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| 00:27:03 | raptor | what happened to 'Bitfighter sam686'? |
| 00:29:35 | sam686 | not sure.. |
| 00:29:59 | sam686 | the server is still there, maybe bitfighter might have just crash... |
| 00:30:26 | raptor | also, cracatoa's supernova server is running 3 times again |
| 00:33:36 | Heyub | lol |
| 00:37:43 | sam686 | i should try building with -o2 -g , not sure if that work, if it does, at least i could get something when it does crash (with -g) and without big slowdown (by using -O2) |
| 00:38:09 | raptor | it works |
| 00:38:25 | raptor | you get decent stack traces, but not variable values passed into methods |
| 00:39:04 | sam686 | it won't be full debug information due to some variables being optimized out, and some function being inlined... |
| 00:39:10 | raptor | yep |
| 00:39:31 | sam686 | but at least thats better then slowdown caused by not using -O2 |
| 00:44:08 | sam686 | i should try the latest changes, we are still at the code that is compatible with 017, right? |
| 00:44:14 | raptor | umm... |
| 00:44:21 | raptor | the latest has lua problems |
| 00:44:29 | raptor | but i think still protocol-compatible... |
| 00:44:59 | sam686 | any LUA stuff is server side (and editor side), not client side.. |
| 00:45:24 | raptor | yes - is it stable for you to run bots? |
| 00:45:46 | sam686 | i will find out when i do run the latest code in server |
| 00:45:50 | raptor | hehe |
| 00:45:54 | raptor | good luck... |
| 00:46:10 | raptor | you'll have to change your levelgens i think |
| 00:46:31 | sam686 | yes, i just need to upload my levelgen file |
| 01:10:07 | sam686 | i guess everything works with the latest code (so far)... (using "wget http://sam686.maxhushahn.com/upload/6357.levelgen " for my levelgen ) |
| 01:10:15 | raptor | hooray! |
| 01:11:28 | sam686 | it does appear to fit 80 robots with maybe little slowdowns... in bitmatch |
| 01:11:42 | raptor | that's much better though isn't it |
| 01:12:17 | sam686 | PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND |
| 01:12:17 | sam686 | 22523 sam686 16 0 23432 9.9m 3104 R 49.7 1.9 0:47.09 bitfighterd |
| 01:12:25 | sam686 | thats while doing 80 robots |
| 01:12:37 | raptor | that's way better! |
| 01:13:02 | | BFLogBot - Commit a72ea8fe0794 | Author: buckyballreaction | Log: Revert BirdOfPrey ship design and add flames; disable bots using new shapes for now |
| 02:46:54 | raptor | does s_bot shoot worse now? |
| 02:47:10 | raptor | seems like the aim is off when moving in sync with it at an angle |
| 02:47:23 | raptor | must have to do with the timing.. |
| 02:47:31 | raptor | err, the control tick |
| 03:06:22 | sam686 | maybe the robots having only 30 ticks per second (instead of 100, the usual server fps) is making robot aim a little worse? |
| 03:06:44 | raptor | i think that is the case - but i'm not sure why... |
| 03:07:05 | raptor | it was even worse before, but i fixed it by not using getTime |
| 03:07:37 | raptor | have you noticed it being worse? |
| 03:08:28 | raptor | wait! |
| 03:08:31 | raptor | it's not worse |
| 03:08:41 | raptor | it's the same - i just tested with 017a... |
| 03:08:44 | raptor | so never mind |
| 03:08:51 | sam686 | that means, one game tick, robot calculates aiming, moving, and such, the next tick, the robot moved, but doesn't calculate anything (like in LUA), and doesn't change aiming either.. (eventually it recalculates on the next robot tick of running LUA) |
| 03:09:23 | sam686 | as in, every game ticks all robots move (and all bouncy objects, all asteroids movements) |
| 03:10:03 | sam686 | but, now we are limiting the LUA robot run time, which does the aiming calculation to about 30 per second, producing somewhat worse aiming for robot |
| 03:10:33 | raptor | it is actually the same... 30 per second is still more than how many bullets can get shot per second |
| 03:10:43 | raptor | but i'm going to compare with 015a... |
| 03:12:07 | raptor | yep, same as 015a, too |
| 03:12:19 | raptor | ok nevermind |
| 03:12:25 | raptor | s_bot is still ok |
| 03:12:51 | sam686 | maybe its the robots random aiming to prevent "too hard" (as in the robot aiming shakes back in forth) |
| 03:13:08 | raptor | yeah - i'm thinking it is other minor factors like that |
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| 04:43:21 | raptor | well goo dnight |
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| 15:00:16 | raptor | good morning! |
| 15:40:02 | Heyub | Good morning! |
| 15:41:02 | raptor | hi Heyub |
| 15:41:18 | Heyub | Hello |
| 15:42:39 | raptor | watusimoto: sam686 decided to put the latest LUA changes in 'production', so to say: he recompiled his 'Bitfighter sam686' server to run on it |
| 15:43:35 | raptor | so far so good, with drastic memory and CPU usage reductions |
| 16:15:20 | watusimoto | good |
| 16:15:44 | watusimoto | so the smart pointer thing isn't going to work |
| 16:15:53 | raptor | :( |
| 16:16:20 | watusimoto | yeah, but there may yet be a solution that doens't involve manually creating proxies for all objects |
| 16:16:31 | watusimoto | possibiliites include templates and/or macros |
| 16:16:36 | raptor | ah templates |
| 16:16:43 | raptor | i still need to wrap my head around those |
| 16:17:01 | watusimoto | on the plus side, I have test items working with luawrapper, and it seems quite stable |
| 16:17:12 | raptor | any advantages? |
| 16:17:23 | raptor | (over Lunar) |
| 16:17:24 | watusimoto | I'm going to be away on a trip until Friday, btw, so I may be scarce |
| 16:17:33 | raptor | ok |
| 16:17:40 | watusimoto | main advantage at this point is the built in support for inheritance |
| 16:17:50 | watusimoto | which will reduce duplicate code |
| 16:17:59 | watusimoto | and no dynamic_casts |
| 16:18:13 | watusimoto | and no thunk method :-) |
| 16:18:20 | raptor | oooo |
| 16:18:24 | watusimoto | it is a lot like lunar, but feels cleaner |
| 16:18:39 | raptor | i can get behind that... |
| 16:18:52 | raptor | cleanliness helps the mind be at peace |
| 16:18:58 | watusimoto | so I will probably check in my test item code tonight, so I can access it if I get some time while I'm on the road |
| 16:19:06 | raptor | ok |
| 16:19:19 | watusimoto | it is stable, but I wouldn't put it on a server without further testing |
| 16:19:27 | raptor | ok i'll just stay away from it |
| 16:19:39 | watusimoto | in any case, it will only affect testitems, which barely come into play with bots |
| 16:20:19 | raptor | i've been thinking about putting up a post in the forums about bot body shapes (then I can close a bug!) |
| 16:20:19 | watusimoto | I wrote a test item proxy class, and am using that as a model for figuring out how to generalize the proxy creation |
| 16:20:27 | watusimoto | sounds good |
| 16:20:56 | watusimoto | you can look at the way the test item interface is written for luawrapper |
| 16:20:58 | raptor | i was thinking i'd show pictures and mention that the code will be disabled until a valid gameplay usage, other than novelty, is thought up for them |
| 16:20:59 | watusimoto | it is pretty simple |
| 16:21:09 | raptor | ok |
| 16:21:18 | watusimoto | much more so than other classes that use proxies (projectiles and ships) |
| 16:21:35 | raptor | the proxy code bugs me a bit |
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| 16:21:53 | watusimoto | one thing we could do is allow users to display bots as other body shapes on their own machines |
| 16:21:55 | raptor | because of the cleanliness factor.. |
| 16:21:58 | watusimoto | an INI setting or something |
| 16:22:07 | watusimoto | well, you can look at the code; they're not too bad |
| 16:22:34 | raptor | well, i'll make the post, close the bug, and see the reaction... |
| 16:22:37 | raptor | :) |
| 16:22:46 | watusimoto | smart pointers won't work because objects are passed to lua by pointer, and the smartpointer has no way of reference counting that |
| 16:22:53 | raptor | ah |
| 16:22:58 | watusimoto | hence the need for proxy |
| 16:23:29 | watusimoto | the proxy is basically a pointer to the original data object, with a boolean reporting wither the original has been deleted |
| 16:24:04 | watusimoto | lua controls the life cycle of the proxy, c++ controls the life cycle of the data object |
| 16:24:12 | watusimoto | either can exist without the other |
| 16:24:29 | raptor | yuk |
| 16:25:09 | watusimoto | so when lua wants to know the position of an object, it asks the proxy, the proxy checks if the object has been deleted. if so, it returns nil, if not, it passes the request on to the object and returns the result |
| 16:25:40 | watusimoto | the alternative is lua making calls ona deleted object, which causes crashes very quickly |
| 16:27:05 | raptor | lots o' crash |
| 16:28:11 | raptor | so that means to get around the proxy, you need a 'smart' templated object of sorts that can return nil if it detects the c++ object is deleted? |
| 16:30:03 | watusimoto | I don't think you can get around the need for the proxy -- the key is how simple can we make them and how automatic? |
| 16:30:24 | raptor | yes, i think that's what I meant |
| 16:30:25 | watusimoto | or can we find a way to use a single proxy class for all our objects |
| 16:30:41 | watusimoto | right now we need one proxy class per object class |
| 16:30:53 | raptor | the logical idea of a proxy is still important, but we have so much intertwined code |
| 16:30:54 | watusimoto | if I can get it to one class for any object, that would be great |
| 16:31:28 | watusimoto | then we could get rid of luarobot and luaprojectile classes which are heavy proxy classes |
| 16:32:02 | watusimoto | luawrapper uses static methods for a lot of stuff, which I don't like, but does simplify the proxy issue |
| 16:32:18 | watusimoto | because things lunar wants on the proxy can be statics anywhere |
| 16:32:34 | raptor | have you seen this?: http://codereview.stackexchange.com/questions/10421/luaproxy-semi-automatic-exportation-of-c-classes-to-lua |
| 16:34:56 | watusimoto | not sure they are using the proxy for the same thing as I'm describing |
| 16:35:03 | raptor | seems like several people have done work on different things... |
| 16:35:17 | raptor | but no one great project to rull them all |
| 16:35:21 | raptor | *rule |
| 16:37:53 | raptor | this is the second time i've come across OOLUA, but now I have a different outlook since I understand a bit more: http://code.google.com/p/oolua/ |
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| 16:55:39 | watusimoto | I'm not sure it would improve our lot a lot |
| 16:55:47 | watusimoto | especially as we're using luavec |
| 16:55:53 | watusimoto | and I'm not sure they are compatible |
| 16:56:05 | raptor | yeah, looking through it again, it seems like it isn't much different than Lunar |
| 16:59:00 | raptor | were you ever in contact with the lua-vec developers? |
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| 17:49:25 | watusimoto | no |
| 17:49:35 | watusimoto | I think it's left for dead |
| 17:49:42 | watusimoto | I may be able to upgrade it though |
| 17:51:17 | raptor | oh neat - you can download lua-vec as a patch |
| 18:02:40 | watusimoto | though we patched the patch |
| 18:02:47 | watusimoto | ok, heading home... 8PM here |
| 18:02:48 | watusimoto | bye |
| 18:02:53 | raptor | bye |
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| 19:29:09 | raptor | http://bitfighter.org/forums/viewtopic.php?f=4&t=1447 |
| 19:29:14 | raptor | now to see the backlash... |
| 19:35:27 | Heyub | To the chopping block! |
| 19:35:57 | raptor | i fear for my head |
| 19:36:05 | Heyub | lol |
| 19:37:43 | Heyub | I like the bird of prey, the box is... well... a box lol |
| 19:37:58 | raptor | haha, yep |
| 19:38:08 | raptor | but it was the pinnacle of my creation! |
| 19:38:47 | raptor | the trick is making a shape simple enough to not be distracting and easy enough to tell where the front is.. |
| 19:39:05 | Heyub | Yeah |
| 19:39:35 | Heyub | They could be handy for dungeon maps though. |
| 19:40:10 | Heyub | If each shape had a certain weapon it used (burst, phaser, triple) would be interesting. But thats just dongeon maps. |
| 19:40:36 | Heyub | Err, if they were bots, would be annoying to limit humans to a specific weapon haha. |
| 19:40:39 | raptor | that's the 'functional-type' idea we'd want for justifying their use |
| 19:41:00 | raptor | make a specific bot a specific shape is a good idea |
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| 22:00:34 | | BFLogBot - Commit b34747cc11fe | Author: watusim...@bitfighter.org | Log: Initial exploration of LuaWrapper |
| 22:00:35 | | BFLogBot - Commit f7b588973bda | Author: watusim...@bitfighter.org | Log: Merge |
| 22:00:37 | | BFLogBot - Commit 49e91e1420d3 | Author: watusim...@bitfighter.org | Log: Introduce LuaWrapper code, sample testItem lua proxy. Still very much a work in progress. |
| 22:00:38 | | BFLogBot - Commit 18664c6f25ab | Author: watusim...@bitfighter.org | Log: Merge |
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