#bitfighter IRC Log

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IRC Log for 2012-01-25

Timestamps are in GMT/BST.

00:05:29Watusimototrying to get too fancy here... backing off a little
00:08:10raptorfancy pants
00:11:00raptorgoing home, be back shortly...
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01:05:09sam686http://sam686.maxhushahn.com/upload/text1201/120124_19-01-31.txt So why is boost::shared_pointer doing a double delete?
01:16:09Watusimotonot sure -- but don't worry about it
01:16:17WatusimotoI've fixed it via easier means
01:16:32Watusimotoshould have checked in earlier
01:16:42Watusimotoin now
01:17:05karamazovapyoh, also - http://bitfighter.org/forums/viewtopic.php?f=44&t=1202
01:17:55karamazovapyhey watusimoto - are you thinking of discussing distribution maps for 016, or is that a long term project to create a more suitable new-user experience?
01:18:14Watusimotoyes and yes
01:18:35Watusimotonot tonight though -- but if you have a proposal, I'd be likely to go with it
01:18:48Watusimotoclassic maps can live on a server somewhere
01:19:00karamazovapyI don't have a proposal, I was just wondering if that was an upcoming conversation
01:19:59Watusimotoyes, it is
01:20:14BFLogBot - Commit eda68514e7f6 | Author: watusim...@bitfighter.org | Log: Polywalls filled when dragged from the dock
01:20:15BFLogBot - Commit c3ef8356b028 | Author: watusim...@bitfighter.org | Log: Fix crash on dragging item from dock afer undo
01:20:17BFLogBot - Commit 3d94157c185c | Author: watusim...@bitfighter.org | Log: Polywall vertices easier to select in editor
01:20:18BFLogBot - Commit b5d7581738dd | Author: watusim...@bitfighter.org | Log: Minor refactor to make next task easier
01:20:20BFLogBot - Commit 66a6dc38f186 | Author: watusim...@bitfighter.org | Log: Move some Game to ClientGame, grab best parts of sam's recent checkin
01:20:21BFLogBot - Commit 332829db7f36 | Author: watusim...@bitfighter.org | Log: Add 'nother "is" function
01:20:23BFLogBot - Commit d44629881f15 | Author: watusim...@bitfighter.org | Log: Merge
01:20:24BFLogBot - Commit 59e3ee2883ec | Author: watusim...@bitfighter.org | Log: Partial revert of earlier commit
01:20:31raptoryay a checkin!
01:22:32raptorWatusimoto: you know that there is an overloaded method that will take a type number directly, instead of a TestFunc?
01:24:08Watusimotoif you can improve on my checkin, do it! :-)
01:24:42Watusimotosomeimtes I know that, sometimes I don't
01:25:10raptori have poking fun and have inquisitive :)
01:25:18raptorwas *half
01:25:22raptor*half
01:25:27raptorargh, must be hungry
01:27:13karamazovapy*half
01:30:55sam686you need a virtual in Game::getEditorDatabase (like i did on my commit)
01:31:06Watusimotoyes, isn;t that in the chekcin?
01:31:22WatusimotoI forgot it, then added it
01:31:24sam686missing virtual, as of the latest changes..
01:31:38Watusimotoit's virtual in my code :-)
01:31:49WatusimotoI missed it at first
01:32:15Watusimotofeel free to add it, I don;t think I'll make another chekin tonight
01:33:04raptoralso missing a return type...
01:33:11raptorin the vurtual implementation
01:36:54WatusimotoI lied
01:38:08raptori see a commit!
01:39:06Watusimotodoubly so
01:39:23WatusimotoI hope that what I just committed actually works; feel free to revert anything that is broken
01:40:05WatusimotoI'm trying to get things to render properly so that selected polywalls cover up unselected wall centerlines, and selected walls render atop all other objects when they're being dragged
01:40:12WatusimotoI know how to do it, but am out of time
01:40:20raptorgo to bed
01:40:27BFLogBot - Commit 7ec6cc35f611 | Author: watusim...@bitfighter.org | Log: Argh!
01:40:28WatusimotoI should have done that an hour ago
01:40:29BFLogBot - Commit 2beeaebe8408 | Author: watusim...@bitfighter.org | Log: towards a fix
01:40:32Watusimotogood night
01:40:34Watusimoto!
01:40:35raptornight
01:40:49Watusimotolooking forward to a release soon... we;re almost there!
01:40:51Watusimotofinally!
01:41:00sam686looks like ZAP_DEDICATED need to be fixed again
01:41:12Watusimotocrap. sorry
01:41:14Watusimoto.
01:43:50raptorgo to bed!
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03:15:39BFLogBot - Commit 01926cac5ae9 | Author: sam8641 | Log: fix ZAP_DEDICATED
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04:24:38sam686This test tells me that RefPtr is faster then boost::shared_ptr: http://sam686.maxhushahn.com/upload/text1201/120124_22-01-22.txt
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04:35:35raptorhello hello
04:41:52sam686hi, which is faster, spared_ptr or RefPtr, because my test shows RefPtr is faster..
04:43:06raptorreally? they both do reference counting, right?
04:43:28raptorand what are you testing for speed?
04:43:33sam686yes, but where do you think shared_ptr do the reference counting, not in the class itself?
04:43:48raptorno?
04:44:28sam686it looks like SharedPtr do reference counting, not in the class, where RefPtr does reference count in the "Object" class
04:44:48raptoroh, so RefPtr can only be used with TNL::Object?
04:44:55sam686yes
04:44:57raptorinteresting...
04:45:12sam686and, it appears faster then shared_ptr
04:45:30raptorwith what operations?
04:45:51sam686a test i did is repeatedly create and delete, http://sam686.maxhushahn.com/upload/text1201/120124_22-01-22.txt
04:46:47sam686you could run that test too, by putting that code in zap/main.cpp
04:46:54raptorwell if it doesn't keep it's own counter, then i guess it would be faster
04:48:00sam686it could explain why there could be a double delete same pointer problem, as if you put 2 same raw pointer into shared_ptr
04:48:47raptoralso, destruction would be a lot faster - it doesn't clean itself up like shared_ptr does it?
04:48:56raptorif you allocate to begin with, i mean
04:50:27sam686RefPtr cleans itself up, when no more RefPtr points to it
04:51:23raptoryou mean the Object will track the counter then delete itself?
04:51:51sam686yes, after a first RefPtr points to it..
04:53:11raptorthat's an interesting way of doing things...
04:53:25sam686a lot of TNL code use RefPtr, to hold StringPtr, ByteBuffer, and other stuff..
04:53:41raptorwell i was wrong then - i thought RefPtr was similar to shared_ptr and kept its own counter and everything
04:54:07raptorso for anything to use RefPtr it must be a sub-class of Object?
04:54:15sam686yes
04:54:26sam686all GameObjects are Object
04:54:33raptorah ok
04:54:49raptorwell why are we using shared_ptr, then??
04:54:55raptorif we had that all along?
04:55:14raptorbecause it comes with a HUGE header overhead...
04:55:29sam686oh, and i found this on the web: http://bytes.com/topic/c/answers/442948-stupid-problem-boost-share_ptr
04:56:38sam686it appears better to store reference count in the class, it can avoid some problems.
05:06:16sam686i will compile with show includes on, i can show you how much includes it does in about 5 minutes (the time it takes to compile)
05:15:36sam686http://sam686.maxhushahn.com/upload/Output-Build_120124.txt (includes shown)
05:18:47sam6866736 / 44689 includes boost files
05:24:22sam68611165 includes zap files; 6301 includes tnl files; 365 includes lua files
05:24:26sam686looks like there is more boost includes then tnl includes
05:37:26raptoryeah - maybe we should reconsider using boost for some things...
05:47:32raptori personally thought we used shared_ptr because we didn't have an alternative to automatic memory management
05:47:40raptor(at the time)
05:49:43raptorsam686: want to do some more play testing?
05:49:56sam686ok
05:49:56raptorso far the editor doesn't crash any more...
05:50:07raptorlet me compile on master...
05:50:17raptorr
05:52:03raptorok, it's up
05:52:28sam686maybe, i came up with a better name, RefData, in case we want to split Object's reference counter..
05:58:09raptordid you just crash?
05:58:29sam686tlnAssert, but i hit continue on a message popup, it breakpoint, and i hit continue
05:58:52sam686do you know how to contnue on a breakpoint?
05:58:55raptori guess gdb doesn't let you continue off of an assert
05:59:07raptori typed 'continue'
05:59:11sam686you could modify tnlAssert
05:59:21sam686tnlAssert.h, i think
05:59:43raptorwhat would that do?
06:00:09raptorohh.. it is coded differently for windows to let you continue?
06:01:28sam686probably yes..
06:01:39raptorah, in linux AlertRetry just returns false
06:01:47raptorbut in windows shows a message box
06:02:49raptorso why do i get that assert on that level everytime there's someone else in it?
06:02:58raptorok, i'm in
06:03:03sam686it is the "Ship" line in level
06:07:42sam686good mid-night
06:07:51raptorgood morning!
06:08:11sam686too early, and i haven't sleep yet
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07:33:29Guest18505.....
07:33:39Guest18505hi
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14:18:50raptorgood day!
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15:37:36raptoroh hey i found the log bot in the net split
15:39:29-mquin- [Global Notice] We are experiencing some connectivity problems, please bear with us while we investigate (and run around with duct tape)
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16:07:11raptornormalization!
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16:20:50karamazovapyis the ff/turret placement issue proving to be stubborn?
16:20:57raptorYES
16:21:03raptori'm studying it...
16:21:13raptorbut i think watusimoto1 would be the best candidate to do so
16:23:33karamazovapywell it's pretty clear what's happening, isn't it?
16:23:54raptortell me how you see it
16:24:14karamazovapybarriers are defined by their points, but not their edges
16:24:40karamazovapyso the turrets and forcefield positions get saved with that data in mind, and when the edges get drawn in the editor, the repairables have to adjust
16:24:57karamazovapybut they guess your intent incorrectly when faced with quirky data
16:25:49karamazovapyor if that's not quite accurate, they attempt to snap before the edges get drawn and then have to readjust
16:26:17raptorhmmm...
16:26:30karamazovapywhen you host, the barriers are the first thing to get drawn
16:27:16karamazovapyoh - fun experiment - let me check something
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16:30:53karamazovapyI believe I have confirmation of that
16:31:52raptorwhich one?
16:32:07karamazovapyyeah, it's actually pretty clear
16:34:01karamazovapyI have a new test to test
16:34:16raptorok
16:34:52karamazovapyoh - also - my numberpad doesn't work anymore
16:35:02karamazovapyI always used it in the editor, and now it doesn't function
16:37:36raptornumberpad as compared to 015a or previous 016?
16:37:43karamazovapy015a
16:37:55karamazovapylike + and - and Enter, specifically
16:38:33raptorok, i'll write that down - so which of your theories with the engineer item snapping is the one you have tested and it seems the likely one?
16:41:59karamazovapyhttp://pastie.org/3250790
16:42:27karamazovapythere should be a turret centered on each end, and one turret facing each direction, otherwise
16:42:34karamazovapythey should all be symmetrical
16:43:03karamazovapythe lower left one is particularly impressive
16:43:08raptorok, hosted it first...
16:43:28raptornow i know what its supposed to look like..
16:43:31raptornow i know what its supposed to look like..
16:43:46raptorwow
16:43:48raptorall messed up
16:45:36karamazovapyooooh - now here's an exciting twist!
16:46:34karamazovapy1) host the level, 2) exit host, 3) open level in editor so it appears to be correct, 4) add an item from the dock so that auto.save is updated, 5) compare auto.save to your original test file
16:46:56raptorok
16:48:49raptorfor me, it looks like barrier order in the file has moved around
16:49:09karamazovapyyep - I had the barrier order change and one turret move from the top of the list to the bottom
16:49:30raptorbut your coordinates are still the same, correct?
16:49:35karamazovapyyeah
16:49:54karamazovapybut here's a disappointment - when reopening the adjusted file in the editor, everything is all screwed up again anyway
16:50:08karamazovapyso it must be an edge rendering problem
16:50:15raptoryeah - the way we do loading - order doesn't matter
16:50:32raptori'm going to compare the snapping algorithm to the one in 015a
16:50:45karamazovapyI think it was a problem in 015a, too
16:50:50karamazovapylet's try the test file there
16:51:26karamazovapynope - loaded in 015a no problem
16:51:34raptoryep
16:52:23karamazovapyit's harder to get an object to snap to the end of a barrier in 016 - you have to move further away from the intended point to get it to work
16:52:53raptoryes
17:25:28watusimoto1 Quit (Ping timeout: 245 seconds)
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17:42:04raptorohmygoodnessilthinkifixedthesnappingproblem
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17:57:02BFLogBot - Commit 2988340f150d | Author: buckyballreaction | Log: Use 015a logic for finding wall mount points - this seems to fix a host of problems with turrets/FFs and walls in the editor. Is this OK?
18:19:03raptorok karamazovapy: tell me engineered objects behave better: http://sam686.maxhushahn.com/upload/bitfighter-016-preRC-3.7z
18:23:07karamazovapyI see one quirk, but it make be the result of an accidental save of the repositioning
18:23:49raptorplease be accidental.... :)
18:26:19karamazovapyyep - seems to be - doesn't revert after fixing
18:27:01karamazovapywhat was the source?
18:27:09raptorbroken algorithm
18:27:38raptorbut there have been so many changes to the file, that I don't know if it was deliberate or not
18:27:58raptorso i'll have to wait for backlash from sam686 and Watusimoto :)
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19:22:12raptorhi Watusimoto, i made a fix to the wall mounting of engineer items in the editor - not sure if it was OK though
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19:22:33Little_Apple has joined
19:22:58Little_Applemy name is vermin my name is vermin vermin vermin vermin vermin vermin surpreme
19:23:26Watusimoto has joined
19:23:29Little_Applehi
19:23:42Little_AppleHi
19:23:44Little_AppleHI
19:23:51Little_AppleHI!!!!!!!!
19:24:10raptorhi Little_Apple
19:24:14Little_Applehi
19:24:59Little_Appleand you can vote and you can vote for me for me if you want to
19:25:04raptorWatusimoto: basically i reverted to logic from 015a, it was a minor change (see my last commit)
19:25:11Watusimotohi
19:25:39Watusimotoi'll look in a minute -- why would it not be good?
19:26:32raptorbecause it was different before? and maybe it was done on purpose?
19:27:37Little_Applenacho chips nacho carrots
19:27:52raptorLittle_Apple: I suggest a hobby that requires LOTS of concentration
19:27:58raptormaybe knitting?
19:28:00Little_Apple:p
19:28:06Little_Applei did crochet :D
19:28:13raptortry tatting
19:28:21Little_Appletattoos?
19:28:26raptortatting
19:28:34Little_Appletattling?
19:28:51raptorbeing a brother, i'm sure you are already good at that... :)
19:29:01Little_Apple:D
19:29:15Little_Applewut tha heck is tatting?
19:29:31Little_Apple')-('
19:30:29raptorhttp://en.wikipedia.org/wiki/Tatting
19:30:55Little_AppleNOOOOOO
19:31:16raptorrequires LOTS of concentration
19:31:20Little_Appleanimation? :D
19:32:00Little_Applei have the software, but this computer is a chunk of elephant poop. ._.
19:33:26Watusimotook, let's find that commit
19:33:35Watusimotodoes it seem to resolve the issue?
19:33:35raptorhttp://code.google.com/p/bitfighter/source/detail?r=2988340f150dff40078e7f5d6d543e1c1e9c3001
19:33:38raptoryes
19:34:44Watusimotook
19:34:51Watusimotowell, it's fine if it works
19:34:58raptorok, good
19:35:00WatusimotoI made those changes recently to address this exact issue
19:35:07raptorha!
19:35:08raptorcool
19:35:11Watusimotobecause the old code wasn't working
19:35:21Little_Appleis the german charecters bug fixed?
19:35:26Watusimotoand the new code did work in my test cases
19:36:00raptormake clean!
19:36:00Watusimotowhat was happening was that you;d place the turret, then add a wall, and the turret would move
19:36:15Watusimotomaybe there was a completely different issue at play that was resolved in the meantime
19:36:24Watusimotoso if it works, then that's perfect
19:36:26raptoryeah - that's what i figure...
19:37:34raptorLittle_Apple: not sure, i don't have a german keyboard, but there's a good chance since we moved to SDL from GLUT
19:37:44Watusimotoisn't tatting when you tell on your older brother, as in "if you tat on me again, I'm going to punch you in the neck!"
19:38:07Little_Applecould you get rupert to test it?
19:38:08raptori must be one of the only males who knows what that is...
19:38:20WatusimotoI have a european keyboard
19:38:31Watusimotobelgain
19:38:35WatusimotoI think
19:38:41Watusimotomaybe French
19:38:47Watusimotowhat's the issue
19:39:03Watusimotoor is there one?
19:39:05Little_Applewhen you use a german charecter the whole game crasges
19:39:08raptorWatusimoto: the issue Little_Apple brings up is we have one german player who all he has to do is type the funky german B-like character on his keyboard and the game crashes
19:39:18Little_Appleß
19:39:24raptor^^ that's it
19:39:25Little_Applethat
19:39:26Watusimotothe sharfars S
19:39:33Watusimoto(or however you spell it)
19:39:37Little_Apple:p
19:39:42Watusimotook, that one's not on my keyboard
19:39:46raptorhe just types it in chat?
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19:40:03raptorLittle_Apple: does the game crash when he presses <enter> in chat?
19:40:06Little_Appleyea
19:40:14Little_Applei think when he hit the key
19:40:23Little_Appleyou need to ask him
19:40:27WatusimotoI'll test the other foreign keys in chat
19:40:30raptorok
19:40:38LoneWolfyHi la
19:40:48Little_Applehi :D
19:40:52Watusimotothough most of them come through as English chars because I don't have a language pack installed
19:40:58raptorwe actually have 10 non-bot people in this room now...
19:41:00LoneWolfyIs 016 out yet?
19:41:07Little_AppleNOPE
19:41:10Little_Apple>:D
19:41:12Little_Applebrb
19:41:14raptorread the IRC notice
19:41:17LoneWolfyAww
19:42:13karamazovapyFYI - old ladies know what tatting is
19:42:39karamazovapyand I knew what it was, but I'm unusual
19:42:56raptormy wife is actually really good at it
19:43:04raptorwhich is why i know
19:43:35karamazovapymy grandmother does some occasional quilting and knitting
19:43:44WatusimotoI have a godzilla tat somewhere I can't tell you about
19:43:49karamazovapyoooh
19:44:07karamazovapyhey - do we have any idea why the numberpad doesn't work in bitfighter anymore?
19:44:54karamazovapyI mean in 016
19:45:35Watusimotolooks like my keyboard is French Swiss
19:46:52Little_Applewe need to make this compatible for bitfighter: http://www.thinkgeek.com/gadgets/electronic/e9e5/
19:47:42karamazovapyall it does is measure EEG activity inaccurately
19:47:57Little_Applefind a way to make it work?
19:48:24Little_Apple7 people in game
19:48:44Little_Apple5 of which are chumpchanges
19:50:06Little_Appleyay!
19:50:10Little_Applei got kicked!
19:50:38karamazovapyrejoin as ChumpChange
19:50:43Little_Applenahhhh
19:50:51Little_Applehes kicking everyone
19:50:56Little_Apple:3
19:52:02Little_Applehes a cat. flushing a toilet hes a cat.
19:53:00Little_Applehurr durr derr?
19:53:18raptori bet SDL divides up the keys...
19:53:35raptorin fat i know it does
19:53:47Little_Applein fat?
19:53:52raptorfact
19:53:53karamazovapysaturated or liquid?
19:53:56Little_Appleah ok
19:54:05raptorumm room temperature solid
19:54:16Little_Applein saturated fat i know it does
19:54:37Watusimotoév€n in fr€nch mode, càn't maké game crash
19:54:46Little_Appleg©ƒ©®´†©¥††¥´®√ç∫˜∫˜√ç˜∫ç˜ç∫ç
19:54:48raptorexcellent
19:54:51Little_AppleÜ
19:55:02Little_Appleone charecter smiley
19:55:05raptorthat must be better handling of SDL or something we caught with the re-coding
19:55:16Little_AppleÜ
19:55:22Little_Appleü
19:56:01Watusimotosddd wo kezbord ll rewed up now
19:56:18Watusimotoin some weird mode
19:56:23WatusimotoppPPooo
19:56:23Little_Apple∂ßå
19:56:29Watusimotoe
19:56:59karamazovapyI kind of want this > http://www.27bslash6.com/xmasalbum.html
19:57:02Little_Appleßøøgé®$!
19:57:38Little_Applebangarang
19:58:04Little_Appleimma leaf
19:58:08Little_Applelaters
19:58:13Watusimotoweird... y and z are still reversed
19:58:14Little_Apple Quit (Quit: Page closed)
19:58:25Watusimotoon mz regular kezboard
19:58:33Watusimotothis is a problem
20:01:28Watusimotoit must still think Iàm tzying in French
20:02:51WatusimotoMy Y is back!
20:03:22karamazovapyjust saw The Artist - good movie!
20:05:12karamazovapyhey - did a universal ban system get implemented into 016?
20:05:27raptora ban system was, yes
20:06:07karamazovapycool. I recently forum-banned botfighter/noobmaster/cleverbot for impersonating registered members, after giving him the option of logging out
20:06:26karamazovapybut a short in-game ban would've been more effective as a deterrent
20:07:08raptoryeah, it saves the ban in the INI - and i think the default is like 30 min.
20:07:39karamazovapyis it for a single server, or does it work through the master?
20:07:45raptorsingle server
20:07:53karamazovapyoh. too bad. it's a start.
20:08:00raptori hadn't thought about one for the master...
20:08:19karamazovapyit opens up some permissions issues
20:11:36WatusimotoI am seeing turret iconify to a little T in a box as I drag it around
20:11:46Watusimotowhile it still is snapping to the wall
20:11:57raptori don't know what that means...
20:12:45Watusimototurrets can be rendered as turrets, or a T in a box, like on the toolbar
20:12:54raptoroh hey, when you zoom out, aren't turrets/ffs supposed to be the box?
20:13:00Watusimotoif they are mounted they should always look like turrets
20:13:03raptoryes
20:13:24Watusimotobut sometimes I can get them to mount to the wall and look like the T in a box
20:13:40karamazovapyit made it a little tougher for me to see what was what when they stayed as itty bitty icons and I zoomed out
20:13:58karamazovapybut not enough for me to say anything until now
20:14:25raptorah you're right, but they only seem to become iconified when at the edge of snapping to different walls
20:14:43raptorlike holding it between two walls
20:15:07Watusimotocan't reproduce
20:15:21raptori can
20:15:59Watusimotook, got one
20:16:42raptorbasically create two vertical barriers about one large grid box apart
20:16:50raptorand move the turret between them
20:17:22Watusimotomine is not between walls
20:17:30raptoralso only seems to happen with snapping on top and right sides of barriers
20:18:32Watusimotomine is on the top, though tilted slightly to the left
20:18:56karamazovapyis this a release-breaking bug?
20:18:57Watusimotosomehow mSnapped is not being set
20:19:03raptorsorry top and left sides
20:19:07Watusimotoprobably not
20:19:08raptoryes
20:19:21Watusimotowell; we're going to fix it
20:19:31karamazovapyI think what I'm trying to say is, I'm getting antsy in the pantsy
20:19:37raptorhehe
20:20:47Watusimotothere's still some rendering issues in the editor to sort out
20:20:52Watusimotowe're not releasing tonight
20:21:01karamazovapyI figured that part
20:21:07raptorthe script one, still
20:24:48WatusimotoI see the problem
20:25:08Watusimotoit's snapping to corners and other snap points like it was an object
20:25:18Watusimotobut it may be a tad too far for turret snapping to occur
20:26:07Watusimotoyou can make it happen with just one sed
20:26:08Watusimotoseg
20:26:42Watusimotoapproach from the corners
20:28:09raptorah i got it
20:28:11raptoryep
20:33:29Watusimotoit's fussy
20:44:41LoneWolfy Quit (Ping timeout: 260 seconds)
21:51:22raptorok i'mback - anything exciting happening?
22:19:23WatusimotoI think I just fixed the snap issue
22:21:11raptoryay
22:23:53WatusimotoI think; I kind of guessed at the solution, it doesn't make too much sense, but I can no longer reproduce
22:25:51Watusimotowell, in any case it's in
22:26:02Watusimotosee if any of your tricks work
22:26:14raptortricks?
22:27:11raptorlooks like you just make the delta global?
22:27:28BFLogBot - Commit cece18772bc6 | Author: watusim...@bitfighter.org | Log: Fix false snapping issue with engineered items, several verbose comments
22:28:51raptorlooks like it works well
22:33:18WatusimotoI think there was a discrepancy between the deltas that was causing the problem -- by calcing once, there can be no discrepancy
22:33:39Watusimotomaybe the mouse moved slightly between calculations
22:33:51raptoryeah that is odd
22:33:54sam686 Quit (Ping timeout: 245 seconds)
22:34:20raptoroh, before i look into this, would you know how to fix the turrets/ffs when zooming out? they don't turn into icons when zooming out far
22:34:37WatusimotoI know -- I disabled it
22:34:44raptoroh..
22:34:47Watusimoto:-)
22:34:53raptornevermind then :)
22:35:18Watusimotothe reason being that it just doesn;t make sense to iconify some things but not others
22:35:28raptorok
22:35:34Watusimotothe turrets/ffs become overwhelmingly large and dominate the map
22:35:38raptori think karamazovapy had a preference, but i don't remember what it was...
22:35:44Watusimotowhen you zoom out far enough to matter
22:35:49raptorspawn points do that now..
22:36:01Watusimotoperhaps they shouldn't?
22:36:20raptori don't know - i don't use the editor enough to care that much...
22:36:20Watusimotoit was a decision made partly to justify not fixing something
22:36:24Watusimoto:-)
22:36:25raptorha!
22:36:56Watusimototrying to make the editor more gamelike
22:40:35Watusimotobottom line for me is that it is not broken per se; if k wants to argue for restoring the previous functionality, I'm happy to discuss it, as I'm not passionabte about the decision
22:42:20raptoroh, he was hoping for number pad keys to be restored
22:42:23raptorin the editor
22:45:14Watusimotonumber pad keys? what did they do?
22:45:36raptori think GLUT mapped them to their counterparts
22:46:25Watusimotoah
22:46:40raptorso + - ENTER worked
22:46:44Watusimotowell... maybe in 016a we'll allow key binding in the INI and he can have them back
22:47:06Watusimoto+ Enter?
22:47:35raptor+, -, <Enter>
22:48:21Watusimotofor walls?
22:49:36raptorkaramazovapy: what did you use the number pad for?
22:50:17karamazovapyI used + - and enter most
22:50:46Watusimotofor making walls thicker/thinner and... editing attributes?
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22:51:06Watusimotohi sam
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23:32:39BFLogBot - Commit abdbe689019a | Author: watusim...@bitfighter.org | Log: Fix part of the wall rendering issues (i.e. what renders on top of what, when)
23:32:40BFLogBot - Commit 12b03ed477cf | Author: watusim...@bitfighter.org | Log: More improvements to wall rendering
23:32:42BFLogBot - Commit e3bf626c4347 | Author: watusim...@bitfighter.org | Log: Wall centerlines drawn on top when a vertex is selected
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23:49:14-tomaw- [Global Notice] Hi, we're experiencing an outage at once of our sponsors, causing NickServ/ChanServ and friends to have left as well as some server being unavailable. We're looking into the cause now. More updates by wallops, /mode yournick +w to see them!
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