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| 00:46:58 | | BFLogBot - Commit c8fcf3efde0a | Author: watusim...@bitfighter.org | Log: xmacro code consolidation, formatting... not much exciting here |
| 00:46:59 | | BFLogBot - Commit 19d31347303f | Author: watusim...@bitfighter.org | Log: Comments, formatting |
| 00:47:01 | | BFLogBot - Commit 8a07ee598fc3 | Author: watusim...@bitfighter.org | Log: dynamic to static cast |
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| 09:29:18 | kaen | first run at player stats: http://pyrop.us:3000/user.php |
| 09:29:44 | kaen | really rought, and it's 2:30 AM here so I'm going to bed |
| 09:29:48 | kaen | rough, even |
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| 13:21:17 | Little_Apple | hihihiihihihihhihihi |
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| 13:31:54 | Little_Apple | yoyoyo |
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| 16:51:46 | Watusimoto | ===>>> Design decision to make : See http://pastebin.com/AC0raZzf <<<=== |
| 16:53:59 | Watusimoto | Oh, and only option 1 allows bots to run unmodified |
| 17:06:30 | kaen | that's a tough one. 3 sounds like it provides the best defense against subtle bugs |
| 17:06:47 | kaen | although I have no idea how likely the bugs would be to occur. |
| 17:07:09 | kaen | here's a testing page for the player stats I've been cranking on http://stats.pyrop.us/user.php |
| 17:07:35 | kaen | raptor had the idea of making separate tables for given time period (perhaps each month?). any thoughts? |
| 17:13:17 | Watusimoto | How much of a pain would it be to work with tables split up by months? |
| 17:13:30 | kaen | almost zero |
| 17:13:40 | Watusimoto | We can discuss this more later -- have to go eat dinner |
| 17:13:46 | kaen | have fun |
| 18:53:27 | Watusimoto | ok let's see |
| 18:53:48 | Watusimoto | what's the advantage of breaking things into multiple tables? |
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| 19:14:25 | kaen | Faster queries |
| 19:15:14 | kaen | oh, 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 |
| 19:15:15 | Watusimoto | what's the drawback? |
| 19:15:53 | kaen | having to write a few more lines into the triggers I wrote, is the only one I can think of right now |
| 19:16:43 | kaen | also there will likely need to be a scheduled trigger for dropping old tables if you wanted to do that. |
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| 19:18:36 | Watusimoto | well, 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. |
| 19:18:57 | Watusimoto | sam686: |
| 19:19:04 | Watusimoto | at your leasure, see this: |
| 19:19:12 | Watusimoto | ===>>> Design decision to make : See http://pastebin.com/AC0raZzf <<<=== |
| 19:19:12 | Watusimoto | Oh, and only option 1 allows bots to run unmodified |
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| 19:26:13 | sam686 | i am really not sure how would a modified Weapon Table work... |
| 19:27:10 | sam686 | and, 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 |
| 19:28:21 | sam686 | i guess could try the table orginizing if you want.. |
| 19:31:44 | Watusimoto | In practice, I'm really not sure if enums are used much |
| 19:31:55 | Watusimoto | but it's not just weapons -- all enums would be organized this way |
| 19:32:13 | Watusimoto | and I think s_bot does use some object name enums, for example |
| 19:32:28 | Watusimoto | on the other hand, the fixes would be easy |
| 19:32:36 | Watusimoto | and I am going to disect s_bot anyway |
| 19:32:40 | sam686 | ok |
| 19:33:10 | Watusimoto | I 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 |
| 19:33:58 | sam686 | kaen : 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 |
| 19:37:39 | Watusimoto | Think Sammysss was playing with a dummy player? |
| 19:37:44 | sam686 | I guess Nexus is one of the biggest thing that can effect the sum of points.. |
| 19:37:51 | Watusimoto | sort by KDR |
| 19:38:12 | Watusimoto | stats look good, btw |
| 19:38:30 | sam686 | http://stats.pyrop.us/user.php?order=kill_count&sort=DESC&page=1 it is sorted by kills... blank player? |
| 19:38:30 | Watusimoto | though I prefer fewer longer pages |
| 19:39:20 | Watusimoto | last seen 4 mos ago... could be bug in previous release |
| 19:40:06 | sam686 | well the good thing is, looks like I have the most wins.. |
| 19:40:45 | Watusimoto | small 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 |
| 19:41:25 | Watusimoto | Sam -- did you reall score 2147483647 points? ;-) |
| 19:42:47 | kaen | I think there are three maxint points entries |
| 19:42:57 | sam686 | I 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... |
| 19:44:40 | sam686 | also 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.. |
| 19:45:44 | Watusimoto | Flag<br>Drop-<br>ped :-) |
| 19:45:57 | kaen | heh |
| 19:46:18 | kaen | I want to have header sections, so all the flag star could be under a header sections called 'Flags' |
| 19:46:31 | kaen | the each column would only be as wide as 'dropped' 'scored' etc. |
| 19:46:42 | kaen | lol I meant flag_* |
| 19:47:18 | Watusimoto | great! |
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| 20:31:23 | kaen | you can click player names for "detailed" stats now. suggestions for anything that should be added are welcome :) |
| 20:52:56 | Watusimoto | well, the important question is what are we trying to show? |
| 20:53:17 | Watusimoto | give people access to their own stats? |
| 20:53:44 | Watusimoto | stats look really good, btw |
| 20:53:46 | kaen | extra things that don't fit well into the full player list |
| 20:53:48 | kaen | thank you :) |
| 20:53:59 | kaen | e.g. the weapon accuracy stats |
| 20:54:06 | | BFLogBot - Commit c7bfa08aba16 | Author: watusim...@bitfighter.org | Log: Get rid of unneeded constructor -- initialize struct directly |
| 20:54:07 | | BFLogBot - Commit 6154a06a9b76 | Author: watusim...@bitfighter.org | Log: Comment |
| 20:54:09 | | BFLogBot - Commit 23bebea4abae | Author: watusim...@bitfighter.org | Log: dynamic to static cast |
| 20:54:10 | | BFLogBot - Commit 62910b01237e | Author: watusim...@bitfighter.org | Log: Formatting |
| 20:54:12 | | BFLogBot - Commit 770540b40e34 | Author: watusim...@bitfighter.org | Log: Minor |
| 20:54:13 | | BFLogBot - Commit 4551ae26027f | Author: watusim...@bitfighter.org | Log: dynamic to static cast |
| 20:54:15 | | BFLogBot - Commit 145fff9466aa | Author: watusim...@bitfighter.org | Log: Formatting |
| 20:54:16 | | BFLogBot - Commit 86d2a07a235c | Author: watusim...@bitfighter.org | Log: Minor |
| 20:54:18 | | BFLogBot - Commit cea1dd62a3f7 | Author: watusim...@bitfighter.org | Log: Whitespace |
| 20:54:19 | | BFLogBot - Commit 8e0987eb1a22 | Author: watusim...@bitfighter.org | Log: Fix bug with event firing multiple times when entering zone |
| 20:54:21 | | BFLogBot - 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. |
| 20:54:23 | Watusimoto | Frags, Flags, Games, Misc |
| 20:54:34 | Watusimoto | we need to replace Games or Misc with something that rhymes with Flags |
| 20:55:06 | kaen | 'Stats' would rhyme by assonance :P |
| 20:55:20 | Watusimoto | good point |
| 20:55:55 | Watusimoto | the thing I'd like to see is some sort of metrics we can use to award players "titles" in the forums |
| 20:56:01 | Watusimoto | or in the game |
| 20:56:15 | Watusimoto | titles, or ranks that can be graphically represented next to their name |
| 20:56:36 | Watusimoto | one of my ideas was to use military style stripes |
| 20:57:13 | kaen | I believe the data is all here if you can think of a criteria for it |
| 20:57:25 | kaen | that's what I've been puzzling about regarding all of that |
| 20:57:33 | Watusimoto | well yes, that's the crux of the matter, isn't it? |
| 20:58:00 | Watusimoto | btw, 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 |
| 20:58:29 | | kaen has a strange affinity for lua's c bindings |
| 21:00:22 | Watusimoto | option 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 |
| 21:02:10 | kaen | ah, I see |
| 21:02:57 | Watusimoto | so it may be more than a tiny bit of overhead |
| 21:03:04 | Watusimoto | though I really don;t know |
| 21:03:23 | Watusimoto | stats suggestion: Where a player is registered, underline their name when it is displayed |
| 21:04:27 | Watusimoto | formatting suggestion: add a lid to the cells containing the headers General/Games/Flags/Misc |
| 21:04:52 | Watusimoto | and consider centering those labels, though I could see a stylistic reason for not doing so |
| 21:05:54 | Watusimoto | another 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) |
| 21:06:59 | sam686 | http://stats.pyrop.us/player.php?user=sam686 Crashes: 136 ... umm what did I crash into, asteroid? Crash into walls? Crash into mines? |
| 21:07:18 | Watusimoto | maybe your client crashed :-) |
| 21:07:26 | Watusimoto | do we actually store that info? |
| 21:07:35 | Watusimoto | maybe you found a hole in our stats! |
| 21:07:46 | sam686 | its something kaen might need to fix, its actually crash into asteroids |
| 21:08:01 | Watusimoto | ah, ok then... a simple label problem |
| 21:08:19 | Watusimoto | after I wrote that, I realized we certainly don;t track crashes into walls |
| 21:09:29 | Watusimoto | sam686: how did you get such high accuracy on mines? |
| 21:09:55 | sam686 | mines kills multiple ships at the same time? |
| 21:10:03 | Watusimoto | and kaen, if accuracy is a percent, then add a % sign |
| 21:10:46 | Watusimoto | how often do you see mines kill mulitple players? |
| 21:11:01 | Watusimoto | it happens, but the number seems high! |
| 21:11:10 | sam686 | same 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) |
| 21:11:38 | sam686 | usually mines don't blow up until ship is too close (which will always hit) |
| 21:11:43 | Watusimoto | and how about a pie chart showing how many of each shots were shot? |
| 21:12:19 | Watusimoto | and what the heck is spybug accuracy???? |
| 21:12:36 | Watusimoto | did you really put down 22K spybugs??? |
| 21:13:29 | sam686 | i don't know, maybe its when I was rapidly placing spybugs from a bunch of energy items.. |
| 21:14:06 | Watusimoto | ah, 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 |
| 21:14:13 | Watusimoto | especially in dense games |
| 21:14:16 | sam686 | whats worse about 017 is, placing spybugs much faster (there is no delay) when picking up so many energyitems.. |
| 21:14:41 | sam686 | 016 had spybug delay (because it was a weapon, not a module) |
| 21:14:41 | Watusimoto | I would suggest getting rid of firing time, as it seems to be meaningless |
| 21:14:50 | Watusimoto | right |
| 21:15:25 | Watusimoto | just an idea, but what if you had sensor, and you just automatically layed spybugs every 5 seconds, with no energy cost? |
| 21:17:09 | sam686 | not sure about that, thousands of spybugs sometimes could overload the server / client with too many spybugs. |
| 21:17:19 | sam686 | can be a problem with idling players as well.. |
| 21:18:24 | sam686 | and 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.. |
| 21:19:08 | kaen | wow that's a respectable bug list :) |
| 21:20:29 | Watusimoto | sam -- good points |
| 21:20:43 | Watusimoto | kaen: most are suggestions, not bugs :-) |
| 21:20:48 | Watusimoto | I'm heading to bed... |
| 21:20:53 | kaen | g'night |
| 21:20:56 | Watusimoto | see y'all tomorrow or whenever |
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| 22:54:40 | raptor | hello! |
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| 23:02:51 | raptor | oh my goodness kaen - your stats are looking amazing! |
| 23:40:59 | kaen | thanks :) |
| 23:42:30 | kaen | I'm most happy about the speed. I have the cheapest VPS money can buy and it still handles the pages in 1-10ms |
| 23:42:39 | kaen | and that's with an all-time table |
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