Timestamps are in GMT/BST.
| 00:56:23 | ir0x539 | For anyone who wants to play... hosting a big game starting in 4 minutes |
| 01:01:02 | IAmBeard | i might join in for a little bit :) |
| 02:03:05 | | raptor Quit () |
| 02:12:45 | ir0x539 | gg |
| 02:13:28 | Heyub|2 | Yes, that was fun :) |
| 02:14:02 | IAmBeard | for what I played, it was a good time |
| 02:14:10 | IAmBeard | have you gents thought of trying to do this weekly? |
| 02:14:23 | ir0x539 | possibly :P |
| 02:14:25 | ir0x539 | ahaha |
| 02:14:28 | IAmBeard | or biweekly? just some regular schedule so new players can have more of a feel for the game |
| 02:14:32 | ir0x539 | most of those people havent played before |
| 02:14:43 | IAmBeard | so far my experience has been up to maybe 5 players (other than this evening) |
| 02:14:43 | ir0x539 | or have only played 0-2 times more like |
| 02:14:48 | ir0x539 | i just got into it recently |
| 02:14:52 | IAmBeard | :D |
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| 02:20:52 | Myzaree | Was fun, gg |
| 02:21:23 | sam686 | yes, one of a few times of about 10 or more players on bitfight6er.. |
| 02:23:47 | raptor | now some of those games were fun! |
| 02:24:45 | ir0x539 | question... what does that score mean next to your name? |
| 02:24:51 | ir0x539 | and how is it calculated? |
| 02:24:52 | IAmBeard | raptor / sam686 how many threads is bitfighter currently using? |
| 02:25:09 | sam686 | mostly one only |
| 02:25:13 | raptor | ir0x539: in the scorebard in-game? |
| 02:25:36 | sam686 | though, openAL-soft is probably running a seperate thread to process sound and mixing them.. |
| 02:26:12 | raptor | yes, openAL is running it's own |
| 02:26:26 | raptor | but it needs to be updated through our master loop |
| 02:26:33 | sam686 | there is a thread we (mostly i) coded, dedicated to saving game stats without freezing for a second.. |
| 02:26:49 | raptor | oh and the master server connection thread |
| 02:26:56 | sam686 | but, not on master, yet |
| 02:27:53 | sam686 | master is not as critical to provide low lag all the time as game server is.. (master server lag for 1000 PING spike one time a day or so won't hardly affect game play in a server) |
| 02:29:21 | sam686 | mostly, any mysql saving for searching can cause slowdown (mostly, TCP connection having to wait for connection and such), unless on a seperate thread.. |
| 02:30:44 | sam686 | a problem with TCP i guess is when trying to send too much data through TCP, the sender pauses (can't process anything on the current thread) until the other side does finally read it |
| 02:31:32 | sam686 | UDP can be sent as much as it can without waiting, but need a way to make sure it is actually sent, TNL handles most of that. |
| 02:31:32 | IAmBeard | okay, because i wrote a generic threading system that we can probably use for some processing |
| 02:31:45 | IAmBeard | probably physics |
| 02:32:08 | IAmBeard | and i could theoretically use it for sending UDP stuff |
| 02:33:28 | raptor | ir0x539: if it's the score on the scoreboard that goes form -1.0 to 1.0; then it is a normalized version of a kill/death ratio |
| 02:33:52 | sam686 | multithreading doesn't benefit at all on old computers with only single CPU core (unless its the TCP pausing or Sleep() which does benefit), also several cheap VPS servers only provides one CPU.. |
| 02:34:11 | ir0x539 | got ya very cool |
| 02:34:41 | sam686 | mysql connection and such often have a "TCP connecting pauses CPU" slowdown problem |
| 02:36:47 | IAmBeard | ir0x539, next time, we should record the game and toss it on youtube - bitfighter needs a good video that we can toss on the front page |
| 02:37:10 | IAmBeard | sam686 i was thinking of multithreading mostly for clients |
| 02:37:14 | sam686 | i could of recorded, but i wasn't prepared to record that time.. |
| 02:37:15 | raptor | IAmBeard: sam686 and _k have put up loads of good video on their channels |
| 02:37:26 | IAmBeard | oh, I didn't know |
| 02:37:39 | raptor | sam686 has a channel, and there is one called BitfighterVideo (I think) |
| 02:37:52 | raptor | a video on the home page points to it... (I think... again) |
| 02:38:15 | sam686 | http://www.youtube.com/user/sam6861 I have a bunch of videos in "Bit Bitfighter Battle" 2 - 8 |
| 02:40:05 | sam686 | nearly all my videos have sound (and no music) |
| 02:40:22 | IAmBeard | sam686 / raptor , should i toss in some sort of recording mechanism into my version of bitfighter? i know we have the journalling, so i'd just implement something that would keep the journal record to either share online, or watch in the game |
| 02:40:37 | raptor | journaling is non-existent |
| 02:40:46 | IAmBeard | zapjournal.* ? |
| 02:40:46 | raptor | we had to rip it out because it was broken for so long... |
| 02:40:47 | sam686 | http://www.youtube.com/user/BitfighterVideo (there is no sound no music on half of video there, and music on other half, and sound only on one video) |
| 02:40:55 | IAmBeard | oh, okay |
| 02:40:59 | raptor | i guess there may still be remnants |
| 02:41:21 | raptor | some day we would like to reimplement the journal |
| 02:41:29 | sam686 | I haven't hardly tried to get the in-game recoring going |
| 02:41:34 | IAmBeard | in that case, should I write some sort of state tracking so we can bring it back? |
| 02:42:13 | sam686 | old version of bBitfighter 015 and older had a -jrecord -jplay but thats start up command only and is difficult to use.. |
| 02:42:29 | IAmBeard | for recording, i'd have it record the whole game, and it would be possible to go into a "director mode" of sorts to watch particular bits of action, and possibly export to a video file |
| 02:42:49 | raptor | it would be nice to have saved games... |
| 02:43:13 | raptor | also we have an observer mode plan somewhere... |
| 02:43:22 | IAmBeard | because i can just snapshot the physics state every second or so and interpolate between those and create a video |
| 02:43:40 | raptor | how would you snapshot it? does squirrel physics do that? |
| 02:43:46 | IAmBeard | lol - chipmunk |
| 02:43:53 | raptor | uhhh.. yeah :) |
| 02:43:54 | raptor | that |
| 02:43:57 | raptor | oops |
| 02:43:57 | IAmBeard | i'd have to iterate all the physics bodies, but it's possible :P |
| 02:44:25 | IAmBeard | just toss that in a separate thread while you play, and bam, you're good to go |
| 02:44:41 | raptor | the old journal worked by recording all the inputs from the player |
| 02:44:45 | raptor | it seemed clunky |
| 02:44:51 | raptor | (in the code) |
| 02:45:01 | raptor | i wonder if physics snapshots would be better... |
| 02:45:08 | IAmBeard | yeah, i think that's bad, considering inputs may not have the same accuracy in the client over the server |
| 02:45:18 | IAmBeard | physics snapshots would be inifintely better |
| 02:45:22 | IAmBeard | *infinitely |
| 02:45:27 | raptor | i actually have no experience with saving games |
| 02:45:28 | sam686 | binary file for replay file will be good for smaller size and better speed then plain text (having to convert string to number slowdown) |
| 02:45:41 | raptor | ws the old journal text? |
| 02:45:46 | sam686 | ando, i would want a fast forward, rewind, skip to this position of video, and such... |
| 02:46:05 | sam686 | old jurnal was binary |
| 02:46:38 | IAmBeard | that's all possible with physics snapshots - espeically because we can compress a lot of the data (static bodies, like walls, don't move, therefore we only need to record their positions once) |
| 02:47:22 | raptor | interesting... |
| 02:47:36 | sam686 | oh and there is a zlib compression, (used for PNG screenshots ctrl + Q) |
| 02:47:46 | sam686 | can be used for replay file |
| 02:47:54 | IAmBeard | yup, we can do our own text-level compression, plus zlib |
| 02:48:02 | sam686 | as in, zlib compression |
| 02:48:08 | IAmBeard | :) |
| 02:48:13 | IAmBeard | i'll make a note to add that in |
| 02:49:29 | sam686 | usually, in-game recorder that records position, inputs, and such have tiny CPU hit, compared to reading every single pixel 30 times a second especially on high resolution,.. |
| 02:50:02 | sam686 | my computer with AGP Radeon 9200 can just barely record at 30 frames per second at 960 x 720 (my pentium 4 computer) |
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| 02:50:51 | raptor | man, i wish i could understand the haskell programming language |
| 02:51:18 | raptor | the hedgewars game has a small binary save format that works exactly like we need - but it is written in haskell |
| 02:51:29 | IAmBeard | why do you need to know haskell? |
| 02:51:57 | raptor | ^^ to figure out the hedgewars binary save |
| 02:52:19 | IAmBeard | oh, don't worry about that, I have a format in mind that should be fairly minimal |
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| 02:54:58 | sam686 | could try using hex editor, but editing might damage the binary file if not careful.. http://sam686.maxhushahn.com/upload/hex_editor_hxd.png (thats a normal bitfighter.log, binary files won't hardly have readable string) |
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| 02:58:40 | sam686 | hi raptor, you missed one small message between your "raptor has left" and "join" |
| 02:59:38 | raptor | hi saw it, thanks |
| 03:23:31 | raptor | ok, i guess i'd better learn git better |
| 03:23:40 | raptor | it's not like there's much difference between hg, git, and bzr |
| 03:24:52 | raptor | ok, we have a circular include... |
| 03:25:23 | raptor | in order to compile on linux, I need LuaObject in LuaWrapper.h, but LuaObject.h already includes LuaWrapper.h |
| 03:28:46 | raptor | ok, i know how to fix |
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| 03:42:08 | raptor | i think watusimoto used something crom c++11 standard... |
| 03:42:29 | raptor | see item.cpp:247 (through 251) |
| 03:43:01 | raptor | he is passing in the method getLoc, but that isn't static and there for has no pointer because it has no object |
| 03:46:34 | | BFLogBot - Commit d103dbd90f01 | Author: buckyballreaction | Log: Fix LuaWrapper to compile in linux |
| 03:46:50 | raptor | that was another fix, still have the problem |
| 03:54:44 | sam686 | i don't know if your recent changes you pushed / commited (a few minutes ago) will produce link error of multiple "duplicate luaW_doMethod"? (should be static?) |
| 03:54:57 | raptor | that is the second error |
| 03:54:58 | sam686 | i mean "returnNil" not |
| 03:55:15 | raptor | wait what? |
| 03:55:21 | sam686 | i am still building, so i will wait and see if thats a problem |
| 03:55:24 | raptor | ok |
| 03:55:44 | raptor | the next error is really difficult (item.cpp: 247) |
| 03:59:52 | sam686 | http://sam686.maxhushahn.com/upload/text1205/120504_22-05-03.txt look at the very bottom, hunderds of link error |
| 03:59:52 | sam686 | error LNK2005: "int __cdecl returnNil(struct lua_State *)" (?returnNil@@YAHPAUlua_State@@@Z) already defined in UI.obj |
| 04:00:28 | raptor | what |
| 04:00:44 | raptor | ah, linker error |
| 04:00:55 | sam686 | maybe its because that function 'int returnNil(lua_State *L)" in LuaWrapper.h line 799 |
| 04:00:56 | raptor | i can't even get that far |
| 04:01:05 | raptor | yes, i added that... |
| 04:01:13 | raptor | i will remove, i guess... |
| 04:01:29 | sam686 | or you can add a "static" or forward declare |
| 04:01:38 | sam686 | by moving to a .cpp file |
| 04:02:45 | raptor | ok i just fixed |
| 04:06:41 | | BFLogBot - Commit ebd16017d27e | Author: buckyballreaction | Log: Fix my previous fix |
| 04:07:52 | raptor | sorry for the recompiles... |
| 04:12:49 | sam686 | maybe the problem is item::getLoc is virtual (it might work if it wasn't virtual?) |
| 04:15:16 | raptor | maybe - but it needs to be virtual, and non-static |
| 04:57:28 | raptor | sooo... can you even compile? |
| 04:57:37 | raptor | i think i'm too tired to solve this right now.. |
| 04:58:08 | raptor | maybe i'll just send a message to watusimoto |
| 04:58:16 | sam686 | i compiled for windows ,but not for linux |
| 04:59:41 | sam686 | templates tends to be a little comfusing with why it works for one compiler but not for another, and i wonder which is correct? |
| 04:59:50 | sam686 | and i wonder which is more flexible? |
| 04:59:54 | raptor | i'm sure gcc is *correct* |
| 05:00:00 | raptor | and vc++ is flexible |
| 05:04:34 | sam686 | i kind of not like template very much, it is a little bit confusing to me it seems, and can slow down compiling by making header files bigger.. |
| 05:05:01 | raptor | yeah |
| 05:08:07 | raptor | ok, sent an e-mail to watusimoto |
| 05:08:12 | raptor | i'm going to bed |
| 05:08:14 | raptor | good ngiht! |
| 05:08:19 | sam686 | night |
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| 10:07:15 | | BFLogBot - Commit cbe698338fc4 | Author: watusim...@bitfighter.org | Log: Remove defunct code |
| 10:07:17 | | BFLogBot - Commit 438a0d5a8ade | Author: watusim...@bitfighter.org | Log: Merge |
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| 12:58:55 | IAmBeard | good morning |
| 12:59:02 | IAmBeard | and a beautiful one here in canada |
| 13:09:56 | kodaws | is there ever an ugly morning in canada? |
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| 13:28:42 | IAmBeard | hah |
| 13:28:59 | IAmBeard | Watusimoto, would you be open to changing how the ships fly a little? |
| 13:29:50 | IAmBeard | and by fly, i mostly mean shoot/aim |
| 13:30:08 | IAmBeard | although, the more i think of it, the more i don't like changing it |
| 13:30:19 | IAmBeard | so you can probably effectively ignore that |
| 13:59:59 | IAmBeard | what do you gents think of a light-based game mode, where the whole level is dark and your ship emitts a small amount of light, and you can deploy flares? |
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| 21:00:20 | raptor | howdy folks |
| 21:00:39 | raptor | Watusimoto: did you get my e-mail? |
| 21:01:20 | Watusimoto | hi |
| 21:01:25 | raptor | hi |
| 21:01:27 | Watusimoto | no? checking |
| 21:01:39 | Watusimoto | luaw problem? |
| 21:01:43 | raptor | it has to do with LuaW |
| 21:01:45 | raptor | yes |
| 21:01:56 | raptor | and our pedantic friend GCC |
| 21:01:57 | Watusimoto | oh boy |
| 21:02:14 | Watusimoto | well, I'm continuing to work with this stuff, so lets take a look after my next checkin |
| 21:02:18 | raptor | ok |
| 21:02:52 | Watusimoto | that code that caused problems, though, will still be there |
| 21:03:00 | Watusimoto | but I got the idea from StackOverflow |
| 21:03:09 | Watusimoto | so it's not so far out of the realm of reality |
| 21:03:18 | raptor | hehe, ok |
| 21:03:35 | Watusimoto | but I understand your comment about static method |
| 21:03:35 | raptor | i think it's looking really good so far - i just wish i could compile :) |
| 21:03:47 | Watusimoto | well, if this next bit works, it will look a lot better |
| 21:04:13 | Watusimoto | all the registration code will be with the objects themselves, not with the far-off LuaObject class |
| 21:04:25 | Watusimoto | but... linker errors |
| 21:04:28 | Watusimoto | endless linker erros |
| 21:04:32 | raptor | ha |
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| 22:14:51 | Watusimoto | I hate templates |
| 22:15:00 | Watusimoto | just want that on the record |
| 22:40:36 | sam686 | small mystery... why would LUA use Item::luaMethods is it is not an "Item", it would use a different non-item LuaMethods i think.. |
| 22:42:35 | sam686 | i guess static vs non-static.. |
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| 23:12:46 | raptor | templates are your friend, until you decide to use them |
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| 23:18:38 | sam686 | i kind of want c++ scripts instead of LUA... https://www.google.com/search?q=c%2B%2B%20script mostly because it can allow easy conversion between script and native c++ speed |
| 23:18:48 | zoomber_mbp | hey sam686 |
| 23:19:04 | zoomber_mbp | did you get your bit fighter server running? you can use my 216 server too possibly |
| 23:19:27 | sam686 | oh, i should try to now.. |
| 23:20:01 | zoomber_mbp | give me a second as i go on my desktop instead |
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| 23:24:28 | sam686 | hg clone https://code.google.com/p/bitfighter/ bf017 abort: out of memory |
| 23:24:38 | sam686 | i never thought HG can ran out of memory... |
| 23:25:04 | raptor | what?? |
| 23:25:20 | raptor | never seen that... |
| 23:49:41 | Zoomber | no, |
| 23:49:41 | Zoomber | s |
| 23:49:48 | Zoomber | something's taking up all the memory on that server sam |
| 23:50:02 | Zoomber | and not too sure what to do about it |
| 23:50:13 | Zoomber | i'm assuming your on the 216 server |