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IRC Log for 2012-06-16

Timestamps are in GMT/BST.

00:12:37-jtrucks- [Global Notice] - A reminder that at 2PM UTC on Saturday we have our long awaited services upgrade and database prune. All nicks unused for 150 days or more will be dropped from the database. Please make sure you have identified to your accounts and used your grouped nicks before the upgrade begins. Thank you!
00:13:05-jtrucks- [Global Notice] - Our services upgrade is scheduled for 2PM UTC on Saturday. We expect services to be unavailable for up to an hour, so please plan your channel management accordingly. Thank you!
00:16:05zoomber_mbp has joined
00:17:05zoomber_mbphi sam686
00:20:43raptor has joined
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00:21:41raptoroooo... commits
00:25:08zoomber_mbphi
00:25:19kaenhello
00:25:19raptorhi
00:25:23zoomber_mbpthis hotel has good wifi
00:25:31zoomber_mbpmakes me want to play bit fighter, if anyone wants to go on
00:25:59kaenI've been looking for someone all day
00:26:03kaenI'm noob though :P
00:26:04zoomber_mbpYES
00:26:06zoomber_mbpwait
00:26:08zoomber_mbpwe need am on
00:26:10zoomber_mbpsam*
00:26:13kaenheh
00:26:13zoomber_mbpme and you can take him on!
00:26:27zoomber_mbpsince he's practically impossible to beat one on one
00:26:39kaenshweet
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00:39:04kaen:/
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06:12:44-mrmist- Our services upgrade and database prune is scheduled to start at 2pm GMT, which is just slightly less than 7 hours away. There will be no chanserv or nickserv for around an hour. Consider opping up on your channels in advance of the outage. More messages to follow.
06:19:53-mrmist- The observant ones noticed that my last message contained an error, it's 8 hours away from how. Remember also that this outage will contain our database prune. Nicks older than 150 days unused will be dropped from the nickserv database. Remember to identify to your accounts and use your alt nicks. THanks!
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10:56:00BFLogBot - Commit a8eaf44ab756 | Author: watusim...@bitfighter.org | Log: whitespace
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12:15:57Watusimoto==== BITFIGHTER PUZZLE ====
12:16:00Watusimotohttp://pastie.org/4097486
12:16:15Watusimotouse the level file with the levelgen code in that pastie
12:16:32Watusimotothe object of the puzzle is to bring the asteroid to a full stop
12:16:49Watusimotoit *is* possible
12:17:23Watusimotoit *is* possible WITHOUT resorting to gimmicks such as introducing so many asteroids that the game grinds to a halt
12:17:38Watusimotoit *is* possible with the first asteroid, if you figure out the trick
12:17:49Watusimotoyou will need the latest code from the repo
12:18:52WatusimotoGood luck, gentlement!
12:19:03Watusimoto========================
12:21:13BFLogBot - Commit 7066a0e9994e | Author: watusim...@bitfighter.org | Log: Comment
12:21:14BFLogBot - Commit 122661d77184 | Author: watusim...@bitfighter.org | Log: onShipEnteredZone and onShipLeftZone events working
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12:44:23raptorgood morning!
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13:33:36-kloeri- [Global Notice] Hi all. We'll begin the services upgrade in half an hour so services will be down for a while. Staff will be present in #freenode and able to help in case of channel emergencies but please consider opping before services disappear. Thank you for using freenode.
13:55:32raptori did it! i stopped the asteroid
13:55:43raptorbut not after i laughed hard
13:56:05raptori mean, initial reaction to the puzzle made me laugh
14:21:24Watusimotothe whole thing is ridiculous, agreed
14:21:54raptori had decided to try the level out without studying the code first... for full effect :)
14:26:04Watusimotoyeah, probably better that way
14:34:47raptorok, so
14:35:00raptori think i almost have a mechanism for dealing with the two part teleport placement..
14:35:30raptorbasically it does this: engineerHelper -> c2sDeployObject
14:35:45raptor(on GameConnection)
14:36:24raptorthen after the server checks and deploys the item it now sends back an s2cEngineerResponseEvent (on GameConnection)
14:37:30raptorand depending on the event, something happens (usually just the helper menu closes)
14:39:52-kloeri- [Global Notice] Hi again. The services upgrade and database pruning is all done now. There's a number of new features that you can familiarise yourself with using /msg nickserv help and /msg chanserv help. Thank you for your patience and thanks for being part of the freenode community.
14:40:11raptorthe only problem i'm having is finding the *proper* place to put the event logic
14:40:21raptorit's on gameConnection... but that doesn't seem right..
14:40:33Watusimotowhy does that seem wrong?
14:40:54Watusimotocould be on clientGame?
14:41:03raptoreverything about the GameConnection has always seemed wrong to me... like maybe i don't understand it's purpose
14:41:33raptorespecially with so much non-protocol logic in it and in ClientInfo..
14:43:32Watusimotoyeah
14:43:44raptori'm sorry my thoughts aren't ordered very well..
14:44:02WatusimotoI've been trying to use gameConnection as a passthrough to other objects, like clientGame or gameType where the real logic can reside
15:14:56Watusimotoyuck!
15:15:12WatusimotoI just found a situation where, like Python, invisible characters are significant in C++!
15:15:27raptorwhat!?
15:15:29Watusimotoand unlike Python, when you fall into the is trap, you get a completely misleading error message
15:15:32Watusimotobleck
15:15:42WatusimotoI am trying to simplify some things using xmacros
15:15:51Watusimotomore about those later
15:15:57Watusimotobut if you have a def like this:
15:16:08Watusimoto#define EVENT_TABLE \
15:16:08Watusimoto EVENT(TickEvent, "Tick", "onTick" ) \
15:16:08Watusimoto EVENT(ShipSpawnedEvent, "ShipSpawned", "onShipSpawned" ) \
15:16:30Watusimotoand there is a space *after* the \, the line continuation breaks, and you get goofball error messages
15:20:38Watusimotomy kids are taking over this machine to play games. I'm going to check something slightly experimental in, hopefully it compiles for you
15:24:51raptorha
15:24:53raptorok
15:25:39raptorback to C!
15:25:52raptormacros > templates
15:25:58raptormaybe
15:26:35BFLogBot - Commit a66a493abcdc | Author: watusim...@bitfighter.org | Log: xmacro implementation of our events tables... this should avoid the problem I spent an hour on earlier today (unsynchronized enums and eventDefs tables)
15:28:24WatusimotoIf I can take this to its logical end, it will save a lot of code repetition!
15:28:40raptoryay!
15:30:12raptorWOW, pages and pages of compile errors...
15:31:20raptori'll wait for you to be done before i address them (and continue work on the previous commit)
16:15:58kaenis there a milestone or goal for 018?
16:16:10kaenor do you guys just release when it feels right?
16:16:16raptoryes
16:16:30kaencool
16:16:51raptorbasically we don't want a release to take as long as 016 did (when we ported to SDL) - that took like 10 months
16:17:12kaenoh wow
16:17:23raptorand I think Watusimoto would like to release every couple of months if possible
16:17:29raptorbut sometimes we really break things...
16:17:33kaenheh
16:17:41kaencreative people make more mistakes :)
16:18:29kaenoh :< I just got pages of compile errors, too
16:19:03raptoryeah, umm, don't update to the latest unless you know how to fix it... i was going to take a look after i complete what i'm doing
16:19:17kaenwe need an experimental branch
16:19:31kaencan I just rollback?
16:19:32raptorwe commonly run into this problem: MS vc++ will compile but GCC doesn't
16:19:38kaenahhh
16:19:49raptoryes
16:20:10raptoror even, just do 'hg up' to the revision before and work off of that..
16:20:20raptor(it's what i'm doing)
16:24:23raptoralso, vc++ has this 'smart analysis' that tries and only compiles object files it thinks will be affected when you make a header change
16:24:48raptorso many times they may commit stuff that doesn't actually compile because it wasn't tested with a full recompile
16:24:59kaen:/
16:25:35raptorthe smart analysis seems like a good idea... but it doesn't seem so smart sometimes..
16:25:45raptorXcode on Mac works the same way
16:32:54kaenmissing a comma on line 71 of eventmanager.h
16:32:58kaenit's all building for me now
16:33:46kaenlol I can't believe MS vc++ ignores missing commas like that in macros @_@
16:34:35raptoryeah, even goofier things happen with macros..
16:36:51raptorwell, if you fixed it and committed the fix, i'll pull
16:45:12kaenhmm lemme do that real quick
16:47:40kaenalright, should be ready
16:48:09kaenI just found the 'record' extension. I was dearly missing my 'git add -p'
16:48:19Watusimoto_ has joined
16:49:03Watusimoto_so what is the compile problem?
16:49:10kaenmissing ,
16:49:17Watusimoto_where?
16:49:23kaenline 71 of eventmanager.h
16:49:28raptoralready solved!
16:49:30raptorjust pushed it
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16:49:42Watusimoto_great
16:51:21kaenI'm starting to love hg. especially the fact that I can do almost everything I need without passing flags
16:51:31raptorhaha
16:51:52BFLogBot - Commit 112131c8577b | Author: kaen | Log: fix gcc build error in EventManger.h xmacro
16:52:13kaendamn it. typo in a commit log. how embarrassing ._.
16:52:23raptorhaha
16:52:30raptorthat means your official
16:52:33kaenlol
16:53:41Watusimoto_that, and he fixed uncompilable code I committed!
16:54:52kaencomes from fixing macros in fdrpg. the whole entire menu system was a sequence of macros when I started @_@
16:55:09raptorwas it a C-only project? ( i don't remember)
16:55:11kaenyeah
16:56:11kaenit really wanted to be a c++ project, but the devs were insistent on C-only. so they wrote a whole bunch stl-style structs and functions, and there was lots of performFunctionOnStruct() littered about
16:56:56kaeni.e. bad implementations of linked lists, and treating structs like faux classes when they should just be using classes.
16:57:08raptorinteresting
16:57:14kaeneven the linked lists were iterated over with macros
16:57:31raptorwell, the c++ stl certainly has its problems, but there are a lot of usefull classes
16:57:40raptor*useful
16:59:30Watusimoto_ha
16:59:43Watusimoto_looks like the warning I suppressed was warning me about what kaen fixed
16:59:49kaenhaha
17:00:00Watusimoto_now I can unsuppress
17:00:16kaendoes it build without warnings on msvc++?
17:00:40raptormsvc++ warnings don't correspond well to gcc warnings
17:01:03raptorwarning levels, i mean
17:02:39kaenah. I only see 3 warnings from actual bf code. that's not too bad :)
17:02:48kaengiven that it's building with -Wall
17:04:50raptoryes... i transitioned to -Wall a little while ago: https://code.google.com/p/bitfighter/source/detail?r=d721e55d3937
17:05:14raptorthat was a fun days work
17:05:20kaenD:
17:05:29kaenmy hat is off to you, sir
17:07:59raptor!! it works! two-part teleport placing works!
17:08:08kaen\o/
17:08:12raptorwith... issues...
17:08:14kaenheh
17:08:15raptorbut it works!
17:14:58Watusimoto_it builds now without warnings
17:15:10Watusimoto_excellent!
17:15:25Watusimoto_so the xmacro stuff I checked in works, with kaen's fix?
17:16:10raptorhaven't tested...
17:16:12raptorwill do so now
17:16:26Watusimoto_if it compiles, it probably works :-)
17:16:32raptorhaha
17:16:38raptori got run over by an asteroid
17:16:53Watusimoto_this technique will make maintenance much easier
17:16:57BFLogBot - Commit cfb7dd83dc2a | Author: watusim...@bitfighter.org | Log: Disable VC++ warnings, add some comments
17:16:59BFLogBot - Commit a892a5ef7180 | Author: watusim...@bitfighter.org | Log: Merge
17:17:00BFLogBot - Commit 7f105032fbce | Author: watusim...@bitfighter.org | Log: Extend xmacro sample implementation
17:17:02BFLogBot - Commit 15b8157ef812 | Author: watusim...@bitfighter.org | Log: Cleanup
17:17:22raptorrats... i was about to commit
17:17:46Watusimoto_ha
17:18:04Watusimoto_we have a whole slew of typenumbers defined thusly:
17:18:06Watusimoto_const U8 ZoneTypeNumber = 3;
17:18:09Watusimoto_etc.
17:18:47Watusimoto_Any reason those aren't an enum? And is there any reason that the numbers matter? Or can they be changed?
17:20:20raptorit used to be a 32bit mask
17:20:24Watusimoto_yes
17:20:28raptorno reason...
17:20:31Watusimoto_ok
17:20:38Watusimoto_I'm going to xmacroize it
17:20:39raptormaybe because ummm
17:20:45raptorno i don't remember
17:20:53raptorwe hated enums at the time, maybe?
17:21:13Watusimoto_yeah, could be
17:22:08raptorbecause it was easier to work with the U8 in a header file?
17:22:11raptornot sure..
17:31:22raptorok Watusimoto_, i just pushed teleport changes that make it half-way functional
17:31:35raptoradding both start and end points, that is
17:31:41Watusimoto_great
17:31:48raptori have to go for several hours (in a few min)
17:31:57Watusimoto_ok, I'll give it a whirl
17:32:05BFLogBot - Commit 52a5331f63ea | Author: buckyballreaction | Log: Teleports can now be placed in two pieces. Had to add s2cEngineerResponseEvent which allows the server to dictate how each engineered object is handled
17:32:06BFLogBot - Commit 308ecd4cad0f | Author: buckyballreaction | Log: Change teleport deployer colors a bit. Also fix bug with colors not changing
17:32:07raptorI think it's at a point where you can make changes, too if you want
17:32:13Watusimoto_great
17:32:23raptorso feel free :)
17:34:16raptorok folks, see you later
17:34:25raptorbe back in... 4(?) hours or so
17:35:02raptor Quit ()
17:44:05Watusimoto_dinner time
17:48:53Watusimoto_ Quit (Ping timeout: 252 seconds)
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19:34:47kaenhey is there like a debug pane for ship stats?
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20:01:45raptorhi kaen, did you find what you need? (i didn't really understand your question)
20:03:14kaeneh not really. I just want to measure energy depletion per second to make sure it's happening at the correct rates
20:03:29kaentrying hard not to subtly break anything since this code is pretty important :P
20:03:35raptor:)
20:03:41kaenbut I'm writing a little debug shim real quick
20:03:45raptori usually just add a logprintf();
20:04:11kaeneven better
20:04:31raptornot very elegant though
20:04:49kaenit'll do fine for this
20:04:58sam686for real-time stats, logprintf tends to flood the outputs, like showing FPS and LAG (it is done with F6), or /showcoords to show ship-s position
20:05:08kaenonly printing once per second
20:05:25kaen-ish
20:05:48kaenshowcoords is good to know about, though
20:05:59raptori completely forgot about that one...
20:06:07zoomber_mbp_hiya raptor
20:06:11raptorhi zoomber_mbp_
20:06:16zoomber_mbp_hey look
20:06:17zoomber_mbp_four of us
20:06:20zoomber_mbp_how about a game of 2v2?
20:06:27zoomber_mbp_we all need a minute of down time
20:06:56sam686does BFLogBot play Bitfighter?
20:07:16zoomber_mbp_no, but doesn't kaen play sam?
20:07:24raptori'm actually going to run errands in like 10 min... :(
20:07:25zoomber_mbp_= four of us
20:07:31raptorbut we can goof off a bit..
20:07:32kaenindeed. but I'm about to step out
20:07:32zoomber_mbp_that's 10 minutes of game time!
20:07:38zoomber_mbp_how about 10 minutes?
20:07:46zoomber_mbp_does everyone have enough time for that?
20:07:51kaenalright
20:07:54raptori'm in!
20:21:07raptor Quit ()
20:31:00zoomber_mbp_ok sam686
20:32:17zoomber_mbp_75.83.120.190 is the first ip
20:32:34zoomber_mbp_need to figure out the second one, because it isn't being updated to dyndns right..
20:38:46sam686i see your 2 ip addresses from http://bitfighter.org/irclogs/index.php?date=2012-06-13 but it looks like one of it is not working in http web page test
20:41:36sam686zoomber_mbp_ f i am right, 75.83.123.121 was your second connection (but web page don't work)
20:41:51zoomber_mbp_yes
20:42:05zoomber_mbp_here they are in dns forum:
20:42:11zoomber_mbp_whiskcraft.dyndns.org and whiskcraft2.dyndns.org
20:42:18zoomber_mbp_the other one isn't working right, bad updating i guess
20:42:44zoomber_mbp_i think i can fix it. The second router has it's own dyndns updating system, i should try to activate that instead of using a second computer
20:42:56zoomber_mbp_as, i can't update both IPs from the main server
20:43:32sam68675.83.123.121 is not even pingable either (other one is pingable
20:58:27zoomber_mbp_ Quit (Quit: zoomber_mbp_)
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22:12:55raptori'm back!
22:23:16raptorWatusimoto: did you get a chance to try the wormhole placement? (i know there are a still a couple bugs...)
22:27:49Watusimotohi
22:27:51Watusimotoyes
22:27:56WatusimotoI like it!
22:28:20Watusimotoneeds work of course, but I really like the way you place the teleport with the big circle that rotates around you
22:28:55WatusimotoI don't think you should choose between teleport intake and exit on the engr menu
22:29:11WatusimotoI think you should just pick teleport and do it in a specified order
22:29:30Watusimotobut it looks very nice so far
22:31:09Watusimotoan interesting scope issue going on as well -- when the teleport entrance is off the screen, the exit disappears as well
22:31:21sam686There is one thing to avoid, don't let ships teleport to on top of walls and go out of bounce..
22:31:58Watusimotowe could solve that by having you place the intake/output directly under the ship
22:32:10Watusimotothat might simplify the placement as well -- just engineer it and there it is
22:32:18Watusimotono separate placement phase
22:32:46WatusimotoI'm really starting to like these xmacros, btw
22:37:36BFLogBot - Commit 0bdaaf24de6a | Author: watusim...@bitfighter.org | Log: Remove more duplicate code... by the power of xmacro!
22:37:37BFLogBot - Commit 469c3f0aea0e | Author: watusim...@bitfighter.org | Log: Use names to clarify macro
22:37:39BFLogBot - Commit 1ef3a7922a5d | Author: watusim...@bitfighter.org | Log: Merge
22:39:13sam686i just took a look at engineer teleport, and seems to be ok, except a possible slowdown of Teleporter::checkDeploymentPosition, slower then turret and forcefield checks
22:49:35Watusimotosame comment as before -- we could solve that by having you place the intake/output directly under the ship
22:50:41sam686looks like most of the slowdown is the result of using a slow polygonsIntersect
22:56:38WatusimotoI burned my leg on my laptop ;-(
22:59:17sam686also noticed it gets slower and slower and slower over time placing TeleporterExit
23:00:48sam686theres the problem, Teleporter::checkDeploymentPosition is not clearing foundObjects, and foundObjects grows to thousands in vector..
23:08:03raptori'm back!
23:08:05raptoragain!
23:09:18raptorok
23:09:19raptorbugs
23:09:27raptorsam686: feel free to fix anything you find
23:09:53raptorWatusimoto: i know the exit is still in the list... i have to reconcile a way to have it not in the list, yet have the helper still find it..
23:09:56sam686i wonder if Teleporter::checkDeploymentPosition should use a faster polygonCircleIntersect, after all teleporter is a circle.
23:10:03raptorsure
23:10:05raptordo that, too
23:10:25raptori don't want it to be slw
23:10:27raptorslow
23:10:40Watusimotoif you always deploy beneath the ship, can we not assume the location is good?
23:10:44Watusimotowithout any checks?
23:10:50raptorit can be bad...
23:11:01Watusimotohow?
23:11:13sam686foundObjects.clear(); being added itself makes it just as fast as engineering forcefield
23:11:51raptorplacing exit directly under you could have overlap with a wall - teleports tend to not be precise beasts
23:12:09Watusimotoah, then you could enter on an edge and be on the wall
23:12:13raptoryes
23:12:35Watusimotobut still, if you place under you, you only have to check on position once, not a continuous check as you rotate the spot around you
23:12:48Watusimotoor
23:13:20Watusimotowe could change teleports to have you always come out in the center of the outlet, which kind of makes sense to me anyway
23:13:54raptorbut then the majority of dungeons would be broken!
23:13:59raptor:)
23:15:15sam686not sure yet, it might still be possible for teleporter to be too close to the wall? Might need to test that too..
23:15:22Watusimotocry me a river
23:15:40sam686oops, i wasn't scrolled all the way down in IRC window..
23:15:41raptorboo hoo hoo
23:17:30raptoranyways... what are the real issues at the moment, with any other suggestions you might have?
23:18:14raptor1. exit is in the selection menu
23:19:02raptor2. slow current exit placement search? sam686, you say your bug fix makes it just as fast as forcefield?
23:19:51raptor3. some weird scope issue
23:19:52sam686yes, by simply adding foundObjects.clear();
23:20:10raptori've seen the scope issue, i'm not sure what to do about it
23:20:14raptoror why it's broken
23:22:59raptorok, i'll be back in a few min..
23:27:50BFLogBot - Commit 620e0e197ad4 | Author: watusim...@bitfighter.org | Log: More xmacro!
23:35:57zoomber_mbp has joined
23:37:25Watusimotonight
23:39:05raptorback
23:39:07raptornight!
23:39:27raptorsam686: do you want me to make that change?
23:39:46raptoroh haha - you just made it..
23:40:36zoomber_mbp Quit (Client Quit)
23:41:30raptorxmacro: adding maintainability and incomprehensibility on an hourly basis!
23:42:00raptorok not really: i can still understand what's going on
23:42:35Watusimoto Quit (Ping timeout: 246 seconds)
23:42:53BFLogBot - Commit 56c53eeb6971 | Author: sam8641 | Log: Fixed Teleporter checkDeploymentPosition slowdown, and is now faster.
23:42:56raptorsam686: oh good, you changed it to a circle, too
23:42:58raptorgreat!
23:58:56Little_Apple has joined
23:59:47Little_Applehelloo
23:59:51raptorih

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