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IRC Log for 2012-10-22

Timestamps are in GMT/BST.

00:00:49raptormine has better virtualization tech, though
00:00:52iKoda has joined
00:00:57raptoryours is missing Intel VT-d?
00:01:01raptorhttp://ark.intel.com/products/53446/Intel-Core-i5-2320-Processor-6M-Cache-up-to-3_30-GHz
00:01:03raptor^^ yours
00:01:18raptorbut besides that, yours can process better I think
00:07:40iKoda_ has joined
00:10:26raptorbe right back...
00:10:30raptor Quit ()
00:10:49iKoda_ Quit (Client Quit)
00:11:11iKoda Quit (Ping timeout: 246 seconds)
00:27:03sam686the vt-x virtualization of my i5 CPU makes virtualbox much faster to use now with ability to virtualize more then one CPU (which I was stuck at one CPU only for my old Pentium D and Pentium 4)
00:43:47raptor has joined
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00:44:00raptorback briefly - i'm trying to see if i can overclock my CPU..
00:45:07sam686trying to make your computer faster then mine?
00:45:12raptoryes
00:45:14raptor:)
00:45:21raptoractually
00:45:43raptori saw from the specs that the exact same CPU can go up to 3.33 GHz with no modifications
00:46:12raptorso i figured i have to figure out how to change the multiplier...
00:46:22raptorbecause the bios doesn't support it...
00:47:21sam686One time, I did actually overclocked Pentium D 2.8 GHz to 3.0 GHz with no problems, by adjusting the front side bus only.. but Pentium D is still quite slow compared to my intel i5
00:49:05sam686I did also overclock my graphics card plugged into Pentium D computer. but I should know that speeding up my Graphics does not speed up compiling..
00:49:39sam686overclock graphics is sometimes fun: random snow appears when too fast..
00:50:03sam686overclock CPU too much only freezes computer..
00:51:16raptorha
00:51:19raptori've seen that happen
01:19:45raptor Quit (Quit: Page closed)
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02:17:08raptori cleaned out the bug list
02:17:12raptormuch shorter now
02:17:26raptorrunning bug list
02:17:34raptorand added the script one
02:55:26raptor Quit (Ping timeout: 240 seconds)
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03:09:54raptorok, i fixed (I think) all the Lua crashing problems with missing scripts
03:10:09BFLogBot Commit: a2ea81d8d4b1 | Author: buckyballreaction | Message: Be more robust with Lua environment setup. Fixes various segfaults if the interpreter fails to be created
03:10:20raptorand now good night!
03:13:22sam686ok..
03:13:40raptor Quit (Client Quit)
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13:04:23raptorgood day!
14:27:36watusimotohey there
14:27:45watusimotoa quick question I thought of this morning
14:28:13watusimotoin my new lua stuff, if you add a turret or ff that is not near a wall, it gets created floating in the air
14:28:25watusimoto(if it is near a wall, it snaps as expected)
14:29:09watusimotothe question is do you think we should 1) allow this 2) delete unsnapped turrets silently 3) throw an error ?
14:56:56raptorhi
14:57:03raptorsorry, fell asleep at the keyboard
14:57:32raptorwatusimoto: i think it should not be placed - and a message thrown
15:04:30raptorthere is a canDeployEngineerable or something like that somewhere for players to engineer them - could that be possible used?
15:29:52raptorok, have to go take an exam, be back later..
15:29:54raptor Quit ()
16:58:45watusimoto Quit (Ping timeout: 264 seconds)
17:18:03Watusimoto has joined
18:14:04BFLogBot Commit: 1db5d05fd8e2 | Author: watusimoto | Message: More lua functionality
18:14:05BFLogBot Commit: f4412d9b9dd2 | Author: watusimoto | Message: Merge
18:14:07BFLogBot Commit: 3b1bb923c029 | Author: watusimoto | Message: Let Lua see Mines as Mines not MineItems.
18:14:08BFLogBot Commit: e4b4194c8ce9 | Author: watusimoto | Message: Fix Ship constructor
18:14:10BFLogBot Commit: 538c8b84aba4 | Author: watusimoto | Message: Probably has no impact, but call parent constructor
18:28:21Watusimoto Quit (Ping timeout: 268 seconds)
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18:40:28raptorhello lonely me
19:12:40Watusimoto has joined
20:12:47raptordid you see i shortened the bug list
20:13:13raptorthe running bug list - i cleaned out all the completed ones
20:18:22Watusimotogreat
20:18:55Watusimotoso I think I may disagree about the turrets/ffps
20:19:02raptor?
20:19:03raptoroh
20:19:08WatusimotoI agree on the need for a "canMountHere()" function
20:19:11Watusimotoor whatever
20:19:16raptoryou mean adding from a Lua script
20:19:18raptorok
20:19:27Watusimotobut I think scrips should be freer to do things not normally possible
20:19:43Watusimotoor at least we shouldn;t drive ourselves crazy trying to limit them
20:19:44raptorok
20:19:51raptori can agree with that
20:20:00Watusimotofor example, you can use a script to add a projectile and make it go at any aribtrary speed
20:20:10raptorha! that's great
20:20:16Watusimotoand you can change its direction and make it go around and chase someone
20:20:41Watusimotoyou could code a custom seeker based on a triple bullet, for example
20:20:48Watusimotototally ineficcient, but possible
20:21:01raptorok, are you thinking about being able to specify an angle for a free-floating FF?
20:21:07Watusimotono
20:21:16WatusimotoI'm just thinking of not worrying about it
20:21:20raptorok
20:21:25raptori can agree with that, too
20:21:28raptor:)
20:21:39Watusimotoof providing the tools to do it right, but letting people do stupid things if that's what they do
20:21:51raptoryes
20:21:54WatusimotoI may change my mind if anyone actually does this :-0
20:21:59raptorok, you have persuaded me
20:22:22raptor(can you tell I wasn't concrete in my stance?)
20:22:43Watusimotoactually, what happens if you tinker with a level file to make an unmounted turret?
20:22:47Watusimotochecking...
20:23:41Watusimotoin processArguments...
20:23:43Watusimoto if(argc >= 4)
20:23:43Watusimoto {
20:23:43Watusimoto mHealRate = atoi(argv[3]);
20:23:43Watusimoto mHealTimer.setPeriod(mHealRate * 1000);
20:23:43Watusimoto }
20:23:44Watusimoto findMountPoint(game, pos);
20:23:47Watusimoto return true;
20:23:51Watusimoto(most of this is for context)
20:23:59Watusimotowe run findMountPoint, and then return
20:24:13Watusimotowhen adding from levelgen:
20:24:26WatusimotoS32 EngineeredItem::setGeom(lua_State *L)
20:24:26Watusimoto{
20:24:26Watusimoto S32 retVal = Parent::setGeom(L);
20:24:26Watusimoto findMountPoint(Game::getAddTarget(), getPos());
20:24:26Watusimoto return retVal;
20:24:26Watusimoto}
20:24:32WatusimotoI think it's the same thing
20:25:10Watusimotoin both cases we run findMountPoint, and in neither case do we check any return values or whatever
20:25:22raptorinteresting
20:25:37Watusimotooh, and in turret constructor
20:25:38raptortangent: addToGame disappeared, huh?
20:25:38WatusimotoTurret::Turret(lua_State *L)
20:25:38Watusimoto{
20:25:38Watusimoto initialize();
20:25:38Watusimoto if(L)
20:25:39Watusimoto findMountPoint(Game::getAddTarget(), getPos());
20:25:41Watusimoto}
20:25:44Watusimotosame thing
20:26:09raptoruhhh...
20:26:29Watusimotoso if we wanted to change that, we would probably have findMountPoint return false if it couldn;t mount the sucker, then have the caller take action
20:26:31raptornew bug: i always spawn at 0,0 when loading a level since your latest push
20:26:39Watusimotooh goodie
20:26:52WatusimotoI noticed that last night, then promptly forgot
20:27:08raptori don't mind leaving the engineerables as they are for now..
20:27:10Watusimotoso it was not my latest push, but probably a recent one
20:27:28WatusimotoI think I've finished the lua stuff for all point items
20:27:39Watusimotowe have at least partially functioning constructors
20:28:01Watusimotothough I'll let the constructors take params after the release
20:28:33Watusimotoso point objects are probably half our total objects, maybe more... so good progress!
20:30:43raptoryes
20:31:37raptorquestion: looking at your commits, i couldn't help but notice that lots of constructors are passing values to parent constructors via :
20:31:53raptornot ones that you've made, but old code
20:32:01raptorwhy do we do that?
20:32:16raptorShip() : MoveItem(someMember, otherMember)
20:37:00Watusimotoah, that passes values on to the parent constructor
20:37:16raptoryes, i mean, i know the use cases, but it seems messier
20:37:24Watusimotomessier than what?
20:37:37Watusimotothan remimplementing the movitem logic in all children classes?
20:37:51raptorthan just setting the parent's protected members in the child's constructor
20:38:07Watusimotoyes, but then you have to repeat that code in all the children
20:39:14raptordoesn't each child call the full parent constructor?
20:39:34raptormaybe i have a fundamental misunderstanding of how c++ works..
20:40:36Watusimotoyes, but if you don't specify any arguments, the parent is called with the default params
20:40:55Watusimotoif you want to pass a vlaue to the parent, you need to do it via that mechanism
20:44:02raptorwhat if the parent uses that value to just set a protected member? couldn't the child just set that itself directly?
20:44:18raptorit wouldn't need to clutter the constructor up, then..
20:46:13Watusimotoif the parent sets a protected member, the child could do that. But then the child would need to have the setting code, as well as the parent, as well as any other children around
20:47:44raptorso what you're saying, if Ship() sets mMass (part of parent MoveItem or whatever) to 1.0 in it's constructor, then Robot() which is a child of Ship doesn't have that value set?
20:48:28raptoras opposed to using the mechanism we're talking about - Ship() : MoveItem(1.0)...
20:51:05raptori thought, and i may be wrong, that Robot() -> calls the full constructor of Ship() which calls the full constructor of MoveItem()
20:51:14raptorand now i think i'm wrong, according to what you say
20:52:47WatusimotoI don't think that's what i mean
20:53:00Watusimotoif ship sets mMass then robot will get that value too
20:53:13raptorok
20:53:51Watusimotobut if ship and robots have different mass, and ship constructor takes mass as a param, then you can pass mass up from robot to ship if you don;t want to set it seperately in ship and robot
20:54:26raptorok
20:54:37Watusimotothis makes more sense if the setter is more complex, but the general pattern seems to be a good one -- funel the values into a single set statement
20:54:58Watusimotosome of the things, like passing mass around, are just silly
20:55:02raptoryes
20:55:10raptorand i think i've seen mostly silly things..
20:55:11Watusimotowe do it for historical reasons, not because it makes sense
20:55:19raptorok
20:55:38raptorthat answers my question well enough, then
20:55:43raptorthanks
20:56:32Watusimotook; and in some cases it actually is more efficient
20:56:47Watusimotoliek when you have a referenced object, like Pos
20:56:55Watusimotolike Point pos that is
20:57:21raptorso you're not constantly copying it from constructor to constructor?
20:57:35Watusimotoif you construct without specifying pos, you get a default point, and then you have to set it, which effectivley runs the setting stuff twice (once for default, once for value you want)
20:57:50Watusimotoyou pass as a reference, so it's not bad
20:57:56raptorah ok
20:58:10WatusimotoI;ve been upgrading our constructors to take const Point &p instead of Point
20:58:16raptoroh good
20:58:19Watusimototo reduce that inefficiency
20:58:30Watusimotomy checkins from earlier this evening have some of that
20:58:44raptoryes, which is what sparked my questino
20:58:47Watusimotobecause I've been working on the constructors, it seemed like a good time
20:58:47raptor*question
20:58:58raptorsounds good
21:02:10BFLogBot Commit: ef2fa5aba033 | Author: watusimoto | Message: Create mechanism for determining which items a script can add to the editor, fix a few bugs
21:02:11BFLogBot Commit: 33b9953f96a9 | Author: watusimoto | Message: Whitespace
21:17:31Watusimotoare engineered teleporters in 017, or are they new to 018?
21:17:37raptorthey are new
21:17:43Watusimotowow
21:17:46raptorthis is a bigger release than we first had in mind..
21:17:48Watusimotolots of big new features
21:17:50Watusimotoyes
21:18:02Watusimotoperhaps biggest ever, in terms of significant game changes
21:18:18raptoryeah, pretty crazy...
21:18:27Watusimotoand, I think, all of the new features are solid
21:18:27raptorenergy regen
21:18:34raptorseeker
21:18:35Watusimotocertainly
21:18:41raptorSUPERVISOR SCRIPT ACTIVATE
21:18:45raptorsort of..
21:30:29raptori'm thinking... we need to do another level design contest after the release...
21:48:00Watusimotoyes
21:48:42raptorI was inspired by some of the levels Quartz has been making.. he showed me quite a few new ones a couple nights ago
21:49:05raptorhe also likes dungeons, and can't wait for the fabled dungeon mode...
21:52:42Watusimotoah yes
21:52:47Watusimotofables...
21:52:50Watusimotook, heading to bed
21:53:02Watusimotoone last checiing coming, fixes render @0,0
21:53:16BFLogBot Commit: 0eee32d51af8 | Author: watusimoto | Message: Fix ship spawning at (0,0)
21:53:22Watusimotohasta manana
21:54:18raptornight!
21:58:50Watusimoto Quit (Ping timeout: 256 seconds)
21:59:10raptor Quit ()
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