#bitfighter IRC Log

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IRC Log for 2012-10-14

Timestamps are in GMT/BST.

00:43:15Watusimoto_ Quit (Ping timeout: 244 seconds)
00:45:58raptorok now that dinner is over, i'm going to fix it for real...
00:47:04Fordcarsah that was what you were doing
01:15:38-card.freenode.net- *** Looking up your hostname...
01:15:38-card.freenode.net- *** Checking Ident
01:15:38-card.freenode.net- *** No Ident response
01:15:38-card.freenode.net- *** Couldn't look up your hostname
01:15:38[frigg VERSION]
01:15:44BFLogBot has joined
01:15:44Topic is 'Bitfighter 017b released! | http://www.bitfighter.org/downloads'
01:15:44Set by raptor!~raptor@unaffiliated/greenmachine on Wed Jul 04 01:46:09 GMT 2012
01:15:46-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
01:15:55raptorok, let's test logbot...
01:16:31raptorthere may be some final noise...
01:19:23BFLogBot Commit: 45ab4b2f52ce | Author: buckyballreaction | Message: Minor change for testing logbot
01:19:24BFLogBot
01:19:39raptoruh oh...
01:24:22raptorok
01:24:33raptorsam686: have any pending commits to push?
01:34:10raptor Quit (Ping timeout: 245 seconds)
01:44:05kodaws has joined
01:46:19Fordcarshi
01:46:47sam686hi, i think i have no pending commits..
01:47:07raptor has joined
01:47:07ChanServ sets mode +o raptor
01:47:30raptorok
01:47:35kodawssam686, so release time?
01:47:39raptorwell... more play testing?
01:47:45raptoroh hi kodaws
01:48:17Fordcarshow do people add 10 bots at once!!!!
01:48:20sam686this may be testing BFLogBot multiling..
01:48:23BFLogBot ����
01:48:24BFLogBot Commit: 24c5e44dcc19 | Author: buckyballreaction | Message: script to create source archive from google code
01:48:26BFLogBot Commit: d36321deefa4 | Author: buckyballreaction | Message: make variable make sense
01:48:27BFLogBot Commit: fa7e5f5d6756 | Author: buckyballreaction | Message: add tnlping to test that the master server is up
01:48:29BFLogBot Commit: 5331119bff0f | Author: buckyballreaction | Message: Add BitfighterLogBot
01:48:30BFLogBot Commit: 25fedb1af72c | Author: buckyballreaction | Message: add thread to notify about version control updates
01:48:32sam686or not..
01:48:32BFLogBot Commit: b6b757cfa71d | Author: buckyballreaction | Message: LogBot changes: - BotConfig class for modularization - LogBot can now update the channel with updates from a google code atom feed - minor cleanup
01:48:33BFLogBot Commit: abc8c1a2a72c | Author: buckyballreaction | Message: minor logbot changes / cleanup
01:48:33kodawshi raptor|
01:48:35BFLogBot Commit: 3631742936d0 | Author: buckyballreaction | Message: forgot to remove debug code
01:48:36BFLogBot Commit: fcae60296c3b | Author: buckyballreaction | Message: LogBot now logs its own actions and messages
01:48:38BFLogBot Commit: 5c21c2d6d1b3 | Author: buckyballreaction | Message: unescape commit messages
01:48:39BFLogBot Commit: f78d99d1ae9c | Author: buckyballreaction | Message: print more errors; log times in GMT
01:48:41BFLogBot Commit: 11847a8bb2ee | Author: buckyballreaction | Message: Increase log bot feed check rate (5 min.); Increase feed cache size to 40
01:48:42BFLogBot Commit: 87bd6f7d9ea7 | Author: buckyballreaction | Message: Add in helper scripts: - Build BitfighterLogBot.jar from command line - start logbot (runs in background) - stop logbot
01:48:44BFLogBot Commit: 05b543750a51 | Author: buckyballreaction | Message: Add lua method parsing script for bitfighter classes
01:48:45BFLogBot Commit: 03e3d3f72390 | Author: buckyballreaction | Message: Minor logbot HTML format changes to reduce bandwidth
01:48:47BFLogBot Commit: 6891399c9826 | Author: buckyballreaction | Message: LogBot changes: - parse commands.ini every 5 min. for updates - fix logfile header
01:48:48BFLogBot Commit: b010034e017c | Author: buckyballreaction | Message: Logbot changes: - Use Google Code web hooks to update commit messages. This involves listening on a socket
01:48:50BFLogBot Commit: 226c3b55bb5f | Author: buckyballreaction | Message: Add commit_hook.php that hooks into the logbot for commit messages
01:48:51BFLogBot Commit: 3ff25da840db | Author: buckyballreaction | Message: Bind logbot socket listener to loclahost only
01:48:53BFLogBot Commit: 5be6ce8f8c14 | Author: buckyballreaction | Message: Better way to grap loopback device with logbot socket
01:48:58kodawsWOW
01:48:59raptorok
01:49:12sam686I wonder if I somehow triggered that...
01:49:20raptorthose aren't real commits...
01:49:27sam686I didn't know what was on my windows clipboard..
01:49:44raptordid you paste to logbot socket?
01:50:04raptor has left
01:50:07raptor has joined
01:50:07ChanServ sets mode +o raptor
01:50:15sam686i did do telnet 127.0.0.1 while in ssh bitfighter.org, thats why the first line is like that..
01:50:21raptorhaha
01:50:28raptorok, phoew - i thought i broke it again...
01:50:28Fordcarsk
01:50:34raptorFordcars: /addbots 10
01:50:37Fordcarslol
01:50:42FordcarsOH #@$!#@#
01:50:46Fordcarsthanks
01:50:55raptorraptor #@$!#@# Illegal channel name
01:50:55Fordcarsfinally
01:50:59raptorbad channgel
01:51:01raptorchannel
01:51:02Fordcarslol
01:51:13Fordcarsafter all those years...
01:51:20FordcarsI finally find out
01:51:30raptorFordcars: you can look at the commands screen in the in-game help
01:51:37Fordcarstoo lazy
01:51:43raptorread man read!
01:52:05Fordcarslol
01:52:13raptorthe old saying goes: why read documentation for an hour when you can code for a week?
01:52:25Fordcarslol
01:52:32sam686the levelgen LUA stuff might still have problem (even a crash in levelgen)
01:52:40raptorsam686: playtesting?
01:53:07raptorkodaws: are you on a business trip still?
01:53:43Fordcarswhy kodaWS
01:55:32raptorkoda... Wise Sage
01:55:50Fordcarsofcourse...
01:57:28Fordcarsyesterday I learned my math teacher was into coding
01:57:35raptorcool
01:59:14Fordcarshe made a quiz game with 30 home made buzzers
01:59:16sam686rignt now, me and Fordcars (+2 more) is playing 017 bitfighter
01:59:24raptorok
01:59:26Fordcarsfrom old computer mice lol
01:59:41raptorneat
02:00:04kodawsraptor, lol
02:00:14kodawsraptor, yes until next monday
02:00:34kodawsactually until next friday, then there is the google summit \o/
02:00:42raptoroooo
02:00:49raptorwait, are you in the USA?
02:02:03kodawsno i'm in shaghai
02:02:43raptorsooo... good afternoon?
02:04:19raptorbrb
02:05:17raptor Quit ()
02:06:03kodawsgood morning actually :p
02:07:55raptor has joined
02:07:55ChanServ sets mode +o raptor
02:10:14FordcarsShanghai, China? sweet
02:12:05raptorsay kodaws, can I put your name in the credits?
02:12:34kodawsraptor, sure :)
02:12:43Fordcarshe did quite alot in BF
02:12:55Fordcarshe desirves it
02:13:02kodaws blushes
02:13:06Fordcarsit being his name in the credits
02:13:29raptorWe've been putting realnames with pseudonyms afterwards, is that ok?
02:13:59kodawsof course, do you need my contact details?
02:15:19kodawsraptor, thanks for that, i really appreciate it
02:15:19raptor secretly asks koda for details, and is not left disappointed...
02:15:28raptorsure :)
02:15:42FordcarsOOooohhh
02:17:59raptortest logbot...
02:18:26raptorBFLogBot
02:18:26BFLogBotI'm a real boy.... I think?
02:19:10Fordcarslool
02:19:38BFLogBot Commit: 4a4fe6ac0503 | Author: buckyballreaction | Message: koda now belongs in the credits
02:19:56Fordcarsyay
02:20:12kodaws\o/
02:20:27raptorok, i'll be back in about an hour...
02:20:45raptor Quit ()
02:20:46Fordcarsk
02:34:22sam686Fordcars says "Why do cores rotate faster after a win?
02:35:45Fordcarsraptor will be back in an hour
02:35:53Fordcarsdid you see the cores too?
02:36:54sam686i didn't see the cores cause i Destroyed them and win..
02:37:04sam686but other times I did see that happen
02:38:16Fordcarshmmmmmmmm
03:04:55raptor has joined
03:04:55ChanServ sets mode +o raptor
03:05:00raptorhi again
03:06:32raptorlooks like cleverbot is on..
03:10:00sam686you know what I am thinking of? a master level /kickplayer
03:10:08raptorhaha
03:14:29BFLogBot Commit: 668f949f2360 | Author: sam8641 | Message: add master level /kickplayer
03:14:31sam686updating master..
03:14:38raptorhaha, really?
03:14:45raptoruse the scripts..
03:14:49raptorerr, just the one
03:15:00sam686using the update_recompile ... .sh script
03:15:06raptorok perfect
03:16:38sam686master got 372 changes..
03:16:43raptoroh wow
03:17:22sam686ok, looks like its done with master updated..
03:17:34raptoris that IP based?
03:17:59sam686not ip bases, it only kicks like if the login is bad, there isn't a ban yet..
03:19:06sam686only one problem, I forgot to make my command output something...
03:19:13raptorhaha
03:19:26raptori saw you make the command
03:20:22raptordid you make the mistake of banning CleverBot?
03:21:08raptorbecause if you did, that would play directly into his hands - he'd then have you as a target to try and annoy
03:21:29raptor /gmute is the best response
03:22:32sam686however, the player seem to not be in game lobby chat, just connected with a name... another option is a hide player name...
03:22:40sam686as in hide from list of players online
03:23:01raptorso does that command kick him from master? or just the lobby?
03:24:05sam686kicks from master..
03:24:27raptordoes it reconnect? because it hasn't ever left the JSON
03:25:13sam686oh, i guess clients 017 always reconnect if it was fully connected.. I guess hiding from JSON may be better..
03:25:30raptorso maybe just a /hideonline command?
03:25:35sam686but, can make it unable to reconnect using that username...
03:25:49raptorwell, he'll just choose another
03:27:04sam686I can make it hide all unauthenticated names from that ip..
03:27:29raptoryeah, that might be best - i'm not sure i like the idea of a master server kick yet...
03:27:35raptorit would be too easy to abuse
03:39:56raptormodifed JSON real quick just to see what happens...
03:41:38raptorlooks like it writes out every iteration...
04:01:58Fordcarsseriously, was that troll really clever bot?
04:02:05raptoryep
04:02:17Fordcarsis he the founder of that chat bot?
04:02:28raptori don't know
04:02:34Fordcarscleverbot.com
04:02:50Fordcarsand also existor and stuff, what a messy webpage
04:04:41raptoreveryone has to start doing web pages somehow...
04:05:22Fordcarsyeah
04:10:18raptorkodaws: do you know pascal enough to be familiar with the inner workings of hedgewars? (I don't remember if I've asked you that yet..)
04:19:32BFLogBot Commit: 1c537b398e2f | Author: sam8641 | Message: Add some IP-address based hiding player names from list (also mutes that player chat)
04:24:10kodaws Quit (Ping timeout: 245 seconds)
04:27:25raptorwell, i'm heading to bed early
04:27:31raptorgood night
04:28:58raptor Quit ()
04:32:07Fordcarsgood night
04:32:13Fordcars Quit (Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/)
06:05:39sam686 Quit (Quit: :))
06:20:38kodaws has joined
06:21:12kodawsraptor i know some of it
07:54:17Watusimoto has joined
08:30:25Watusimoto Quit (Ping timeout: 245 seconds)
10:37:35kodaws Quit (Read error: Connection reset by peer)
10:42:07Watusimoto has joined
14:06:08raptor has joined
14:06:08ChanServ sets mode +o raptor
14:08:31raptorgood day Watusimoto
14:11:15Watusimotohi
14:11:27raptorhi
14:12:03raptorso with the no-spawn-until-finish-typing, i noticed a bug - it doesn't show the previous chat messages. is this because of the overlay?
14:12:33Watusimotouh.... no idea!
14:12:46raptoror do we even care?
14:13:09WatusimotoI'm not entirely sure I understand the problem
14:13:26raptorif you're typing, then i kill you
14:13:33raptoryou don't respawn
14:13:37raptorwhich is good
14:13:39Watusimotook
14:13:54raptorbut, if we've been having a conversation, and you have the chat message log in front of you
14:14:08raptorthat disappears when you die (and don't respawn)
14:14:24WatusimotoI think that will be very annoying for people who are trying to have a conversation
14:14:28raptoryes
14:14:47WatusimotoBut I see no reason why this would be so
14:15:46Watusimotomeanwhile... I'm really puzzled about why those loadout zones from that script you posted aren't showing up in the client... they exist on the server side, but don't get communicated to the client for some reason.
14:16:03Watusimotohowever, repair items created in the same script do get communicated
14:16:06Watusimotovery odd
14:16:12raptorcoul dit be any zone?
14:17:14raptormaybe a scope issue, have you tried barriers?
14:18:42WatusimotoI don't think it's scope; all zones fail, all repairs succeeed
14:18:53Watusimotogoal zones fail, for example
14:19:13Watusimotothe geometry is valid going into the database, as is the extents
14:19:20Watusimotoso the server has an accurate database
14:19:25raptori thought there was a category, of sorts, of items that needed to be loaded on level load and only then
14:19:34Watusimotomaybe I should try ot be more rigorous in my testing of the scope issue
14:19:39Watusimotoexcept loadouts are always in scope
14:20:10Watusimotolet me try some different items and see if I can narrow it down a bit
14:20:39Watusimotooddly, when I fist gave you the script, it worked perfectly, so I doubt it is a problem deep down in TNL
14:22:07raptoroh yeah, huh - that makes sense
14:22:50raptorwell, would it help if i did an hg bisect to find out what revision broke it?
14:23:41Watusimotoit might, but let me probe a little more here first
14:28:07Watusimotoodd... testitems and asteroids don't show either
14:31:23raptornow that's different..
14:31:30raptorthose were working fine, too
14:38:06WatusimotoAnd adding loadouts via levelgen:addLevelLine mechanism works just fine
14:38:17Watusimotoweird!
14:48:49raptorcan i help any?
14:52:29sam686 has joined
14:52:29ChanServ sets mode +v sam686
14:57:26LordDVG has joined
15:02:57WatusimotoI have to take a break
15:02:59Watusimotoargh.
15:03:15Watusimotoif you feel like doing a bisect, try to figure out when the script stopped working.
15:03:53Watusimotoif you don't, no problem, I'll get it figured out.
15:04:29Watusimotosomething idfferent when an item is added via addLevelLine and when added via LoadoutZone.new()
15:04:35Watusimotoanyway... back later
15:09:29Watusimoto Quit (Ping timeout: 245 seconds)
15:18:52raptorha sam686 did you add 200 orbitbots?
15:19:20sam686yes
15:31:10raptorok, time to do a bisect for watusimoto
15:43:42BFLogBot Commit: 5f4d9c92e033 | Author: buckyballreaction | Message: Fix not seeing chat messages when spawn delayed
15:44:52raptorok, i found the bad commit for watusimoto: 0fcb5e3b63e1
15:46:35Watusimoto has joined
15:47:25raptorhttps://code.google.com/p/bitfighter/source/detail?r=0fcb5e3b63e186f0418eff3a43e0718dea20e234
15:47:32raptor^^ that's your broken commit Watusimoto
15:47:49raptoror commit that broke the levelgens..
15:50:44raptormaybe it was that one Lunar line uncomment?
15:51:50sam686I might need to retest, I found that (1a18f5e26262) Converted remaining menuitems over to luaW... works on my levelgen, i think...
15:52:41raptorare you trying to fix the same thing Watusimoto is, sam686?
15:52:48sam686yes..
15:53:48sam686retested it, works on that revision on my levelgen...
15:54:13raptoryes, but this is a different issue ...
15:54:24raptorthis broke something more fundamental...
15:54:29sam686which one?
15:54:51sam686your crashy levelgen?
15:54:52raptorremember the crash with that level last night?
15:54:54raptoryes
15:55:10raptorWatusimoto said he fixed it, but i think his fix was only part of it...
15:55:21raptorso i did a bisect and found when it originally broke
16:12:25Watusimotohi
16:12:39raptorhello
16:12:41WatusimotoI'll look at that commit... thanks for tracking it down!
16:12:49raptorok
16:13:19Watusimotooh goodie
16:13:26Watusimotoit broke when I switched out lunar
16:13:43raptoryep... :(
16:15:16Watusimotoactually, this is almost entirely a switching out of menuitems, which are not a factor here
16:15:30raptoryou uncommented something in Lunar...
16:15:48Watusimotoloadoutzones haven't had any lunar connection for a long time
16:15:55Watusimotothey weren't lunar even before this commit
16:16:32raptorwell, that commit causes a segfault on the levelgen
16:16:58Watusimotoyes, that was the thing I fixed yesterday
16:17:18Watusimotothat was because I created a new contructor signature that did not set the proxy to null
16:18:01Watusimotorecall -- every object we reference in lua has a proxy that can continue to exist even after the game has deleted the object
16:18:07raptoryes
16:18:12Watusimotothat way we don't have lua trying to operate on a deleted item
16:18:34Watusimotoso I chnaged the signature of the default constructor, and didn't set the proxy to null in that constructor
16:18:48Watusimotoso lua thought it had a valid proxy when it didn't, hence the segfault
16:19:58raptorcredits?: http://sam6.25u.com/upload/credits.ogg
16:20:19WatusimotoI don't think anything here is the cause of our latest woes... sadly.
16:20:23raptorok
16:20:36raptorthen i'm sorry for leading on a wild goose chase
16:21:06raptori thought that the original problem may have led to a chain of events that got to our current state
16:21:27Watusimotolove the music!
16:21:37raptor:)
16:21:53Watusimotoyou didn't lead me anywyere... you chased the goose while I sat right here :-)
16:22:01raptorha
16:23:22sam686on my un-pushed changes, I seem to have converted all of shared_ptr into RefPtr, and that seem to have a bit faster compiling... (both boost::shared_ptr and TNL::RefPtr does auto-delete on de-reference) A cheap "replace all" did most of the work on replacing..
16:23:27WatusimotoI think the music might be too short -- if we add any more names the music will run out before the credits are done
16:23:36raptoroh man - turkey and syria have banned fights over each others' airspace...
16:23:46raptori can make the music longer...
16:24:23WatusimotoI think it should be a bit longer
16:25:33Watusimotomaybe when the credits are finished rolling, the music volume can be faded, then we flip back to the main screen. That way the music can be longer than the credits and credits can expand and still have everything still "fit"
16:25:37raptorwell, the whole section of the piece is like 1.5 minutes
16:26:08Watusimotoif that makes sense. I'm trying to type as my son keeps telling me the music doesn't fit. "how does it fit?" "dad, how does it fit?" "dad, what the heck? how does it fit?" "stop that!"
16:26:09sam686don't make the music change way too often (such as repeatedly entering the menu music) or else most of the time only the beginning of long music is played
16:26:25raptormenu music must die
16:26:49raptorhaha
16:27:22raptoryou should have him listen to the entirety of Die Walkure: http://musopen.org/music/piece/488
16:28:43Watusimotohe won't... though it is good classic german opera
16:29:10Watusimotowon't listen that is
16:29:27raptorhmmm... this means i need to code a fading mechanism... and to not make the credits continuously scroll
16:30:15sam686need a scrollbar on the credits screen?
16:30:21raptornono
16:31:29Watusimotothe credits scroll as they do now
16:31:57Watusimotowhen get to end - x in the credits, start fading until you get to the end
16:32:04sam686I think I rather have a scrollbar instead of "Pages" in the server list, especially if the last page only list one server...
16:32:09Watusimotothen switch to the regular menu (as happens now)
16:32:19raptorthere is no switch to main menu now
16:32:25Watusimotono?
16:32:28raptorit jsut repeats
16:32:30raptorno
16:32:34raptorso i thin i should add that...
16:32:36raptor*think
16:33:09WatusimotoI thought it did; I must have hit a key by accident when watching them
16:33:33Watusimotowe need to add some color there, too, I think, though hardly a priority
16:34:11Watusimotomaybe the headers could be white, and we could cycle through some of the named colors for the player names
16:34:17sam686I think some earliear version of bitfighter (not sure which) might have had a problem where the credits don't repeat, but stays blank after the end of scroll..
16:34:24Watusimotoso the first name in a section is red, second is green, 3rd yellow, etc.
16:34:36Watusimotoor something :-)
16:34:57Watusimotothomas wants credit for mentioning the color idea
16:35:20raptorthomas?
16:35:40Watusimotoinvisible
16:35:50Watusimotoor whatever he's calling himself today
16:36:22raptoryeah Invisible - he killed me loads of times in the BBB
16:36:29Watusimoto:-)
16:36:35Watusimotook, back later... dinner's up
16:36:39raptorlater
16:41:08Watusimoto Quit (Ping timeout: 260 seconds)
17:07:14BFLogBot Commit: d76b6c817a64 | Author: buckyballreaction | Message: Exit to main menu after credits are done scrolling
17:34:57raptorshould we be using SDL threads?
17:35:01raptorinstead of TNL ones?
17:45:51sam686only problem, our Master server (and game servers) uses TNL threads and none of SDL stuff...
17:48:06raptorah yes
17:48:13raptorthat's right
17:48:18raptorok, i'll stick to TNL threads
17:51:04Watusimoto has joined
17:56:29raptorah good, there is a Mutex directive in TNL, too
17:57:38Watusimotojust tossing this out there... at some point we're goint to need to grapple with ip6
17:57:58Watusimotothere's some work done already, but we'll need to figure it out more
17:58:50raptoryes - already my packaging system throws a warning about using an old ip4 only method somewhere in TNL
17:59:40raptori'm toying with the idea of having the sound system run in its own thread... but that's probably going to introduce loads of problems...
18:01:48raptorhere it is: The binary calls gethostbyname(). Please port the code to use getaddrinfo()
18:02:46raptorhttp://en.opensuse.org/openSUSE:Packaging_checks#binary-or-shlib-calls-gethostbyname
18:10:28Watusimotoit have *no* idea how it all works, nor even how to test if its working
18:10:48raptori started researching... i should stop starting new things..
18:18:05Watusimotoso what is the bringbackservers command?
18:18:15raptori think sam686 did that one..
18:18:39raptoroh - and he added some new ones last night... to fight trolls...
18:18:39Watusimotoyes, I think he did!
18:18:49Watusimototrolls?
18:18:54Watusimotowe have trolls?
18:19:15raptoruh... he kicked cleverbot from a server, and well... cleverbot
18:20:11sam686I think i modified my SAM server to allow authenticated name, but not allow un-authenticated name from some cleverbot's ip address
18:20:56Watusimotoah, so cleverbot needs to self identify to get in a game?
18:21:07Watusimotoyou think? :-)
18:22:47raptorcleverbot then went on to make fun of sam686 using multiple open clients and the 'Online Players' part of the website
18:23:46raptorso sam686 coded a way to drop names from the list..
18:36:35raptorWatusimoto: if you haven't seen: https://github.com/GarageGames/Torque3D
18:36:38Watusimotogood grief
18:36:47Watusimotois that their new release?
18:36:57WatusimotoI think I saw the announcement somewhere
18:37:01raptoryes
18:37:06raptorbut it'
18:37:08Watusimotowant to upgrade to 3D?
18:37:16raptorit's all divided up differently...
18:37:26raptori found some old TNL code in there somewhere...
18:37:32raptormaybe they have IPv6 stuff...
18:37:37Watusimotoooh
18:38:01raptorno, i don't want to upgrad to torque 3d - unless certain components are easy to build, like the network layer
18:38:03Watusimotothe networking probably hasn't changed too too much... I mean what they had in the old TnL was pretty solid
18:39:15raptorhere's there new Vector: https://github.com/GarageGames/Torque3D/blob/master/Engine/source/core/util/tVector.h
18:39:17raptortheir
18:40:05raptordoesn't use stl vector
18:41:01raptorcloning, so i can find the network stuff
18:41:05raptorit's all scrambled
18:43:17WatusimotoI fixed it!!!!
18:43:21raptor??
18:43:23WatusimotoI see the arrow
18:43:28raptoroh goodie
18:43:31Watusimotothe loadout zone on the level you posted
18:43:38Watusimotoit turns out it *was* that checkin
18:43:58Watusimotothough I am unclear why it worked previously
18:44:04raptoryou mean my chase found the goose?
18:44:06Watusimotooh wait... ah, I understand
18:44:08Watusimotoyes
18:44:10Watusimotook
18:44:28Watusimotoso previusly luaW called T() when it created a new item
18:44:56WatusimotoI needed to add a custom constructor to process passed arguments in lualand, so I changed that to have it call T(L)
18:45:18Watusimotothis no longer routed the constructor through the standard C++ constructor, so the init code wasn;t running
18:45:27Watusimotoone of the lines in the init code told an item to be ghostable
18:45:53Watusimotoso with the T(L) constructor, items weren't marked that they should eb sent to the clinet
18:46:08Watusimotofor some reason, this did not affect repairitems
18:46:21Watusimotoif this makese sense...
18:46:29raptorsort of ish
18:46:37raptorok yes
18:46:39raptori understand
18:49:19Watusimotonew tnl might be using this:
18:49:19Watusimotohttp://qt-project.org/doc/qt-4.8/qtnetwork.html
18:49:55WatusimotoI saw a dll from that proj in the repo
18:53:08Watusimotowell the fix for the new problem may make it tempting to add meaningful constructors for all our objects
18:53:35WatusimotoI'm going to have to write a custom constructor for all classes anyway, so why not have it take args and streamline the lua code?
18:53:47raptorok
18:53:56Watusimotolots more crap work
18:54:03Watusimotobut probably nice in the end
18:54:06Watusimotocreate loadouts like this
18:54:43Watusimotol = LoadoutZone.new(team, 0,0,100,100, 100,0)
18:54:46Watusimotoor something
18:55:07Watusimotoor we could go down the route of named parameters
18:55:45Watusimotol = LoadoutZone.new({team:1, geom:{0,0,100,100,100,0}})
18:55:53Watusimotoor something
18:56:36Watusimotoany preferences?
18:56:53raptoris that first char a lower case L
18:56:55raptor?
18:57:15raptorok yes it is
18:57:30Watusimotoyes :-)
18:57:37Watusimotothough as its a var name, it could be anything you like
18:57:49Watusimotoor this would probably work
18:57:53raptorso every constructor takes a param array?
18:57:58Watusimotoit could
18:58:08WatusimotoLoadout.new(....).addToGame()
18:58:35Watusimotowe need to choose whether to used standard ordered params, or named params
18:58:53Watusimotofor most things its easy; TestItem(x,y) for example
18:59:22Watusimotobut for some things it will be more complex... ... or not if we don;t want to support all options inthe constructor
18:59:55Watusimotothe constructor could just take common params such as team and geometry and then you call methods to set any unusual params, such as specifying bullet type for a turret or whatnot
19:00:04raptori don't know what i like - whatever is easiest on the brain
19:00:58WatusimotoI generally like oldskool constructors
19:01:12Watusimotobut I want to be open-minded and look at the options
19:03:17Watusimotolooks like Torque3-D also uses lua
19:03:31raptorit's so split up
19:03:46raptorthat we'd have to do almost complete replacement of TNL
19:04:03raptorold school constructors are easy on the brain
19:09:26BFLogBot Commit: b258d5a96fdb | Author: buckyballreaction | Message: Fix not being able to view credits more than once
19:18:31WatusimotoI thihnk if we were contemplating switching network layers, I'd suggest something like Qt that will be better supported over the long run
19:18:45raptoryeah... sigh
19:18:49Watusimototnl was a reasonable choice at the time, but it's starting to show its age
19:19:39raptorbrb
19:20:04raptor Quit ()
19:20:21raptor has joined
19:20:21ChanServ sets mode +o raptor
19:28:26LordDVG Quit (Remote host closed the connection)
19:57:23BFLogBot Commit: 9223396865c1 | Author: watusimoto | Message: Slight restructuring for clarity
19:57:25BFLogBot Commit: 19a127467ad5 | Author: watusimoto | Message: Comment
19:57:26BFLogBot Commit: 6e802f4a9e7f | Author: watusimoto | Message: Documentation fix
19:57:28BFLogBot Commit: a2e4a8227795 | Author: watusimoto | Message: Minor cleanup
19:57:30BFLogBot Commit: 946a6cd9a0d8 | Author: watusimoto | Message: Some test docs to see how to add additional pages in the Related Pages section
19:57:31BFLogBot Commit: fe3f48f14958 | Author: watusimoto | Message: Fix loadouts being added from Lua scripts... need to find better way
19:57:33BFLogBot Commit: b196121f9d7e | Author: watusimoto | Message: Merge
19:57:48raptorcommits!
19:59:36BFLogBot Commit: baac8f1039ab | Author: buckyballreaction | Message: Fix compile on Fedora 17
20:01:00raptorso would you consider moving to SDL_net?
20:01:54Watusimotoperhaps
20:02:05raptorqt4 is enormous...
20:02:07Watusimotobut it would be a big project
20:02:11raptorcomparatively
20:02:24Watusimotoand I'm NOT suggesting we need to do it anytime soon
20:02:26raptoralso it looks like torque3d uses ip4 only still...
20:02:29Watusimotoif at all
20:03:01WatusimotoI'm still not 100% sure that ip6 will come to pass in the consumer arena
20:03:45raptoryeah - by the time it becomes ubiquitous, we may need ip8
20:04:05Watusimotoeach atom in the universe might need its own ip addr
20:04:41raptoreventually - once we disprove quantum mechanics and figure out how to measure location AND speed of a particle...
20:05:14raptorerr wave.. no particle...
20:11:06raptormy firstborn just made himself "cheese and crackers and mustard" - with about two teaspoons of mustard per cracker
20:13:15Watusimotoyum
20:13:21sam686ipv6? might need a ipv6 bitfighter.org master server, too.. (ping6 google.com doesn't work from my internet, and from bitfighter.org vps server...
20:13:54raptori should enable ip6...
20:15:03sam686also depends on the provider of the vps server, if they enable ipv6 or not..
20:16:53raptorsee how ignorant i am? I though ipv6 meant 6 bytes of networking data instead of 4 (like ipv4)
20:17:01raptorinstead it's 16 bytes
20:17:10raptorwow, that's enormous
20:19:03raptor"bout 57 billion addresses for each gram of matter in the Earth"
20:19:27sam686no more NAT and port forwarding stuff on ipv6, right?
20:24:39raptorwelll
20:24:43raptortrue, but
20:26:01sam686I am guessing in the future, some internet provider won't really get any more ipv4 internet anymore, but only ipv6..
20:28:09raptorperhaps
20:28:12raptorha!
20:28:17raptorlook up ipv6 privacy extensions
20:31:34raptorthis is a good read so far: https://home.regit.org/2011/04/ipv6-privacy/
20:34:40raptorman ipv6 is complex when compared to ipv4
20:36:40sam686IPv4 is often less characters then some of long names DNS http websites.. but DNS translates to IPv4 or IPv6 or both..
20:37:45sam686I am sure google.com have both ipv4 and ipv6 addresses (test with ping and ping6)
20:40:36sam686only little problem with ipv6 compared to ipv4 is, ipv6 takes a little more bandwidth each packet due to 128 bit vs 32 bit..
20:41:31raptorwe should actually focus on reducing bandwidth, i think...
20:42:09raptorin fact, i thought of something the other day... let me see what it was..
20:47:17raptoractually nevermind - it was about reducing the bit transmission for Move
20:48:32raptor goes back to figuring out how to fade music...
21:49:59raptordo we want to remove the menu music completely?
21:50:19raptoror maybe just play the game music, too?
21:53:46WatusimotoPersonally... I like the menu music
21:54:02Watusimotothough I usually play muted
21:54:19WatusimotoWe should not use the game music
21:54:33Watusimotobecause in future, we may let levels set their own music, and that would get messy
21:54:34raptorso, you like muted menu music?
21:54:42Watusimotovery muted
21:54:52Watusimototake that how you will
21:55:14raptori think most people like our menu music muted, too
21:55:38raptorbut they'd have to unmute it to play in-game music
22:05:45Watusimotoone reason I hate lua:
22:05:47Watusimotothis works:
22:05:47WatusimotoLoadoutZone.new(1, geom):addToGame()
22:05:54Watusimotobut boy is it awkward
22:05:54raptorha
22:06:00Watusimoto, :
22:06:02Watusimotosorry
22:06:04Watusimoto. :
22:06:11Watusimotoit's so easy to mess up
22:06:21raptormaybe you can somehow make the . go to :
22:06:31WatusimotoNot easily
22:06:55WatusimotoI did at least hack the luavec source to suggest that the .: confusion might be the problem in common cases
22:07:26Watusimotoif you use :, it adds an extra argument
22:08:07Watusimotolua:sucks(x) is the same as lua.sucks(lua, x)
22:08:37raptoroh fun
22:08:41Watusimotoneither is actually obj oriented
22:08:49Watusimotobut the : lets you pretend
22:09:25Watusimotothe : and the . look so similar... and if you are coming from the normal world, you will hardly notice the difference
22:09:33Watusimotoand your code will crash
22:09:43Watusimotoand those stupid 1-index arrays
22:09:45Watusimotough!
22:10:43Watusimotobut at leat for loadout zones, constructors with args work
22:11:05WatusimotoI had planned on adding that for 019, but it looks like I'll have to do it now
22:11:21raptorhmmm
22:11:28raptormore time for me re rewrite the music system!
22:11:33Watusimotonot hard, just lots of typing
22:11:47WatusimotoI don;t think this will delya release too long
22:12:09raptorso, i'm serious about the menu music question (since I'm in the code now)...
22:12:21raptori can leave the ability to have menu music in
22:12:42raptori can add an option somewhere just to turn off the menu music
22:14:57sam686thats what i kindof don't like about mixing LUA and C++: have to think about all those differences in coding both..
22:15:35Watusimotowell you obviously hate the current menu music
22:15:49raptori don't *hate* it, per se...
22:15:53Watusimotowhich is different than hating the concept of menu music
22:16:07raptorit's just that i find it useless if i mute it all the time, then have to unmute to listen to in-game music
22:16:10Watusimotoso I think we should leave the concept, even if we replace the music
22:16:22Watusimotoyou only mute it because you hate it, per se.
22:16:32raptorhaha
22:16:33sam686what do we want? a Javascript? a C script if that exist?
22:16:44WatusimotoNO JAVASCRIPT
22:16:48Watusimotothat's even worse than lua
22:17:02raptorwe could link against libv8 (google's JS library)...
22:17:09Watusimotolua is the fastest thing around, and it's relateively easy to write
22:17:09raptorNO JAVASCRIPT
22:17:30Watusimotofor newbies, at least
22:17:33sam686could think about C or C++ script then...
22:17:58Watusimotoit's not for us... it's for would be modders
22:18:01raptorwe need to make things easy for users...
22:18:05raptornot necessarily for us
22:18:11Watusimotoindeed
22:18:19Watusimotocouldn't have said it better myself
22:19:56raptorok, so for music... maybe the menu music will be easier on the ears if i implement fading...
22:22:25Watusimoto"just" find some music you like!
22:23:16raptori thought we already established that beethoven doesn't make for good bitfighter music... :)
22:23:23Watusimotohar har
22:23:29Watusimotomaybe it would...
22:24:31sam686I am predicting half of players will ask what is a "Zone" that doesn't do nothing and doesn't show up in game... And then not know how to code levelgen to do something.
22:26:31raptorthere is a tooltip for it
22:26:36raptorif people complain, we can call them blind
22:27:13sam686the "Zone" at the moment is only useful in scripts in-game, not possibly useful...
22:27:37raptoryep
23:00:47Watusimotozone is for triggers
23:01:00Watusimotonaybe we can hide it for 018 release?
23:05:30raptoror detect a levelgen in the level params and enable it?
23:05:45sam686maybe it can be hidden from the side bar, but can ba added with a key combination in editor..
23:10:23Watusimotoor an ini setting
23:10:32Watusimotoin truth, it does very little at the moment
23:24:02raptorif it does little for 018, we should probably remove it... #ifdef 0 or something, around the render part..
23:38:09Watusimotojust remove it from the dock.... simple!
23:38:29Watusimotobut let's wait and see
23:40:52Watusimotonight
23:44:26raptornight
23:44:32raptorwait and see what?
23:45:48Watusimotoif it does anything for 018... it takes 10 secs to disable
23:45:56raptorah ok
23:50:30Watusimoto Quit (Ping timeout: 244 seconds)

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