#bitfighter IRC Log

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IRC Log for 2012-06-19

Timestamps are in GMT/BST.

00:06:25raptorhmmm... join polygons...
00:09:18sam686what polygons?
00:09:45raptorwatusimoto just pushed an 'experimental' feature to the editor... i'm trying to get it to work, but no success yet
00:10:27raptoroh hey, it works for polywalls
00:11:23raptorhaha, doesn't seem to work always - sometimes producing more complex shapes
03:12:51raptorsam686: do you get a crash when trying to restart a level (since watusimoto's sort changes)
03:12:52raptor?
03:14:08sam686yes a crash... null pointer in geometricSort
03:15:47sam686I have just got rid of multiple "extern void glColor(Color)" and moved it to OpenglUtils (it was on UI.h, and several .cpp files)
03:15:55raptoroh good!
03:16:59BFLogBot - Commit 492b12d23b3e | Author: sam8641 | Log: Get rid of multiple "extern void glColor" and moved glColor(Color) to OpenglUtils
03:18:11sam686Barriers have null mGeometry trying to sort ( mGeometry.getGeometry()->getGeomType();)
03:19:12sam686GridDatabase::addToDatabase.. really trying to sort after every objects being added?
03:20:10raptorlooks like it... watusimoto did say he wasn't sure how it'd affect normal gameplay
03:23:38sam686the editor help says "Split wall at selected vertex with [/]" well guess what the button / does instead in editor?
03:24:08raptorcrash?
03:24:25sam686no, it opens up the console instead of splitting barriers...
03:24:56raptoroh fun
03:24:59raptorthat's my problem...
03:25:02raptori'll fix that one
03:27:22sam686join polygons with polywalls doesn't work right when one of the polygon is going counter clockwise and the other is clockwise
03:31:10sam686join polygons also won't work if that will combine 2 polygons into one with hole in the middle...
03:40:51raptoralso, undo doesn't undo the join, it undos the join+last action
03:42:02raptoroh sam686, the split wall at vertex uses the other slash: [\]
03:42:08raptorso it works ok
03:43:22sam686 has left
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03:43:30ChanServ sets mode +v sam686
03:43:45sam686well oops, i guess i read it wrong [/] [\]
03:43:56sam686what else would i call it? slash?
03:48:04raptorbackslash
03:48:30raptori always say that the \ = backslash and / = slash or forward slash
03:49:05sam686ok... what about left slash?
03:49:16sam686or a side slash?
03:49:43sam686i was kind of joking about that...
03:49:51raptorha
03:57:06BFLogBot - Commit 2268ff33ac37 | Author: buckyballreaction | Log: Add ability to disable ship weapons and modules. Disable when placing teleport exit
03:59:15raptorok, what is left to make teleport working ok?
03:59:19raptorgive it mor health?
03:59:27raptoroh - bursts don't damage it for some reason...
03:59:48sam686maybe make your teleport exit follow your ship till you use it..
04:03:13raptoryou mean allow other players to see that you're placing one?
04:03:54sam686well if you get destroyed after placing teleport enterence, but not teleport exit, the teleporter is useless...
04:04:07sam686i would like that teleport exit to be where you die..
04:04:40raptorinteresting idea
04:05:02raptori know watusimoto wants the teleport to be destroyed... but your idea is neat, too
04:05:41raptorthe idea is to make it more difficult to place a teleport exit because engineered teleports might be too powerful...
04:06:08sam686but then one problem, you might die in a place the teleporter exit isn't allowed to be (in the walls)
04:07:09BFLogBot - Commit 097d2e05214e | Author: sam8641 | Log: sortObjects(mAllObjects); on Barriers doesn't work (null mGeometry), Disable "Bad level line" assert.
04:17:14BFLogBot - Commit 056e40e9d943 | Author: buckyballreaction | Log: Fix bursts not harming engineered teleport
04:17:37raptorwell sam686, i'm heading to bed early
04:17:41raptorhave a good night
04:17:43sam686ok
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05:17:24BFLogBot - Commit 786e714de6fa | Author: sam8641 | Log: Fix ZAP_DEDICATED, moved include "dirent.h" to outside the Zap namespace
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09:03:24BFLogBot - Commit 25586b409987 | Author: sam8641 | Log: Fixed addbot crash on doesn't exist robot file name.
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15:41:36raptorguten
15:59:56watusimotohi
16:00:00raptorhello
16:00:36raptorso you now cannot shoot or use modules when placing a teleport exit
16:00:58raptorshould I still pass a bit to alert other players that you're placing it?
16:03:00watusimotoI would say not -- though playtesting may suggest we should
16:03:11raptorok
16:03:13watusimotosounds like you are making great progress
16:03:31watusimotojust htinking that another text message might not be what we need
16:03:32raptorwell, i fixed a couple other things - it looks like it's ready for play testing...
16:03:40raptortext message?
16:03:47watusimotoI do think the ship should be marked somehow though, so people can see what they're up to
16:04:00raptor^^ that's the bit i was talking about
16:04:03watusimotoI meant more messages on the screen
16:04:10watusimotooh
16:04:14watusimotothen I misunderstood
16:04:19raptorsend a bit in packUpdate
16:04:23watusimotothen... why, yes!
16:04:26watusimotoyes
16:04:29raptorok
16:04:39watusimotoeither extra bit or s2c message(s)
16:04:45watusimotowe send those updates a lot
16:04:45raptornot both?
16:04:54watusimotoboth?
16:05:13raptoralready an s2c message is sent: player built a teleport entrance
16:05:13watusimotoI think one method would suffice, would it not?
16:05:32watusimotoand clients can identify the ship from that msg, right?
16:05:40raptorha
16:05:46raptornot really
16:06:04watusimotooh, you send a message using the normal channels
16:06:13raptorif by 'identify' you mean they match the player name from the message to the ship
16:06:25watusimotosome methods have special s2c for sending messages related to a special event
16:07:46raptorand this is now where i say: "let's start over and then you can tell me your idea without misinterpretation"
16:07:59raptor wipes his mind clean
16:08:14watusimotoI was thinking the same thing
16:08:27watusimotohow do you send the message? (i.e. what method?)
16:08:37raptorlooking...
16:08:53raptorit's the same mechanism that tells everyone: raptor has engineered a turret
16:09:54watusimotook, via s2cEngineerResponseEvent
16:10:24raptorno
16:10:40raptorClientInfo::sEngineerDeployObject
16:10:53raptoruses s2cEngineerResponseEvent
16:10:56raptorbut also does: gameType->broadcastMessage
16:11:02watusimotoah, I see
16:11:30watusimotototally generic message
16:12:12raptoryes
16:12:43watusimotoI think engineering a ff is a rare event
16:12:53watusimotoso adding 1 bit to every ship update is excessive
16:12:55raptorand I *thought* your idea was to have some sort of visual feed back on a players ship to show what they are up to
16:13:00watusimotoyes
16:13:03watusimotoit was
16:13:04watusimotoit is
16:13:07raptorok
16:13:26raptorthen my idea was to add a bit (I unfortunately already added one for disabling the weapons/modules)
16:13:49watusimotoso maybe we should broadcast an s2cPlayerEngineeringTeleport(status) where status is entryPlaced or completed
16:14:02raptori checked stream size after adding that bit, and it was still the same (since stream are sent in multiples of 32, i think?
16:14:10watusimotoand clients can use that to render the ship
16:14:21watusimotoProbably multiples of 8
16:14:24watusimotobut not sure
16:15:41watusimotobut if we did a sc2, we wouldn't need to send the message; the client could generate the message
16:15:42raptorso i guess i'm not sure how to properly mark the ship without adding a bit on the Ship object...
16:16:00raptorbecause Ship goes in and out of scope a lot...
16:16:04watusimotowe have 2 basic mechanisms for marking ship status:
16:16:09raptorenlighten me!
16:16:11watusimoto1) bit on the update
16:16:26watusimoto2 ) s2c to each client informing them of something
16:16:44raptorif #2 is used, how is that data kept persistent?
16:16:54watusimotoclient would need to track it
16:17:06watusimotoprobably on client's clientInfo for remote player
16:17:10raptorah ha!
16:17:16raptorthat was my next question... where
16:17:31watusimotoclientInfo doesn't go out of scope
16:18:03raptorso ClientInfo is used as a cache for anything really?
16:18:14watusimotoyes
16:18:21watusimotoit has all the info a client has about other players
16:18:38watusimotolooking at ship's update method
16:18:45watusimotowe send bits for other rare events
16:18:47raptorit's bonkers
16:18:52watusimotosuch as team changing
16:18:54raptorit really needs to be reduced
16:18:57raptoryes ^^
16:19:38watusimotoyes, though I don't think the game is overly data heavy given a modern network
16:20:08watusimotohell, if you want to be absolutist, update should only have moves and other "streaming" info
16:21:24watusimotoIt just feels that engineering something is really more a singular event than something that is related to ship status
16:21:32watusimotobut it is a gray area, a continuum
16:21:54watusimotoand it is only 1 bit
16:23:45watusimotoBut I would suggest broadcasting a s2c to alert clients that a player is engineering something
16:24:06watusimotothat's my judgement, though I'm not adamant about it
16:25:08raptori am more absolutist, i think...
16:25:46raptori would love to reduce network consumption any where I can...
16:26:08raptoroh - team changing for robots might need to stay..
16:26:18raptorbecause they don't have a client info
16:26:23watusimotoah
16:26:26watusimotothey don't
16:26:27watusimoto?
16:26:39raptori think you made them taht way
16:26:45watusimotoprobably so
16:26:56raptorwhen you did the whole ClientRef -> nothing... oops -> ClientInfo
16:27:03raptor:)
16:27:13watusimoto:-)
16:28:20watusimotoI think the s2c would use more bandwidth when it's being used, but less overall
16:28:45watusimotothough if the update packets don't actually change in size, the bit is (for the moment, anyway) free
16:28:53raptoryes, but it's only sent once instead of multiple times a second
16:29:47watusimotowell, you'll be able to remove the message broadcast, so that will somewhat (maybe totally?) compenesate
16:30:03raptorso now i wonder - does this mean i need to move the teleport pointer from Ship -> ClientInfo
16:30:05watusimotoif you're being absolutist
16:30:31watusimotothat's a good question
16:30:41watusimotothough you're not storing the pointer there on the client, only a flag
16:30:45watusimotoso maybe not
16:30:56raptorit is the pointer
16:31:04watusimotonot on the cleint side thought
16:31:08raptorno
16:31:22watusimotoso on the client, you'll need a bool isEngineeringTeleport
16:31:29watusimotoon the server you need a pointer
16:31:32raptoryes
16:31:38watusimotodo they need to be in the same place?
16:31:38raptor looks a ClientInfo
16:31:43watusimotomaaybe
16:32:01watusimotothough you could have a isEngrTleport() method on clientInfo
16:32:13watusimotoon RemoteClientInfo, it just returns a local bool
16:32:41watusimotoon server, it could check if the pointer is NULL (and that pointer could be anywhere the clientInfo can see)
16:33:14raptorClientInfo points to Ship already
16:33:17raptorso that is good
16:33:26watusimotoso you could store the teleport pointer on ship
16:33:34raptorok, i'm a little confused at how ClientInfo and RemoteClientInfo interact
16:34:02watusimotothey don't
16:34:04watusimoto:-)
16:34:13raptori see how RCI is initialized...
16:34:26raptorin GameType::s2cAddClient
16:34:37watusimotook
16:34:42watusimotoclientInfo is base class
16:34:51watusimotofrom that we get FullClientInfo and RemoteClientInfo
16:35:10watusimotoRCI is simply for clients to track info about other remote clients
16:35:19watusimotoFCI is for cleints to track info about themselves
16:35:27watusimotoand for the server to track info about all clients
16:35:34raptorah, and both are children of CI
16:35:35watusimotoif you have an RCI, you know less
16:35:45raptorwait what?
16:35:47watusimotoCI isn't used anywhere directly
16:35:50raptorFCI is server
16:36:02raptorahh - interesting
16:36:04watusimotoyou know less about remote players than you do about yourself, or than the server knows about everyone
16:36:41watusimoto// RemoteClientInfo is used on the client side to track information about other players; these other players do not have a connection
16:36:42watusimoto// to us -- all the information we know about them is located on this RemoteClientInfo object.
16:37:05raptorok
16:37:10raptorso for an exercise
16:37:20raptorif i wanted to add a bool mIsEngineeringTeleport
16:37:37raptorwould I add that to CI and put a setter/getter there?
16:37:45watusimotoyes
16:37:51raptorthen use an s2c to update all the RCIs?
16:38:03watusimotothough the setter on FCI will never be used
16:38:08watusimotoyes
16:38:20watusimotoand the getters will have different implemenation on FCI and RCI
16:38:30raptorhow so?
16:38:45watusimotoLCI will just be return mIsEngineeringTeleport
16:38:59watusimotoRCI will be return ship->engineeredTeleport != NULL
16:39:00watusimotoor whatever
16:39:38watusimotoyou don't actually need the boolean on LCI -- should probably be private var on RCI
16:39:39raptorLCI = FCI?
16:39:43watusimotosorry, yes
16:39:46watusimotoold thinking
16:39:56watusimotoused to be LocalCI
16:40:05raptorah
16:40:15watusimotobut that name was way too confusing
16:40:40raptorthen how can RCI check for the teleport pointer on the Ship object when it is not on the server?
16:41:45watusimotoI screwed up
16:41:52watusimotoFCI will be return ship->engineeredTeleport != NULL
16:42:07raptorok, yay - that makes more sense
16:42:29watusimotoRCI will just be return mIsEngineeringTeleport
16:42:45watusimotoyeah, that was all jumbled
16:43:04watusimotoI've had a long day
16:43:08raptorsorry :/
16:43:42watusimotoso is that all clear?
16:43:52raptoryes-ish
16:44:06raptori'll have to do some refactoring and get used to the architecture a bit
16:44:13raptorbut i think i can start now... :)
16:44:18watusimotoI'm heading home then
16:44:35watusimotoback later... I want to get that poly merge working completely
16:44:39raptoroh
16:44:46watusimotoI think we have some winding direction issues with clipper
16:44:46raptordid you read about the bugs we found with it?
16:44:55watusimotono, but I know there are plenty
16:44:57raptorok
16:45:00watusimotoI think all related to winding direction
16:45:03raptori'll let you go, then
16:45:04raptoryes
16:45:11watusimotomerging seems to work with polys would same direction
16:45:18watusimotoand not with different direction
16:45:21watusimotoso easy enough to fix
16:45:28watusimotoif that's really the core issue
16:45:40watusimotoI'm confident it's striaghtforward
16:45:47watusimotoso later!
16:45:50raptorlater!
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17:22:07raptorWatusimoto: i recommend updating and doing a full recompile - sam686 touched a lot of headers last night with a clean-up/refactor of his
17:22:16Watusimotook
17:25:16kaenI'm getting segfaults the second time I 'test level' in the level editor
17:25:22kaenafter full clean/recompile
17:25:33kaenalso, the 13 fix is in my clone
17:25:34raptorkaen: what rev are you at?
17:25:38raptorreally?
17:25:42raptorsweet!
17:25:49kaen4835
17:26:09raptoruh... i mean the other one (those numbers appear differently for each of us..)
17:26:45kaen25586b409987
17:27:50kaenI didn't realize how smart the turret firing logic is
17:28:39raptorheh, yeah - i try to avoid it so i don't have to refigure it out...
17:28:50raptoroh, can you do one thing for me?
17:28:54kaensure
17:29:28raptorsmall optimization: change len() to lenSquared() or whatever it's called: if comparing it'll avoid the (relatively) expensive sqrt function
17:29:46raptordoes that make sense?
17:29:49kaenyep
17:33:01kaensuddenly, pages of linker errors...
17:33:02kaenwtf.
17:38:35kaenok, pushed
17:39:00kaenalso, that segfault is gone. I pinky promise that I make clean'd before, though...
17:39:26raptorhaha
17:41:40raptorok, pushed
17:41:47raptorthanks!
17:41:51kaenyou bet
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17:43:32kaenquestion: what's the advantage of using that wiki page over the google code tracker?
17:43:50raptorumm
17:44:05raptorless official - mostly used for bugs we've introduced
17:44:31raptorok i don't know...
17:44:41BFLogBot - Commit bffd1d1efe25 | Author: kaen | Log: Check that friendly units are actually in the way before suppressing turret firing
17:44:43BFLogBot - Commit 823d805ebf27 | Author: kaen | Log: Use lenSquared instead of len for distance comparison
17:45:04raptori guess we've been using the google code issues tracker more for official features or changes we don't want to get to right away... :)
17:50:39raptorso kaen, are you a college student looking for a project to work on during the summer? :)
17:50:57zoomber_mbp has joined
17:51:05raptor(speaking of contributing to bitfighter..)
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17:52:21kaenraptor, guilty on both counts
17:52:35raptorexcellent
17:52:53raptorwhat are you studying (if you don't mind my asking)?
17:55:57raptorbecause i'm actually heading back to school myself... today in fact.. :-D
18:12:20kaenpre-reqs for now. I'm going to transfer to a 4-year after I get my AS. Trying to get a comp sci degree
18:12:42kaengratz, by the way :)
18:12:42raptorcool
18:13:01raptorheh - i'm going back for computer or electrical engineering
18:13:14zoomber_mbpjava sucks
18:13:16raptorbut it'll be super slow
18:13:22raptoroh hi zoomber_mbp
18:13:23kaenI was thinking about EE. I might try to double major
18:15:10raptoris there plenty of crossover with the two at your school?
18:25:05kaenat the 4 year I'm looking at there is
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18:59:18raptorWatusimoto: is the proper way to update *all* clients to call the s2c protocol for each one using mServerGame->getClientCount() in a for loop?
18:59:41raptor(it looks like that's the common way to do it...)
18:59:47Watusimotothen yes :-)
19:01:25raptoralso i was wrong before: robots do have ClientInfo - it's GameConnection they dont' have anymore
19:04:26Watusimotoright, that makes more sense
19:04:46Watusimotothe only thing on GameConnection should be connection related stuff
19:04:54raptorheh
19:04:57raptoryeah, about that class
19:05:07Watusimotobefore there was a lot of other stuff on it, that caused problems when we disconnected bots
19:05:14raptorit's one of my headache classes
19:05:22Watusimotowell, bots had the connection, though it was not actually connected to anything
19:05:30Watusimotoit served as a defacto extension to clientInfo
19:05:43Watusimotowhich was bad
19:06:30raptorsoo... does that mean the s2c stuff related to engineer should go in clientInfo?
19:06:43raptorthere other stuff lying around, too...
19:07:33raptorseems like we need a class for s2c/c2s methods that just does clientInfo-related things
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19:36:55Watusimotosorry -- off somewhere
19:37:19Watusimotobut probably yes
19:43:06raptorright now, everything clientinfo-related seems routed through gametype or gameconnection (much less so)
19:46:53raptorso... you agree to a new RPC class that handles ClientInfo-specific changes?
19:47:44raptoror maybe put the RPCs in the ClientInfo class?
20:24:10raptorwell, i have to go - i'll check chat logs a bit later (i've got class!)
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22:20:25BFLogBot - Commit e0595ef49753 | Author: watusim...@bitfighter.org | Log: Merging polygons works pretty well now in editor. Basically finished.
22:20:27BFLogBot - Commit e37a95645deb | Author: watusim...@bitfighter.org | Log: Merge
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