#bitfighter IRC Log

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IRC Log for 2012-05-14

Timestamps are in GMT/BST.

02:03:58IAmBeard Quit (Quit: Leaving)
02:47:04zoomber_mbp has joined
02:47:09zoomber_mbphi raptor
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03:44:33raptor hi
03:44:35raptorbye
03:44:46sam686hi
03:45:21raptorhi
03:46:00sam686i seem to now find that rev b909d416e42a is not crashy anymore..
03:46:21sam686but, a51117a398a have a problem with NULL mGeometry crash...
03:46:40raptoryes, your fix seemed to fix everything
03:46:44raptorhow did you find that?
03:53:13sam686mostly, getFiringSolution gets 2 arguments, and robot_helper_functions.lua seem to convert one arg to 2 args, the first arg is item:getClassID(), the second is the item itself..
03:53:37sam686i find the first arg was completely wrong (zero most of the time)
03:53:54sam686and that was asteroid
03:53:59raptorhow did you dump the argument from th *L?
03:54:10raptori'm not very good with the lua stuff...
03:54:48sam686I simply put a breakpoint somewhere in LuaRobot::getFiringSolution, to look at type number
03:54:58FlynnnNT has joined
03:59:31raptorwatusimoto thought it was weird that your fix would fix the stack overflow
03:59:43raptorhe seemed to think that maybe LuaExceptions might leak
04:26:25raptori've been thinking about reimplementing a replay Journal
04:26:40raptorlooks like a lot of work
04:27:00raptorthis is an excellent article: http://www.gamasutra.com/view/feature/2029/developing_your_own_replay_system.php
04:30:52sam686looks like thinks break starting at rev 6ff27680abc5, added "GeomObject.cpp" file, null mGeometry
04:37:08sam686as for replay system, computers with more then 1 GB of free disk space can easily handle "Saving The State" by writing each frame to disk..
04:39:51sam686i think the old bitfighter 014 or older sort of use the "Deterministic " replay system, but it has to also record all incoming network communications, not just the controller input..
04:51:20raptori know that IAmBeard said saving physics states was better - but I think it would use LOTS of memory
04:51:27raptorwhich may not be better
04:52:19raptorbesides - that article talks about a hybrid technique - deterministic with 'keyframes' where you'd save the entire physics state every minute for faster jumping..
04:53:06sam686i am sure it won't use lots of RAM, when those frames can be saved in one file while saving the next and the next...
04:53:42sam686its kind of like saving screenshots in file, you won't screenshot and hold all the screenshot in RAM, would you?
04:55:35sam686but either way, "deterministic" may save lots of disk space compared to saving each frame state..
04:57:30sam686what the article is talking about is on a limited memory, no hard disk playstation 2 system..
04:58:56raptorso do you think deterministic would be better or state-saving would be better?
04:59:58sam686probably both, state-save every 20 seconds or so to allow fast seeking..
05:00:30raptori agree
05:00:33sam686hundreds of asteroids can make state-save only grow very big on file size
05:00:44raptoryes, i bet it would be HUGE
05:02:39sam686in a network game like bitfighter, the server can do the replay saving, as it can save everything in the game.
05:02:52raptoryes
05:02:57sam686but, maybe a client can do replay saving too, mostly a replay of making a level in editor?
05:03:17raptorthat's an intereting idea
05:03:26raptorand you could distribute it like a tutorial
05:05:44sam686the keyframe stuff sort of reminds me of video compressing having keyframe about every 2 seconds, as in mpeg 1-4 video compression..
05:06:56sam686lagarith RGB lossless compression fast enough for my computer, though every frame is keyframe for compression isn't that much... (same with huffyuv)
05:10:45raptoryes, me too
05:13:18raptorshould we think about separating the client GUI rendering into a different thread
05:13:19raptor?
05:14:20sam686not sure if that will improve performance, unless you are hosting...
05:15:20sam686bitfighter can run on old computer, most of old computer don't have more then one core CPU..
05:15:37sam686most newer computer is so fast, it can run bitfighter without multithreading..
05:15:48raptoryeah, ok - i just keep thinking that there should be some way to take advantage of multithreading for servers...
05:16:16sam686and many VPS servers have only one CPU allowed to use..
05:16:31raptoryes - i think we should probably just keep bitfighter very low CPU
05:24:43sam686i somewhat find the code a bit more messy with all the Geometry and EditorObject stuff, in bitfighter 013, it looks cleaner with mostly the lack of any editor specific functions in game objects, the stuff dedicated server don't use.
05:25:07raptoryes, that was when they were all WorldItems
05:25:26raptorand the Editor was almost completely self-contained
05:25:49sam686although, that tends to make UIeditor.cpp a bit messy, but good thing that was only one file only..
05:26:04sam686... until the mess spreads to so meny files..
05:26:24raptoryeah - at least we don't have the diamond class problem anymore..
05:27:08raptori only find one relationship that is messy now: http://bitfighter.org/~raptor/doxygen/post017b/class_zap_1_1_burst_projectile.html
05:28:05sam686all those "isSelected" functions in Geometry can easily be tracked on UIEditor only, by using Vector<Object*> ListOfSelectedObjects;
05:30:46sam686i see a problem, Geometry::flip calls setVert, will not call MoveObject::getVert ... because Geometry is not part of MoveObject
05:30:58sam686maybe thats why flip don't work..
05:31:26raptori haven't done any testing - i figure watusimoto isn't done moving things around
05:33:29sam686i am guessing the game code size and binary size could easily be much smaller in code size if the LUA and most of Editor stuff is taken away...
05:33:38raptori'm falling asleep
05:33:44raptoryep
05:33:52sam686ok, night..
05:33:54raptorgood night
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15:24:42IAmBeard'morning
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16:28:55raptorgood mornign
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17:33:06Heyub|2 has joined
17:33:18Heyub|2I think my airport card got burned up...
17:33:29raptoroh yikes
17:33:36raptortoo much web-browsing? :)
17:33:38Heyub|2I can't keep connection to anything
17:34:12Heyub Quit (Ping timeout: 246 seconds)
17:34:25Heyub|2It runs very hot...
17:34:35Heyub|2I literally mean it might have fried
17:34:54raptorice cube trays
17:35:06Heyub|2Six inch desk fan.
17:35:11raptorstick the laptop on ice cube trays
17:35:14raptoror that
17:36:00Heyub|2I bought a six inch USB fan pad for it but windows wont run it any faster than slow...
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19:31:26Watusimotohi
19:31:30raptorhello
19:36:34raptorsam686 said something about mGeometry being null somewhere and crashing
19:36:39raptorsince your latest merge
19:36:44Watusimotogreat
19:37:06raptori haven't gotten a crash yet, but i've specifically stayed away from the editor...
19:37:12WatusimotoI've got a lot of things ripped apart right now
19:37:20Watusimototrying to kill off luaItem
19:37:28Watusimotoand that whole branch of the tree
19:37:28raptorooooo
19:37:33raptorcool
19:37:36Watusimotowell, I;ve killed it, but nothing works
19:37:49Watusimotonow bfObject inherits right from luaObject
19:38:02Watusimotoand everything flows more normally
19:39:44WatusimotoI've also decided I should probably get rid of EditorObject again
19:39:55WatusimotoI really like the idea of it, but I just can;t make it work
19:40:06Watusimotoit depends on too many other things
19:40:17Watusimotoand it is easy to get sucked back into the dread diamond
19:40:28Watusimotowhich we DO NOT WANT
19:40:36raptordo not want
20:02:13raptorwell, just tell me if you want doxygen re-run
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20:37:18Watusimotoluarobot is gone
20:37:27raptorRIP
20:51:28Heyub has joined
20:53:16Watusimotoluaship is gone
20:59:13raptoroh b oy
21:02:56Watusimotoof course, nothing compiles
21:16:48raptorhooray!
21:28:55Watusimotolink errors out the wazoo!
21:31:12raptornew file missing? or instantiated something in a header?
21:43:05Watusimotojust tons of broken stuff
21:44:23Watusimotobuilt!
21:51:06sam686starting with "6ff27680abc5", the adding of GeomObject.cpp, is when the problem of NULL mGeometry started..
22:00:36raptorok heading out, be back later
22:00:38raptor Quit ()
22:24:04Watusimotowhat's the NULL problem?
22:27:01sam686trying to add spawn points in editor
22:27:22sam686goes for some other objects as well..
22:31:03Watusimotoodd
22:31:12WatusimotoI'm having problems with spawns in the editor as well
22:31:16Watusimotobut different
22:31:22Watusimotobut messed up
22:31:44WatusimototoString is being called instead of processArguments
22:32:11sam686i don't have any of your latest changes yet (the last one i see was 25 hours ago)
22:32:25Watusimotoyou don't want them just now
22:32:45sam686maybe your changes breaks even more?
22:32:56Watusimotoquite likely!
22:33:27Watusimotonever seen this before... I step into one method, but arrive at another
22:33:34Watusimotook, time for a complete rebuild
22:33:56Watusimotoif I can get into the editor, I'll take a look at the error you're having
22:34:38sam686make sure you are in debug build, as usual, it helps with debugging..
22:35:48Watusimotoyes
22:35:52Watusimotoalways
22:36:06sam686those printf in LuaWrapper.h is making my bitfighter_server.log files grows up to 0.5 GB in size...
22:37:18Watusimotofull rebuild fixed my problem
22:37:21sam686its those logprintf, besides increasing log file sizes, it slows down the hosting with robots..
22:37:23Watusimotowow
22:37:38Watusimotowell, all that garbage will be stripped out when things are stable
22:37:55Watusimotommm
22:38:02Watusimotonull geometry in a resource item
22:44:12Watusimotothere's garbage in the database
22:45:23sam686the null mGeometry problem started in rev (6ff27680abc5) Break out GeomObject into a separate file, make GeomObject a parent class of Database...
22:46:25sam686maybe a problem with copy constructors?
22:46:36Watusimotomy guess is it's the EditorObjectDatabase
22:46:47Watusimotothat somehow things are being miscasted
22:47:20sam686this null mGeometry also happens when flags is trying to return in CTF or Zone control..
23:16:38raptor has joined
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23:16:43raptorhi again
23:19:55koda Quit (Quit: koda)
23:27:35sam686i will go, may be back in about an hour..
23:27:40raptorbyebye
23:47:01raptoruh oh - if i don't commit something soon, i'm in danger of disappearing from the first google code changes page!
23:48:17Heyubwhat?

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