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01:44:29 | raptor | to the bugs! |
01:44:33 | raptor | !bug |
01:44:33 | BFLogBot | To enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List |
01:44:53 | raptor | i'll work on #41 |
02:37:24 | raptor | ok, now i'm going to work on it for real... |
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03:33:16 | raptor | yay done |
03:33:21 | raptor | tell me what you think |
03:36:02 | | BFLogBot - Commit 4e0e6ff453f3 | Author: buckyballreaction | Log: Fade in/out cloakers when sensor is equipped |
03:47:01 | sam686 | ok... about that bug number 43. the "+" sign won't clear when admin changes level change password which makes everyone lose level change permission... |
03:47:37 | raptor | so that's another bug? |
03:49:01 | sam686 | also, when admin clears level password, which gives everyone level changing, the + won't show on everyone until rejoined.. |
03:50:04 | raptor | i'm not too worried about those bugs because i've rarely seen people change passwords in the middle of play |
03:50:37 | raptor | but have you been able to duplicate 43 any other way? |
03:51:42 | sam686 | I don't think i can any other way, but on 017, i think the "+" was not shown at all to anyone when a server don't have a level password.. |
03:52:18 | sam686 | at that time, was thinking that so many "+" would end up making players ask what does + mean.. |
03:52:39 | raptor | hmmm |
04:01:08 | | BFLogBot - Commit 57fe60d1f134 | Author: buckyballreaction | Log: Fade-in cloaked ship quadradically |
04:05:51 | sam686 | umm, my turrets aren't shooting heat seekers anymore, it shoots as if "W=Heat Seeker" is ignored.. |
04:06:09 | raptor | shoudl be Seeker |
04:06:12 | raptor | no more 'Heat' |
04:06:24 | raptor | watusimoto changed it to be more precise |
04:06:28 | sam686 | oh, got renamed to only "W=Seeker" |
04:06:29 | raptor | and shorter |
04:07:44 | sam686 | mines and spybug won't fade in like ships... |
04:08:16 | raptor | nope |
04:11:09 | sam686 | I also just noticed something, the name below the ship disappear completely, never show up when using sensor or even when simply on the same team.. |
04:12:23 | sam686 | also a fade out bug when on the same team.. |
04:26:26 | sam686 | can you see this video? http://208.107.12.78/upload/bitfighter_d-20120921-2322263a.avi |
04:27:04 | raptor | downloading |
04:27:16 | raptor | why would my maxfps not go above 60? |
04:27:33 | sam686 | also happens to blink when doing /lag 0 20 |
04:28:10 | sam686 | maybe, you have the xorg.conf set to vsync = on or it defaulted to vsync... |
04:28:39 | raptor | huh |
04:28:54 | sam686 | vsync is the most common problem when fps is limited to exactly 60fps - the usual refresh rate of most LCD |
04:29:05 | raptor | i see the blink in the video |
04:29:08 | raptor | is annoying |
04:29:44 | sam686 | also, maybe it only happens on windows only? and not linux? maybe due to slightly different qsort.. |
04:30:05 | raptor | yup, you're right... i disabled sync to vblank |
04:31:08 | sam686 | however, disabling vsync may cause annoying tearing when watching videos.. |
04:31:22 | sam686 | on games, much less so when fps is really high |
04:34:28 | sam686 | there is no jitter when fps is exactly the same as refresh rate which vsync does.. |
04:35:12 | sam686 | but to have no motion blur, a CRT monitor could be used.. |
04:35:12 | raptor | yeah - it's just odd that it is syncing now - must have changed since i've upgraded to a newer OS |
04:37:38 | sam686 | newer OS... changed OS? or a newer version of the same OS? |
04:46:15 | | BFLogBot - Commit 44f7c9281ce4 | Author: buckyballreaction | Log: Fix bug with cloaked teammates not showing properly |
04:58:01 | raptor | i wrote down all th ebugs to the list |
04:58:10 | sam686 | ok |
04:58:15 | raptor | good ngiht! |
04:58:17 | sam686 | nite |
04:58:23 | sam686 | night |
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16:44:34 | raptor | found a bug in 017 |
16:44:57 | raptor | host a game, authenticated to master. it needs to be single-player bitmatch |
16:45:19 | raptor | then join the game with another client using the same player authenticated to master |
16:45:31 | raptor | have the second client place a mine |
16:46:31 | raptor | it shows as unowned by that player |
17:02:35 | sam686 | only happens on a non-teams game play |
17:03:06 | sam686 | but also, if you rejoin as copying someone's name, you get to see that person's mines |
17:04:16 | raptor | yes... |
17:04:24 | raptor | i'm fixing it |
17:05:42 | raptor | do we have another way of the server sending a unique identifier about the client, other than the name? |
17:11:42 | sam686 | change Mine::UnpackUpdate ? |
17:12:12 | sam686 | right now, it is sent as a mSetBy with a Player Name string.. |
17:12:31 | sam686 | could be changed to a bool isThisAnOwner |
17:13:08 | raptor | and determined server-side, you mean? |
17:13:13 | sam686 | yes |
17:13:34 | raptor | found the problem |
17:13:38 | sam686 | makes it easier to make fixes server side without changing the client or changing the protocols |
17:13:41 | raptor | on the client, it compares mSetBy to localClient->getClientInfo()->getName() |
17:13:54 | raptor | localClient->getClientInfo()->getName() is always the normal name, not the unique one |
17:14:35 | sam686 | not only that, a bool takes only one bit of network bendwidth.. |
17:14:56 | raptor | how would you determine who's the owner server-side, and make sure the right client knows it? |
17:15:06 | raptor | i mean |
17:15:12 | raptor | i know how to determine the owner |
17:15:24 | raptor | but h ow to make sure the packet goes to the correct client that is it? |
17:15:41 | sam686 | use a server side ClientInfo, as a server side ClientInfo is usually more correct (probably by adding in Mine SafePtr<ClientInfo> ) |
17:16:08 | sam686 | when it comes to packUpdate, cast a Connection to a GameConnection |
17:16:09 | raptor | yes, but is there a way to determine where the packet is going? |
17:16:38 | sam686 | then use a connection -> getClientInfo == mine::ClientInfoSetBy.. |
17:17:08 | raptor | really? |
17:17:10 | raptor | let me try... |
17:19:45 | raptor | i only see GameConnection working client side |
17:21:04 | raptor | you mean cast the GhostConnection? |
17:21:13 | sam686 | yes |
17:22:51 | | BFLogBot - Commit e5a82b12cc28 | Author: sam8641 | Log: Fix TAB in editor, not perfect as it doesn't update position while dragging. |
17:22:53 | raptor | can i static_cast? |
17:23:24 | sam686 | GameConnection is just about the only think in our packUpdate.. so yes you can |
17:25:37 | sam686 | Ship::packUpdate already uses a static cast, more like a (GameConnection *)connection; cast (mostly the same as static_cast) |
17:27:38 | raptor | ok |
17:37:54 | raptor | ha! it works! |
17:39:44 | sam686 | umm, now to do the same for SpyBug::packUpdate if you haven't yet... |
17:39:54 | raptor | yes |
17:40:55 | raptor | I have to go for a couple hours now, i'll finish this up when i get back |
17:41:18 | sam686 | ok |
17:41:41 | raptor | curious - would you add a boolean member to mine/spybug, or is there another that we can use? |
17:42:46 | sam686 | could add it once, in BurstProjectile.. |
17:42:57 | raptor | yeah, ok |
17:43:08 | raptor | isOwnedByLocalClient... |
17:43:23 | raptor | ok, good; any way to reduce network is good |
17:43:51 | raptor | ok, see you later |
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20:33:09 | | BFLogBot - Commit 42473b1a57ea | Author: buckyballreaction | Log: Change the manner of how a client keeps track of its mines and spybugs. Only send a boolean to the client. This also fixes issues with multiple same-named clients rendering them incorrectly |
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20:39:18 | bobdaduck | So sammy |
20:39:29 | bobdaduck | How do I set visual C++ to just compile the modified files |
20:39:43 | bobdaduck | rather than rebuilding the entire project/solution every time I run it? |
20:39:44 | raptor | bobdaduck: it does so automatically |
20:39:59 | bobdaduck | It seems to be automatically set to building the entire solution |
20:40:03 | bobdaduck | which takes about ten minutes |
20:40:08 | raptor | hmmm |
20:40:12 | bobdaduck | to see if adding a semicolon fixed a problem. |
20:40:15 | bobdaduck | etc. |
20:40:26 | raptor | look for something called 'incremental build' |
20:40:40 | raptor | as far as I know the projects are already set to do that... |
20:40:44 | raptor | but |
20:41:01 | raptor | if you change a header file (.h) then it will recompile every .cpp that includes that |
20:41:11 | raptor | which can seem like half the project some times |
20:41:16 | bobdaduck | Its rebuilding the entire thing. |
20:41:24 | raptor | but sam686 is more the expert in windows |
20:41:50 | raptor | if you clean and build, then it will do the whole thing |
20:42:48 | bobdaduck | That's why I asked sam in the first place |
20:42:54 | bobdaduck | xD |
20:43:06 | sam686 | Be sure to open the solution file, not just the zap/bitfighter project.. |
20:43:24 | sam686 | that way, it can check if tnl, zap, and other stuff is changed |
20:43:52 | bobdaduck | zap.sln? |
20:44:07 | raptor | parent directory |
20:44:25 | sam686 | not inside the zap, in a bitfighter.sln if you have visual c++ 2010 |
20:44:28 | bobdaduck | That would be the bitfighter.sln file, right? |
20:44:38 | bobdaduck | yeah I'm 2010 |
20:44:45 | sam686 | yes |
20:45:00 | bobdaduck | There's also a bitfighter sam.sln |
20:45:05 | bobdaduck | I'm just doing the bitfighter.sln. |
20:45:11 | sam686 | thats for my visual C++ 2008 |
20:45:30 | bobdaduck | okay |
20:45:55 | bobdaduck | But yeah, it seems to be rebuilding the entire project solution everything when I hit "debug mode" rather than just one or two files. |
20:45:56 | sam686 | trying to open c++ 2008 on 2010 does the conversion, but trying to open visual c++ 2010 project into visual C++ 2008 doesn't work.. |
20:46:23 | bobdaduck | k |
20:46:39 | sam686 | if you changes any of ".h" header files, it needs to recompile more then one files.. |
20:46:55 | | raptor goes to test in his windows vm |
20:46:57 | sam686 | if you only change ".cpp" or ".c" then it only need to compile just that one file |
20:47:17 | raptor | what windows version? |
20:47:28 | bobdaduck | windows 7 |
20:47:40 | raptor | 2010 express? |
20:47:49 | bobdaduck | yeah |
20:48:10 | sam686 | linux is more proplematic when you change ".h" files, our "make" doesn't seem to check if header files is changed, and often produces linker errors or some other silly problems until filly recompiled.. |
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20:48:18 | raptor | evil Linux |
20:48:19 | bobdaduck | Okay but |
20:48:23 | raptor | who would ever use that system... |
20:48:23 | bobdaduck | I changed a .cpp file |
20:48:39 | bobdaduck | and it started compiling with "botnavmeshzones" followed by "htfgametype" |
20:48:48 | bobdaduck | just a cpp file. |
20:48:51 | raptor | ok, i'm compiling in my VM |
20:49:05 | raptor | on vc++ 2010 express, latest revision, but windows xp |
20:50:01 | sam686 | do you have more then one "bitfighter" compiling source code? |
20:51:01 | sam686 | I think I got mine temperory directory changed on my project to be relative path on bitfighter_sam (the compiled temperory files) |
20:51:02 | raptor | you're not hitting 'rebuild' are you? |
20:51:57 | sam686 | just do "Build" if you don't want to do full and slow recompile.. |
20:53:07 | sam686 | Sometimes, if you update our bitfighter code to latest version, we might have changed header files, causing a full rebuild.. |
20:53:23 | raptor | which i just did.. |
20:55:48 | bobdaduck | no I'm not hitting build |
20:55:48 | raptor | ok, i don't know where 'debug mode' is, but i just changed one .cpp, right-clicked on 'bitfighter' and selected 'build'. It only compiled the one .cpp |
20:55:50 | bobdaduck | er |
20:55:52 | bobdaduck | rebuild |
20:55:56 | bobdaduck | maybe |
20:56:01 | bobdaduck | if I reinstall visual C++. |
20:56:18 | raptor | that's the last thing you want to do... |
20:56:25 | raptor | takes forever |
20:56:31 | bobdaduck | I know |
20:56:40 | bobdaduck | but I don't know where whatever my problem is in settings |
20:56:43 | bobdaduck | or even what it would be called. |
20:57:12 | raptor | what happens if you just right-click the project 'bitfighter' and to 'build' |
20:57:14 | raptor | ? |
20:57:48 | bobdaduck | Its building starting with different files |
20:57:57 | sam686 | just don't use "Rebuild" at all, and then once fully compiled, it shouldn't need to compile everything again unless some ".h" files got changed.. |
20:57:59 | bobdaduck | but still building everything, it looks like. |
20:58:03 | bobdaduck | I never use rebuild |
20:58:13 | raptor | ok, let it finish |
20:58:22 | raptor | then make a change and do the same thing again |
20:58:35 | bobdaduck | aight |
20:59:03 | raptor | when it updates different files like that, usually it means a header was changed somewhere... |
20:59:14 | bobdaduck | You would think. |
20:59:17 | bobdaduck | but I don't even touch it |
20:59:18 | bobdaduck | hit build |
20:59:21 | bobdaduck | builds entire thing. |
20:59:28 | bobdaduck | well, I hit debug mode, anyway. |
20:59:38 | raptor | where is that? |
20:59:59 | bobdaduck | in visual studio |
21:00:04 | raptor | yes |
21:00:05 | bobdaduck | there's a debug dropdown menu. |
21:00:09 | raptor | ok |
21:00:13 | bobdaduck | there's also a green triangle on the toolbar |
21:00:16 | bobdaduck | which does the same thing. |
21:00:29 | raptor | ah, that says 'start debugging' for me |
21:00:59 | bobdaduck | right. |
21:01:27 | bobdaduck | Its always worked before, so I dunno what got screwed up. |
21:01:53 | raptor | if something did get messed up in the solution, you should just be able to revert in hg and reload under vc++ |
21:02:54 | sam686 | look for errors while compiling.. errors in ".h" files will causes to repeatedly try to recompile everything... |
21:03:52 | sam686 | usually, you can see error list on view -- Error list |
21:06:03 | sam686 | if there is errors, then it cannot compile, and might end up running the older, compiled version, making your newly changes not work at all.. |
21:08:46 | raptor | i'm shutting down this evil system |
21:08:54 | sam686 | evil? |
21:09:11 | sam686 | raptor uses linux more then windows? |
21:11:07 | sam686 | I am guessing compile errors is what might be screwing up bobdaduck? |
21:48:50 | bobdaduck | lol |
21:48:53 | bobdaduck | uh |
21:48:56 | bobdaduck | no. |
21:49:10 | bobdaduck | I'm not getting any errors |
21:49:18 | bobdaduck | Not even warnings, actually. |
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21:54:31 | raptor | i'll be back in a bit |
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22:36:07 | sam686 | Raptor, I think your latest changes appears to have fixed running bug list of number 47.. |
22:38:22 | | BFLogBot - Commit 521cc262019e | Author: sam8641 | Log: Got rid of a few gClientInfo, moved setting default level credits name to UIEditor. |
22:38:24 | | BFLogBot - Commit 7b451cc4c296 | Author: sam8641 | Log: Faster performScopeQuery by keeping findObjects as a same Query in a loop. |
23:10:41 | raptor | hi peoples |
23:10:53 | raptor | i fixed something i didn't mean to?? |
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23:14:19 | raptor | ha! |
23:14:21 | raptor | i did fix it! |
23:14:37 | raptor | Watusimoto: you still around? |
23:14:44 | Watusimoto | yes |
23:14:59 | raptor | please take a look at my cloak detection fading |
23:15:03 | raptor | when you get a chance |
23:15:10 | Watusimoto | ok |
23:15:24 | Watusimoto | I'm in the middle of a congnatively difficult refactor |
23:15:31 | Watusimoto | I saw you used quadradics |
23:15:33 | raptor | blech |
23:16:08 | raptor | oh yes - i wanted to use a big word in the commit message to make myself feel seem smart for posterity |
23:16:28 | raptor | as i incorrect grammar myslef rightnow |
23:16:33 | Watusimoto | :-) |
23:18:54 | raptor | also did you see the bug about shaky commander's map? |
23:19:06 | raptor | i have no idea where to start for that one.. |
23:22:26 | Watusimoto | didn't see it |
23:22:52 | Watusimoto | on our list, or in forums? |
23:22:58 | raptor | running list |
23:23:26 | raptor | basically when another ship moves while you are looking in the commanders map, it gets really shaky |
23:23:32 | | BFLogBot - Commit 3afd33c9cf03 | Author: sam8641 | Log: Fix Spybug placing too fast, and fixed non-debug compile from previous commit. |
23:23:52 | raptor | ha sam686! i was just fixing that one |
23:24:03 | Watusimoto | only if they go off the edge of the map? |
23:24:27 | Watusimoto | ship going off edge of map will change scope of level, and the size will rescale |
23:24:33 | Watusimoto | it looks rather jerky |
23:24:41 | Watusimoto | could that be what they are talking about? |
23:24:44 | sam686 | On MoveObjects and shakeyness, is it updating RenderPos Extents or ActualPos Extents? If switching between the 2 then that will shake the commander map.. |
23:24:45 | raptor | ah, maybe that's it |
23:24:56 | Watusimoto | same happens when you shoot off edge of map |
23:24:56 | raptor | because the level doesn't have an edge |
23:25:06 | Watusimoto | yes |
23:25:12 | Watusimoto | I was thinking about that today, in fact |
23:25:24 | Watusimoto | thinking we could try to slowly warp map as scope changed |
23:25:27 | sam686 | Burst Weapon, or Ship, causes the most shakeyness on commander map |
23:25:29 | Watusimoto | rather than immediate update |
23:25:41 | sam686 | (other ships, not your ship) |
23:25:47 | raptor | yeah, this is pretty bad - it wasn't like this in 017 |
23:26:21 | Watusimoto | not sure how hard that would be or if it would be worth it; but we could perhaps use the mecanism we use for zooming to cmdrs map... but not sure |
23:26:30 | Watusimoto | it;s always been like this, I think |
23:26:38 | raptor | well, i'm thinking this is a different problem now |
23:27:01 | raptor | because i know what you're talking about, and this is 10 times worse |
23:27:26 | Watusimoto | can you reproduce it on a level with walls all around? |
23:27:32 | Watusimoto | that would prove me wrong |
23:27:35 | raptor | sam686: want to join my server and we can try on a level with walls? |
23:27:42 | raptor | i'm pretty sure it works with walls, too... |
23:28:29 | Watusimoto | does it require two people to reproduce? |
23:28:36 | raptor | yes |
23:29:02 | sam686 | need to go out of bounce to see the commander map shakey moving.. |
23:30:38 | sam686 | not if shooting burst how of bounce, which also cause shakey (when your FPS is at 90 and over) |
23:31:50 | raptor | ok, please rejoin - i added a hole in the wall to the left |
23:33:12 | raptor | ok, yes - it is out-of-bounds that is required... |
23:35:08 | sam686 | Want players to no longer be able to shoot their own team's turret and forcefields? (but can still destroy their team engineered stuff) Cause that is what most votes is.. |
23:35:37 | raptor | i don't think we want to change... |
23:35:50 | raptor | 'we' being Watusimoto... |
23:36:00 | raptor | and i don't really have a problem with how it is now |
23:36:38 | Watusimoto | I've waged a lonely war on this issue |
23:45:07 | Watusimoto | so what do you think about the shake? |
23:45:11 | Watusimoto | scope issue? |
23:45:32 | raptor | well, since it rarely happens unless out of extents, i'd say ignore for now |
23:45:42 | Watusimoto | who reported the bug? |
23:45:50 | raptor | me |
23:45:50 | sam686 | I might think it might be a Extent size resizing repeatedly? |
23:45:52 | Watusimoto | it _is_ annoying, that I can attest to |
23:45:56 | Watusimoto | yes |
23:46:13 | raptor | i can't figure out the problem with spy bugs |
23:46:52 | Watusimoto | items moving in and out of scope on unbouded map, in such a way as to make the extentes of everything larger or smaller, cause sudden changes of scale on cmdrs map. |
23:47:08 | raptor | spy bugs still fail - *grumble*grumble* |
23:47:11 | Watusimoto | One possible solution would be to use a timer to slowly shrink and expand the extent as needed |
23:47:19 | Watusimoto | what's wrong with spybugs? |
23:47:45 | raptor | they don't show enemy ships |
23:47:59 | sam686 | Your placed spybugs doesn't appear to see anything at all.. |
23:48:04 | raptor | sam686: maybe they only work with bots? |
23:48:27 | sam686 | When I tested it, I put several Spybugs in the level itself, not placing during gameplay, and that appear to work |
23:49:00 | raptor | ah |
23:50:32 | sam686 | Does the problem only happen when you host, what about me hosting? |
23:51:36 | raptor | dinner! |
23:53:23 | sam686 | "Dinner" is not an answer to my question.... |
23:54:56 | sam686 | raptor, you can try full recompiling (make cleano & make) |
23:59:34 | sam686 | Somethings really goffy with spybugs, I can see enemy near what I can't see the enemy spybugs... |