#bitfighter IRC Log

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IRC Log for 2012-02-15

Timestamps are in GMT/BST.

00:00:00sam686hi
00:00:05Little_Applei found a mistake on bitfighter.org
00:00:14raptorhave you ever read the notice this channel sends you when you join, Little_Apple?
00:00:37Little_Applewut
00:00:48Little_Apple._.
00:01:00Little_Applei dont like patiance
00:01:11Little_Appleanyways
00:01:29Little_Appleyou know the side thrusters on the bitfighter ships?
00:02:08raptorhi
00:02:22raptora mistake on bitfighter.org, where?
00:02:37Little_Appleyou know the side thrusters on the bitfighter ships?
00:02:46raptorsure
00:02:46Little_Applefor the green and purple one
00:02:54Little_Applethey are green and purple
00:02:58Little_AppleTHEY SHOULD BE GREY!
00:03:07raptorahhh... good eye
00:03:14Little_Apple:D
00:05:01Little_Appledo i get a treat?
00:06:52Little_Applepositive reinforcement?
00:07:03raptordo you want to fix them?
00:07:17Little_Appleuhh
00:07:27Little_Appleif i get the original pic for the site sure
00:07:40Little_Applei can fix it in a minute or two
00:07:48raptorhttp://bitfighter.org/template/brownship.png
00:07:52raptorhttp://bitfighter.org/template/purpleship.png
00:07:56Little_Applelol
00:07:58raptorhttp://bitfighter.org/template/greenship.png
00:08:05raptorhttp://bitfighter.org/template/redship.png
00:08:13raptor:)
00:08:28Little_Appleerr
00:08:43Little_Appleis there a single picture that is on the site?
00:09:29raptornope, they are part of teh CSS stylesheet
00:09:46Little_Appleah
00:10:10Little_Applecan you pm them to me? i cant upload images on this computer
00:10:17Little_Appleor
00:10:19Little_Applenvm
00:10:24Little_Appleill pm myself
00:12:41sam686or, http://sam686.maxhushahn.com/upload3.php thats one place to upload
00:13:13Little_Appleawesome
00:13:19Little_Applei can do that from here
00:15:44Little_AppleThe red ship is fine btw. it was just the others
00:21:20Little_Applethis is a litte harder because i have to somehow get a color from one picture to another picture
00:21:25Little_Applemeh
00:22:08Watusimototry faxing it
00:22:29Little_Applelol
00:22:33Watusimoto:-)
00:22:38raptori gave you the red ship so you could see what exact greys it is using
00:22:43Little_Appleyea
00:23:04Little_Applei just have to figure out how to get that grey to the other picture file
00:27:58Little_Applei did the brown one
00:28:49raptorif you re-upload it to http://sam686.maxhushahn.com/upload3.php
00:28:54raptori can stick it on the site
00:29:04raptoror at least inspect your good work first :)
00:29:19sam686` has joined
00:29:24Little_Applek
00:30:25Little_Appleah
00:30:33Little_Appleneed to change a few things
00:32:14sam686 Quit (Ping timeout: 245 seconds)
00:33:12Little_Applemerf
00:35:00Little_Applei gotta go do science
00:35:15Little_Appleill upload the pics when they're done
00:35:17Little_Applelaters
00:35:21Little_Apple Quit (Quit: Page closed)
00:35:54BFLogBot - Commit 53c77b769484 | Author: watusim...@bitfighter.org | Log: Centralize code bits
00:35:56BFLogBot - Commit 8e7395d951fb | Author: watusim...@bitfighter.org | Log: Need more testing to see if this is a good change
00:37:43raptori can't believe how well that worked - giving Little_Apple work
00:39:22Watusimotonight
00:39:28raptorgood night
00:39:35Watusimotogood idea, btw
00:39:43raptor?
00:41:07raptorputting LA to work?
00:41:10raptorthanks!
00:41:11raptor:)
00:45:30Watusimoto Quit (Ping timeout: 272 seconds)
00:47:44raptorbe back later..
00:47:47raptor Quit ()
01:12:52iKoda Quit (Quit: K thx bai)
04:20:34sam686` Quit (Ping timeout: 245 seconds)
04:28:28raptor has joined
04:28:28ChanServ sets mode +o raptor
04:29:19karamazovapy Quit (Read error: Connection reset by peer)
04:30:00karamazovapy has joined
05:24:15zoomber_mbp has joined
05:27:20raptorsomeone broke the core heartbeat...
05:31:19zoomber_mbphi raptor
05:31:24raptorhello
05:31:30zoomber_mbpi wanted to ask you
05:31:40zoomber_mbpis there some way for me to make a spectator client?
05:31:57zoomber_mbplike, if we had a BBB, i could have that thing join on my iMac, which is powerful enough to record, while i play on a different computer
05:32:09zoomber_mbpwhich i could do now, but then the thing would just sit there, lol
05:33:05raptorspectator mode is not coded at all
05:33:20zoomber_mbpthats what i thought the answer would be
05:33:23zoomber_mbpsadly
05:33:26raptorsadly
05:33:41zoomber_mbpthough, far be it from me to not appreciate all the wonderful other things that have been made in 016
05:34:15zoomber_mbpi just think it would be cool to give something a try. I have an idea actually
05:34:36zoomber_mbpmaybe something thats easy to code, like you can just see the whole screen in commanders view
05:35:01zoomber_mbpi could record the whole game going on, and either upload, or pan around in video editing afterwards
05:35:12raptorwell, now that we've finally done most of the major refactors, it'll be adding new features and bugs from here on out!
05:35:30zoomber_mbpthats great
05:35:45zoomber_mbpnow tell me though, would that be simple to code, just by listening to it?
05:35:51raptorno
05:35:53zoomber_mbpjust the basic outline of it,
05:36:08zoomber_mbpall i was suggesting was to take commanders mode, and no longer block out everything
05:36:17raptorah...
05:36:31raptorthat part isn't hard
05:36:31zoomber_mbpheres a connection for you
05:37:02zoomber_mbpSpectate = Passive Sensor like in 016, but even zoomed out more
05:37:05raptorthe hard part is getting the observer to be connected but disregarded
05:37:19raptoryes, that the viewing part is not the hard part
05:37:24zoomber_mbpmaybe a /command?
05:37:30zoomber_mbp./observe
05:37:36zoomber_mbpsend something so some game handler,
05:37:40zoomber_mbpdestroy the ship
05:37:53raptorthat's the hard part
05:38:05raptorgetting the observer to be connected, but not a 'player'
05:38:06zoomber_mbpshipdead -> yes, (i saw something like that in the code once)
05:38:10zoomber_mbpyes, thats true
05:38:30zoomber_mbpok, but here's an idea for you to get around that if that would work this way
05:38:37raptorbecause almost everything in the code is built to the fact that all people connected are players
05:38:51zoomber_mbpisn't there a switch that tells you if the player is alive or not?
05:39:15zoomber_mbpsomething in the code that does that? i almost swear i remember seeing something
05:39:20raptorsomething like that was added for 016 with the respawn screen...
05:39:29raptoridle screen, i mean
05:39:49zoomber_mbpoh, but does the player only get Line of Sight after spawn right..?
05:40:01zoomber_mbpso i see what the issue is then
05:40:05raptoryes, but the issue isn't sight
05:40:17raptorit's the fact that he is still on team 1 or 2
05:40:29zoomber_mbpteam -3? spectator team, shows on tab board?
05:40:41raptorthat will probably have to be how it goes
05:40:59zoomber_mbpok how about this
05:41:22zoomber_mbpoh that won't work
05:41:29raptorbrb
05:41:34zoomber_mbpthe issue is if we let the player
05:41:34zoomber_mbpok
05:48:02raptorok back
05:49:27zoomber_mbpexcellent
05:49:52zoomber_mbpok, i guess there are a few important factors considerable in this spectating demo
05:50:02raptoractually, with watusimoto's latest changes with the idle piece makes observer closer to being coded...
05:50:14zoomber_mbp1. Can you remove all collision detection from a ship?
05:50:24zoomber_mbp2. Can you make a ship invisible to all players?
05:50:26raptoryes, that's easy
05:50:33raptor1. easy
05:50:35raptor2. easy
05:50:36zoomber_mbpwell there you go!
05:50:50zoomber_mbpwhat else do we need?
05:50:53zoomber_mbpyes its a bit basic though
05:51:06zoomber_mbpoh actually
05:51:08zoomber_mbpidea
05:51:17zoomber_mbpthough this would = hard
05:51:53raptorlots of little easy parts - the hard part is still: not including the connected player with all other game calculations (lots of refactoring)
05:52:01zoomber_mbpcode some function to route data output display for another player onto your screen
05:52:08zoomber_mbpyes
05:52:13raptorlike a 'follow' mode?
05:52:17zoomber_mbpyes!
05:52:21zoomber_mbphard, right?
05:52:33raptorit would require basic observer to be completed first
05:52:41zoomber_mbpexactly
05:52:50zoomber_mbpid count that as the ultimate end of the road achievement
05:52:57raptori actually have no idea what it would entail... too dependent on undone things
05:53:10raptorthat would be really, really cool
05:53:27zoomber_mbpso, a basic observer can be just be commander map / spy bug view
05:53:59zoomber_mbpoh oh, a robot!
05:54:08zoomber_mbpone that just tries to follow players, specifically ones with flatgs
05:54:09zoomber_mbpflags*
05:54:15zoomber_mbpor whatever game objective
05:54:33zoomber_mbpand a basic absolute value team -3, is always invisible/uncollideable
05:54:43zoomber_mbpa bot isn't programed to shoot, so it wont
05:54:59zoomber_mbpmaybe the bot is very fast?
05:55:22zoomber_mbphow far are we on teleporting between players?
05:55:36zoomber_mbpok, way to many possibilities I'm throwing out, and I'm sorry if its looking unorganized now
05:56:52raptorgood ideas, i think
05:57:04raptorbut we have to take it step by step
05:57:17zoomber_mbphey raptor, what if spy bug was this image: http://i657.photobucket.com/albums/uu294/RealSkybax/FloatingTurret.jpg?
05:57:29zoomber_mbpand the thing could point to whoever is closest to it\
05:57:33raptorha
05:57:37zoomber_mbplol
05:57:41raptorisn't that the floating turret?
05:57:49zoomber_mbpyeah lol
05:57:51raptoror the sentry drone idea
05:58:05zoomber_mbpthe design looks kind of cool
06:06:26zoomber_mbpsilly raptor, always on the version ahead of the current bit fighter release
06:06:54zoomber_mbpalways wants to be the first in line in the lunch line...etc
06:07:04raptorhaha
06:09:34zoomber_mbphmm, people want my old sniper weapon code
06:09:38zoomber_mbpblech
06:09:45raptori'd say leave it
06:09:58zoomber_mbp(which is what *blech* means)
06:10:03raptorwe had too much sandbox time with 015/015a
06:10:07zoomber_mbpyeah
06:10:17raptorbut that's partly our fault for not releasing new versions! :)
06:10:18zoomber_mbpShould I put that server back up when 017 comes out?
06:10:30raptorwell, we'll be on a quicker release schedule
06:10:32zoomber_mbpmake some cool stuff, like when sam and I made Giant turrets/forcefields?
06:10:45zoomber_mbpyeah, thats why I'm thinking of just skipping time on 016 with that server
06:10:52raptori would
06:11:02raptorwe'll probably release within 2 weeks anyways..
06:11:11zoomber_mbpalso, I'm going to try and find new mods, not ones I've already used on that server
06:11:14zoomber_mbpoh oh i got one
06:11:25zoomber_mbpsit down raptor, ill tell you a story
06:11:41zoomber_mbponce upon a time, long long ago, I was helping watusimoto with something I completely forgot about right now
06:12:02zoomber_mbpas a reward, I eagerly got to see watusimoto's secret invention!
06:12:11raptorwhich one?
06:12:12zoomber_mbpit was a phaser, that curled towards a test item or resource item!
06:12:30raptorhaha, really?
06:12:45zoomber_mbpyeah, your shots would literally go towards the test item or small bouncy ball resource item
06:13:32zoomber_mbpkaramazovapy, I'm literally using the term "literally" in that sentence correctly
06:13:46zoomber_mbpso now
06:13:51zoomber_mbpwant to see that old code raptor?
06:14:26raptoryes, but not at the moment... i'm fixing a bug
06:18:10zoomber_mbpi was just going to suggest to you where to find it, i don't have it handy and haven't for a while
06:18:21zoomber_mbpits somewhere in projectile.cpp, like at around the 500 lines or soemthing
06:18:23zoomber_mbphave fun serching!
06:18:26zoomber_mbpsearching..
06:18:29zoomber_mbpnight night
06:18:39raptornight
06:19:20zoomber_mbp Quit (Quit: zoomber_mbp)
06:31:06karamazovapyoh yeah - the heat seeker prototype
06:31:15karamazovapyI remember that
06:32:47raptorthink that will make a good weapon?
06:34:31karamazovapyI don't know that we need more weapons or modules
06:34:48karamazovapyI suppose I could see it replacing bouncer
06:35:15raptorbouncer is probably the least popular
06:35:30raptori try to use it often just to throw some variety in...
06:35:53karamazovapyit has its uses, but the cost and risk is too high for the value
06:36:15raptordo you think removal/replacement/refinement is in order?
06:36:32BFLogBot - Commit 274ec8e604cd | Author: buckyballreaction | Log: Minor clarification
06:36:34BFLogBot - Commit 827e2075b61f | Author: buckyballreaction | Log: Reduce double-click time-out slightly
06:36:35BFLogBot - Commit f28c1f26d347 | Author: buckyballreaction | Log: Better handling of module kinetic components with double tapping
06:37:00karamazovapywell...the current value is that the particles bounce and have a slightly greater range than phaser
06:37:19karamazovapythe costs are that you can kill yourself, it's hard to use effectively, it costs more than phaser, and it does less damage
06:38:37karamazovapywe need to either lower the costs or raise the value...or replace the whole thing
06:38:42karamazovapymaybe some of each
06:38:50raptori agree
06:39:17raptormaybe less energy cost and less damage to self
06:39:42raptori use them a lot when chasing someone around a Core
06:40:12karamazovapyI never bother to equip them, just because I want a no-cost weapon, I want bursts, and mines are kind of nice to have for special occasions
06:41:03raptori never use mines...
06:41:26raptori should
06:41:42karamazovapythey're a good way to keep people honest
06:41:56karamazovapyand they can be a real asset to defense
07:03:10raptori'm not sure how i feel about about the new cores either...
07:04:58raptorok good night
07:05:15raptor Quit ()
07:06:40BFLogBot - Commit 470ad3990f0f | Author: buckyballreaction | Log: Fix compiler warnings and tidy code some
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16:18:40raptorgood day!
16:27:03watusimotoheyo
16:27:08raptorhi
16:36:05raptorstill thinking about releasing this week?
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21:52:58Watusimotohi
21:55:37Watusimototo answer your question from earlier, I don't think we can get the release out this week -- if we do it, it will have to be tomorrow, and we still have several outstanding things to do
21:56:42WatusimotoI'll be leaving here early on Saturday, with a 9+ hour drive, so I'll be going to be early on Friday.
21:56:57Watusimotoand I have my German class tomorrow
21:57:13Watusimotoso I just don;t think we'll be ready
22:09:03raptorok
22:09:05raptorno problem
22:09:10raptorwe can take it easy
22:09:19raptoreverything seems easy compared to releasing 016
22:11:48Watusimotoyes
22:11:53Watusimotowe'll do it when I get back
22:12:28Watusimotounless you and sam want to do it while I'm gone...
22:12:58raptornah
22:13:02raptori'm in no hurry
22:13:15raptorgot plenty of things to do also - like prepare my den for the pinewood derby
22:17:21LordDVG Quit (Remote host closed the connection)
22:18:20Watusimotopinewood derby
22:18:30Watusimotowell, that brings back some memories
22:18:57raptori remember one kid attached an elastic-wound propeller
22:19:26raptori think i remember another making theirs into a model boat
22:19:55Watusimotoa bunch of posers; if they were true scouts, they'd set their car on fire
22:20:34raptorhahaha
22:21:03Watusimotoyou know I'm right
22:21:09raptorCUB scouts... they're still somewhat innocent
22:21:37Watusimotommmm.... maybe.... I think they're all bad
22:22:09raptori have 8 + 9 year olds... i guess that's about the age where if you've failed to raise them OK they stay jaded...
22:23:12BFLogBot - Commit 049ae5dbd29e | Author: watusim...@bitfighter.org | Log: Formatting
22:23:14BFLogBot - Commit e6c1949cd988 | Author: watusim...@bitfighter.org | Log: Formatting
22:23:15BFLogBot - Commit 903781e1327b | Author: watusim...@bitfighter.org | Log: Merge
22:24:04Watusimotoso when someone acheives an acheivement, what do we want to record. the achievement, obviously, probably the date... how about server particulars?
22:29:14raptordescribe 'server particulars'
22:29:21raptorlike what server+level they were on?
22:29:28raptorwe save server data
22:29:51raptorwe could tie it to the exact game in stats_game
22:29:59raptorwhich has the date
22:35:01awright has joined
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22:35:50Watusimotothat's a thought
22:36:18Watusimotoparticulars were perhaps server name and ip
22:36:31raptorstats_game also points to server data
22:36:31Watusimotowe haev no means of verifying servers the way we do players
22:36:56raptorthat brings up an interesting idea: server authentication?
22:37:10raptorfor 'official' or well-known servers?
22:37:28raptorwe could require people play on authenticated servers
22:39:20Watusimotowe don't want to do that
22:39:29raptorsorry
22:39:34raptori mean require achievements
22:39:38raptoron authenticated servers
22:39:55raptoryes, we don't ever want to limit servers
22:40:49WatusimotoI don't know... I'm feeling the tension between the authoratarian view of lock it down to prevent cheating and the libertarian view
22:41:07raptoryep
22:41:20Watusimotoit's clear that on some levels, it will be easier to earch achievemtns than others
22:41:31Watusimotocan you upload levels to sam's server?
22:41:33raptorbut would there still be a use for server authentication?
22:41:37raptoryes
22:41:42raptorsam has his completely open
22:41:45Watusimotothen it hardly matters
22:42:04Watusimotobecause if you wanted to game the system, you would just upload your cheater level to his server, and get your acheivement
22:42:27raptorexcept we were going to require 3 or more players, 2 of which must be authenticated, right?
22:42:39Watusimotoso I guess we do want to know which level people earned their achievemtn on
22:42:41Watusimotoyes
22:42:50raptorthe level is saved in stats_game
22:42:58WatusimotoI think it was 4/2 (4 humans, 2 registered)
22:43:10Watusimotoalso, we haev no way to authenticate levels
22:43:11raptorah yes
22:43:28WatusimotoI could create a cheater level with the same name as a well known level
22:43:54Watusimotoupload it to sam;s server... there would be no way to check anything
22:43:55raptoryep
22:44:07raptorunless we hashed the levels...
22:44:12raptorbah, too much work
22:44:14Watusimotoyes, I've considered that
22:44:25Watusimotonot at all -- we already do that
22:44:36raptorwe could have a level_hash table
22:44:42raptorid, level_name, hash
22:44:45Watusimotowe don't do anything with the hash anymore
22:44:51Watusimotobut we could easily store it
22:45:15raptorthen point stats_game to the level id instead
22:45:23Watusimotobut the downside is that if you make a tiny tweak to a level, even changing the credits line, the hash changes
22:45:58Watusimotoso it is hard to verify the hash
22:46:31Watusimotothough we could easily start saving them on the stats server
22:46:35raptorlevel files are generally small - we could even store them in the database
22:47:28WatusimotomLevelFileHash = md5.getHashFromFile(filename);
22:47:40raptorbut anyways - i think the 4/2 rule is probably good enough
22:47:42sam686hash was used before, for catched bot zone system (but, often can not catched levelgen bot zones)
22:47:45Watusimotodone in ServerGame::loadLevel
22:48:04raptori was never thinking the level would be used for achievement verification
22:48:08WatusimotoI don't think we use it for anything now, but it is calculated
22:48:13sam686which leads to another file to hash together - level and levelgen
22:48:33Watusimotothat's a good point
22:48:54Watusimotoand even then, the levels generated could be totally random; some easier than others
22:49:15Watusimotoso
22:49:33Watusimotowhat we're left with is the simple fact that cheating will be easy
22:49:46Watusimotowell, easy enough to do if you want to
22:49:47raptorunless
22:49:48sam686so what, levelgen is not meant to be exactly the same over and over again..
22:49:56raptorwe have achievement review :)
22:50:07Watusimotosubmit a video?
22:50:20Watusimotosam -- of course
22:51:06raptorwell, we are the all-powerful overlords of the system - if something seems fishy, we fix it and remove the achievement
22:51:13WatusimotoI was just trying to walk through the possibilities to reduce cheating, and every strategy I could come up with was failry easily gamed
22:51:18Watusimotoyes
22:51:41raptorsince we're open source we have to rely on the honor system a lot more..
22:52:46sam686a hacked server could send fake hash, but they can easily be ignored by ip address (hacked client can't make a seperate dedicated server send fake hash or any fake stats to master)
22:52:54Watusimotoand we are aided by the fact that 1) most players are honest and respect the game, 2) the rewards for achievements are mainly social, and 3) players inclined to cheat will probably brag about it, undermining their benefits and 4) most of our players will probably not be technically inclined to do so
22:53:27Watusimotothe problem with hashes is its unclear what they really mean given that they will change over time
22:53:32raptorso... we should just worry less, then
22:53:49Watusimotoif a level gets even a trivial tweak, it's hash will change, and there will be no way to link it to an earlier version
22:54:12Watusimotoraptor: that's where I always end up when I walk myself through this
22:54:17sam686there might be a way to link - level name
22:54:36raptorwe seem to walk ourselves a lot through these subjects...
22:54:37Watusimotobut there is no way to distinguish your level called "L1" from mine
22:55:06Watusimotoand if raptor tweaks your L1, just a tiny bit, it will have a new hash
22:55:23Watusimotoand if he tweaks it a lot, making it essentially a new level, it will also have a new hash
22:55:40Watusimotoand we have no way of knowing if a tweak was minor or major
22:55:47sam686maybe the level itself can hold all the hashes that was previously used as hash
22:55:49Watusimotoand it just gets to be a confusing mess
22:56:08sam686edit it, old hash get save to level itself, and a new hash appears
22:56:17sam686then, it is possible to link them
22:56:37Watusimotothe problem we are trying to sort out is how do we discourage people from creating fake levels that make it easy to get achievements
22:56:54Watusimotothat's probably the easiest way to cheat the system, if that could really be considered cheating
22:57:05Watusimotoand I conclude we can't
22:57:34Watusimotothe cure may be worse than the disease
22:57:38raptorI conclude that we start small and slowly revise
22:57:40sam686i think we only need hashes - if it is edited, it is the cheater's fault trying to cheat
22:58:05Watusimotoright, but the hashes alone don't tell us if someone is cheating
22:58:59Watusimotothey can only be used to verify one level matches another, perhaps a reference copy
22:59:15Watusimotoso they might be useful if an achievemnt were tied to a particular level
22:59:57Watusimotobut in the case of an acheivement like "collect 20 flags and return to the nexus", they don't really help
23:00:10Watusimotoand I think that will be our first achievement
23:00:22sam686there can be other checks in the server that can be added to detect improper gameplay like just suiciding too many times in nexus
23:01:47Watusimotothe fuller description of the acheivement is "return 20 flags to nexus on a level with no flag spawns and no predeployed flags while playing with at least 1 other registered player and with a total of at least 3 other human players
23:01:50Watusimoto"
23:02:21Watusimotowe could, I suppose add "in a game where there are fewer than 10 suicides"
23:03:30Watusimotothe predeployed flags thing is to avoid making the achiemvemtn trivial on that pacman level
23:04:11Watusimotodoes 20 sound like the right number?
23:06:06raptori think we need more data than anything
23:06:21raptorthen we can de-normalize it to our hearts content...
23:13:58Watusimotomore stats data>
23:14:01Watusimoto?
23:14:27raptorues
23:14:29raptoryes
23:14:32Watusimototo be clear on what I'm doing
23:14:36raptormore data!
23:14:41raptorbaby steps
23:14:46WatusimotoI'm creating the folloiwng server2master protocol
23:14:48WatusimotoTNL_IMPLEMENT_RPC(MasterServerInterface, s2mAcheivementAchieved,
23:14:48Watusimoto (U8 achievementId, StringTableEntry playerNick)
23:15:02Watusimotoso achievement will not be based on stats per se
23:15:08raptoroh really?
23:15:16raptorhmmm... hadn't thought about that..
23:15:21Watusimotothe logic of achievement will be built into the server
23:15:29WatusimotoI think stats will only get us so far
23:15:47Watusimoto"kill 5 players with burst" is hard to track from stats alone
23:16:04raptorwell, stats could get us all the way depending on how much we really want to track and send
23:16:39Watusimotoyes, we could track who was killed and injured with each shot
23:16:39raptorlike we could send killer, and killer_weapon
23:16:54Watusimotoyes
23:16:58raptorhmmm... so completing the achievement on the server...
23:17:08Watusimotobut even tracking every death would be a lot of stats
23:17:25Watusimotowe could certainly do it
23:17:31Watusimotoand maybe we should
23:17:39raptoroh yes, that's why its all done in one big clump at the end
23:17:51Watusimotobut we'd also be tracking every nexus flag regurn
23:18:36Watusimotoevery scoring event (potentially)
23:19:36Watusimotough. the more I think about this, the more I dislike achievements
23:19:50raptoryep
23:20:00raptorthat's what is needed with achievements
23:22:04raptori was thinking easier achievements based on stats we already have, then we can incrementally add more stats
23:22:11raptorthen more achievements
23:23:52Watusimotothe sheer bulk of stats we'd need to track to do anytning interesting would be... too much
23:24:06raptorwhen you look at the end goal, yes
23:24:25Watusimotoi think stats are good for establishing a leaderboard of good players, but not for tracking everything that might be linked to an achievement
23:24:38raptorright now we track player shots
23:24:51Watusimotoalso potentially good for seeing if module use is at all balanced
23:25:17Watusimotoyes we do. I forget why we do, but I know that was part of the original design
23:25:28raptorit was so we could do crazy stats
23:25:40WatusimotoI think I wanted to see how people were using their weapons
23:25:50Watusimotoand crazy stats; that was probably it
23:25:59Watusimotomost trigger happy, etc.
23:26:31raptorfor instance, i did the followin in BBB 3: http://bitfighter.org/forums/styles/ca_black/imageset/icon_post_target.gif
23:26:34raptoroops
23:26:36raptorwrong link
23:26:39Watusimotobut that sort of measurement is fundamentally different than checking to see if you;ve accomplished a given feat
23:26:42raptorhttp://bitfighter.org/forums/viewtopic.php?p=3820#p3820
23:27:23Watusimoto46,000 shots?!?
23:27:29raptorhaha, yeah
23:27:49raptori may even have those queries lying around somewhere..
23:28:23Watusimotowe should run those after every bbb
23:28:30Watusimotobut that's where stats are great
23:28:42raptorthat was just what i came up with at midnight after a BBB once
23:28:46raptorbased on what we have
23:29:14Watusimotoif we wanted to base my current proposed achievement on stats, we'd need to track whether level has flag spawns or pre-positioned flags
23:29:16raptori had grandiose plans of building it into php with a nice table to be auto generated for each BBB
23:29:27Watusimotoand we really don't care about that for anything other than this particular acheievement
23:30:00Watusimotoso we'd need to creaet a level-info table with all sorts of crazy stuff in it
23:30:06raptorwe have stats_game
23:30:08Watusimotothat would probably only be used once, for one purpose
23:30:16raptorthat is essentially one row per game
23:30:31raptornot essentially, it's its definition
23:30:39raptorwe could just extend it with more data
23:31:01Watusimotowell, wouldn't you want to denormalize and store per-level stats differently than per-game?
23:31:12Watusimotocould play 2 games on the same level
23:31:21Watusimotofor example
23:31:31raptorah... then we come to the problem with level uniqueness
23:31:37Watusimotohash
23:31:39raptorwe only have level_name
23:32:04raptori honestly never thought of doing stats or achievements based on level
23:32:05Watusimotonow, we could make an argument for collecting some level-specific stats, though not sure what it would be
23:32:14raptorbecause they're so volatile
23:32:31Watusimotoright; I'm not proposing stats based on a specific level, but rather on a level with certain restrictions
23:32:38Watusimototo avoid making it trivially easy
23:32:58raptorah, i see
23:33:00Watusimotothat pacman level would make it so easy to achieve any nexus-related achievement
23:33:29Watusimotoso do we really want to track all kinds of detailed stats about each level played just for this purpose?
23:33:31raptorso to normalize, i would use id, hash, levelname, + other level info
23:33:43Watusimotoyes
23:33:46raptorthen point each stats_game to the id with the correct hash
23:33:52Watusimotoyes
23:34:12Watusimotoor even make hash the key
23:34:12sam686anything with "level specific" could benefit with hash to prevent same name different level problem
23:34:22Watusimotoyes
23:34:42Watusimotobut if there is no other purpose than the awarding of achievements, why bother?
23:34:58Watusimotowhy not just code the logic into the server, and have the server grant the award?
23:35:22Watusimotoplus, we probably want some sort of in-game notice "Watusimoto has just been granted the awesomest player ever achievement!"
23:35:47Watusimotothat's harder to do if the master is involved
23:35:59raptorwould we not want some persistence with the data for achievements?
23:36:09raptoror only the achievement itself?
23:36:23Watusimotowell, to what end?
23:36:50Watusimotoif we save the stats-game-id with the achievement, that will give us most of what we might want
23:37:00Watusimotoit will tell us where and when
23:37:09Watusimotoand level name
23:37:15Watusimotoand who was playing
23:37:42raptori guess that's true
23:37:46Watusimotobut I do think we should start tracking some stats about leels
23:37:57Watusimotomight be interesting to see what the most played levels are
23:38:05Watusimotowho the most played authors are
23:38:10raptoryes, i think so, too
23:38:13Watusimotowhat gametypes aer most popular
23:38:20Watusimotothat;s the stuff stats are good for
23:39:06raptoryes, ok you've convinced me - i agree with your protocol now
23:39:08Watusimotoless good for knowing if sam returned 20 flags in a game with all the criterial outlined above
23:39:10Watusimoto:-)
23:39:16raptorhowever, i sugges we enter in a date with it
23:39:16Watusimotowore you down, did I?
23:39:29Watusimotowon't we have that from the link to stats-game?
23:41:18raptoroh yeah, duh
23:41:22raptori even suggested that
23:41:31raptori must be thinking about too many things at once
23:44:34Watusimotoindeed
23:45:10raptorwell, i think we can trust sam686 and karamazovapy to not put up hacked servers (at least as far as achievements go...)
23:45:13raptor:)
23:45:49Watusimotoone other thing; I just posted the idea of this first achievement, and it ocurred ot me that if we have a few-suicides clause, it would really only matter if the suicides happen before the achievement is awarded. Tracking when suicides occur in a game would be much more complex using a purely stats-based system
23:46:46Watusimotoand think of the query needed to figure out if a player had 5 or more suicides in a game before the achievement was awareded!
23:47:58Watusimotoin an only tangentially related thread, we should start collecting stats on levels played beyond their name: name, (reported) creator, hash, gametype, hasLevelGen, what else?
23:48:35raptorhmmm
23:48:46Watusimotowinning score, game duration
23:48:56raptorwinning score is often changed
23:48:59raptorand duration
23:49:02Watusimotothat breaks the hash
23:49:14raptori mean in-game
23:49:17Watusimotoah yes
23:49:23sam686it doesn't break the hash if using /setscore /settime /add
23:49:24raptor /setscore /settime
23:49:37Watusimotobut the idea being to get a better handle on what the universe of levels looks like
23:49:48Watusimotowell, actually, we can just look at sam;s server :-)
23:50:02Watusimotosam, how many levels does your server have, do you think?
23:50:24WatusimotoI guess the idea of the stats would be to see what levels aer most played
23:50:30Watusimotoand who created them
23:50:40raptoralso, i'd say only 80% of the levels have an author...
23:50:50Watusimotowell, nothing to do about that
23:51:00raptori think karamazovapy regularly releases maps without author
23:51:30sam686http://sam686.maxhushahn.com/bitfighter/levels/ lots of levels, thats for sure..
23:51:59Watusimotoa lot yes, but many fewer than I thought
23:52:17raptorsam686 did some spring cleaning back in the fall, i think
23:52:22Watusimotobut we could easily have a spot on the forums: "This week's most popular level: XXX"
23:52:36raptorah, the REMOVED directory has about the same and more again
23:53:10Watusimotoalong with our "This week's most prolific player : YYY" that we never did
23:53:28raptordid we ever define 'prolific'?
23:53:31Watusimotoalso, with these stats, we could start doing level ratings
23:53:49Watusimotoprolific = could mean just most games played
23:54:06raptoroh...
23:54:07Watusimotowinningest = most "stats-worthy" games won
23:54:12WatusimotoI think
23:54:25raptorwe send stats when a level change is requested an there is more than one player
23:54:39raptorthat may clutter up results significantly
23:54:42WatusimotoI wonder wnat % of games are stats-worthy under our new def?
23:55:09Watusimotohmmm.... do we report games that are terminated by level change?
23:55:14raptoryes
23:55:20Watusimotomaybe we shouldn't
23:55:24raptorbut only if there is more than on player
23:55:25sam686vote to change levels save stats, as it ends the existing game normally
23:55:32raptor^^ yes that
23:55:37Watusimotook
23:55:50raptori remember discussing this with sam686 a long time ago, but i don't remember our conclusion
23:55:52Watusimotowell, then that's our definition
23:56:02Watusimotoso those games aren't clutter
23:56:12Watusimotowe've determined they are as legit as any other
23:56:20raptorsam686: vote is required to send stats?
23:56:25Watusimotodecided, not determined
23:56:42sam686yes, changing level without admin won't save stats, currently
23:56:56sam686i mean changing level without vote won't change levels
23:57:02sam686won't save stats
23:57:07raptorok
23:57:22Watusimotoso if admin changes level, no stats?
23:57:37sam686if level changes immediately when a person changes, stats don't save
23:57:57sam686admin changes level - stats don't save as it switch level immediately
23:58:12raptorso no change level commands by anyone will send stats - unless it is done by vote beforehand
23:58:13Watusimotoraptor: how easy would it be to query games with min 4 players, 2 of whom are registered?
23:58:20Watusimotook
23:58:21raptoreasy
23:58:27raptorwe have all the data already
23:58:36Watusimotodo we? I think we do
23:58:45Watusimotowe know who's playing each game
23:58:51karamazovapyI think we have a small subset of players who will do everything they can to cheat, particularly if they get any kind of recognition
23:58:54WatusimotoI think we know if thye are authenticated
23:59:02raptoryep
23:59:06raptorso we can get the data
23:59:16Watusimotokaramazovapy: but if they are caught, they'll be shunned by those who's adoration they most crave
23:59:16karamazovapybut that goes for most played maps, most prolific player, and all achievements
23:59:25karamazovapythat won't matter
23:59:31raptorwow, stats_player already has 111399 rows
23:59:38Watusimotowow
23:59:52Watusimotowell, as disucssed earlier, we can;t really prevent cheating
23:59:58karamazovapythe younger players don't think about things like getting shunned in the eventuality that they get caught

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