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| 03:26:25 | raptor | hi sam686 |
| 03:32:54 | raptor | would you like to do some playtesting some time? |
| 04:25:00 | sam686 | i was kind of buzy this week, but i guess i can do some play testing |
| 04:25:09 | raptor | you're alive!! |
| 04:26:20 | raptor | you can do some play testing with me now? |
| 04:26:32 | raptor | if you're busy, then don't worry about it.. |
| 04:26:57 | sam686 | ok |
| 04:27:35 | sam686 | one problem, f1 f5 f7 doesn't work anymore |
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| 04:59:42 | sam686 | or not, it will take a little bit longer, i thought it was dome compiling.. (i guess i changed .h files to compile dedicated_master) |
| 04:59:58 | raptor | oops |
| 05:00:00 | raptor | ok |
| 05:00:01 | raptor | no problem |
| 05:01:18 | sam686 | got my dedicated bitfighter going on windows, still compiling non-dedicated |
| 05:05:54 | sam686 | i did push my changes to fix dedicated compile, though.. |
| 05:07:35 | raptor | oops, sorry i put VideoSystem.cpp in the wrong place in your project |
| 05:07:51 | | BFLogBot - Commit afe3284d4e10 | Author: sam8641 | Log: Fix dedicated compile, i guess dedicated doesn't need VideoSystem.cpp |
| 05:07:53 | sam686 | dedicated doesn't need VideoSystem |
| 05:08:01 | raptor | yes, correct |
| 05:09:49 | sam686 | got the F5 / F7 / F1 buttons working again |
| 05:09:59 | raptor | great! |
| 05:12:53 | | BFLogBot - Commit df58de65cc25 | Author: buckyballreaction | Log: Rename Boost module kinetic component as 'Pulse'; be consistent in the code |
| 05:32:35 | raptor | i added bugs here: http://bitfighter.org/wiki/index.php/Running_Bug_List |
| 05:32:44 | raptor | please add any you may have found.. |
| 05:32:47 | sam686 | ok |
| 05:35:27 | raptor | good ngiht |
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| 15:43:00 | raptor | good mronign! |
| 16:07:47 | watusimoto | good mronign |
| 16:07:57 | raptor | hi |
| 16:08:02 | watusimoto | got your emai |
| 16:08:03 | watusimoto | l |
| 16:08:06 | watusimoto | grrr |
| 16:08:10 | raptor | yeah... |
| 16:08:37 | raptor | did you test any of the nexus bugs? the one with the timer near zero is trippy |
| 16:08:44 | watusimoto | I totally understand the flashing problem -- that may actually be fixed on my machine |
| 16:10:27 | watusimoto | and I think I understand the can't drop flags problem as well |
| 16:10:31 | watusimoto | both are likely related |
| 16:10:57 | watusimoto | can't drop flags is because client's notion of when nexus should open is different than server's |
| 16:11:12 | watusimoto | client updates nexus visually, but can't drop flags until the server approves |
| 16:11:31 | raptor | ok |
| 16:11:44 | watusimoto | I guess I know what I get to work on tonight :-( |
| 16:11:51 | raptor | the other problems may be my fault... i'm not sure\ |
| 16:12:02 | raptor | because i know i have played with the repair code a little |
| 16:13:08 | watusimoto | I marked two items on the bug list that we can potentially defer |
| 16:13:39 | raptor | really? |
| 16:13:58 | watusimoto | one is semi-done, perhaps done enough (if it withstands testing) |
| 16:15:27 | raptor | google code issue? |
| 16:15:37 | watusimoto | ? |
| 16:19:27 | raptor | the items you marked, which bug list are you looking at? |
| 16:20:40 | watusimoto | oh, sorry, running bug list |
| 16:20:49 | watusimoto | #5 and #8 at the bottom |
| 16:20:59 | raptor | ha! |
| 16:26:21 | raptor | i was hoping #8 was the most important one... |
| 16:30:52 | watusimoto | :-) |
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| 17:28:13 | raptor | I fixed the fullscreen problem on mac with SDL2 - now I have to figure out how to do the text input |
| 17:28:30 | raptor | if you defer #8, maybe i'll have time... :) |
| 17:28:39 | watusimoto | exactly my thoughts! |
| 17:29:05 | watusimoto | alas, I added a new bug to the list (probably exists in 016, not in 015a), and another to my "paper list" |
| 17:36:36 | raptor | what did you add to the paper list? |
| 17:40:46 | watusimoto | easeir to fix than describe |
| 17:40:52 | raptor | okey doke |
| 17:40:59 | watusimoto | has to do with well... you'll see when I fix it |
| 17:41:04 | watusimoto | error messages |
| 17:41:09 | watusimoto | cascading and crashing |
| 17:41:15 | watusimoto | easy to fix |
| 17:41:21 | watusimoto | hard to reproduce |
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| 17:41:27 | raptor | ok |
| 17:43:00 | watusimoto | out of here... later |
| 17:44:22 | raptor | bye |
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| 19:29:27 | | BFLogBot - Commit ba372a5e8a4b | Author: buckyballreaction | Log: Fix repair radius |
| 19:30:03 | raptor | the other repair bug will require a bisect :( |
| 19:44:57 | raptor | ok, fixed it! |
| 19:46:19 | Watusimoto | good!! |
| 19:46:50 | raptor | sneaky bugs |
| 19:47:19 | Watusimoto | tell me about it :-( |
| 19:48:50 | Watusimoto | that settime .1 bug is really sneaky |
| 19:49:01 | Watusimoto | basically, U32 math underflows |
| 19:49:09 | raptor | what |
| 19:49:16 | raptor | thats goofy |
| 19:49:30 | | BFLogBot - Commit e781428d6c1b | Author: buckyballreaction | Log: Fix energy recharging when a module is in use |
| 19:49:31 | Watusimoto | x - y < 0 |
| 19:49:37 | Watusimoto | z = x - y |
| 19:49:42 | Watusimoto | when z is U32... |
| 19:49:53 | Watusimoto | suddenly z > x |
| 19:50:05 | Watusimoto | causing things to freak out |
| 20:00:11 | raptor | now i have to rewrite part of the input system... |
| 20:05:35 | Watusimoto | better than rewriting the timer crap... again... |
| 20:05:51 | Watusimoto | Sunday, Monday, Tuesday, ... now Wedenesday |
| 20:05:53 | raptor | i'm sorry for your pain... |
| 20:06:02 | Watusimoto | I wish I had taken the easy way out |
| 20:06:14 | Watusimoto | sure, I've done harder things |
| 20:06:27 | Watusimoto | but really... even when this works it will be utterly unrewarding |
| 20:07:35 | raptor | are you going to do the one-timer-to-rule-them-all ? |
| 20:14:48 | Watusimoto | I already did |
| 20:14:56 | Watusimoto | oh, you mean the ongoing timer |
| 20:15:05 | Watusimoto | for all games |
| 20:15:08 | raptor | yes |
| 20:15:09 | Watusimoto | not now |
| 20:15:11 | raptor | ok |
| 20:15:16 | Watusimoto | I'm just going to make this work |
| 20:15:26 | Watusimoto | then have a big slug of whiskey |
| 20:15:27 | raptor | i wasn't sure if that'd be more or less work than what you're doing... |
| 20:15:38 | Watusimoto | it would be more |
| 20:15:46 | Watusimoto | here's a design question |
| 20:15:58 | Watusimoto | only asking because I can and it would be easy |
| 20:16:25 | Watusimoto | in nexus games, when the nexus is open, and the game will end before it closes, do we want to print a special message in the timer slot? |
| 20:16:39 | Watusimoto | likewise when nexus is closed, and will not be reopening |
| 20:17:05 | Watusimoto | right now, the times "snap" to the end of the game |
| 20:17:15 | raptor | oh really? |
| 20:17:29 | raptor | i've played loads of levels where the nexus closes and won't open again |
| 20:17:30 | Watusimoto | so that if nexus is normally open for 30 secs and opens at 0:10, it will say "Nexus closes in 10"\ |
| 20:17:33 | raptor | and there's still time left |
| 20:17:34 | Watusimoto | which is actually not bad |
| 20:17:55 | raptor | yeah, i think eventually that would be good |
| 20:17:58 | Watusimoto | but if it's closed for 30 secs, and closes at 0:10, it will say "nexus opens in 10" |
| 20:18:01 | Watusimoto | which is a lie |
| 20:18:16 | Watusimoto | so maybe it's only this second situatino that matters |
| 20:18:25 | raptor | lie = bad, right? |
| 20:18:29 | Watusimoto | I think so |
| 20:18:34 | raptor | me too\ |
| 20:18:35 | Watusimoto | if it will never open again |
| 20:18:55 | Watusimoto | then... "nexus closed for the season" |
| 20:19:03 | raptor | haha |
| 20:19:04 | Watusimoto | oh brother |
| 20:19:16 | Watusimoto | I'll bet there;s a bug |
| 20:19:30 | Watusimoto | I made it snap to 0 to fix the underflow bug |
| 20:19:43 | Watusimoto | so the changing time would never be negative |
| 20:19:46 | Watusimoto | but |
| 20:20:10 | Watusimoto | if it closes for 30, and closes at 0:10, that means the cycle would end at -0:20, right? |
| 20:20:19 | Watusimoto | so we snap that to 0 and call it good |
| 20:20:30 | raptor | ok |
| 20:20:36 | Watusimoto | all fine and dandy until someone adds 3 mins to the game |
| 20:20:42 | raptor | ah |
| 20:20:44 | raptor | wonderful |
| 20:20:45 | Watusimoto | now the nexus should close at 2:40 |
| 20:20:56 | Watusimoto | but will probably still want to close at 3:00 |
| 20:21:07 | Watusimoto | because I take the existing close time and add 3:00 to it |
| 20:21:23 | Watusimoto | everything I do falls into some trap or the other |
| 20:21:32 | Watusimoto | every fix has its own pitfalls |
| 20:21:35 | raptor | blech |
| 20:21:41 | Watusimoto | that's why this has been such a nightmare |
| 20:21:50 | Watusimoto | ok, well, to my question... |
| 20:22:02 | Watusimoto | if the nexus is closed for the rest of the game, what should it say? |
| 20:22:40 | Watusimoto | Normal message is "Nexus opens in 0:10" |
| 20:22:54 | Watusimoto | Maybe just "Nexus is closed." |
| 20:23:53 | raptor | or 'Game ends' |
| 20:24:07 | Watusimoto | If we set the nexus to never open, the message says "Nexus never opens" |
| 20:24:16 | Watusimoto | "Nexus closed until game ends"? |
| 20:25:01 | Watusimoto | "Nexus closed through end of game" |
| 20:25:23 | raptor | Nexus closed until end of game |
| 20:25:36 | Watusimoto | good enough |
| 20:27:13 | Watusimoto | now to test that purported error condition I theorized |
| 20:37:44 | raptor | oh no... i have to look at UIEditor... |
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| 20:49:19 | raptor | we made a mistake with coupling the input codes and the ascii text input into all our methods... |
| 20:55:41 | Watusimoto | how so? |
| 20:56:50 | raptor | other than that is the only way to do it with SDL 2, I think that they were right to treat character input as something different than a key press |
| 20:57:12 | raptor | we do for the most part in our code |
| 20:57:37 | raptor | except for the method signature of onKeyDown(InputCode inputCode, char ascii) |
| 20:57:40 | Watusimoto | they are different, agreed |
| 20:57:44 | Watusimoto | that came from glut |
| 20:57:52 | Watusimoto | it wasn't really our decision |
| 20:57:56 | raptor | ah ok |
| 20:58:15 | Watusimoto | i.e. not really my decision, as you weren;t around then:-) |
| 20:58:25 | Watusimoto | well, you were around |
| 20:58:31 | Watusimoto | just not around here |
| 20:58:56 | Watusimoto | except that here is meaningluess when you're in UT and I'm in Lux |
| 20:58:57 | Watusimoto | but you get the idea |
| 21:00:44 | raptor | hehe |
| 21:03:12 | raptor | phoew! got past UIEditor... |
| 21:31:08 | Watusimoto | did you know you can set the game time after the game has ended? |
| 21:31:28 | raptor | no |
| 21:31:30 | raptor | cool |
| 21:31:40 | raptor | what on earth is UIMenus.cpp:564 for?? |
| 21:32:07 | Watusimoto | (U32(selectedIndex) < U32(mMenuItems.size()) && mMenuItems[selectedIndex]->handleKey(inputCode, ascii)) || |
| 21:32:07 | Watusimoto | processMenuSpecificKeys(inputCode, ascii) || |
| 21:32:07 | Watusimoto | processKeys(inputCode, ascii); |
| 21:32:08 | Watusimoto | ?? |
| 21:32:17 | raptor | what crazy syntax is that |
| 21:32:45 | Watusimoto | ah yes |
| 21:32:47 | Watusimoto | ok |
| 21:33:00 | Watusimoto | it's Perl style |
| 21:33:07 | Watusimoto | (seriously) |
| 21:33:35 | Watusimoto | it's short hand for if(xxx) {} else if(dfdf) {} else {} |
| 21:33:44 | Watusimoto | except with out all the ifs |
| 21:34:07 | Watusimoto | it just evaluates the logic, until one of the or conditions evaluates true |
| 21:34:30 | raptor | written for maximum obscurity |
| 21:34:37 | Watusimoto | you can rewrite if you like |
| 21:34:43 | raptor | i think i will :) |
| 21:34:47 | Watusimoto | but it's not obscure for me :-) |
| 21:35:07 | Watusimoto | but yeah, I think I see why it's confusing |
| 21:36:38 | raptor | is this equivalent?: |
| 21:36:39 | raptor | if(U32(selectedIndex) < U32(mMenuItems.size()) && mMenuItems[selectedIndex]->handleKey(inputCode, ascii)) |
| 21:36:41 | raptor | processMenuSpecificKeys(inputCode, ascii); |
| 21:36:42 | raptor | else |
| 21:36:44 | raptor | processKeys(inputCode, ascii); |
| 21:37:12 | Watusimoto | no |
| 21:37:53 | Watusimoto | I'll rewrite... just a sec |
| 21:38:49 | Watusimoto | if(U32(selectedIndex) < U32(mMenuItems.size()) && mMenuItems[selectedIndex]->handleKey(inputCode, ascii)) |
| 21:38:50 | Watusimoto | { |
| 21:38:50 | Watusimoto | // Do nothing |
| 21:38:50 | Watusimoto | } |
| 21:38:50 | Watusimoto | else if(processMenuSpecificKeys(inputCode, ascii)) |
| 21:38:50 | Watusimoto | { |
| 21:38:51 | Watusimoto | // Do nothing |
| 21:38:53 | Watusimoto | } |
| 21:38:55 | Watusimoto | else |
| 21:38:58 | Watusimoto | processKeys(inputCode, ascii); |
| 21:39:16 | Watusimoto | you can see why I didn;t like the C++ syntax... |
| 21:39:24 | Watusimoto | it's confusing too |
| 21:40:03 | Watusimoto | I'm not altering the file -- if you like this better, you can paste it in on your end |
| 21:42:21 | Watusimoto | possibly better? |
| 21:42:23 | Watusimoto | if(!(U32(selectedIndex) < U32(mMenuItems.size()) && mMenuItems[selectedIndex]->handleKey(inputCode, ascii))) |
| 21:42:23 | Watusimoto | if(!processMenuSpecificKeys(inputCode, ascii)) |
| 21:42:23 | Watusimoto | processKeys(inputCode, ascii); |
| 21:42:32 | Watusimoto | all terrible |
| 21:43:51 | raptor | ha ha ok |
| 21:43:56 | Watusimoto | or more verbose |
| 21:43:57 | Watusimoto | bool keyHandled = (U32(selectedIndex) < U32(mMenuItems.size()) && mMenuItems[selectedIndex]->handleKey(inputCode, ascii)); |
| 21:43:57 | Watusimoto | if(!keyHandled) |
| 21:43:57 | Watusimoto | keyHandled = !processMenuSpecificKeys(inputCode, ascii) |
| 21:43:57 | Watusimoto | if(!keyHandled) |
| 21:43:58 | Watusimoto | processKeys(inputCode, ascii); |
| 21:44:15 | Watusimoto | that last one is probably the clearest |
| 21:44:31 | Watusimoto | oops... take out the ! in the second keyHandled |
| 21:46:54 | Watusimoto | or stick with the orginal, but add this comment |
| 21:46:55 | Watusimoto | / Try all three key handlers in turn until we find one that returns true, signaling that it processed the key |
| 21:47:55 | Watusimoto | or |
| 21:47:56 | Watusimoto | if((U32(selectedIndex) < U32(mMenuItems.size()) && mMenuItems[selectedIndex]->handleKey(inputCode, ascii)) || |
| 21:47:56 | Watusimoto | processMenuSpecificKeys(inputCode, ascii) || |
| 21:47:56 | Watusimoto | processKeys(inputCode, ascii)) |
| 21:47:57 | Watusimoto | { |
| 21:47:59 | Watusimoto | // Do nothing |
| 21:48:01 | Watusimoto | } |
| 21:48:05 | raptor | hahaha |
| 21:48:21 | Watusimoto | else |
| 21:48:23 | Watusimoto | { |
| 21:48:30 | Watusimoto | // Do nothing here, either |
| 21:48:36 | Watusimoto | } |
| 21:49:03 | raptor | this seems clearest to me: http://pastie.org/3644094 |
| 21:49:35 | Watusimoto | looks great |
| 21:49:42 | Watusimoto | I can almost make out what it does |
| 21:50:35 | Watusimoto | there may be one other place I used this logic, but generally I shied away from it |
| 21:51:49 | raptor | even better?: http://pastie.org/3644104 |
| 21:52:15 | Watusimoto | yes, but wrong |
| 21:52:21 | raptor | rats |
| 21:52:32 | Watusimoto | that outer if condition only applies to the first keyhandled thing |
| 21:52:38 | raptor | ah ok |
| 21:52:40 | Watusimoto | the other two happen either way |
| 21:52:51 | raptor | ok |
| 21:53:03 | Watusimoto | but other than that, pleasantly clear |
| 21:56:16 | raptor | so like this: http://pastie.org/3644135 |
| 21:57:20 | raptor | and now that i think about it, you're right c/c++ doesn't really have a good negative boolean expression syntax |
| 22:03:11 | Watusimoto | I think this was best |
| 22:03:12 | Watusimoto | http://pastie.org/3644094 |
| 22:03:16 | Watusimoto | i.e. your first |
| 22:07:08 | raptor | okey doke |
| 22:39:38 | raptor | well, it compiled.... |
| 22:48:17 | raptor | i sure broke stuff |
| 22:48:29 | raptor | well, i gotta go. see you later |
| 22:49:06 | | raptor Quit () |
| 23:02:39 | Watusimoto | later |
| 23:09:53 | | BFLogBot - Commit 71c864ca8f97 | Author: watusim...@bitfighter.org | Log: I *think* this fixes the nexus timing issues... I'm leaving in my debugging statements for the moment -- if you are hosting on your machine, it will from time to time print out to the console the client and server opinions about when the nexus should next change phase. As long as these numbers are identical, you won't get the "can't return flags to the nexus" error. If they diverge, there is trouble. Tried to both combine similar concepts and stop overloading dissimilar ones in an attempt to get a handle on this problem. Will test further tomorrow. |
| 23:09:54 | | BFLogBot - Commit f122fe3e220f | Author: watusim...@bitfighter.org | Log: Merge |
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