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IRC Log for 2012-06-23

Timestamps are in GMT/BST.

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00:46:58BFLogBot - Commit c8fcf3efde0a | Author: watusim...@bitfighter.org | Log: xmacro code consolidation, formatting... not much exciting here
00:46:59BFLogBot - Commit 19d31347303f | Author: watusim...@bitfighter.org | Log: Comments, formatting
00:47:01BFLogBot - Commit 8a07ee598fc3 | Author: watusim...@bitfighter.org | Log: dynamic to static cast
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09:29:18kaenfirst run at player stats: http://pyrop.us:3000/user.php
09:29:44kaenreally rought, and it's 2:30 AM here so I'm going to bed
09:29:48kaenrough, even
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16:51:46Watusimoto===>>> Design decision to make : See http://pastebin.com/AC0raZzf <<<===
16:53:59WatusimotoOh, and only option 1 allows bots to run unmodified
17:06:30kaenthat's a tough one. 3 sounds like it provides the best defense against subtle bugs
17:06:47kaenalthough I have no idea how likely the bugs would be to occur.
17:07:09kaenhere's a testing page for the player stats I've been cranking on http://stats.pyrop.us/user.php
17:07:35kaenraptor had the idea of making separate tables for given time period (perhaps each month?). any thoughts?
17:13:17WatusimotoHow much of a pain would it be to work with tables split up by months?
17:13:30kaenalmost zero
17:13:40WatusimotoWe can discuss this more later -- have to go eat dinner
17:13:46kaenhave fun
18:53:27Watusimotook let's see
18:53:48Watusimotowhat's the advantage of breaking things into multiple tables?
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19:14:25kaenFaster queries
19:15:14kaenoh, and also segmentation of data. it wouldn't be possible to use the materialized views for any time frame except 'all-time' unless we used different tables
19:15:15Watusimotowhat's the drawback?
19:15:53kaenhaving to write a few more lines into the triggers I wrote, is the only one I can think of right now
19:16:43kaenalso there will likely need to be a scheduled trigger for dropping old tables if you wanted to do that.
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19:18:36Watusimotowell, I am not great with databases, and I'm very happy to delegate this, so if you and raptor and sam (if he has an opinion) agree, then I'm for it.
19:18:57Watusimotosam686:
19:19:04Watusimotoat your leasure, see this:
19:19:12Watusimoto===>>> Design decision to make : See http://pastebin.com/AC0raZzf <<<===
19:19:12WatusimotoOh, and only option 1 allows bots to run unmodified
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19:26:13sam686i am really not sure how would a modified Weapon Table work...
19:27:10sam686and, i think s_bot and some other bots don't even look at Weapon table at all, in which case the changes might not break s_bot and a few other robots
19:28:21sam686i guess could try the table orginizing if you want..
19:31:44WatusimotoIn practice, I'm really not sure if enums are used much
19:31:55Watusimotobut it's not just weapons -- all enums would be organized this way
19:32:13Watusimotoand I think s_bot does use some object name enums, for example
19:32:28Watusimotoon the other hand, the fixes would be easy
19:32:36Watusimotoand I am going to disect s_bot anyway
19:32:40sam686ok
19:33:10WatusimotoI want to see how it really works, and see if we can push any of the logic into C++ generically, to increase performance and make future bots easier to write
19:33:58sam686kaen : http://stats.pyrop.us/user.php?order=player_name&sort=DESC&page=55 I guess my points reached the maximum signed 32-bit number, 2147483647 points
19:37:39WatusimotoThink Sammysss was playing with a dummy player?
19:37:44sam686I guess Nexus is one of the biggest thing that can effect the sum of points..
19:37:51Watusimotosort by KDR
19:38:12Watusimotostats look good, btw
19:38:30sam686http://stats.pyrop.us/user.php?order=kill_count&sort=DESC&page=1 it is sorted by kills... blank player?
19:38:30Watusimotothough I prefer fewer longer pages
19:39:20Watusimotolast seen 4 mos ago... could be bug in previous release
19:40:06sam686well the good thing is, looks like I have the most wins..
19:40:45Watusimotosmall presentation suggestion: cols with long titles and short values could have title broken over two lines to narrow the table overall... e.g. Flags Returned could be Flags<br>Returned
19:41:25WatusimotoSam -- did you reall score 2147483647 points? ;-)
19:42:47kaenI think there are three maxint points entries
19:42:57sam686I did score several really huge number of points on some Nexus, maybe as it adds all up it went over the maximum of signed 32-bit number...
19:44:40sam686also maybe a cheap way to save some column space is to have "Flag Dropped" into 2 lines in a table cell, effectively making the column smaller..
19:45:44WatusimotoFlag<br>Drop-<br>ped :-)
19:45:57kaenheh
19:46:18kaenI want to have header sections, so all the flag star could be under a header sections called 'Flags'
19:46:31kaenthe each column would only be as wide as 'dropped' 'scored' etc.
19:46:42kaenlol I meant flag_*
19:47:18Watusimotogreat!
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20:31:23kaenyou can click player names for "detailed" stats now. suggestions for anything that should be added are welcome :)
20:52:56Watusimotowell, the important question is what are we trying to show?
20:53:17Watusimotogive people access to their own stats?
20:53:44Watusimotostats look really good, btw
20:53:46kaenextra things that don't fit well into the full player list
20:53:48kaenthank you :)
20:53:59kaene.g. the weapon accuracy stats
20:54:06BFLogBot - Commit c7bfa08aba16 | Author: watusim...@bitfighter.org | Log: Get rid of unneeded constructor -- initialize struct directly
20:54:07BFLogBot - Commit 6154a06a9b76 | Author: watusim...@bitfighter.org | Log: Comment
20:54:09BFLogBot - Commit 23bebea4abae | Author: watusim...@bitfighter.org | Log: dynamic to static cast
20:54:10BFLogBot - Commit 62910b01237e | Author: watusim...@bitfighter.org | Log: Formatting
20:54:12BFLogBot - Commit 770540b40e34 | Author: watusim...@bitfighter.org | Log: Minor
20:54:13BFLogBot - Commit 4551ae26027f | Author: watusim...@bitfighter.org | Log: dynamic to static cast
20:54:15BFLogBot - Commit 145fff9466aa | Author: watusim...@bitfighter.org | Log: Formatting
20:54:16BFLogBot - Commit 86d2a07a235c | Author: watusim...@bitfighter.org | Log: Minor
20:54:18BFLogBot - Commit cea1dd62a3f7 | Author: watusim...@bitfighter.org | Log: Whitespace
20:54:19BFLogBot - Commit 8e0987eb1a22 | Author: watusim...@bitfighter.org | Log: Fix bug with event firing multiple times when entering zone
20:54:21BFLogBot - Commit a3384ba16d16 | Author: watusim...@bitfighter.org | Log: Add Lua method removeFromGame for scripts to remove object from the game. Removes silently, sans explosion or other excitement.
20:54:23WatusimotoFrags, Flags, Games, Misc
20:54:34Watusimotowe need to replace Games or Misc with something that rhymes with Flags
20:55:06kaen'Stats' would rhyme by assonance :P
20:55:20Watusimotogood point
20:55:55Watusimotothe thing I'd like to see is some sort of metrics we can use to award players "titles" in the forums
20:56:01Watusimotoor in the game
20:56:15Watusimototitles, or ranks that can be graphically represented next to their name
20:56:36Watusimotoone of my ideas was to use military style stripes
20:57:13kaenI believe the data is all here if you can think of a criteria for it
20:57:25kaenthat's what I've been puzzling about regarding all of that
20:57:33Watusimotowell yes, that's the crux of the matter, isn't it?
20:58:00Watusimotobtw, option 3 of those I listed on paste bin is here, if you want a more technical description: http://tdistler.com/2010/09/13/c-enums-in-lua Skip it if you don't
20:58:29kaen has a strange affinity for lua's c bindings
21:00:22Watusimotooption 4 uses some of the code, but skips the whole passing of a string that is then type-checked and converted to an integer overhead
21:02:10kaenah, I see
21:02:57Watusimotoso it may be more than a tiny bit of overhead
21:03:04Watusimotothough I really don;t know
21:03:23Watusimotostats suggestion: Where a player is registered, underline their name when it is displayed
21:04:27Watusimotoformatting suggestion: add a lid to the cells containing the headers General/Games/Flags/Misc
21:04:52Watusimotoand consider centering those labels, though I could see a stylistic reason for not doing so
21:05:54Watusimotoanother idea (not sure how hard it is) would be to list number of times player has won most games/week, or played most games/week (tying it to the stats we show on home page)
21:06:59sam686http://stats.pyrop.us/player.php?user=sam686 Crashes: 136 ... umm what did I crash into, asteroid? Crash into walls? Crash into mines?
21:07:18Watusimotomaybe your client crashed :-)
21:07:26Watusimotodo we actually store that info?
21:07:35Watusimotomaybe you found a hole in our stats!
21:07:46sam686its something kaen might need to fix, its actually crash into asteroids
21:08:01Watusimotoah, ok then... a simple label problem
21:08:19Watusimotoafter I wrote that, I realized we certainly don;t track crashes into walls
21:09:29Watusimotosam686: how did you get such high accuracy on mines?
21:09:55sam686mines kills multiple ships at the same time?
21:10:03Watusimotoand kaen, if accuracy is a percent, then add a % sign
21:10:46Watusimotohow often do you see mines kill mulitple players?
21:11:01Watusimotoit happens, but the number seems high!
21:11:10sam686same thing could happen to burst, like mines, it can hit multiple ships at the same time, by only one shot of burst (or place only one mine)
21:11:38sam686usually mines don't blow up until ship is too close (which will always hit)
21:11:43Watusimotoand how about a pie chart showing how many of each shots were shot?
21:12:19Watusimotoand what the heck is spybug accuracy????
21:12:36Watusimotodid you really put down 22K spybugs???
21:13:29sam686i don't know, maybe its when I was rapidly placing spybugs from a bunch of energy items..
21:14:06Watusimotoah, accuracy must be hits, not kills... so a mine that explodes will aoways hit one player (unless it's shot), and may well hit more without kills
21:14:13Watusimotoespecially in dense games
21:14:16sam686whats worse about 017 is, placing spybugs much faster (there is no delay) when picking up so many energyitems..
21:14:41sam686016 had spybug delay (because it was a weapon, not a module)
21:14:41WatusimotoI would suggest getting rid of firing time, as it seems to be meaningless
21:14:50Watusimotoright
21:15:25Watusimotojust an idea, but what if you had sensor, and you just automatically layed spybugs every 5 seconds, with no energy cost?
21:17:09sam686not sure about that, thousands of spybugs sometimes could overload the server / client with too many spybugs.
21:17:19sam686can be a problem with idling players as well..
21:18:24sam686and it don't work too well when firing bullets at the same time as placing spybugs, you could shoot and instaltly destroy your placed spybugs..
21:19:08kaenwow that's a respectable bug list :)
21:20:29Watusimotosam -- good points
21:20:43Watusimotokaen: most are suggestions, not bugs :-)
21:20:48WatusimotoI'm heading to bed...
21:20:53kaeng'night
21:20:56Watusimotosee y'all tomorrow or whenever
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22:54:40raptorhello!
22:54:47raptor starts reading chat logs
23:02:51raptoroh my goodness kaen - your stats are looking amazing!
23:40:59kaenthanks :)
23:42:30kaenI'm most happy about the speed. I have the cheapest VPS money can buy and it still handles the pages in 1-10ms
23:42:39kaenand that's with an all-time table
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