#bitfighter IRC Log

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IRC Log for 2012-01-27

Timestamps are in GMT/BST.

00:06:07WatusimotoI think we do
00:06:32WatusimotoThe levels we include aer classic, but don't fit with the way the game is played
00:11:23LoneWolfy has joined
00:12:01LoneWolfyhey i found another bug
00:12:16LoneWolfyin lobby if you mash "Enter" you keep chatting
00:12:23LoneWolfyfix the spam issue?
00:22:30karamazovapy016 has a couple chat-spam fixes already
00:46:04BFLogBot - Commit 7fb251dab9fb | Author: watusim...@bitfighter.org | Log: Commments
00:46:06BFLogBot - Commit d8eb7c092c55 | Author: watusim...@bitfighter.org | Log: Consolidate rendering a little, but try to make it clearer at the same time
00:46:07BFLogBot - Commit c10bafd1042f | Author: watusim...@bitfighter.org | Log: Remove dead code, add comment
01:06:11BFLogBot - Commit 1d755ac9a975 | Author: watusim...@bitfighter.org | Log: Comment
01:06:12BFLogBot - Commit c0f5f8e19cfe | Author: watusim...@bitfighter.org | Log: Improved rendering of ctrl-r items
01:15:47raptor has joined
01:15:47ChanServ sets mode +o raptor
01:18:26raptorhello hello
01:20:59sam686|_| |= | | /-\
01:20:59sam686| | |_ |_ |_ \_/
01:21:23sam686that didn't turn out so good on variable width font...
01:21:25raptoryou've upgraded to multi-line
01:22:40sam686ah, but the LogBot pages use a fixed width font, looks better there... http://199.192.229.168/irclogs/index.php?date=2012-01-27
01:23:21raptorare we ready to release?
01:23:49raptornot tonight.. but maybe freeze unless we see crashes?
01:24:20sam686ok
01:24:53sam686oh, and i would like to place breakpoints and see if the problem is client side or server side..
01:29:06sam686looks like server side problem..
01:29:21raptorwait, you found a problem already?
01:31:16BFLogBot - Commit a6dee9c3083e | Author: watusim...@bitfighter.org | Log: Hacky change to greenish color more like the one in 015a (walls with Ctrl-R)
01:31:17BFLogBot - Commit 4bbadc499ac2 | Author: watusim...@bitfighter.org | Log: Put script walls under editor walls
01:31:50Watusimotomy final push of the night. Color of levelgen walls is awful -- tried to replicate 015a and failed; if you want to change it, it is on wallSegmentManager.cpp 375. If you can live with it... well... don;t do anything!
01:31:54Watusimotogood night
01:32:18WatusimotoAll editor rendering issues I know of are now fixed
01:33:12Watusimotoexcept one
01:33:13sam686i see a variable conflict on "i" in for, and "i" in s2cDisplayMessageESI
01:33:35Watusimotorun script from console, then move generated items
01:33:57Watusimotoeasy to fix; just need to run some method in wall segment manager.... will attend to it tomorrow
01:34:05raptorgood night
01:34:08Watusimotobye
01:35:21raptorscript walls don't render at all for me
01:39:45raptoryep don't render, no matter what color i make them
01:40:25Watusimoto Quit (Ping timeout: 276 seconds)
01:40:26sam686conn->s2cDisplayMessageESI(GameConnection::ColorAqua, SFXNone, msg, e, s, i); ... I don't get why there is NO compile error when i is just an integer
01:40:37sam686s2cDisplayMessageESI(GameConnection::ColorAqua, SFXNone, msg, e, s, 555); even this is not a compile error
01:40:51sam686the i is suppose to be Vector<S32>
01:56:21BFLogBot - Commit c9b1d42b57d6 | Author: sam8641 | Log: Fix variable conflict to fix missing numbers in vote messages
01:57:01raptorgood fix
01:57:14raptori'll be back in about 2-3 hours
01:57:18raptor Quit (Remote host closed the connection)
02:01:13LoneWolfy Quit (Ping timeout: 248 seconds)
02:15:01LoneWolfy has joined
02:15:16LoneWolfy Quit (Read error: Connection reset by peer)
04:16:53BFLogBot - Commit cd600ada0eee | Author: sam8641 | Log: Fixed some compile warnings
04:53:34raptor has joined
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04:56:03raptorgood evening
05:04:04raptorsam686: still around?
05:04:18sam686yes
05:06:22raptorhave you tested the levelgen scripts in the editor?
05:06:31raptorthe walls don't render at all for me in linux
05:08:57sam686walls don't render at all for me, neither, on windows
05:09:09raptorrats
05:13:54raptori'm going to recompile the one on master
05:28:35sam686what happened to my name when I join 016 test server on master? it says "XXX,XXXPXXXX"
05:32:35sam686i keep running into TNLAssert(getGame()->getLocalRemoteClientInfo(), "How did this get to be NULL?")
05:32:59sam686i guess getLocalRemoteClientInfo doesn't work when the server have you as a different name...
05:35:35raptorweird
05:37:19sam686the server selection seems kind of difficult with the mouse being offset
05:40:07sam686are you sure you did a full recompile, with make clean or make -B ?
05:40:57raptorok, sorry - i forgot to restart the server
05:40:58raptorjust did
05:43:48sam686` has joined
05:44:05sam686`I found a problem, go to game lobby chat, type in space, and press enter, and crash
05:45:34sam686 Quit (Ping timeout: 245 seconds)
06:07:56sam686` is now known as sam686
06:07:57ChanServ sets mode +v sam686
06:12:13BFLogBot - Commit fcd4c8f9fc03 | Author: sam8641 | Log: Fix chat only space error, fix mouse offset on server selection
06:28:05raptorsorry sam686, i've been watching the presidential debates
06:28:12raptoralmost done..
06:28:31sam686i am going to bed now..
06:28:41raptorok - anything else you've found?
06:28:43raptorother bugs..
07:15:59sam686 Quit (Ping timeout: 245 seconds)
07:45:04Watusimoto has joined
07:45:42raptorhello
07:47:30raptorwatching the GOP debate
07:50:58raptorit's funny - everyone is attacking each other except for Paul (and Paul isn't being attacked, either)
07:51:19raptoroh and at some point each of them OK'd their position on an issue with Paul
07:53:16Watusimoto Quit (Ping timeout: 240 seconds)
08:45:27raptor Quit (Remote host closed the connection)
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16:46:52raptor has joined
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16:47:03raptorgood day!
16:49:31raptorhi watusimoto
16:49:35raptordid you say levelgen script wall rendering is working? They don't seem to render at all for me..
17:25:17karamazovapyI only get spines
17:25:29karamazovapyuntil I ctrl+I, anyway
17:26:43raptoryeah - those have disappeared since your version...
17:26:45raptor:(
17:28:19watusimoto Quit (Ping timeout: 252 seconds)
17:37:00CrazyLinuxNerd has joined
17:46:05Watusimoto has joined
17:47:29Watusimotohi
17:47:34raptorhi
17:49:07WatusimotoAll the bugs I know of off the top of my head in the editor are fixed my my next checkin
17:50:00raptoris that a challenge? :)
17:50:37Watusimotono, just a highly qualified statement
17:51:05Watusimotoyou can see for yourself. I'm just making sure everything builds post merge.
17:52:12Watusimotobut all the walls rendering seems to be good; importing items from scripts works properly; ctrl-r levelgen preview is kosher
17:53:20Watusimotosomething's not right
17:53:42karamazovapy...because everything seems okay?
17:54:11Watusimotois this yours?
17:54:12WatusimotoS32 height = getGap(size) / 2 + getTextSize(size);
17:54:26raptorummm, maybe?
17:54:28raptorwhere?
17:54:51raptordefinitely not within the last week
17:56:02Watusimotocoregame, line 516
17:56:41Watusimotook, well, it looks right, just don't know where the edit came from; it sort of "popped up" in the middle of a merge
17:56:47raptoryou must have a different CoreGame
17:57:12Watusimotowell, we're about to have the same one!
17:57:27Watusimotocommitted
17:58:09raptorok, i'll study...
17:58:29BFLogBot - Commit e476647b5adc | Author: watusim...@bitfighter.org | Log: Fixes several outstanding editor bugs; internal refactoring for clarity; removed editor database from Game
17:58:31BFLogBot - Commit c05d1499ef24 | Author: watusim...@bitfighter.org | Log: Not sure what this is about!
17:58:32BFLogBot - Commit 4308f3e46e1a | Author: watusim...@bitfighter.org | Log: Merge
17:59:30raptoroh, that last commit was stuff sam did last night
18:00:15raptoryou essentially just committed them again..
18:03:07raptortime to take your challenge
18:03:27raptorexperiment:
18:03:53raptoradd a polywall
18:03:58raptordrag polywall around
18:05:04raptor4. see odd outline behavior
18:06:44raptornext experiment:
18:06:49raptorclean compile
18:06:58raptoropen mazeracer
18:07:12raptorpress ctrl+r
18:07:21raptor4. see no barriers are rendered
18:14:22Watusimotowtf? I fixed that outline bug a week ago
18:16:56WatusimotoI restart, load maze racer, press ctrl+r, and see a bunch of green walls
18:17:00Watusimotojust as I expect
18:17:08raptorclean compile?
18:17:25raptorsam686 said he didn't see walls either, last night
18:17:27Watusimotowell, I just recompiled before I checked in
18:21:56raptori don't know what to say, i compiled the entire tree from scratch multiple times, and never see the barriers
18:27:55karamazovapy Quit (*.net *.split)
18:28:13WatusimotoI'll do a clean rebuild
18:28:15karamazovapy has joined
18:28:48Watusimotoand it's still going to work!
18:29:13raptori hope not! then that means we have a platform problem or linker-order problem
18:29:20raptoror other some such nonsense
18:43:59Watusimotoor
18:44:00Watusimotoit
18:44:02Watusimotomeans
18:44:03Watusimotothat
18:44:09Watusimotoyour script is broken
18:44:26Watusimotothere's nothing platform dependent going on
18:44:31raptori tested with mazeracer and sam's 6357 script
18:44:34Watusimotoworks
18:44:37Watusimotofor me
18:44:41Watusimotoclean rebuild
18:45:03Watusimotocheck your log and make sure the script is in fact not throwing an error
18:45:14Watusimotoolder versions don;t have a main() function
18:45:18Watusimotoand they crash
18:45:25WatusimotoI'll bet that's what is going on
18:45:27raptorit throws the no main() error
18:45:32raptormazeracer does, too
18:45:35Watusimotoright
18:45:43raptorbut no crash... and no walls
18:45:43Watusimotoand, coincindentally, those generate no objects
18:45:51raptorthey do generate objects
18:45:56raptorbecause ctrl + I works
18:45:59raptorand the walls show up
18:46:22Watusimotowell, I'm looking at a bunch of greenish walls right now on a fresh total rebuild
18:46:33Watusimotoit works I tell you!
18:46:44raptorand i believe you
18:46:48Watusimoto:-)
18:46:57Watusimotoctrl-r toggles walls on and off
18:47:05raptori will do a clean recompile with vc++ on my windows xp system right now
18:47:11Watusimotook
18:47:12Watusimotobut
18:47:13raptorthei is vc++ 2010
18:47:15Watusimotobefore you do that
18:47:33Watusimototry putting all the lose stuff at the bottom of mazegen.lua into a main() function
18:47:40Watusimotofunction main()
18:47:41Watusimotoblah
18:47:42Watusimotoend
18:47:45raptorok
18:48:42raptoris that the script you are running? because that is not what is commited in the repo
18:49:07raptoroh my goodness it works
18:49:11Watusimotoha
18:49:59raptorugh - we need to do something about that color...
18:50:39Watusimotoindeed we do
18:50:42raptori think of a swamp
18:50:45Watusimotopukey green
18:50:54raptorhow about the original grey? was that bad?
18:52:10Watusimotono
18:52:18Watusimotowhat was the original gray?
18:52:23Watusimotoit was green in 015
18:52:29Watusimotobut gray should be fine
18:56:47raptorwhen would WallSegmentManager::renderWalls have alpha less than zero?
18:58:41raptorwall outlines are always blue with script items, was this by design?
18:58:43Watusimotonever
18:58:56Watusimotoalways blue, more by hapenstance than design
18:59:40raptorsorry, i meant alpha less than 1
19:00:28Watusimotoalpha < 1 when script items are being rendered; I assume you are referring to my hack comment
19:00:41raptoryes
19:01:46Watusimotoyou can try rendering with alpha, and you'll see why I changed it
19:02:03Watusimotobut... I am open to all suggestions in this area
19:04:11Watusimotooff to dinner... will fix the polywall issue when I return, then will look at hte various lists for outstanding issues
19:04:20raptorok
19:04:28Watusimotoam trying to wrap up as many things as possible
19:05:16raptorjust to confirm - levelgen scripts will work without main() in 016?
19:05:25raptorbecause the seem to
19:05:27raptorthey
19:05:44raptorjust wall rendering doesn't show up in editor
19:09:31Watusimoto Quit (Ping timeout: 276 seconds)
19:23:51Watusimoto has joined
19:23:53Watusimotoyummy!
19:23:58raptoralready done?
19:24:36Watusimotoquick; everyone was in a hurry.
19:25:03Watusimotowife's goine to pick up one son at soccer, other son is out testing paper airplanes in the street
19:25:21raptorha!
19:25:23WatusimotoI'm here enjoying the end of my beer trying to figure out this bitfighter problem
19:25:46LoneWolfySounds fun
19:25:55Watusimotoit's a blast!
19:26:16Watusimotoraptro -- will you commit the fix you made to the levelgen script?
19:26:23raptorupdated: http://bitfighter.org/wiki/index.php?title=Buglist_016
19:26:25raptorsure
19:26:57LoneWolfyIm so happy that 016 is comin out! And the BBB 8 is comin soon too right?
19:29:07raptori'm testing a different color for script walls...
19:30:09Watusimotogood. pukey green is not the best choice, I'll agree
19:30:23Watusimotopurple?
19:30:45raptori did gray at .67f
19:30:51raptorgrey? gray
19:30:54raptorgrey
19:31:20raptorpushed
19:31:47Watusimotoweird
19:31:51Watusimotogrey is british
19:32:01Watusimotogray is american
19:33:43BFLogBot - Commit 9cd930b37aaf | Author: buckyballreaction | Log: Add main() to mazegen.levelgen; also, maybe a little better color for editor levelgen walls
19:50:20raptori found another bug: see #58 here: http://bitfighter.org/wiki/index.php?title=Buglist_016
20:40:17Watusimoto Quit (Ping timeout: 255 seconds)
20:50:58Watusimoto has joined
20:59:52Watusimotook, think I fixed the polywall dragging case
21:00:35Watusimotoyup, as I feared
21:00:40WatusimotoI did this earlier
21:00:44Watusimoto-void PolyWall::onItemDragging()
21:00:44Watusimoto-{
21:00:44Watusimoto- // Do nothing
21:00:44Watusimoto-}
21:00:56Watusimotobut we need that method to override undesireable behavior
21:01:03Watusimotoreadded, with stern comment
21:01:30raptorok
21:01:57Watusimotoso, note to self; when a function that does nothing plays an important role, COMMENT IT!
21:02:06raptorhaha
21:08:54BFLogBot - Commit f7d46395f8b5 | Author: watusim...@bitfighter.org | Log: Fix polywall dragging issue
21:08:56BFLogBot - Commit fca68c5a05e0 | Author: watusim...@bitfighter.org | Log: merge
21:09:02raptoroh goodie
21:09:04Watusimotogray is better
21:09:26raptoryeah, i still don't know if i like it - i just no it isn't as bad..
21:09:32raptor*know
21:10:43Watusimotoi don't understand 58
21:10:56karamazovapythe outline doesn't render with the bend
21:11:00karamazovapyI've had that
21:11:00raptorcreate a diagonal barrier
21:11:02raptoryes!
21:11:09raptorthanks karamazovapy
21:11:11Watusimotook
21:11:37raptoractually
21:11:40karamazovapyeventually it fixes if you keep working with the barrier
21:11:41raptorit's not a regression
21:11:46raptorit's in 015a
21:11:55Watusimotowhat's the issue?
21:12:21raptorcreate a diagonal barrier
21:12:22karamazovapyit's just a quirk that the barrier outline doesn't re-render to fit the shape of the new line
21:12:23Watusimotowhen you place a vertex, you get a centerline only>
21:12:40Watusimotoit never does when you are moving vertices around
21:12:54Watusimotoah, I see it
21:13:00Watusimotomisunderstood
21:13:23Watusimotowell, that should be an easy fix
21:13:26karamazovapyI got it on the vertical barriers with the bends I inserted in core03
21:13:43Watusimotojust need to tell the wall it has changed after a vertex is inserted
21:14:30karamazovapywhat does the "Review stock included maps" entail?
21:14:37karamazovapyI'm still unclear on this
21:15:50raptoroh, gutting them and adding replacements
21:16:10raptororiginally i thought it was just going to be updating maps that have odd scores
21:16:29karamazovapywhat's the goal?
21:17:10raptori think having a bitfighter-specific levelset, to show off all the features, should be part of the goal
21:17:13raptorWatusimoto?
21:17:20raptorwhat do you hav ein mind?
21:17:52karamazovapyyou and I discussed this, I was just wondering (if it's an official pre-release goal) what the official goal is
21:21:18Watusimotoheyo\
21:21:34WatusimotoI've wanted to replace the stock levels for a while
21:21:48Watusimotothey do not show off the game well when someone downloads it and tries it out
21:22:27WatusimotoI don't have a good plan for how to do this, but I think a set of 6 or 7 maps, with bots, might be a good thing
21:22:33Watusimotosmaller levels that are kind fo fun
21:22:50Watusimotonot big expansive levels that take 3 mins to fly across, like the ones we have now
21:22:59Watusimotolevels that look cool
21:23:00raptorwhen you say 'with bots', what do you mean? playable with bots?
21:23:12WatusimotoI was thinking populated with bots by default
21:23:20raptordo we have that capability?
21:23:29Watusimotosure
21:23:35Watusimotoyou can add bots to the level file
21:24:06raptorwhat!?
21:24:17raptorhow.
21:24:18WatusimotoI SAID YOU CAN ADD BOTS TO THE LEVEL FILE
21:24:18raptor..
21:24:27raptori never knew this
21:24:31Watusimotoreally?
21:24:39raptorfor really
21:24:57raptorwouldn't s_bot be too deadly?
21:25:16Watusimotonot if we tone down the params a little
21:25:29raptoryou can add params to it in the level file?
21:25:57raptorevery time i think i know how this game works...
21:26:12raptorand something like this appears out of nowhere
21:27:10Watusimotoyes
21:29:37Watusimotothat's been around a lot longer than /addbot
21:30:02Watusimotoone of the cases is to create a UI for managing bots in the level file
21:30:07Watusimotofor 016a
21:31:42raptorso when do you think we should think about starting this?: http://bitfighter.org/wiki/index.php?title=Release_checklist
21:32:43Watusimotoeager beaver!
21:33:06Watusimotosoon
21:33:25raptorI've already fixed up the mac project files
21:33:44raptori'm trying to think of any update tasks we need in checkIfThisIsAnUpdate()
21:33:52raptorthat we don't have covered
21:34:13WatusimotoI've added the one I know of already
21:34:17WatusimotoI like to do it as I go
21:34:29raptoryeah me too
22:03:21karamazovapyyeah - all the kServ maps have bots on them by default
22:03:24karamazovapyyou totally knew this
22:04:16raptori thought that as a server setting..
22:04:21raptorbut that makes sense now
22:05:43karamazovapyoh - important point I'm not sure anyone has addressed
22:06:15karamazovapydo bots have a way to handle Cores?
22:07:08karamazovapywe should update s_bot or whatever our default bot enemy is so that it can actually play the new gametype
22:07:40raptorI think the interface for CoreGame and CoreItem are there.. checking
22:08:41raptorI see if for CoreItem
22:08:43raptorit
22:08:45LoneWolfyAnd maybe set id so you cant add like 50 bots (i.e. 50 clones)
22:09:02raptorLoneWolfy: that is already a server setting
22:09:22raptorso you'd have to talk to the server admin to raise the default limit of 10
22:09:53raptorsam686 have you done any work on s_bot recently with respect to Core game type?
22:10:18karamazovapyI don't think there's any core code in the 016 packaged s_bot
22:10:40raptornot in the packaged, no
22:10:55LoneWolfyI mean like a setting so that each player can have x bots out like 3
22:11:15karamazovapywe might have to seriously nerf bots for core
22:11:41sam686there isn't any core code in s_bot, but can be added..
22:12:04karamazovapythe game-specific code should be pretty simple, unless we also want to nerf them
22:12:35karamazovapytheir efficiency could make them tough to beat, especially if you're up against a couple bots
22:13:02Watusimotocrashed the editor
22:14:49koda has joined
22:15:01LoneWolfy Quit (Remote host closed the connection)
22:22:35raptorhow?
22:29:29BFLogBot Quit (Ping timeout: 240 seconds)
22:29:29Disconnected.
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22:29:34BFLogBot - Commit 9abac66ea1ad | Author: watusim...@bitfighter.org | Log: whitey space
22:29:34BFLogBot - Commit c8bc8458ea4c | Author: watusim...@bitfighter.org | Log: Fix vertex insertion issue; fix NPE
23:53:22-asimov.freenode.net- *** Looking up your hostname...
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23:53:26BFLogBot has joined
23:53:26Topic is 'Latest release 015a http://bitfighter.org | Forums: http://bitfighter.org/forums/ | GC Project: http://code.google.com/p/bitfighter/'
23:53:26Set by raptor!~raptor@unaffiliated/greenmachine on Sun May 01 05:51:58 GMT 2011
23:53:26-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.
23:53:33raptorresurrected
23:55:30WatusimotoSearchStringIsSubstring
23:55:50Watusimotothat allows you to do a search... substring only
23:55:56Watusimotowildcards?
23:56:01raptorno
23:56:04Watusimotook
23:56:11raptorjust character case-insensitive search
23:56:15Watusimotothat's fine, want to make docs as clear as possible
23:56:20raptorsounds good
23:56:45raptorso if you use "480" then that is equivalent to *480*
23:57:25Watusimotonot sure I'm improving it
23:57:30Watusimotoright
23:57:45Watusimotothis has to be improved:
23:57:45WatusimotoSearchStringIsSubstring - The SearchString will match if it is included in the SDL detection string
23:57:49Watusimotothat is my rewrite
23:58:00Watusimotobut it is still not good
23:58:30Watusimotowell, it;s not so terrible
23:58:52raptorThe controller will be detected if SearchString is found within any part of the SDL detection string
23:59:18Watusimotogood

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