#bitfighter IRC Log

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IRC Log for 2012-09-28

Timestamps are in GMT/BST.

00:24:29raptorbye again
00:24:32raptor Quit ()
03:28:44raptor has joined
03:28:44ChanServ sets mode +o raptor
04:13:37amginea135246sam im back wanna play?
04:23:13sam686hi
04:23:28raptorhi sam686, have you tested the module playing in windows?
04:24:02sam686not yet
04:25:02raptorok, well if you do, please tell me if there are any problems... i think maybe the volume might be a little low for modules
04:26:52amginea135246ok ready sam
04:27:14sam686like, umm... this mod file? http://sam6.25u.com/upload/Bitfighter.mod
04:28:17amginea135246I see no problesn with the modules current sound level
04:37:12amginea135246 questio nsam if i make aloadout zone neutrel does that mean everyone can use it of all teams
04:37:33amginea135246or raptor
04:37:54sam686on Zone Control, all goals not on your team can be scored into touchdown..
04:38:05sam686... if you are holding flag..
04:38:49amginea135246 not goal loadoutzone
04:39:26amginea135246for example can red yellow and bleu teams use a neutrel loadoutzone
04:39:33amginea135246ie share
04:40:39sam686any team can use neutral goal zone
04:41:06sam686i mean loadout zone, not goal
04:41:29amginea135246ok thats what i was checking
04:41:30sam686any team can use own team or neutral loadout zone
04:42:17raptorok, heading to bed early - good night!
04:42:31amginea135246goodnight raptor
04:42:36raptor Quit ()
04:42:39amginea135246 sam lets try it now
04:42:52sam686i see, single team zone control have different scoring, kill one turret scores you one point...
05:32:46amginea135246ready....
05:54:37sam686will need to go to bed, bye..
05:55:04sam686 Quit (Quit: bye)
05:56:35amginea135246alas bye
05:58:05amginea135246bye all
05:58:12amginea135246 Quit (Quit: Page closed)
07:48:09watusimoto has joined
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14:15:58raptorgood morning!
14:28:23watusimotohi
14:29:36raptorhi
14:30:27raptorso i was thinking
14:30:59raptorwe're quickly making our hg repo large in size by constantly adding music and libraries
14:31:24raptorwhat about having a separate repo for stuff like that?
14:36:23Watusimoto_ has joined
14:40:41watusimotodos the repo size matter?
14:41:03raptoronly when cloning for the first time... i think we're at like 180MB
14:41:08raptoror something like that...
14:41:25watusimotowell, I think everything you need to build should be in one repo
14:41:29raptornot a big deal really...
14:41:37raptoryes, so probably libraries shoudl stay
14:41:43watusimotoyou could argue that the music could be put elsewhere, but there's really not much there
14:41:56watusimotoand most of that should hopefully be deleted or imported into the game
14:42:08raptoryes
14:42:15watusimotoonce someone is able to make a decision :-)
14:42:17raptorhowever the changeset is still in the repo
14:42:31watusimotowhat do you mean?
14:42:41watusimotoonce there, always there?
14:42:45raptoryes
14:42:56raptorso right now, the music_ideas is 36MB
14:43:03watusimotobut that's google's problem
14:43:11raptorif we deleted all of it, that 36MB is still in the hg repo history
14:43:23raptorso when someone clones in the future, they have an extra 36MB to download
14:43:28watusimotobut people won't have to download it
14:43:39watusimotowhen you clone, you don't get all history
14:43:42raptoryes you do
14:43:46raptorwith DVCS
14:43:48raptoryou do
14:43:50watusimotoyou get every file that was ever added
14:43:53raptoreverything
14:43:59watusimotoreally?
14:44:01raptoryep
14:44:02watusimotowhere does it go?
14:44:09watusimototrully?
14:44:17raptorthere is a hidden .hg directory at the root of the bitfighter tree
14:44:20raptorit's all in there
14:44:23watusimotothe .hg file
14:44:26watusimotofolder
14:44:27watusimotorather
14:44:36raptorit allows for instant updating to any changeset ever
14:44:38watusimotoI didn't know that
14:44:40raptorall locally
14:44:47watusimotogood to know
14:45:04watusimotowe can solve the prblem by adding that 36MB of music to the game :-)
14:45:37raptorhaha
14:45:44watusimotoI could see an argument for calving off the music folder, but not the libs
14:45:52watusimotorather the potential music folder
14:46:09raptorwell i already have a separate repo for 'tools'
14:46:17watusimotowhat are tools?
14:46:20raptorif you go here: http://code.google.com/p/bitfighter/source/list
14:46:34raptorselect 'tools' from the 'repository' drop down
14:47:22watusimotoI see
14:47:38raptorbasically misc. things that help with the bitfighter project, but aren't the codebase
14:47:45watusimotoright
14:48:01watusimotowell, you could create a music repo, I suppose
14:48:30watusimotoI don't really see the problem, but you are more concerned with project hygine than I am :-)
14:48:39raptorhehe, yep :)
14:48:39watusimoto(which I consider a good thing)
14:49:09raptorwell, i've been wanting to do some history cleaning
14:49:20raptorlike move the music files into their own repo
14:49:27watusimotowould we lose our history?
14:49:46raptornono - i would just splice out the revisions
14:49:51watusimotonot that it's critical after some stage
14:49:56raptorand move them to a differen repo
14:50:09raptorwould reduce our codebase repo size considerably
14:50:11raptorbut
14:50:15watusimotoso main project goes back to x, and other repo goes from 0 to x
14:50:29raptoryou and sam would have to check out brand new clones
14:50:45raptorso revision in repo are like this: a->b->c
14:50:55raptorbut b is 10MB of music files
14:51:07raptorso i'd change history to be a->c
14:51:13raptorand put b in another repo
14:51:33watusimotoand if b is music + code change? no matter?
14:51:46raptorif that's the case, i'd do changeset editing :)
14:51:55watusimotoyou really want to do that?
14:51:58raptorrip out the music from the code
14:52:23raptorwell... i sort of like housekeeping jobs like that - i think they help me destress...
14:52:33watusimoto:-)
14:52:51watusimotoyou could update our file headers... they have outdated (c) info
14:55:31kodawsraptor, hey
14:55:37kodawsraptor, i got some success to report
14:55:39raptorhi kodaws
14:55:40raptoroh yeah?
14:56:01kodawsyes, i got xcode play button to report
14:56:05kodawsto work*
14:56:07raptor!
14:56:15raptorreally!
14:56:21kodawsthere are a few catches
14:56:22raptoruh, xcode 3 or 4?
14:56:25kodaws3
14:56:28raptori expect catches
14:56:28kodawsdon't have 4
14:56:32raptorok
14:57:21kodawsthe problem lies in the xcode interaction with app bundles
14:57:35kodawsbasically xcode always tries to launch the executable that it just produced
14:57:39raptorwas it my evil wrapper script?
14:57:47raptorok
14:57:56kodawsbut since the executable set is the .sh it will confuse the debugger
14:58:06raptormakes sense
14:58:22kodawsas it's trying to launch Bitfigther, but the app bundle knows that the main exe is bitfighter.sh
14:59:00kodawsalso you should use exec to launch the executable
14:59:19raptorfrom the .sh you mean?
14:59:20kodawslike exec ./Bitfighter -args blahblah
14:59:25raptorah ok
14:59:30raptorlet me start up my vm
14:59:37kodawsyes, ./command starts another process
14:59:50kodawsexec ./command transforms the current process into the command
14:59:58raptordo you have a diff I could look at?
15:00:00kodawsthe first one of course add in the confusion to gdb
15:00:06raptorok
15:00:15kodawsi do... at home :(
15:00:35raptorheh - always happens!
15:01:02kodawsbut my changes are trivial, add an ifdef in main so that the args are hardcoded and that the first time executable is called via "system"
15:01:21raptorah ok, so it bypasses the script completely?
15:01:26kodawsyes
15:01:42raptorthat's probably the 'official' Mac way of doing things...
15:01:48raptorerr iOS/OSX
15:01:51kodawsif you wish i'll send a patch later on
15:01:54raptorsure!
15:02:12watusimotoawesome, kodaws, thanks!
15:02:33raptorhey, that means you get the dev badge (if you have a registered user)
15:02:48watusimotonot till there's some code committed! :-)
15:02:56kodawsfor now i hardcoded full paths, need to find a way to clean that up :p
15:02:59raptoryes
15:03:15kodawsi have it but it's very old and forgot the username >_<
15:03:17raptorevil absolute paths...
15:03:22kodawsunless it's koda or smth
15:03:37kodawsbut anyway
15:04:18raptorwell cool - you're in italy, right?
15:04:32kodawsyes
15:04:45raptorso i'll still b e at work when you're home... probably
15:16:18raptorhey... SDL development has really picked up again!
15:16:26raptorthey even fixed one of my bugs!
15:52:24Watusimoto_ Quit (Ping timeout: 260 seconds)
15:52:27watusimotowhch one?
15:52:44raptorthe right-mouse click missing one
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17:10:04Little_Apple has joined
17:10:06Little_Applehelloo
17:11:12raptorhi
17:11:52Little_Appleraptor: have you seen raspberry pi?
17:12:18kodaws Quit (Read error: Connection reset by peer)
17:12:46raptori've heard of it, yes
17:14:27Little_Applewhat do you think about it?
17:15:04raptori don't know, i haven't seen one used
17:15:39Little_Applethink one could be used to host a game server?
17:16:35raptorprobably - i already code the codebase to compile on ARM architecture
17:17:09Little_Appleinterestinnnnngggg
17:17:27raptori had to do that for my android test
17:18:10Little_Applehm
17:40:41raptorso Little_Apple, after dabbling in the bitfighter code, are you learning c++ yet?
17:58:46sam686 Quit (Ping timeout: 245 seconds)
18:13:06Watusimoto has joined
18:30:17Little_Appleraptor: i dont know much about starting a program but i can change one...
18:34:25Little_Apple Quit (Quit: Page closed)
18:44:59Watusimotolooking for an elegant solution:
18:45:33Watusimotofind the number of numbers between 1 and 2^n where their binary representations sum to exactly 3
18:45:56WatusimotoI thought there would be a good solution, but haven;t found any
18:50:07sam686 has joined
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18:54:14Watusimotogot it
18:54:45Watusimoto2^n, and you want the sum to be m (in the example above, m = 3)
18:55:07Watusimoton!/((n-m)! * n!)
18:55:16Watusimotosave this... you never know when you might need it!
19:14:08LordDVG has joined
19:14:13raptorwait what?
19:14:56raptorisn't that just 1/(n-m)! ?
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20:22:35Watusimotohi sam686
20:23:13Watusimoton!/((n-m)! * m!)
20:23:16WatusimotoI mistyped
20:23:35WatusimotoI have an s_bot question
20:23:44raptorsorry, i have algebra on the head constantly now...
20:23:55Watusimotofrom the function onTick(), we have the following lines:
20:24:02Watusimoto-- attackNearbyEnemies returns true if there is an enemy to fight, false if the bot can do something else
20:24:03Watusimoto if not attackNearbyEnemies(1 - agression) then
20:24:03Watusimoto doObjective()
20:24:03Watusimoto end
20:24:03Watusimoto doObjective()
20:24:03Watusimoto goInDirection()
20:24:23Watusimotomy question is is it intentional that doObjective is there twice?
20:30:54raptori have no idea
20:31:08raptorbut probably you're asking sam686
20:33:41Watusimotoindeed
20:34:12WatusimotoI think the bots are a fair bit more efficient now
20:34:25Watusimotothough i have no data to support that
20:35:02raptorgreat!
20:35:37raptorthat's twice performance has improved for bots (the first time being the Lua instance instanciation changes)
20:35:51raptordeparment of redundancy department
20:36:34BFLogBot - Commit 446da76198fa | Author: watusim...@bitfighter.org | Log: Formatting and remove duplicate calls to getClosestEnemy()
20:36:38BFLogBot - Commit 9c350af52fc8 | Author: watusim...@bitfighter.org | Log: Sigh... too much C++ coding...
20:46:35sam686Not sure about double "doObjective", its been a while since I look at it.. Can take off the first "doObjetive"
20:47:17Watusimotoso just
20:47:23WatusimotoattackEnemies()
20:47:25WatusimotodoObjective()
20:47:29Watusimoto...
20:47:44Watusimoto?
20:48:15sam686yes, maybe just attachNearbyEnemies(1-aggression)
20:48:20sam686then doObjective()
20:48:53Watusimotook, great
20:49:17WatusimotoI'm trying to modernize and cleanup the structure of s_bot
20:49:29Watusimotounfortunately, I ahve not found as many things I can push to C++ as I had hoped
20:49:40Watusimotobut that's just its nature
20:56:41BFLogBot - Commit 18838fb1b95e | Author: watusim...@bitfighter.org | Log: Remove duplicate call to doObjective
21:46:48BFLogBot - Commit c787b84242cb | Author: watusim...@bitfighter.org | Log: Comments
21:54:02koda has joined
22:31:09raptorhi
22:31:23raptorso, what is left for release? :)
22:35:39kodaso this is the crude diff https://dl.dropbox.com/u/24468/bitfighter.diff
22:35:45kodabut i'll start working on a patch now
22:36:08raptorhi koda
22:36:16kodahi raptor :)
22:39:23raptorwas that it? just add the args to main()?
22:39:37kodaraptor i told you it was crude :p
22:39:53kodahow is the first launch performed on other platforms?
22:40:02raptoruh
22:40:18raptorthere isn't really a first-launch directive
22:40:35raptorit does a couple checks though if it's an updated version or if the INI doesn't exist...
22:41:22raptordid you have to point the project to the binary instead of the wrapper script somewhere?
22:41:28raptor(i don't see that in the diff)
22:41:42kodayes had to modify my info.plist
22:42:45kodai'm trying on a clean clone
22:42:51kodaso it'll be easier to understand
22:42:55raptorok :)
22:43:04raptoralso, i fixed libmodplug in the interim...
22:43:08raptorthe headers, i mean
22:43:20kodaah neat :)
22:45:36sam686One of an editor complaint I hear from Amgine is, can't delete teleporter in editor (probably when you select a vertex and not the whole thing making pressing backspace not delete when it will when the whole thing selected.
22:46:00raptorplease add it to the buglist if you've duplicated it
22:46:45kodaok refresh the patch to see the full diff
22:47:02raptorkoda: do you know about 'hg serve'?
22:47:36kodayes but it'll be easier to push to my clone :p
22:47:50raptordid you add the .sh?
22:48:40kodayes hold on
22:56:34kodaoooo nice there are .mm files too
22:56:58raptorum
22:57:01raptorfor SDL?
22:57:20raptori've never gotten the hang of Obj-c/c++ yet...
22:58:01kodaDirectory.mm does that
22:58:09kodaoh but it's not a full class
22:58:11kodaoh well
22:59:40raptoroh yeah... forgot about that class..
22:59:54raptorcalled from main()
23:15:00kodaraptor: https://code.google.com/r/vittoriogiovara-bitfighter
23:15:26raptorsetting up a pull alias...
23:16:00kodastill thinking about a clean way of setting up the right way of sending arguments to the executables...
23:16:23kodahow about some default values if -rootdatadir is not passed in?
23:16:42raptorI think that seems fine, especially for Mac
23:16:54raptorcan you hijack moveToAppPath() for that?
23:17:18raptormy poor wrapper script is gone :(
23:17:21raptoryay
23:18:21raptorLGTM
23:18:36kodalgtm?
23:18:42raptorlooks good to me
23:18:58raptorabout your commits
23:19:05koda\o/
23:20:15raptoralso... what do the two '@' mean in this (as a matter of academic interest...): stringWithFormat:@"%@/firstlaunch-osx.sh"
23:22:00BFLogBot - Commit 6bcabf9c3778 | Author: koda | Log: make xcode happy by not using wrapper script
23:22:01BFLogBot - Commit b9279dd396a8 | Author: koda | Log: restore launching the setup script
23:25:27kodathe @"" is just a shortcut for NSString
23:25:38raptorah ok
23:25:47kodaand %@ is how to reference a nsstring inside " " blocks
23:26:01raptorinteresting
23:26:03raptorok, thanks
23:33:54kodaok to hijack the default values
23:34:04kodai can put another function in directory.mm
23:34:12kodabut how can i pass argVector?
23:34:34kodai get isoc++ forbids vector declaration etc etc
23:35:03raptorwe use a std::vector wrapper called TNL::Vector
23:35:31raptorcould you just pass in argc
23:35:32raptor?
23:36:05kodayes but then i'd need to reallocate argv/argc which *should* be readonly
23:36:26raptoris it becasue of using Vector (as opposed to vector [with little 'v'])?
23:36:45raptorbecause you can get the innerVector by doing argVector.getStlVector()
23:40:11kodawell even after adding the right includes (tlnTypes no?) it still doesn't know what's Vector
23:41:17raptorgrab lower case vector with .getStlVector()
23:42:17kodaand then use void setDefaultPaths(const vector<string> &argv); as prototype?
23:42:25raptoryes
23:42:32raptor(or at leasy try...)
23:42:36kodasame error
23:42:48raptorhmm
23:42:56kodawith and without using namespace std
23:43:59kodai'm starting to think that this is a .mm compatibility thing
23:45:48raptorthe internet seems to think the solution is to use std::
23:46:07kodavoid setDefaultPaths(const std::vector<string> &argv);
23:46:12kodafails :(
23:46:27raptor#include <vector>
23:46:28raptor?
23:46:47kodaumh
23:46:58kodai get "string was not declared in this scope
23:47:11kodabut lo
23:47:14kodastd::string fixes
23:47:22raptorha
23:48:04kodayesss it compiles, thanks
23:48:26raptorguess-and-check to the rescue!
23:48:43sam686I hate that stupid windows-only screen saver supressor, it keeps making my alt-tab not work (hold down alt, and cometimes my TAB stops responding till ALT is release)
23:49:09raptormaybe add an INI option? :)
23:49:29raptoruseStupidWindowsScreensaverSuppression=no
23:57:08kodausing TLN::Vector works too
23:57:18kodabut i can't use its methods for some reason
23:57:31Watusimoto Quit (Ping timeout: 245 seconds)
23:58:33raptorit's an evil c++ template
23:59:39kodaerror: passing 'const TNL::Vector<std::string>' as 'this' argument of 'bool TNL::Vector<T>::contains(const T&) [with T = std::string]' discards qualifiers

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