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IRC Log for 2012-05-26

Timestamps are in GMT/BST.

00:07:39sam686 Quit (Ping timeout: 245 seconds)
00:11:38BFLogBot - Commit c263f457bdf4 | Author: buckyballreaction | Log: All Lua classes registered in parent-first order now. Quite ugly, but it gets the job done
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00:46:54raptorall alone!
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04:30:44raptorhello hello
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04:41:42raptorhi Watusimoto, must be early :)
04:42:00raptorsam686: s_bot starts up now with my latest change, but dies if it sees you
04:56:47sam686hi
04:56:55raptorhello
04:57:12raptorI'm trying to clean up some of the Lua bugs
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04:58:54sam686one problem with my newer computer with Pentium D, hard disk is kind of dying, yesterday it made a few strange noice as if scratching on glass..
04:59:07raptoruh oh, i'd replace it fast
05:01:16sam686although i don't hardly have any important data on it that is only on that dying hard disk (though i often copy my files into multiple disks)
05:01:22raptorsam686: if you see an error like this, what do you think the problem would be?:
05:01:23raptorTotal in stack: 1
05:01:25raptor1 : string: scripts/robot_helper_functions.lua:58: bad argument #1 to 'getFiringSolution' (Ship expected, got userdata)
05:06:00sam686there appears to be 2 LUA arguments passed to getFiringSolution, the type, and getItem..
05:20:51raptorlooks like bot:findItems isn't returning good data...
05:21:04raptoror maybe different data now that LuaW is the standard
05:22:46sam686whats the point of LuaWrapper.h line 254, "int x = 1;" is not used?
05:23:03raptori commented out it and the 'if(' statement right before it
05:23:22raptori think there is a lot of messy debugging code: i commentted out everything with 'XXXXX' in it
05:26:03IAmBeard Quit (Ping timeout: 246 seconds)
05:32:38sam686the whole lua script stuff is quite hard to debug and see what it is...
05:32:58raptoryeah - i've been using LuaObject::dumpStack and dumpTable
05:33:03sam686gameObject.cpp line 1248 "luaW_check<Ship>(L, index);" appears to return false...
05:44:14raptorrobot.cpp:1330
05:44:36raptorit is finding the ship (yourself) and casting it as BfObject
05:44:58raptori bet we could make that a static_cast
05:45:30raptorbut it is pushing BfObject *obj onto the stack
05:48:22raptorugh
05:48:39raptori think i'm heading to bed - i keep going around in circles...
05:48:45raptorgood ngith
05:48:47sam686ok, night
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20:42:23IAmBeardso, i just plugged my xbox360 controller in and tried bitfighter, it seems the axis data is a little off
20:42:36IAmBeardi'll fiddle with it and maybe submit a patch
20:48:22raptordescribe 'off'
20:48:40raptorthe triggers should not work because we don't have support for analog triggers
20:51:40IAmBeardno, the aiming joystick didn't line up
20:51:47IAmBeardit's like it was scaled wrong
20:53:07raptorwe don't do any scaling, but we do have small deadzones at the center of the axes to allow for controllers not always being perfectly center
20:59:07IAmBeardwell, on the right joystick for aiming, aiming up works, but as I move the joystick counter-clockwise, the aim starts to go off from the actual input
20:59:39raptori'd check diagnostics to see what the raw input actualy is being received
21:08:51IAmBeardwill do
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22:24:53raptorhi sam686
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22:50:25sam686hi
22:51:52raptorhi
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