#bitfighter IRC Log

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IRC Log for 2012-09-22

Timestamps are in GMT/BST.

01:31:21raptor has joined
01:31:22ChanServ sets mode +o raptor
01:44:29raptorto the bugs!
01:44:33raptor!bug
01:44:33BFLogBotTo 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
01:44:53raptori'll work on #41
02:37:24raptorok, now i'm going to work on it for real...
03:01:57koda Quit (Quit: koda)
03:33:16raptoryay done
03:33:21raptortell me what you think
03:36:02BFLogBot - Commit 4e0e6ff453f3 | Author: buckyballreaction | Log: Fade in/out cloakers when sensor is equipped
03:47:01sam686ok... about that bug number 43. the "+" sign won't clear when admin changes level change password which makes everyone lose level change permission...
03:47:37raptorso that's another bug?
03:49:01sam686also, when admin clears level password, which gives everyone level changing, the + won't show on everyone until rejoined..
03:50:04raptori'm not too worried about those bugs because i've rarely seen people change passwords in the middle of play
03:50:37raptorbut have you been able to duplicate 43 any other way?
03:51:42sam686I 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..
03:52:18sam686at that time, was thinking that so many "+" would end up making players ask what does + mean..
03:52:39raptorhmmm
04:01:08BFLogBot - Commit 57fe60d1f134 | Author: buckyballreaction | Log: Fade-in cloaked ship quadradically
04:05:51sam686umm, my turrets aren't shooting heat seekers anymore, it shoots as if "W=Heat Seeker" is ignored..
04:06:09raptorshoudl be Seeker
04:06:12raptorno more 'Heat'
04:06:24raptorwatusimoto changed it to be more precise
04:06:28sam686oh, got renamed to only "W=Seeker"
04:06:29raptorand shorter
04:07:44sam686mines and spybug won't fade in like ships...
04:08:16raptornope
04:11:09sam686I 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..
04:12:23sam686also a fade out bug when on the same team..
04:26:26sam686can you see this video? http://208.107.12.78/upload/bitfighter_d-20120921-2322263a.avi
04:27:04raptordownloading
04:27:16raptorwhy would my maxfps not go above 60?
04:27:33sam686also happens to blink when doing /lag 0 20
04:28:10sam686maybe, you have the xorg.conf set to vsync = on or it defaulted to vsync...
04:28:39raptorhuh
04:28:54sam686vsync is the most common problem when fps is limited to exactly 60fps - the usual refresh rate of most LCD
04:29:05raptori see the blink in the video
04:29:08raptoris annoying
04:29:44sam686also, maybe it only happens on windows only? and not linux? maybe due to slightly different qsort..
04:30:05raptoryup, you're right... i disabled sync to vblank
04:31:08sam686however, disabling vsync may cause annoying tearing when watching videos..
04:31:22sam686on games, much less so when fps is really high
04:34:28sam686there is no jitter when fps is exactly the same as refresh rate which vsync does..
04:35:12sam686but to have no motion blur, a CRT monitor could be used..
04:35:12raptoryeah - it's just odd that it is syncing now - must have changed since i've upgraded to a newer OS
04:37:38sam686newer OS... changed OS? or a newer version of the same OS?
04:46:15BFLogBot - Commit 44f7c9281ce4 | Author: buckyballreaction | Log: Fix bug with cloaked teammates not showing properly
04:58:01raptori wrote down all th ebugs to the list
04:58:10sam686ok
04:58:15raptorgood ngiht!
04:58:17sam686nite
04:58:23sam686night
04:58:26raptor Quit ()
06:00:01sam686 Quit (Ping timeout: 245 seconds)
07:31:52Watusimoto has joined
09:50:45LordDVG has joined
10:06:04koda has joined
10:17:22koda Quit (Quit: koda)
11:07:28Watusimoto Quit (Ping timeout: 244 seconds)
11:36:41Watusimoto has joined
12:49:50Watusimoto Quit (Ping timeout: 260 seconds)
12:52:53raptor has joined
12:52:53ChanServ sets mode +o raptor
15:48:29sam686 has joined
15:48:29ChanServ sets mode +v sam686
16:44:34raptorfound a bug in 017
16:44:57raptorhost a game, authenticated to master. it needs to be single-player bitmatch
16:45:19raptorthen join the game with another client using the same player authenticated to master
16:45:31raptorhave the second client place a mine
16:46:31raptorit shows as unowned by that player
17:02:35sam686only happens on a non-teams game play
17:03:06sam686but also, if you rejoin as copying someone's name, you get to see that person's mines
17:04:16raptoryes...
17:04:24raptori'm fixing it
17:05:42raptordo we have another way of the server sending a unique identifier about the client, other than the name?
17:11:42sam686change Mine::UnpackUpdate ?
17:12:12sam686right now, it is sent as a mSetBy with a Player Name string..
17:12:31sam686could be changed to a bool isThisAnOwner
17:13:08raptorand determined server-side, you mean?
17:13:13sam686yes
17:13:34raptorfound the problem
17:13:38sam686makes it easier to make fixes server side without changing the client or changing the protocols
17:13:41raptoron the client, it compares mSetBy to localClient->getClientInfo()->getName()
17:13:54raptorlocalClient->getClientInfo()->getName() is always the normal name, not the unique one
17:14:35sam686not only that, a bool takes only one bit of network bendwidth..
17:14:56raptorhow would you determine who's the owner server-side, and make sure the right client knows it?
17:15:06raptori mean
17:15:12raptori know how to determine the owner
17:15:24raptorbut h ow to make sure the packet goes to the correct client that is it?
17:15:41sam686use a server side ClientInfo, as a server side ClientInfo is usually more correct (probably by adding in Mine SafePtr<ClientInfo> )
17:16:08sam686when it comes to packUpdate, cast a Connection to a GameConnection
17:16:09raptoryes, but is there a way to determine where the packet is going?
17:16:38sam686then use a connection -> getClientInfo == mine::ClientInfoSetBy..
17:17:08raptorreally?
17:17:10raptorlet me try...
17:19:45raptori only see GameConnection working client side
17:21:04raptoryou mean cast the GhostConnection?
17:21:13sam686yes
17:22:51BFLogBot - Commit e5a82b12cc28 | Author: sam8641 | Log: Fix TAB in editor, not perfect as it doesn't update position while dragging.
17:22:53raptorcan i static_cast?
17:23:24sam686GameConnection is just about the only think in our packUpdate.. so yes you can
17:25:37sam686Ship::packUpdate already uses a static cast, more like a (GameConnection *)connection; cast (mostly the same as static_cast)
17:27:38raptorok
17:37:54raptorha! it works!
17:39:44sam686umm, now to do the same for SpyBug::packUpdate if you haven't yet...
17:39:54raptoryes
17:40:55raptorI have to go for a couple hours now, i'll finish this up when i get back
17:41:18sam686ok
17:41:41raptorcurious - would you add a boolean member to mine/spybug, or is there another that we can use?
17:42:46sam686could add it once, in BurstProjectile..
17:42:57raptoryeah, ok
17:43:08raptorisOwnedByLocalClient...
17:43:23raptorok, good; any way to reduce network is good
17:43:51raptorok, see you later
17:44:02raptor Quit ()
18:39:11sam686 Quit (Ping timeout: 245 seconds)
18:39:40sam686 has joined
18:39:41ChanServ sets mode +v sam686
19:55:37raptor has joined
19:55:38ChanServ sets mode +o raptor
20:33:09BFLogBot - 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
20:39:15bobdaduck has joined
20:39:18bobdaduckSo sammy
20:39:29bobdaduckHow do I set visual C++ to just compile the modified files
20:39:43bobdaduckrather than rebuilding the entire project/solution every time I run it?
20:39:44raptorbobdaduck: it does so automatically
20:39:59bobdaduckIt seems to be automatically set to building the entire solution
20:40:03bobdaduckwhich takes about ten minutes
20:40:08raptorhmmm
20:40:12bobdaduckto see if adding a semicolon fixed a problem.
20:40:15bobdaducketc.
20:40:26raptorlook for something called 'incremental build'
20:40:40raptoras far as I know the projects are already set to do that...
20:40:44raptorbut
20:41:01raptorif you change a header file (.h) then it will recompile every .cpp that includes that
20:41:11raptorwhich can seem like half the project some times
20:41:16bobdaduckIts rebuilding the entire thing.
20:41:24raptorbut sam686 is more the expert in windows
20:41:50raptorif you clean and build, then it will do the whole thing
20:42:48bobdaduckThat's why I asked sam in the first place
20:42:54bobdaduckxD
20:43:06sam686Be sure to open the solution file, not just the zap/bitfighter project..
20:43:24sam686that way, it can check if tnl, zap, and other stuff is changed
20:43:52bobdaduckzap.sln?
20:44:07raptorparent directory
20:44:25sam686not inside the zap, in a bitfighter.sln if you have visual c++ 2010
20:44:28bobdaduckThat would be the bitfighter.sln file, right?
20:44:38bobdaduckyeah I'm 2010
20:44:45sam686yes
20:45:00bobdaduckThere's also a bitfighter sam.sln
20:45:05bobdaduckI'm just doing the bitfighter.sln.
20:45:11sam686thats for my visual C++ 2008
20:45:30bobdaduckokay
20:45:55bobdaduckBut yeah, it seems to be rebuilding the entire project solution everything when I hit "debug mode" rather than just one or two files.
20:45:56sam686trying to open c++ 2008 on 2010 does the conversion, but trying to open visual c++ 2010 project into visual C++ 2008 doesn't work..
20:46:23bobdaduckk
20:46:39sam686if you changes any of ".h" header files, it needs to recompile more then one files..
20:46:55raptor goes to test in his windows vm
20:46:57sam686if you only change ".cpp" or ".c" then it only need to compile just that one file
20:47:17raptorwhat windows version?
20:47:28bobdaduckwindows 7
20:47:40raptor2010 express?
20:47:49bobdaduckyeah
20:48:10sam686linux 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..
20:48:16LordDVG Quit (Quit: Leaving)
20:48:18raptorevil Linux
20:48:19bobdaduckOkay but
20:48:23raptorwho would ever use that system...
20:48:23bobdaduckI changed a .cpp file
20:48:39bobdaduckand it started compiling with "botnavmeshzones" followed by "htfgametype"
20:48:48bobdaduckjust a cpp file.
20:48:51raptorok, i'm compiling in my VM
20:49:05raptoron vc++ 2010 express, latest revision, but windows xp
20:50:01sam686do you have more then one "bitfighter" compiling source code?
20:51:01sam686I think I got mine temperory directory changed on my project to be relative path on bitfighter_sam (the compiled temperory files)
20:51:02raptoryou're not hitting 'rebuild' are you?
20:51:57sam686just do "Build" if you don't want to do full and slow recompile..
20:53:07sam686Sometimes, if you update our bitfighter code to latest version, we might have changed header files, causing a full rebuild..
20:53:23raptorwhich i just did..
20:55:48bobdaduckno I'm not hitting build
20:55:48raptorok, 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
20:55:50bobdaducker
20:55:52bobdaduckrebuild
20:55:56bobdaduckmaybe
20:56:01bobdaduckif I reinstall visual C++.
20:56:18raptorthat's the last thing you want to do...
20:56:25raptortakes forever
20:56:31bobdaduckI know
20:56:40bobdaduckbut I don't know where whatever my problem is in settings
20:56:43bobdaduckor even what it would be called.
20:57:12raptorwhat happens if you just right-click the project 'bitfighter' and to 'build'
20:57:14raptor?
20:57:48bobdaduckIts building starting with different files
20:57:57sam686just 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..
20:57:59bobdaduckbut still building everything, it looks like.
20:58:03bobdaduckI never use rebuild
20:58:13raptorok, let it finish
20:58:22raptorthen make a change and do the same thing again
20:58:35bobdaduckaight
20:59:03raptorwhen it updates different files like that, usually it means a header was changed somewhere...
20:59:14bobdaduckYou would think.
20:59:17bobdaduckbut I don't even touch it
20:59:18bobdaduckhit build
20:59:21bobdaduckbuilds entire thing.
20:59:28bobdaduckwell, I hit debug mode, anyway.
20:59:38raptorwhere is that?
20:59:59bobdaduckin visual studio
21:00:04raptoryes
21:00:05bobdaduckthere's a debug dropdown menu.
21:00:09raptorok
21:00:13bobdaduckthere's also a green triangle on the toolbar
21:00:16bobdaduckwhich does the same thing.
21:00:29raptorah, that says 'start debugging' for me
21:00:59bobdaduckright.
21:01:27bobdaduckIts always worked before, so I dunno what got screwed up.
21:01:53raptorif something did get messed up in the solution, you should just be able to revert in hg and reload under vc++
21:02:54sam686look for errors while compiling.. errors in ".h" files will causes to repeatedly try to recompile everything...
21:03:52sam686usually, you can see error list on view -- Error list
21:06:03sam686if there is errors, then it cannot compile, and might end up running the older, compiled version, making your newly changes not work at all..
21:08:46raptori'm shutting down this evil system
21:08:54sam686evil?
21:09:11sam686raptor uses linux more then windows?
21:11:07sam686I am guessing compile errors is what might be screwing up bobdaduck?
21:48:50bobdaducklol
21:48:53bobdaduckuh
21:48:56bobdaduckno.
21:49:10bobdaduckI'm not getting any errors
21:49:18bobdaduckNot even warnings, actually.
21:51:56Watusimoto has joined
21:51:58Watusimoto_ has joined
21:54:31raptori'll be back in a bit
21:57:51Watusimoto_ Quit (Remote host closed the connection)
22:36:07sam686Raptor, I think your latest changes appears to have fixed running bug list of number 47..
22:38:22BFLogBot - Commit 521cc262019e | Author: sam8641 | Log: Got rid of a few gClientInfo, moved setting default level credits name to UIEditor.
22:38:24BFLogBot - Commit 7b451cc4c296 | Author: sam8641 | Log: Faster performScopeQuery by keeping findObjects as a same Query in a loop.
23:10:41raptorhi peoples
23:10:53raptori fixed something i didn't mean to??
23:12:15bobdaduck Quit (Quit: Page closed)
23:14:19raptorha!
23:14:21raptori did fix it!
23:14:37raptorWatusimoto: you still around?
23:14:44Watusimotoyes
23:14:59raptorplease take a look at my cloak detection fading
23:15:03raptorwhen you get a chance
23:15:10Watusimotook
23:15:24WatusimotoI'm in the middle of a congnatively difficult refactor
23:15:31WatusimotoI saw you used quadradics
23:15:33raptorblech
23:16:08raptoroh yes - i wanted to use a big word in the commit message to make myself feel seem smart for posterity
23:16:28raptoras i incorrect grammar myslef rightnow
23:16:33Watusimoto:-)
23:18:54raptoralso did you see the bug about shaky commander's map?
23:19:06raptori have no idea where to start for that one..
23:22:26Watusimotodidn't see it
23:22:52Watusimotoon our list, or in forums?
23:22:58raptorrunning list
23:23:26raptorbasically when another ship moves while you are looking in the commanders map, it gets really shaky
23:23:32BFLogBot - Commit 3afd33c9cf03 | Author: sam8641 | Log: Fix Spybug placing too fast, and fixed non-debug compile from previous commit.
23:23:52raptorha sam686! i was just fixing that one
23:24:03Watusimotoonly if they go off the edge of the map?
23:24:27Watusimotoship going off edge of map will change scope of level, and the size will rescale
23:24:33Watusimotoit looks rather jerky
23:24:41Watusimotocould that be what they are talking about?
23:24:44sam686On MoveObjects and shakeyness, is it updating RenderPos Extents or ActualPos Extents? If switching between the 2 then that will shake the commander map..
23:24:45raptorah, maybe that's it
23:24:56Watusimotosame happens when you shoot off edge of map
23:24:56raptorbecause the level doesn't have an edge
23:25:06Watusimotoyes
23:25:12WatusimotoI was thinking about that today, in fact
23:25:24Watusimotothinking we could try to slowly warp map as scope changed
23:25:27sam686Burst Weapon, or Ship, causes the most shakeyness on commander map
23:25:29Watusimotorather than immediate update
23:25:41sam686(other ships, not your ship)
23:25:47raptoryeah, this is pretty bad - it wasn't like this in 017
23:26:21Watusimotonot 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
23:26:30Watusimotoit;s always been like this, I think
23:26:38raptorwell, i'm thinking this is a different problem now
23:27:01raptorbecause i know what you're talking about, and this is 10 times worse
23:27:26Watusimotocan you reproduce it on a level with walls all around?
23:27:32Watusimotothat would prove me wrong
23:27:35raptorsam686: want to join my server and we can try on a level with walls?
23:27:42raptori'm pretty sure it works with walls, too...
23:28:29Watusimotodoes it require two people to reproduce?
23:28:36raptoryes
23:29:02sam686need to go out of bounce to see the commander map shakey moving..
23:30:38sam686not if shooting burst how of bounce, which also cause shakey (when your FPS is at 90 and over)
23:31:50raptorok, please rejoin - i added a hole in the wall to the left
23:33:12raptorok, yes - it is out-of-bounds that is required...
23:35:08sam686Want 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..
23:35:37raptori don't think we want to change...
23:35:50raptor'we' being Watusimoto...
23:36:00raptorand i don't really have a problem with how it is now
23:36:38WatusimotoI've waged a lonely war on this issue
23:45:07Watusimotoso what do you think about the shake?
23:45:11Watusimotoscope issue?
23:45:32raptorwell, since it rarely happens unless out of extents, i'd say ignore for now
23:45:42Watusimotowho reported the bug?
23:45:50raptorme
23:45:50sam686I might think it might be a Extent size resizing repeatedly?
23:45:52Watusimotoit _is_ annoying, that I can attest to
23:45:56Watusimotoyes
23:46:13raptori can't figure out the problem with spy bugs
23:46:52Watusimotoitems 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.
23:47:08raptorspy bugs still fail - *grumble*grumble*
23:47:11WatusimotoOne possible solution would be to use a timer to slowly shrink and expand the extent as needed
23:47:19Watusimotowhat's wrong with spybugs?
23:47:45raptorthey don't show enemy ships
23:47:59sam686Your placed spybugs doesn't appear to see anything at all..
23:48:04raptorsam686: maybe they only work with bots?
23:48:27sam686When I tested it, I put several Spybugs in the level itself, not placing during gameplay, and that appear to work
23:49:00raptorah
23:50:32sam686Does the problem only happen when you host, what about me hosting?
23:51:36raptordinner!
23:53:23sam686"Dinner" is not an answer to my question....
23:54:56sam686raptor, you can try full recompiling (make cleano & make)
23:59:34sam686Somethings really goffy with spybugs, I can see enemy near what I can't see the enemy spybugs...

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