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| 00:00:35 | | sam686 has joined |
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| 00:07:48 | | BFLogBot Commit: 3103e119aaaa | Author: watusimoto | Message: Don't let scripts modify geometry of items already in-game. There currently exists no mechanism for transmitting those changes to the client. Also, this code doesn't work, but it's the right idea. Also some formatting and other minor stuff. Oh, and the big comment is wrong too. All in all, this is a winner of a checkin. |
| 00:08:38 | Watusimoto_ | well, gentlement... |
| 00:08:42 | Watusimoto_ | good night! |
| 00:14:33 | | Watusimoto_ Quit (Ping timeout: 252 seconds) |
| 00:33:15 | Fordcars | , |
| 00:33:22 | Fordcars | ok testing sorry |
| 00:33:44 | Fordcars | anybody here? |
| 00:33:53 | Fordcars | or am I just talking to log bot |
| 00:34:03 | Fordcars | I guess its just you, log bot |
| 00:34:09 | Fordcars | how are you bot? |
| 00:34:24 | Fordcars | You are always on irc! |
| 00:34:35 | Fordcars | weird name too |
| 00:34:53 | Fordcars | ok well I feel lonely |
| 00:35:15 | Fordcars | but I guess what I say will go in the log lol |
| 00:35:32 | Fordcars | ok well |
| 00:35:46 | Fordcars | yeah wanna join me on BF? ok |
| 00:36:36 | Fordcars | hello? |
| 00:36:54 | | BFLogBot_ has joined |
| 00:36:59 | Fordcars | LOG BOT! |
| 00:37:03 | BFLogBot_ | hi |
| 00:37:09 | amgine123456789 | hi |
| 00:37:12 | BFLogBot_ | hey lokk at that |
| 00:37:23 | Fordcars | I am talking to log bot |
| 00:37:27 | Fordcars | but its me |
| 00:37:39 | amgine123456789 | geez im having probmes with my level im trying to make cant see mt omake a perfect triangle wall |
| 00:37:41 | Fordcars | on another window |
| 00:38:01 | BFLogBot_ | I have problems with BF |
| 00:38:23 | BFLogBot_ | do you think 18 is coming soon |
| 00:38:33 | BFLogBot_ | by the way I am fordcars |
| 00:38:37 | BFLogBot_ | wait |
| 00:38:43 | Fordcars | ok |
| 00:42:49 | | BFLogBot_ Quit (Ping timeout: 245 seconds) |
| 00:43:23 | amgine123456789 | this is anoyying me i can make make shaps proper when they need to be made on a larger scale\ |
| 00:43:28 | amgine123456789 | g cant |
| 00:43:42 | amgine123456789 | i alwys make the, crooked |
| 00:46:28 | amgine123456789 | arg how hard is it to make a stupid triangle |
| 00:56:59 | | amgine123456789 Quit (Ping timeout: 245 seconds) |
| 01:03:57 | | Fordcars Quit (Quit: Page closed) |
| 01:05:40 | | Fordcars has joined |
| 01:05:57 | Fordcars | HELP NOW WHERE IS THE SERVERS LOG ONLINE! |
| 01:06:31 | Fordcars | you know who won etc |
| 01:08:15 | | Fordcars_ has joined |
| 01:09:27 | Fordcars_ | what is the url of the logs for servers! help! |
| 01:10:25 | sam686 | hi |
| 01:10:44 | | Fordcars Quit (Ping timeout: 245 seconds) |
| 01:10:47 | sam686 | your bitfighter_server.log is located on the same path as the exe |
| 01:11:00 | Fordcars_ | online like who one on all servers |
| 01:11:34 | sam686 | right now? http://bitfighter.org/bitfighterStatus.json |
| 01:11:46 | sam686 | or Game Reports? http://bitfighter.org/stats/ |
| 01:12:29 | Fordcars_ | wow game reporst |
| 01:16:28 | Fordcars_ | is there anyway to see player's IP? |
| 01:20:23 | sam686 | look at the bottom of bitfighter_master.log |
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| 02:30:57 | raptor | wow, watusimoto's last commit is... umm.. interesting.. |
| 03:03:45 | raptor | sam686: what is the switch teams bug #17? |
| 03:03:55 | raptor | how do you duplicate it? (and who reported it?) |
| 03:30:28 | sam686 | while hosting or have admin, in a level with 2 or more teams, when admin switches someone team (even a robot team) client crash |
| 03:30:39 | raptor | ok |
| 03:30:41 | raptor | i try.. |
| 03:30:50 | | koda Quit (Quit: koda) |
| 03:32:13 | raptor | assert in UIEditor?? |
| 03:32:15 | raptor | what |
| 03:33:49 | amgine123456 | btw the switch teams bug is one i found |
| 03:34:03 | raptor | ha! looks like watusimoto is trying to open the team editor... |
| 03:34:54 | amgine123456 | lol this is getintg hard trying to find bugs lol im trying to force it to crash now XD |
| 03:35:16 | raptor | found the problem... |
| 03:36:50 | amgine123456 | to the teams crash? |
| 03:37:32 | | BFLogBot Commit: 93494a3d9a22 | Author: buckyballreaction | Message: Fix crash when admin switches another player's team. Thanks amgine for finding this |
| 03:37:44 | raptor | :) |
| 03:37:48 | raptor | not anymore |
| 03:37:51 | amgine123456 | :) |
| 03:38:47 | amgine123456 | hmm nah i dont think thats a bug |
| 03:39:07 | amgine123456 | but...... |
| 03:39:10 | amgine123456 | hmmmm |
| 03:39:25 | amgine123456 | yeah ill skip that |
| 03:39:43 | amgine123456 | i also found the showzones bug |
| 03:40:31 | amgine123456 | here is one maybe if the timer.lua gets accidently misplaced and a bot is added the game crashes? |
| 03:40:43 | amgine123456 | hold on let me ocnfirm |
| 03:41:01 | amgine123456 | yes |
| 03:41:04 | amgine123456 | it crashes |
| 03:41:12 | raptor | i need exact steps to duplicate |
| 03:42:02 | sam686 | i think the /showzones crashing bug may have been fixed a day ago, amgine just don't have the more updated binary .exe |
| 03:42:12 | amgine123456 | htough im sure misplacing any of the srips crashes teh game |
| 03:42:42 | amgine123456 | anyways lets say somone misplaces the timer.lua file and starts the game if they add a bot the game crashes |
| 03:43:23 | raptor | i fixed those (I think) |
| 03:43:29 | raptor | you should get an updated client |
| 03:43:58 | amgine123456 | im using the bitfighter18orso version |
| 03:44:40 | sam686 | i can give you a most updated .exe in about 50 seconds. |
| 03:44:41 | raptor | there have been 20 revisions since then, maybe more.. |
| 03:44:46 | amgine123456 | the bitfighter-18beta5orso 2 version |
| 03:44:56 | raptor | oh yeah, sam686 has mean compiling machine! |
| 03:45:19 | amgine123456 | well if you do i would be glad to continue testing |
| 03:47:13 | sam686 | http://sam6.25u.com/upload/bitfighter_018_rev_5624_65d8157a5d00.zip |
| 03:47:47 | sam686 | zipping, uploading, copy and pasting link seem to now take longer then compiling.. |
| 03:48:05 | amgine123456 | lol |
| 03:48:49 | amgine123456 | my folders are filling up with betas |
| 03:48:54 | amgine123456 | XD |
| 03:48:59 | sam686 | My desktop i5 quad core beats raptor's i7 dual core by about 1.5 time faster I think. |
| 03:49:14 | raptor | i'd trash any other's betas but the most current one.. |
| 03:49:53 | sam686 | well, http://sam6.25u.com/upload/ is filled with a bunch of files, much more then yours I bet... |
| 03:50:06 | amgine123456 | so here is my question have you ever changed anything thats messed up the game so bad you were forced to backtrack? |
| 03:51:07 | sam686 | a few times, yes.., but is quite easy to go back and look at what broke it, since all commit changes history is there.. |
| 03:51:10 | amgine123456 | whats worm? a beta item? |
| 03:51:15 | raptor | sam686: projectile.cpp:1619 |
| 03:51:28 | raptor | i'm looking at the client-side prediction problem with seeker |
| 03:51:41 | amgine123456 | good thats one i also found =) |
| 03:51:54 | amgine123456 | just call me the bug seeker =) |
| 03:51:56 | raptor | does it make sense to have that isGhost() line anymore? It seems like that is the problem |
| 03:52:24 | amgine123456 | wo sam i was looking at your files whats the worm? was it a beta item? |
| 03:52:43 | raptor | don't worry about Worm |
| 03:52:57 | raptor | it's one of the item ideas in development |
| 03:53:00 | sam686 | We don't want client side to "Explode" when it mis-predict hitting the wall.. |
| 03:53:22 | raptor | sam686: yes, but it returns rights there instead of finding a forcefield, etc... |
| 03:53:47 | sam686 | there is also ::collided |
| 03:53:52 | amgine123456 | is it like a asteroid that hurts people but moves randomly? ( like the KIX game)? |
| 03:54:34 | amgine123456 | sorry im really curious what it is |
| 03:55:00 | amgine123456 | ugh my slow computer i am still downloading sams file |
| 03:55:22 | raptor | speedzone is the only other thing that uses ::collided |
| 03:55:23 | sam686 | maybe its not your computer, its your slow internet connection |
| 03:55:58 | amgine123456 | hmm maybe i dont know just about anything slows my computer just using ie using lots of cpu |
| 03:56:55 | amgine123456 | so whats the worm then im dying to know |
| 03:57:04 | sam686 | moveObject.cpp line 355, that is where collided can go to Seeker::collided |
| 03:57:16 | sam686 | or SpeedZone::collided |
| 03:57:17 | amgine123456 | is it a wepon obticle other? |
| 03:57:33 | amgine123456 | fine i give ill stop |
| 03:57:54 | sam686 | amgine don't know much about .cpp code yet.. |
| 04:00:45 | amgine123456 | hmm is it just me or bots having problems |
| 04:01:00 | amgine123456 | like the not loading i think its just me |
| 04:01:50 | amgine123456 | ah never mind i misplaced the folder |
| 04:02:01 | amgine123456 | or not...... |
| 04:02:35 | amgine123456 | umm i found somthing let me double confirm |
| 04:03:07 | sam686 | you need to use updated version of s_bot, included in .zap file (i think) |
| 04:03:16 | sam686 | .zip file (meant |
| 04:03:33 | amgine123456 | sam are you ocupied at the moment i need you to see if you see what i see |
| 04:05:40 | sam686 | you also need to use updated script files (also inside .zip file), or else the robots and levelgen don't work |
| 04:09:34 | raptor | ok, i don't have the brain power tonight to finish diagnosing the seeker problem.. |
| 04:09:39 | raptor | so i'm going to bed |
| 04:09:42 | raptor | good night! |
| 04:10:29 | sam686 | amgine123456 http://sam6.25u.com/upload/bitfighter018_rev_5668_3ef8eade4f84.zip (earliear, I put in an outdated .zip file) |
| 04:10:39 | amgine123456 | lol sam |
| 04:18:55 | amgine123456 | ok im on |
| 04:19:32 | sam686 | I am thinking raptor falling asleep without turning off the computer... |
| 04:19:46 | raptor | what what? |
| 04:19:54 | sam686 | oh did I wake raptor up? |
| 04:20:05 | raptor | ok, i lied, i started researching another problem... |
| 04:24:51 | sam686 | ok... the admin changing other player team is like horribly broken, although doesn't crash on release mode (no TNLAssert) |
| 04:25:02 | raptor | i just fixed that |
| 04:25:10 | sam686 | take away team, goes pink.. change team color.... |
| 04:27:09 | amgine123456 | i suggest going back to hte old team chager |
| 04:39:33 | sam686 | I will need to go to sleep.. |
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| 04:46:45 | amgine123456 | one last bug in the version you gave the me teh credit song doesnt work (and im still not in the credits =) ) |
| 04:47:36 | amgine123456 | also poly walls can disapeer if you save the level then reload it |
| 04:53:40 | amgine123456 | this is in the most recent version sam gave me |
| 04:54:33 | amgine123456 | umm over lapping forcefeilds ie outting them on another makes them indesturcable? |
| 04:55:48 | amgine123456 | *same with turrets but they wont fire |
| 04:56:26 | amgine123456 | also admins can chage anothers teams? |
| 04:58:48 | amgine123456 | umm preplaced mines on forcefields disable them? |
| 04:59:30 | amgine123456 | so much to find so little time |
| 05:03:58 | amgine123456 | umm forcefilds in turrets are invurlable? |
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| 05:10:46 | amgine12345 | anyways another thing that i was saying before the irc rudley blocked me from chatting is..... |
| 05:11:30 | amgine12345 | if you do /kickbot <username> (thats not a bot) it kicks the bot shouldnt this be disalowed? |
| 05:23:06 | amgine12345 | player is not a bot? |
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| 12:10:14 | raptor | I've added three more bugs to the list... amgine found two of them |
| 12:11:51 | raptor | I think the Lua refactors are starting to show... |
| 12:16:29 | raptor | #19 may have been because of your PolyWall changes... so maybe you know about it already |
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| 16:11:59 | Watusimoto_ | he there |
| 16:12:06 | Watusimoto_ | hey there rather |
| 16:12:33 | raptor | hi |
| 16:12:46 | Watusimoto_ | any luck compiling for llvm? |
| 16:12:58 | Watusimoto_ | I saw you were maing some real progress when I went to bed |
| 16:13:00 | raptor | llvm does compile, but emscripten doesn't... |
| 16:13:14 | raptor | having problems with TNL |
| 16:13:23 | raptor | but i didn't try too hard |
| 16:13:26 | Watusimoto_ | what's emscripten? |
| 16:13:34 | Watusimoto_ | llvm -> js compiler? |
| 16:13:38 | raptor | yes |
| 16:13:41 | raptor | well |
| 16:13:51 | Watusimoto_ | ah, so a two stage process c++->llvm->js |
| 16:13:56 | raptor | so it will on-the-fly compile to llvm using it's own headers |
| 16:14:00 | raptor | then try to js |
| 16:14:38 | raptor | but it doesn't seem to work with some socket and threading contants.. |
| 16:15:17 | raptor | that's as far as i got - Lua, libtomcrypt compile, though |
| 16:15:19 | raptor | which is odd.. |
| 16:15:29 | Watusimoto_ | lua compiles on anything |
| 16:15:37 | Watusimoto_ | libtomcrypt also |
| 16:15:38 | raptor | i got past the thread issue, but the socket stuff has eluded me |
| 16:15:40 | Watusimoto_ | so I'm not surprised |
| 16:16:53 | raptor | anyways, i think i'd rather my limited energies go to fixing bugs at the moment |
| 16:18:38 | Watusimoto_ | hey, is there a good way to force linux to boot to cd room -- some magic key combo or something? |
| 16:19:50 | raptor | uhh... do you have access to the bootloader? |
| 16:20:29 | Watusimoto_ | ah, on this machine, hold F12 |
| 16:20:30 | Watusimoto_ | ok |
| 16:20:36 | raptor | normally you just grab the computer boot menu |
| 16:20:40 | raptor | that |
| 16:24:52 | Watusimoto_ | !@#$%^&*( |
| 16:25:06 | Watusimoto_ | the reason it wasn't booting from cdrom was the disk was not in the drive |
| 16:25:09 | Watusimoto_ | !@#$%^&*( |
| 16:26:09 | | raptor tries not to laugh out loud in class |
| 16:26:38 | raptor | ok, i'll be back in about 15... |
| 16:26:46 | raptor | going to THE LIBRARY! |
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| 16:40:12 | raptor | back |
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| 19:00:26 | raptor | it's snowing! |
| 19:08:28 | raptor | off to work! |
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| 19:52:29 | sam686 | have fun trying to view this image: http://sam6.25u.com/upload/big_hello.gif (resolution: 30000 x 30000, 1 bit per pixel, my Chrome browser displays a broken tiny icon instead) |
| 19:53:01 | raptor | ha |
| 19:53:11 | raptor | firefox displayes the full resolution, but it's also broken |
| 20:04:16 | raptor | Watusimoto: two more bugs have cropped up recently that I added to the end of the running list... |
| 20:04:34 | raptor | i don't remember them being there a couple of days ago... |
| 20:12:57 | Watusimoto | well, I'm adding bugs as fast as I can |
| 20:13:05 | raptor | :) |
| 20:15:34 | Watusimoto | which two errors? |
| 20:15:43 | raptor | #19 #21 |
| 20:15:46 | Watusimoto | 19, obviously |
| 20:15:47 | raptor | 21 |
| 20:16:04 | Watusimoto | 19 almost certainly added by me |
| 20:16:15 | Watusimoto | I'm working on walls & polywalls tonight, so maybe I can fix it |
| 20:16:19 | raptor | i noticed 21 as I was testing a level in the editor... |
| 20:16:21 | Watusimoto | less sure about test item |
| 20:16:31 | raptor | the resourcitems/testitems were all very jumpy... |
| 20:16:38 | raptor | laggy-jumpy |
| 20:16:43 | raptor | on my own system! |
| 20:17:00 | Watusimoto | seem fine for me |
| 20:17:17 | Watusimoto | just laggy in general? |
| 20:17:20 | raptor | create a skeleton level, put in a testitem, test, start making it go around fast... |
| 20:17:49 | raptor | duplicates easier after pushing it with the ship |
| 20:18:35 | raptor | looks like the render state is really disparate from the actual state |
| 20:19:44 | Watusimoto | I can't do that |
| 20:19:54 | Watusimoto | when I add a wall to the editor it crashes |
| 20:19:56 | Watusimoto | :-( |
| 20:19:59 | raptor | haha |
| 20:20:16 | raptor | sam686: do you see the same problem as I do in #21 from a clean build? |
| 20:22:19 | sam686 | I often see some crazy teleporting lag from a bunch of resource item and bouncy items.. |
| 20:22:29 | raptor | yes |
| 20:23:05 | sam686 | the lag becomes worst with /lag 400 |
| 20:23:19 | raptor | well that would guarantee it... |
| 20:23:56 | sam686 | it might be due to clients hitting the objects earliear then server size, even with /lag 100 |
| 20:34:23 | Watusimoto | nope still don;t see it |
| 20:36:10 | raptor | this is hilarious: http://researchinprogress.tumblr.com/post/34088637501/fast-vs-exact-solutions |
| 20:41:33 | Watusimoto | reproduced #19 |
| 20:42:31 | raptor | oh good |
| 20:46:35 | Watusimoto | no, not good |
| 20:46:44 | Watusimoto | bad |
| 20:49:49 | Watusimoto | on another topic, briefly, I was thinking about tnl in javascript |
| 20:50:01 | Watusimoto | why do we expect that sockets will work there? |
| 20:51:06 | raptor | ummm... i meant websockets, sorry |
| 20:51:12 | Watusimoto | http://stackoverflow.com/questions/1736382/how-to-use-sockets-in-javascript-html |
| 20:51:33 | Watusimoto | well, could the lack of capability be why tnl didn;t compile? |
| 20:51:44 | raptor | so emscripten takes unix sockets and translates them somehow to websockets, i think |
| 20:51:48 | sam686 | java or javascript? javascript in web browser has too much security and is slow. Java (.jar) may be a better choice.. |
| 20:51:52 | raptor | which is failing... |
| 20:52:08 | Watusimoto | http://socket.io/ |
| 20:52:13 | raptor | but now that i think about it, that hedgewars demo was client-only (no network) |
| 20:53:07 | raptor | i thought the nodejs library had something built in... |
| 20:53:57 | Watusimoto | it might |
| 20:54:14 | Watusimoto | but can the c++ --> js compile chain leverage packages like this? |
| 20:54:24 | raptor | i leverages nodejs |
| 20:54:32 | Watusimoto | it may just be that the socket capability isn;t supported at the current time |
| 20:54:49 | raptor | http://nodejs.org/api/dgram.html |
| 20:54:59 | sam686 | also, each web browser runs javascript at different speeds using different amounts of RAM.. often much slower then C++ |
| 20:55:02 | raptor | i think it is - i've found code for it all over emscripten |
| 20:55:25 | raptor | it's just that I don't think it handles our socket cases very well.. |
| 20:56:51 | Watusimoto | handling well and not compiling are different issues! |
| 20:57:19 | Watusimoto | but bottom line, sounds like, theoretically, there are no inherent obstacles to compiling bf the way you tried last night |
| 20:57:27 | Watusimoto | is that more or less correct |
| 20:57:28 | Watusimoto | ? |
| 20:57:54 | raptor | correct, it's just that we use some functionality that isn't defined in the cross-compiler yet... |
| 20:58:09 | raptor | let me get you the error message i got.. one moment.. |
| 20:59:13 | Watusimoto | fixed #19 |
| 20:59:55 | raptor | http://pastie.org/5116662 |
| 21:00:13 | raptor | that's it - every thing else i got to compile in TNL |
| 21:00:40 | raptor | but if i compiled with llvm-clang, it compiles without issue |
| 21:00:54 | raptor | emcc calls llvm-clang |
| 21:01:23 | Watusimoto | that looks to me like some undefined constants, not an inherent lack of compiler support |
| 21:01:24 | raptor | so the emscripten cross compiling rules just don't handle those symbols for some reason |
| 21:01:39 | raptor | yes exactly |
| 21:01:42 | Watusimoto | coiuld we provide defs, do you think? |
| 21:02:09 | raptor | there are some headers that define related things in the emscripten code |
| 21:02:58 | Watusimoto | something like this: #define SIOCGIFADDR 0x8915 |
| 21:04:01 | Watusimoto | no idea if that's the _correct_ definition, but it _could_ be |
| 21:04:27 | raptor | see here: https://github.com/kripken/emscripten/blob/master/system/include/net/netinet/in.h |
| 21:04:52 | raptor | there are defines for other contants in the inet stuff there, just not those few symbols |
| 21:05:22 | Watusimoto | yes |
| 21:05:28 | raptor | so yes, i think it's doable |
| 21:05:48 | raptor | but i haven't spent enough time on it to get a very good understanding of the whole system yet.. |
| 21:06:02 | Watusimoto | ok, just wondering where you were in thinking, feasibility wise |
| 21:06:10 | Watusimoto | I think it sounds really promising |
| 21:06:17 | Watusimoto | though no idea if the performance would be there |
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| 21:09:05 | raptor | yes |
| 21:09:40 | raptor | i just haven't spent much time on it... i feel like 018 should be a priority (and I have little time to cdoe due to my schedule... despite always being online :) ) |
| 21:11:19 | Watusimoto | oh yes, I agree fully. |
| 21:11:45 | Watusimoto | it's just intriguing is all. a possibility that didn't exist (for me) 24 hours ago |
| 21:12:12 | Watusimoto | I am making progress with the lua stuff |
| 21:12:24 | Watusimoto | the walls are probably the hardest part, and they mostly work now |
| 21:12:49 | Watusimoto | after that, just what? lines and simpleLineItems |
| 21:12:54 | Watusimoto | then done enough |
| 21:13:08 | Watusimoto | and those will be one day's worth of work |
| 21:13:43 | sam686 | just do a setMaskBits(0xFFFFFFFF); on any updated to TextItem and LineItem, and GoalZone LoadoutZone changes.. |
| 21:14:09 | Watusimoto | I don't understand that |
| 21:14:18 | Watusimoto | why/when? |
| 21:14:44 | sam686 | if LineTeam or Zones changes shape in mid game, you can easily resend that to clients with setMaskBits |
| 21:15:18 | Watusimoto | ah, I see |
| 21:15:50 | Watusimoto | I'm only focusing on the constructors at the moment; so that traditional levelgens can use new constructor methods |
| 21:15:51 | sam686 | Walls and PolyWalls is the only tricky part since those are only send through s2cAddWall or similar |
| 21:15:56 | Watusimoto | yes |
| 21:16:11 | Watusimoto | we don't support changing wall geom during a game at the moment |
| 21:16:31 | Watusimoto | could add a s2cdelWall method that mgiht allow it to work |
| 21:18:12 | sam686 | also, clients need to recalculate wall edges, which may cause clients to freeze for a few seconds on levels with so many walls or slower computers.. |
| 21:23:49 | Watusimoto | ugh. |
| 21:33:26 | raptor | real-time dynamic mesh-zone alterations! |
| 21:44:37 | raptor | refactors make me cry |
| 21:50:05 | Watusimoto | a little more testing, but walls basically done |
| 21:50:55 | Watusimoto | just committed checkin 5678 |
| 21:51:07 | raptor | take a picture! |
| 21:51:08 | | BFLogBot Commit: 4eb12a74982f | Author: watusimoto | Message: Adding regular walls and polywalls via lua mostly working (both in game and in editor) |
| 21:51:09 | | BFLogBot Commit: c87d1c7e080d | Author: watusimoto | Message: Nineteen. Fix polywalls not loading in editor. |
| 21:51:11 | | BFLogBot Commit: e7f5985458f3 | Author: watusimoto | Message: Fix extraneous lineItem when adding walls via Lua |
| 21:51:12 | | BFLogBot Commit: 5304f1f52aaf | Author: watusimoto | Message: Merge |
| 21:51:13 | raptor | oh wait, that's not the speedometer |
| 21:51:27 | Watusimoto | I remember being excited when I had 100 checkins at sourceforge |
| 21:51:48 | raptor | my most favorite recent speedometer one was 112358 |
| 21:51:59 | Watusimoto | ?? |
| 21:52:08 | Watusimoto | ah |
| 21:52:10 | Watusimoto | I see |
| 21:52:27 | Watusimoto | you are a true nerd! |
| 21:52:38 | raptor | i guess there was 123456 - but i missed that one by like 2 miles... |
| 21:52:44 | raptor | when i noticed |
| 21:52:48 | raptor | i was sad |
| 21:55:02 | | BFLogBot Commit: 4b01223ad61f | Author: sam8641 | Message: Some Client side seeker changes mostly to make client rendering hide when it hit the wall. |
| 22:01:58 | raptor | now to see if i can still compile |
| 22:15:52 | | amgine1234567890 has joined |
| 22:15:56 | amgine1234567890 | hi |
| 22:16:42 | amgine1234567890 | so after you left raptor i found a few bugs if you didnt see them i could say them again or you could check the irc logs whichever you prefer |
| 22:17:35 | raptor | hi |
| 22:17:37 | raptor | I did find them, and confirmed 1 was a true bug, and 1 was a maybe-bug |
| 22:17:41 | raptor | and i wrote them down |
| 22:17:45 | raptor | thanks |
| 22:18:01 | amgine1234567890 | ah ok hte main one i was concenred about was eth polywall gltich |
| 22:18:15 | raptor | yes, i think Watusimoto just fixed that one... testing now |
| 22:18:25 | amgine1234567890 | in the editor either a they are getting moved way of screen or being deleted |
| 22:18:41 | Watusimoto | they were not being added to the editor on load |
| 22:18:51 | raptor | yep, fixed |
| 22:18:57 | amgine1234567890 | good |
| 22:19:41 | amgine1234567890 | its not really a bug but i thought the .kickbot <username> thing was weird and maybe needs some arguemtns so a message pops up saying its not a bot |
| 22:20:18 | raptor | /kickbot doesn't use <username> |
| 22:20:37 | sam686 | but /kick <username> does |
| 22:20:41 | raptor | so it will just ignore anything else you add |
| 22:21:05 | amgine1234567890 | well if you do /kickbot thenm press tab to do a user name it still kicks the bot? |
| 22:21:24 | amgine1234567890 | i still think its a minor error but if you dont its ok |
| 22:21:53 | sam686 | for the most part, all bots are the same s_bot |
| 22:22:21 | raptor | ahhh... |
| 22:22:24 | raptor | now taht is a bug |
| 22:22:36 | raptor | tab completion when there is no parameter |
| 22:23:38 | amgine1234567890 | yes thats what i was saying last night |
| 22:26:26 | raptor | ok that was an easy fix.. |
| 22:26:35 | | BFLogBot Commit: 62d683d10bd1 | Author: buckyballreaction | Message: Fix improper tab-completion with /kickbot(s) commands |
| 22:26:36 | Watusimoto | good spotting amigne |
| 22:29:58 | amgine1234567890 | ty |
| 22:31:15 | amgine1234567890 | somthing interesting if osmone on lets say team blue places a mine on the forcefeild and goes through the forcefeild it stays active till the mines destoryed |
| 22:31:18 | amgine1234567890 | ?? |
| 22:32:11 | raptor | i think that has always been the behavior... |
| 22:36:35 | raptor | whether that is a bug or not.. not sure |
| 22:38:05 | amgine1234567890 | anyways if you place a mine on a forcefeild it stays inactive till teh mines destoryed i wasnt sure if it was a bug or not. |
| 22:40:25 | amgine1234567890 | umm you can still tele into cores? |
| 22:40:37 | raptor | sure, why not? |
| 22:40:42 | raptor | you can teleport anywhere |
| 22:41:00 | amgine1234567890 | well its usless as you cant break the core from in there. |
| 22:41:04 | raptor | you can't place engineered teleports on cores though (at least i remember fixing that...) |
| 22:41:16 | raptor | so don't create a level with teleports on cores |
| 22:42:00 | amgine1234567890 | umm i just did it? of course maybe not im on sams hack client XD |
| 22:42:16 | raptor | did what? |
| 22:43:44 | sam686 | umm.. its the /edit hack to edit any geometry, including walls |
| 22:44:31 | amgine1234567890 | umm can gmute plus tab to gmute bots? |
| 22:44:51 | sam686 | don't know, try eliza bot |
| 22:44:56 | amgine1234567890 | ok |
| 22:45:07 | | BFLogBot Commit: 35ccc87ed371 | Author: watusimoto | Message: Catch errors with Lua scripts trying to modify geometry of a WallItem or PolyWall that's already been added to a level. It wouldn't actually cause a problem to do that, but the modification would have no effect, and since this action isn't supported, it seems reasonable to throw an error. But there's still a problem -- item is added to editor but if you modify its geom, it will no longer be rendered. But it's there. Things work properly in-game. Needs more research. |
| 22:45:09 | | BFLogBot Commit: 887e2f1cd6e5 | Author: watusimoto | Message: Merge |
| 22:50:21 | amgine1234567890 | its it wrong that oyu an rename bots? |
| 22:50:37 | amgine1234567890 | im sorry for my 10 million typos. |
| 22:55:11 | raptor | amgine1234567890: have you thought about using an IRC client with built-in spellcheck? it will help your sentences be easier to be understood.. |
| 22:56:24 | amgine1234567890 | nother one found oyu can also do /kickbots and use tab to fill in a user name |
| 22:56:35 | raptor | yeah fixed that |
| 22:56:39 | raptor | with the /kickbot fix |
| 22:56:44 | amgine1234567890 | ah ok |
| 22:58:41 | amgine1234567890 | just a idea but maybe lock anyone named chumpchange out of the scoreboard? |
| 22:58:50 | raptor | no |
| 22:58:57 | raptor | all ChumpChanges are welcome! |
| 22:59:11 | raptor | unless you mean highscores? |
| 22:59:17 | amgine1234567890 | yes |
| 22:59:24 | sam686 | well, no one can have a underlined ChumpChange at least.. |
| 22:59:41 | raptor | yeah, i don't think it is hurting anything.. |
| 22:59:54 | sam686 | will be back in about 25 minutes.. |
| 23:00:44 | amgine1234567890 | i disagree chumpchage is everyone with a default name why should everyone get credit? |
| 23:01:06 | amgine1234567890 | i think it could be chaged but if oyu disagree thats ok |
| 23:01:50 | amgine1234567890 | cause what i was thinking about is lets say in a few decades BF has several hundreed thousand people chumpchage would always fill the highscoreboard |
| 23:02:20 | raptor | by then we might have an android port! |
| 23:03:27 | amgine1234567890 | yes. anyways 2 thoughts in few decaces a have BF online on this webpage with a server but keep the dowloadable version |
| 23:06:06 | amgine1234567890 | i seem to be out of finable client bugs but im sure to find one XD |
| 23:08:08 | amgine1234567890 | i would say this will be probaly the most bug free version of BF yet =) |
| 23:09:37 | raptor | hehe |
| 23:09:54 | raptor | it would be hard to beat 015a, i think |
| 23:10:02 | raptor | but we're getting better |
| 23:15:49 | amgine1234567890 | hmm wonder if that would be classifed as a new bug or same i played a level and wne i went back toe the editor the poly walls moved |
| 23:18:34 | amgine1234567890 | hmm |
| 23:18:42 | amgine1234567890 | guess it was a one time thing |
| 23:19:44 | amgine1234567890 | btw i had a idea what if you could asssign astoirds and asteroid spanws teams so only other teams would get hurt by them same with prepaced mines |
| 23:22:49 | raptor | i would propose ideas in the forums - we usually will forget them here |
| 23:24:11 | amgine1234567890 | well tyhe thing is everytime i ry to suggest somthing even if its a good idea no one listens i jsut get hate |
| 23:24:43 | amgine1234567890 | btw just a idea add a save as in addition to the save option in the editor? |
| 23:24:56 | raptor | i don't understand |
| 23:26:21 | amgine1234567890 | save saves over the current file save as would alow people to save it as a new file ie if they major chaged it or wanted a copy to make variations on |
| 23:27:14 | amgine1234567890 | and while im on the topic whay not add a load and new file option to the editor |
| 23:27:40 | raptor | please add ideas to the forums |
| 23:27:52 | amgine1234567890 | it would make the edtior much more funcitonal and remove the need for the menu that you see when you open the editor |
| 23:28:05 | amgine1234567890 | there would be no point all iever do is get hate on the forums |
| 23:28:19 | raptor | i'm pretty busy to be discussing them here - especially if you want me to get 018 out as soon as possible... |
| 23:28:31 | raptor | ideas will get criticism |
| 23:28:48 | raptor | i think these would be good to ask the community to see how they go.. |
| 23:28:59 | raptor | 'Editor improvements' or such |
| 23:31:05 | amgine1234567890 | ok ill do it. |
| 23:31:21 | amgine1234567890 | but sually i either get a all hatefull rude messages or b everyone says no |
| 23:31:32 | | amgine1234567890 Quit (Quit: Page closed) |
| 23:31:59 | raptor | sam686: did you do #10 on the running bug list? |
| 23:36:06 | sam686 | I improved it on number 10.. |
| 23:36:58 | sam686 | and I think it will not go though forcefield, insteak it just hides until it gets a signal from server to explode or change position.. |
| 23:37:43 | raptor | ha! |
| 23:39:46 | raptor | boosting backwards sends seeker backwards? |
| 23:39:54 | raptor | is that supposed to do that? |
| 23:41:28 | sam686 | not sure... |
| 23:42:02 | sam686 | also i don't know if heat seeker suppose to go really slow shooting backwards, then go to full speed when aiming at enemy |
| 23:42:32 | raptor | oh that's ok, i think... for now... |
| 23:42:34 | sam686 | or go twice as fast shooting forward while moving forward |
| 23:42:47 | raptor | maybe Watusimoto has a preference... |
| 23:42:58 | raptor | i'm disinclined to change seeker too much... |
| 23:44:01 | Watusimoto | i got to go to bed, but wanted to run this question by you |
| 23:44:17 | Watusimoto | -- let |
| 23:44:34 | Watusimoto | s keep seeker as is for the moment |
| 23:44:35 | raptor | ? |
| 23:44:38 | Watusimoto | question: |
| 23:44:40 | raptor | ok |
| 23:45:10 | Watusimoto | my last checkin mentioned ththat you cannot alter wall geometry after a wall is added to the game, for good reasons we all know |
| 23:45:30 | Watusimoto | but those reasons don't hold true in the editor -- there you can change the geometry without problem |
| 23:45:47 | sam686 | also not true from my in-game /edit while hosting.. |
| 23:45:49 | Watusimoto | I have an experimental plugin that moves all selected items, including walls, a little to the right |
| 23:46:01 | raptor | ah |
| 23:46:02 | Watusimoto | I don't know much about that |
| 23:46:04 | raptor | the editor... |
| 23:46:16 | Watusimoto | but in the editor as it currently stands, altering geomtry of walls is no problem |
| 23:46:24 | Watusimoto | (except my last checkin broke it ;-( |
| 23:46:28 | sam686 | well, a editor plugin don't need to worry such things about network.. |
| 23:46:33 | Watusimoto | right |
| 23:46:40 | Watusimoto | so plugins need to alter wall geometry |
| 23:46:47 | Watusimoto | in-game scripts cannot alter wall geometry |
| 23:46:49 | Watusimoto | so far so good |
| 23:47:02 | Watusimoto | but what about scripts running in editor with ctrl-R |
| 23:47:04 | Watusimoto | ? |
| 23:47:21 | raptor | ideally those should behave like in-game scripts, right? |
| 23:47:31 | raptor | since they are loaded at level start |
| 23:47:33 | Watusimoto | Those are in-game scripts, but are running in editor. No technical reason why they couldn't alter walls, but yes, they should behave like in-game scripts |
| 23:47:38 | sam686 | don't know... on 017 there was only addLeveLine... |
| 23:47:52 | Watusimoto | yes, that is pretty much deprecated now |
| 23:47:58 | Watusimoto | though we'll continue to support it |
| 23:48:04 | sam686 | make just leave the ctrl+r as only the startup part of level... |
| 23:48:20 | Watusimoto | I don't unserstand that |
| 23:48:47 | Watusimoto | ordinarliy, a ctrl-r script will only modify wall geometry if there is a bug |
| 23:48:48 | sam686 | as in, ctrl+R only does the levelgen part, not the triggers |
| 23:48:55 | Watusimoto | correct |
| 23:48:59 | Watusimoto | and that will remain true |
| 23:49:01 | raptor | i think he means: only allow ctrl+R to act like a normal levelgen |
| 23:49:09 | Watusimoto | a third option is to get rid of ctrl-r altogether |
| 23:49:21 | raptor | hmmm... |
| 23:49:21 | Watusimoto | it may no longer serve a purpose with plugins |
| 23:49:29 | raptor | that is true.... |
| 23:49:34 | Watusimoto | I kind lof like it, but it seems muddled |
| 23:49:42 | Watusimoto | on the other hand, take mazeracer |
| 23:49:47 | sam686 | then what about ctrl+i inserting a levelgen to your .level that never changes on each reload... |
| 23:49:55 | Watusimoto | it's very nice to see where the walls will spawn so you can place items in the corridor |
| 23:50:00 | raptor | if we keep it, maybe we'd have to limit it to doing only item adding/removal |
| 23:50:18 | sam686 | but, my levelgen adds spawn inside the levelgen.. |
| 23:50:48 | Watusimoto | one of the original purposes of ctrl-r was to help integrate editor items with generaetd items |
| 23:51:03 | Watusimoto | it is useful to rnu the script and see where things will go in relation to items you can move around |
| 23:51:17 | Watusimoto | it is better than trial & error with testing mode |
| 23:51:23 | Watusimoto | at least in our current use cases |
| 23:52:10 | Watusimoto | the reason I'm asking is I'm having a difficult time letting plugins alter walls, but not levelgens running in the editor |
| 23:52:32 | Watusimoto | I can probably find a way, but I keep piling hacks upon hacks |
| 23:52:53 | Watusimoto | so I'm trying to decide what the best outcome would be |
| 23:53:19 | raptor | we don't want too many hacks... |
| 23:53:21 | sam686 | could copy your edited level to a new database, and let the levelgen run in the new database.. |
| 23:53:40 | raptor | i think Ctrl+R should be turned into a only-show-levelgen-additions |
| 23:53:49 | Watusimoto | that's what it is now |
| 23:54:16 | Watusimoto | it adds a non-editable overlay of levelgen created items |
| 23:54:52 | Watusimoto | so I'm now convinced we should keep ctrl-R |
| 23:55:16 | Watusimoto | the question is whether we should try to replicate error conditions from adding items to game when running in the editor |
| 23:55:43 | sam686 | ctrl-R might be a little more useful then.... repeated test from editor |
| 23:55:47 | Watusimoto | and I think the answer is yes, if it's possible to do without corrupting my soul |
| 23:56:07 | Watusimoto | yes, it was useful with mazeracer; keep hitting ctrl-R and see what comes up |
| 23:56:44 | raptor | i vote for as little work as possible needed to make Watusimoto happy for 018 |
| 23:56:59 | | raptor 's two cents |
| 23:57:00 | Watusimoto | ok, I think I know what I should aim for; maybe with clear eyes I will see a better solution tomorrow |
| 23:57:10 | Watusimoto | yes, I agree! |
| 23:57:22 | sam686 | maybe ctrl+R can check for missing spawn/ missing flags stuff... |
| 23:57:47 | Watusimoto | that only works if levelgen inserts consistent items everytime it runs. |
| 23:57:59 | Watusimoto | what if it only inserts spawns in certain circumstances? |
| 23:58:14 | sam686 | yes, thats why you can do ctrl+R multiple times.. |
| 23:58:14 | Watusimoto | anyway, I think the lua stuff is really close to being done enough for 018 |
| 23:58:35 | Watusimoto | I need to finish the walls, which mostly work now, then do a few more items, which should be straightfroward |
| 23:58:42 | Watusimoto | then testing and bugfixing |
| 23:58:54 | Watusimoto | ok, gentlemen, I bid you a good night\ |
| 23:59:09 | raptor | night! |