sides of barriers
17:21:57karamazovapyand from there, if you test the file, the items remain on the wrong sides
17:22:04raptordid you post that level with tabs in the file?
17:22:27raptorerr, spaces at the start of each line, i mean
17:22:51karamazovapyI always get the spaces when I do the select all>copy in firefox
17:22:59karamazovapyat least with our forum code
17:23:01raptorargh firefox!!
17:23:42karamazovapyif you go to edit my post, you see there don't appear to be spaces in the lines
17:23:56raptorthis is what i see: http://sam686.maxhushahn.com/upload/screenshot_22.png
17:24:18karamazovapyyeah, that's wrong
17:24:18raptorhaha, i see the red turrets now
17:24:47karamazovapythe way the neutral forcefields project is the way all the forcefields should project
17:25:59raptoryeah i thought i saw that problem the other night with my test_object_suite level
17:26:29raptori found out that if you: 1. open bitfighter 2. host level 3. exit hosting 4. open editor
17:26:33raptorthen the level is ok
17:26:46raptorbut if you open the level in the editor first, it is all wrong
17:26:46karamazovapyI noticed that too
17:27:01raptori'll write down that bug...
17:27:11karamazovapycuriously, if you open in the editor, don't save, then host, the level is still fine
17:27:25karamazovapybut saving saves in the broken state
17:30:22karamazovapywant to see Core03?
17:30:51raptoryes!
17:31:19karamazovapyhosting
17:41:26karamazovapyI like engineer now!
17:41:31raptorha!
17:41:39karamazovapydidn't think I'd be able to say that
17:42:02raptoryeah, it really turns the tide in the Core game
17:42:15karamazovapyevery other gametype was hit-and-run based
17:42:27raptorthis had a lot more strategy
17:42:56raptori think that level was my favorite of yours so far
17:43:08karamazovapyCore has my approval
17:44:02watusimotook, heading home... will checkin soon!
17:44:09raptorbye
17:44:31raptorwatusimoto: also see bug 54: http://bitfighter.org/wiki/index.php?title=Buglist_016
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18:09:23Watusimotohome
18:09:59raptorhello
18:10:23raptori think we're getting close to release! I already tidied up the Mac project and tested the app
18:10:41WatusimotoI hope so
18:10:51Watusimotothere's a couple more editor problems to resolve:
18:10:59raptoryes
18:11:00Watusimoto1) Polywalls don't get highlighted when selected
18:11:14Watusimoto2) Polywalls don;t leave proper shadow after being moved a couple fo times
18:11:30Watusimoto3) Polywalls disappear after being moved a couple of time
18:11:35Watusimoto2 & 3 are probably releated
18:11:42Watusimotomaybe the same problem
18:11:48Watusimotoand 1 is easy (probably)
18:11:56Watusimotoand I'm sure there are more
18:12:06Watusimotobut these are much more minor than earlier issues
18:12:18Watusimotooh, and 4) script items are not rendered properly (quite)
18:12:25Watusimotoalso very easy
18:12:41WatusimotoI just checked in
18:12:44raptorsee the wiki bug list, i added another...
18:12:54Watusimoto!bug
18:12:54BFLogBotTo 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
18:12:54raptor#54
18:12:59BFLogBot - Commit b71c83f63cd4 | Author: watusim...@bitfighter.org | Log: Fix several editor problems, be more explicit about which database we use when
18:13:01BFLogBot - Commit 27211a7329c1 | Author: watusim...@bitfighter.org | Log: Merge
18:14:36Watusimotook
18:15:01WatusimotoI have about 1/2 hr before I have to get some dinner cooking, so I'll try to tackle my 1-2-3 issues
18:15:09Watusimotothat seems manageable
18:15:45WatusimotoMy last checkin reduces a lot of duplicate rendering code
18:16:02raptorpolywalls arent' render when dragging from dock anymroe...
18:16:15raptorbut the undo bug is fixed!
18:16:27Watusimotothat's probably 2/3
18:16:35Watusimotoundo seems pretty robust
18:16:51Watusimotohasn't crashed in any of the 3 times I've tested it
18:17:02raptoror my two times!
18:17:06raptor:)
18:17:51Watusimotothat makes 5 tries without a crash
18:18:16raptorso the real test - copy and past ctf3 a few times with moving it around...
18:20:15raptorother than turrets and forcefields moving around, undo/redo works with lots and lots of objects
18:24:26WatusimotoI did notice in a different test that there seems to be a speed issue with copy/paste of many items... will need to test again
18:25:14raptoryes - i found comparable performance between the two undo systems - which makes me think there is a bottleneck elsewhere, like with clipper or something
18:28:11Watusimotook, well, polywalls aren't being marked as selected; that's probably a big part of 1,2,3
18:30:39Watusimotoat least sometimes
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18:43:52Watusimotook, fixed #2 and #3
18:44:01raptorhooray!
18:48:59karamazovapyI had a couple instances of barriers not redrawing correctly when a midpoint was added
18:49:12karamazovapyand I've had some trouble selecting and moving corners of polywalls
18:49:24karamazovapyoften moving the entire thing instead of the point
18:57:09Watusimototrying to consolidate shared code bewteen polywall and wallItem
18:57:54raptorside question: your Geometry changes - were those to pave the way for an object hierarchy change after 016?
19:03:06BFLogBot - Commit 02357de4a23b | Author: watusim...@bitfighter.org | Log: Fix polywall selection issues in editor
19:16:14Watusimoto#1 fixed, drag from dock issue partially resolved (not fixed, but at least it's usable now)
19:17:14Watusimotoside answer: not necessarily; but it did get me to looking at why we had a bfObject
19:17:25Watusimotoand that led me to get rid of some stuff that did not belong there
19:17:30Watusimotobut I still think we need it
19:18:01Watusimotoanother idea is to possibly merge editorObject and gameObject into a single, heavier, monlithic object
19:18:09BFLogBot - Commit c5cdbca7367f | Author: watusim...@bitfighter.org | Log: Polywall highlights/selection borders draw properly (most of the time), outline visible when being dragged from dock
19:21:07raptorfunctionally polywalls work fine now, thanks!
19:23:27Watusimotoshoudl still have their fill drawn when pulled off the dock
19:24:20raptoryes, but you need dinner, no?
19:26:56LoneWolfy has joined
19:31:06Watusimotoas soon as the family returns
19:31:45Watusimotoall these fixes and preparing dinner
19:32:16raptorjust curious - what was it exactly that caused the segfault with undo? and what was the fix?
19:34:34raptordid levelgen scripts break somewhere?
19:34:38Watusimotogotta go; in a nutshell, wrong database; not all dbs have a wallsegmentmanager
19:34:44raptorok
19:34:46raptorlater
19:35:38raptornope, they work... nevermind
19:41:23Watusimoto Quit (Ping timeout: 252 seconds)
19:48:58sam686editor, move, undo, move, crash...
19:49:16raptorwith which item? anything?
19:49:40raptorbarrier works...
19:49:40sam686i was moving CoreItem, maybe it will do for any item too..
19:50:12raptoryep, i get the crash...
19:50:33raptorafter any undo, moving a core from dock crashes
19:50:53raptorand a teleport..
19:51:31raptorany item but polywall?
19:51:32sam686UIEditor.cpp 1342: checkCornersForSnap(p, wallSegmentManager->mWallEdges, minDist, snapPoint); where wallSegmentManager pointer happen to be 0xFFFEFFFE
19:51:48sam686or some imvalid pointer..
19:52:39sam686it was 0xFEEEFEEE invalid pointer
19:53:10raptor0xDEADBEEF ?
19:53:18raptor:)
19:54:27sam686haha...
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20:27:35raptor0xFEEDDADDEADBEEF
20:32:34sam68660 bit pointer?
20:32:42raptoroh uh..
20:32:46karamazovapy[sigh]
20:32:49raptoradd a zero to the start :)
20:41:39raptorWatusimoto: the editor will crash anytime you drag an object from the dock after doing an undo
20:41:51raptorexcept for polywall - that works off the dock
20:42:09Watusimotowill check
20:42:10Watusimotocrash
21:07:16sam686i may be fixing EditorObjectDatabase pointer problems..
21:09:30raptori may be twiddling my thumbs...
21:09:48CrazyLinuxNerdhaha
21:24:44Watusimotoraptor -- you should try debugging with a proper IDE -- it is much nicer than trying to read stack traces
21:25:02raptorbut then i'd need to get a proper OS... ;)
21:25:44raptori think i need a lesson on how to debug in eclipse-cpp
21:27:14sam686have you ever try to debug in... CodeLite or what ever the name is?
21:27:31raptoryes, it looked similar to eclipse
21:27:40Watusimotothink i found the drag-item-off-dock-and-crash bug
21:27:52sam686i fix it with a commit now
21:27:58sam686pointer problems
21:28:02raptorboth of you are working on the same thing..
21:28:15raptorprediction: future merge problems
21:28:21BFLogBot - Commit 824c5b060851 | Author: sam8641 | Log: Fix pointer problems of EditorObjectDatabase, by using RefPtr
21:28:24sam686if you pull, you will see my changes
21:29:38sam686it seems nothing to do with dock, it seems...
21:30:07raptorsam686: your changes seem radical when compared to how Watusimoto has architected it...
21:31:07raptorand you put the editor database in client game?
21:31:33sam686Editor uses ClientGame class...
21:31:59sam686and, there was a TODO that said to move to ClientGame
21:32:01Watusimotowhy did you choose RefPtr over shared_ptr?
21:32:07raptorah ok
21:32:24raptorshared_ptr does everything RefPtr does an more, doesn't it?
21:32:48sam686not sure, it seems Shared_ptr gets a bit messy in code to me, especially the shared_ptr cast..
21:33:23BFLogBot - Commit f980d7bc485e | Author: buckyballreaction | Log: Grandfather in the unrestricted engineer behavior. Use 'EngineerUnrestricted' in a level file in place of 'Engineer'
21:33:42sam686and, RefPtr seems simpler, and less includes speed up compiler..
21:33:48Watusimotothe issue as I identified it was a failed attempt to use mLoadTarget instead of getgame()->getEditorDatabase()
21:34:32WatusimotoEarlier, I had thought using mLoadTarget was cleaner, but it led to all this confusion over which database was which
21:35:05raptoruhh... that last commit i didn't do..
21:35:06Watusimotoso now I'm simply passing the database around, which helps make it clear what our "active" database is
21:35:22raptorlogbot bug i guess
21:38:25BFLogBot - Commit 876236d193ac | Author: buckyballreaction | Log: Bot error message about missing file is sent to the client
21:38:58raptorwhat
21:39:04raptortime to die log bot
21:39:36-adams.freenode.net- *** Looking up your hostname...
21:39:37-adams.freenode.net- *** Checking Ident
21:39:37-adams.freenode.net- *** No Ident response
21:39:37-adams.freenode.net- *** Couldn't look up your hostname
21:39:41BFLogBot has joined
21:39:41Topic is 'Latest release 015a http://bitfighter.org | Forums: http://bitfighter.org/forums/ | GC Project: http://code.google.com/p/bitfighter/'
21:39:41Set by raptor!~raptor@unaffiliated/greenmachine on Sun May 01 05:51:58 GMT 2011
21:39:41-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.
21:46:37Watusimotosam, what is the purpose of this?
21:46:38Watusimotodatabase->pointCanSeePoint(Point(0,1), Point(0,2)); // dummy check if valid database
21:47:01Watusimotoisn't that served by the assert right above it?
21:47:58sam686oops, jsut take that off, was checking if that pointer got accenteltly deleted..
21:49:16Watusimoto:-)
21:49:40Watusimotoit looks like you made database an Object to get the RefPtr stuff to work with it
21:50:14WatusimotoThat also adds the basis for networking, which doesn't seem right for a database
21:50:27sam686NetObject adds networking stuff
21:50:40sam686Object itself doesn't have networking stuff
21:50:50Watusimotoobject has this method:
21:50:51Watusimoto virtual NetClassRep* getClassRep() const;
21:51:06Watusimotoand this one:
21:51:07WatusimotogetClassId
21:51:28Watusimotoand a couple of others that are network related
21:51:59WatusimotoI'm thinking we should do one fo the following:
21:52:34Watusimotoeither separate out the stuff in Object that is purely for ref counting, and create a new superclass above Object (say, CountedObject or something)
21:52:49Watusimotoand have the database be one of those, rather than an Object
21:53:07Watusimoto(which we could rename NetObject or something)
21:53:19Watusimotoor go back to the boost reference counting
21:53:21raptornooooooooooooooooooooooooooooooooooooooooooooooooo
21:53:30Watusimotonooo?
21:53:33raptordown with the refactor suggesion!
21:53:42Watusimotothat's an easy one
21:53:58sam686functions don't take up class space in memory like variables do
21:54:39Watusimototrue enough -- it's not really a performance issue in my mind (all these solutions aer fast enough for our purposes), but rather one of signaling intent
21:54:42raptori'm just against hierarchy refactors as a matter of principle being so close to release (hopefully...)
21:54:53raptorso ignore me
21:55:02Watusimotoit just seems wrong to add network functions to soemthing fundamentally not networkable
21:55:39Watusimotoarguably my editorObject object model needs a rethink, but i think this is making things messier
21:56:51Watusimotousing the "is a" semantics for subclassing (i.e. <subclass> is a <superclass>), database is not a object
21:57:26sam686i wonder if it is possible to move some Object function into NetObject class...
21:57:41Watusimotois there already a netobject class?
21:57:54Watusimotoah, I see there is
21:58:21Watusimotothere are a lot of subclasses to Object
21:58:40Watusimotothat probably depend on the Object functionality
21:59:46Watusimotodo you think shared_ptr is too heavy?
22:00:35Watusimotoif we broke Object apart, we could call it CountedObject and LightNetObject
22:01:26WatusimotoMy guess is the folks at boost are smarter than the folks at TNL ;-)
22:04:50raptorshared_ptr is optimized for speed, i think dereferencing is same speed as using *
22:05:04raptorit is mostly templates and ifdef
22:07:57raptoralso: http://live.boost.org/doc/libs/1_48_0/libs/smart_ptr/intrusive_ptr.html
22:10:20raptori'd say use shared_ptr where it makes sense
22:11:29LoneWolfyOoh im so excited for 016 to come out!
22:12:29WatusimotoI'm thinking we should revert to shared_ptr. My google friend looked over some of the bf code, and his first suggestion was that we use standard containers and pointers instead of the TNL ones. Maybe that was his second suggesion after recommending we create a test suite :-)
22:12:48raptorha!
22:13:04raptorwell i converted Vector to a wrapper of std::vector
22:13:09Watusimotowe've sort of done that with Vector (now wrapping vector)
22:13:09raptora test suite...
22:13:10Watusimotoyes
22:13:16raptori've given that thought
22:13:18raptorand..
22:13:31raptoroh look squirrel
22:13:43Watusimotoright. I replied "you must be kidding, dude"
22:13:45LoneWolfyWhat do you mean by "test suite"
22:14:37raptorLoneWolfy: it's an automatic way to make sure everything runs well - without having to manually make sure the game doesn't crash
22:14:51Watusimotohttp://en.wikipedia.org/wiki/Unit_testing
22:14:55LoneWolfyOh
22:15:04raptorbut building a test suite is like writing the game over again from scratch...
22:15:14raptoras far as work involved...
22:15:34LoneWolfyBleh. Doesnt sound fun
22:16:09karamazovapyit's worthwhile if you're building something big, expensive, and long-term
22:16:32LoneWolfy...ok, i can get that
22:16:56Watusimotoand if your project isn't being done by volunteers who hate writing testing
22:17:17karamazovapyalso an important consideration
22:17:43raptori'd say go back to shared_ptr
22:17:49raptorremove Object
22:17:56raptorkeep in client game
22:17:58raptoryes?
22:18:14raptorbut i also don't want to touch the Editor since two of you are in it right now..
22:19:26LoneWolfyIf i knew how to code on c++ and whatever android code is, i would give developing BF mobile a shot...
22:19:36LoneWolfyBut i dont know how to code....
22:19:57WatusimotoI'd vote yes; I have some code to merge and am waiting until we decide how to proceed
22:20:11Watusimoto(but am working on a different problem)
22:20:25raptorhey - it's about my one year aniversay since i decided to teach myself c++ just so i could code bitfighter
22:20:35LoneWolfyWow
22:20:40raptori started with compiler warnings
22:20:46LoneWolfyYou did a great job
22:21:54raptorha! well see when 016 releases... :]
22:21:56LoneWolfyWell ive tried Visual Basic, but it doesnt show what the code means
22:22:17LoneWolfyCan't WAIT! ;D ;D ;D
22:22:24LoneWolfyOops
22:22:33LoneWolfyI meant :D :D :D
22:22:49karamazovapysaucy
22:23:01LoneWolfyDucksaucy?
22:23:09raptori'm glad i have emoticons off!
22:23:16LoneWolfyWhy?
22:23:26raptorbecause plain text rules the world
22:23:38LoneWolfyMWAHAHAHA!
22:24:05LoneWolfyHey you can make fonts at HTTP://Fontstruct.com
22:24:41LoneWolfyI just need a cool idea for a font...
22:24:47LoneWolfyWait
22:24:52LoneWolfyThe BF logo
22:25:00karamazovapythat's already a font.
22:25:08raptorwhat font was that?
22:25:12karamazovapycheckbook
22:25:18LoneWolfyOk
22:25:21LoneWolfyCool
22:25:22raptorah yes, that makes sense
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22:33:57raptorWatusimoto: are you actually awaiting a response from sam686 on the issue before coding more?
22:34:10WatusimotoI'm coding
22:34:26Watusimotobut I don;t want to revert his changes without his acquiesience
22:34:58WatusimotoI'm not sure if I want to merge with this unsettled, but maybe it doesn't matter
22:37:08Watusimotothink I've just fixed k's problem selecting polywall vertices
22:37:11LoneWolfy Quit (Ping timeout: 252 seconds)
22:38:38sam686A lot of TNL stuff uses Object, not just NetObject, lets see if i can seperate some function into NetBase or similar name..
22:38:55raptornoooooooooo
22:40:07sam686what?
22:40:41raptori'm just wary about any TNL changing... a refactor like this has a high potential to introduce more bugs than it fixes...
22:40:43sam686i will keep the Object as the very basic, and move some function into a new class, maybe NetBase
22:44:19Watusimotoi think the refactor will be straightforward, but why not stick with shared_ptr?
22:44:39Watusimotowe could even create a nice little typedef to make it less ugly :-)
22:45:29raptorso this refactor with Object/NetObject is something you'd do anyways?
22:46:15WatusimotoI think it would make more sense to use boost ref pointers everwhere and get rid of TNLs, to be honest
22:46:16sam686small problem with boost is a bunch of header files to include, slowing down compiling..
22:46:26raptorand yes, i bet shared_ptr is faster than RefPtr in almost all cases
22:47:08raptoror identical in speed - RefPtr looks pretty basic
22:47:15Watusimotowhy don't we do the following, and spare raptor the angst
22:47:28Watusimotolet's revert to shared_ptr for the moment, and review this after the release
22:47:39sam686ok..
22:48:00Watusimotohe's making me tense, and he's several thousand miles away!
22:48:08Watusimoto:-)
22:48:08raptoryes.. i'd say agnst is definitely the right word...
22:48:14raptorif spelled correctly...
22:49:12WatusimotoI do think we should keep the ClientGame fix you made at the same time
22:49:20raptorsorry Watusimoto, it's not good to get riled up before bed...
22:49:39Watusimotoit's ok... there's a couple of hours left for me to calm down
22:50:00WatusimotoI'm amusing myself by dragging polywalls behind goal zones
22:50:06raptorhaha
22:50:12Watusimotoso who wants to do the reversion?
22:51:20raptornot I said the fly
22:52:25sam686well, i could try changing back to shared_ptr...
23:08:04Watusimotook, go for it
23:19:01raptorWatusimoto: did you see karamazovapy released two Core maps in the forums?
23:19:32raptorWith his permission, I was thinking of bundling one or more with the release
23:23:48sam686Stock maps have no Hold the flag maps, like on 015a and earliear.
23:23:56raptorreally?
23:29:22sam686although I have kind of done with converting (not commited / pushed yet), i have a shared_ptr problem quitting the game now. http://sam686.maxhushahn.com/upload/text1201/120124_17-01-11.txt
23:29:59Watusimotolooking at sams's stack trace // raptor --> I am open to all suggestions regarding bundled maps
23:30:52raptorI think we should include at least one of karamazovapy's Core maps
23:31:29Watusimoto@r I would like to rethink the maps from the ground up, not just make a single addition
23:31:52Watusimoto@s almost certainly the result of deleting an object that's being managed by shared_ptr
23:32:10raptoryou mean like replacing all the standard maps?
23:32:24Watusimoto@s did you try just reverting?
23:32:36Watusimoto@r yes, many of them
23:33:01Watusimoto@r the included maps aren't really appropriate for someone downloading and trying the game wiht a friend
23:33:16Watusimoto@r, or, more likely, by themselves
23:33:29raptorah, so smaller maps
23:33:57sam686http://sam686.maxhushahn.com:8000/ i havne't pushed, if pulling, add a -rev db09e72c7e34 in hg pull command, i think.
23:34:04sam686i will go, ma ybe back in an hout
23:36:10Watusimotolater sam
23:36:52Watusimotomaybe smaller maps with bots
23:37:16Watusimotoregardless of what else we do, I want to drop geowar
23:37:24raptorhaha
23:37:27Watusimotoit's a great looking level I added on imulse
23:37:34Watusimotobut it really has poor gameplay
23:38:31Watusimotoso what should I do with sam's code? I could implement the revert in about 10 mins, as I haven't merged his code yet
23:38:34raptorbut it was great at testing bot zones!
23:38:48Watusimotoor should I try to merge in his new work?
23:39:24raptorwhat ever takes lesss time
23:39:26Watusimotohow can I selectively merge? or can I just ignore a merge?
23:39:32raptoris what i would choose
23:39:42raptorignoring a merge creates a head
23:39:58raptori can commit a revert to the entire revision in 30 seconds
23:40:02WatusimotoI'm thinking I should just ignore his refptr changes, and manually grab the bits I like
23:40:24raptorok - want me to commit a revert?
23:40:27Watusimotoso... what does that mean?
23:40:38Watusimotooh, you revert his merge and recommit?
23:40:57raptori revet his changes, commit, push; then you merge with my revision, not his
23:41:01Watusimotook
23:41:03Watusimotodo it
23:41:15WatusimotoI'll start implementing the stuff we want to keep
23:43:00raptordone
23:43:31raptorso you can pull the latest and merge with that instead - and then re-add his game -> clientGame change
23:45:05BFLogBot - Commit 6c2ab2183d84 | Author: buckyballreaction | Log: Revert last commit
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