#bitfighter IRC Log

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IRC Log for 2012-10-27

Timestamps are in GMT/BST.

00:21:09sam686i kindof are playing bitfighter 017 at the moment
00:21:31amgine1234567890i deleted my 17 XD
00:21:52Flynnn Quit (Quit: This computer has gone to sleep)
00:58:36amgine1234567890once you use ctrl+ q to ge a screeniw how do you post it?
01:03:08raptor has joined
01:03:08ChanServ sets mode +o raptor
01:03:12sam686screenshots is usually located as a SCreenshot folder
01:03:38sam686(might be in your documents or c:\program files\bitfighter\screenshot
01:04:40sam686however donn't paste the link as c:\ blah blah .png we can't access your computer.. upload it to a website first..
01:04:57amgine1234567890i know tinypic.com is what i ussaly use
01:05:07amgine1234567890its preety good
01:06:00sam686http://imageshack.us/ is also an image uploading website too.. but you can stick with what you use..
01:08:07sam686(i do actually host my own web server, so I can upload (and raptor can upload) there... a problem with most non-picture file hosting site is they are filled with advertisements and waiting time..
01:09:51BFLogBot Commit: 5b71ed53e65b | Author: watusimoto | Message: Formatting
01:09:53BFLogBot Commit: 1f51b9d233e4 | Author: watusimoto | Message: Add Lua constructor for teleporter, implement full Lua interface for SpeedZones. Fix up documentation a little, and modernize getBool methods in LuaBase. Still buggy.
01:09:54BFLogBot Commit: 9b478edf45b1 | Author: watusimoto | Message: Merge
01:15:18amgine1234567890idea add speed zones as a engerrable object
01:16:11amgine1234567890 Quit (Quit: Page closed)
01:16:23Flynnn has joined
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01:39:11raptorhi
01:48:41sam686hi
01:50:03Flynnn Quit (Quit: This computer has gone to sleep)
01:51:27amgine1234567890 has joined
01:51:51amgine1234567890i added like 20 ideas raptor for acheivmetns on your thread =)
01:52:25amgine1234567890btw raptor did oyu read the irc log?
01:55:39amgine1234567890sigh i forgot that the bitfighter 17b wasesnt in a zip format so i cant reinstall it.
01:55:53amgine1234567890cause i accidently deleted it completly
02:02:10amgine1234567890ok this is cool actully http://www.youtube.com/watch?v=Lc8SX4waWPE&feature=relmfu
02:02:21amgine1234567890and yes its realted to BF
02:06:12amgine1234567890btw is there anyway that BF could keep track of the number of players ina room witout ever getting pin timed out?
02:06:27amgine1234567890the other numbers dont really matter but that one sort of does
02:06:55amgine1234567890its hard when all the servers are pinged out and theres 5 people on finding the room that has them
02:14:07raptorah yes, there is
02:14:13raptorthat's a good idea
02:14:52raptorok, let me confirm the polywall join bug...
02:19:06raptorexcept i can't compile since watuismoto's latest..
02:19:45amgine1234567890ask sam hes a fast compiler
02:20:42amgine1234567890ok correction players and bot numbers i htink bolth of those matter maybe not ping.
02:23:17amgine1234567890i might of found somthing for some reason if you slide on a ice floor teh caution slippery words gltich out? im seing this right now on a server the level being Halls of ice FIX
02:23:33amgine1234567890and its not my server
02:25:35raptori have to fix compiling first...
02:25:45amgine1234567890one that im not sure if its a bug is if you on ice and your sliding you gain engery like your holding still on normal ground?
02:26:01amgine1234567890when i say ice im refering to the green slidy floor
02:26:19amgine1234567890btw i would like that version to for firther testing
02:26:30amgine1234567890so i have the updated test version
02:29:57BFLogBot Commit: ffee82413a24 | Author: buckyballreaction | Message: Fix compiling with GCC
02:31:57raptorpolywalls can be joined... probably because of the fixes watusimoto has commited
02:32:08ntohag has joined
02:32:15ntohageuhh
02:32:38ntohagdid I just write the security code on BF IRC in name?
02:32:44ntohaghaha lol brb
02:32:48ntohag Quit (Client Quit)
02:32:52raptorhi
02:32:56raptor?
02:33:27Fordcars has joined
02:33:29raptori *think* that was Fordcars?
02:33:32Fordcarsthere
02:33:35raptorhaha
02:33:36Fordcarsyes it was sorry
02:33:37raptorhello
02:33:40Fordcarshi
02:33:55amgine1234567890hi fordcars
02:33:59Fordcarshi
02:34:36FordcarsI was typing fast and wrote the online BF IRC 2 times, one as name and the other in the correct place
02:35:19amgine1234567890so oyu can only join wall if they are exacly touching not if there is overlap?
02:35:22Fordcars*security code
02:42:49raptoramgine1234567890: here is the newest windows build: http://sam6.25u.com/upload/bitfighter-018-beta7-ffee82413a24.zip
02:44:03amgine1234567890I have confirmed the slide engery and the slide zone word gltiches
02:44:12amgine1234567890in teh build i have
02:44:15raptorplease confirm on the new build^^
02:44:28amgine1234567890ok
02:45:18amgine1234567890problem isi dont have any levels with the slip zones and i dont know how to put them in (btw idea put them in as well as energy repairs)
02:45:30raptoruse /getmap to download them
02:45:30amgine1234567890(in the editor)
02:45:35raptorfrom sam's server
02:45:38Fordcarsyes
02:45:54amgine1234567890well i gotmap fomr sams server but i dont know know if he has one on this build yet.
02:46:01amgine1234567890guess i will see
02:46:05raptordoesn't matter for the maps
02:46:16Fordcarsget map in 17 I think
02:46:24Fordcars17b
02:46:26raptorprotocol is the same, so if you can connect you should be able to download map
02:46:53Fordcarsbrbrbrbrbrb
02:50:51amgine1234567890yes there is still slip zone word gltiches inthis build
02:51:09Fordcars Quit (Ping timeout: 245 seconds)
02:51:13amgine1234567890the words caution slippery are gltiching out (blinking)
02:52:02amgine1234567890and you still gain energy like your idle on normal ground if your sliding on pslip ground
02:52:37raptorthe energry thing is OK
02:53:17amgine1234567890ok and there is still the arrow line length gltich in the editor
02:53:28raptorfor speedzones?
02:53:38amgine1234567890yes
02:53:48raptorok, already wrote that down, thansk
02:54:00amgine1234567890and still is the arbitary and scale inpout probmes
02:54:10amgine1234567890i assume you will get those
02:54:37raptoryes
02:54:38amgine1234567890poly wall gltich in editor is confirmed as fixed
02:54:41raptori'm working on those now
02:54:43raptorok
02:55:12amgine1234567890sorry im just going over yours patches and confirming them never know if oyu think you fix somthing and its not.....
02:56:37raptori usually double/triple check when i fix something
02:58:36Fordcars has joined
02:59:44amgine1234567890hi fordcars
03:00:06Fordcarshi
03:00:27raptor Quit ()
03:07:24amgine1234567890forcars are you playing with sam right now?
03:11:32sam686hi, I have played with FordCard for quite a while... might look at http://bitfighter.org/stats/ "Game Reports"
03:26:53FordcarsWHAT!!!!!!!!!!!@ I AM NOT ON BF!!
03:27:07FordcarsIT ISN<T ME!
03:30:39Fordcarswhat? Well I stopped playing after PowerPlant
03:30:51FordcarsI played before is that what you meant^
03:30:56sam686well you was a few hours ago.. (I keep misspelling FordCars FordCard)
03:30:56Fordcarsmeant?
03:31:23Fordcarsyes I was ok It looked like you said you were playing now with fordcars
03:31:44sam686http://bitfighter.org/stats/gamereports.php says so, your previous play was on PowerPlant
03:31:44Flynnn has joined
03:31:47Fordcarsamgine1234567890> forcars are you playing with sam right now?
03:31:55Fordcarshi, flynn
03:32:03sam686i am not in Bitfighter game yet.
03:32:06FlynnnHowdy, Fordcars, have we met?
03:32:07Fordcarsok
03:32:32FordcarsWe haven't met I think :P
03:32:38FlynnnNice to meet you :)
03:32:52sam686but I did play Bitfighter a lot on a past year proof on "Player Stats" http://bitfighter.org/stats/
03:33:40FlynnnI think the last time I played was before these statistics even existed
03:33:42FordcarsNew to Bitfighter, Flynnn
03:33:56Fordcarsold to BF, Flynn?
03:34:00Flynnnlol
03:34:05FlynnnYes, but not exactlya pro
03:34:18FordcarsWere you on ZAP?
03:34:23Flynnnnot quite that old no
03:34:41Fordcarsok I never saw you!
03:35:02Flynnnfunny how that happens lol
03:35:18sam686The only ZAP i was on back then was on a now gone for more then 2 years "instantaction.com"
03:35:47sam686I think I showed up on Bitfighter 013..
03:35:58Fordcarslol I still have ZAP on my computer!
03:36:10Flynnnsam, were teh soccer bots still broken in that version?
03:36:17FordcarsI am going to open zap
03:36:18Flynnn** the
03:36:45sam686Robots don't work very good on soccer
03:36:51Flynnnawe man, still?
03:37:03FlynnnI was tyring to make a soccer bot aaaaages ago
03:37:09Flynnnfound out that the api didn't work :(
03:37:21sam686when soccer pickup was in, I make robots very good, until no more soccer pickup
03:38:04sam686I can add more Bot commands by changing C++
03:38:25FlynnnI don't remember what the api that didn't work was anymore
03:38:32Flynnnit's probably fixed, I think watusimoto said somethign about fixing it
03:38:40sam686(if you haven't noticed the credits on Bitfigher 017, my name is in there)
03:38:48Flynnnhehe nice :)
03:39:36FlynnnI would love to contribute something eventually, but i have too much going on at the moment
03:39:41FlynnnI probably shouldn't even be chatting here
03:40:06Flynnnbut chatting is nice lol
03:40:07sam686too much going on, as in you never did anything bitfighter?
03:40:25Flynnntoo much going on as in outside of bitfighter
03:41:02sam686ok..
03:41:19FlynnnAnyways, I am not sure why I brought that up, iiignore my loopy self
03:42:27sam686a few things on bitfighter 017 vs bitfighter 013; engineer, Core gametype, and not sure what else
03:43:05Flynnnhehe engineer is fun, I think I dropped by for a few weeks to find that was added
03:43:11Flynnnnever played Core though
03:47:10Fordcarsit's fun
03:47:40amgine1234567890*my name isnt in the credits XD*
03:48:08Fordcarsreally?
03:49:19amgine1234567890no
03:51:33Fordcarswasn't it added for 18?
03:51:33Fordcarsoh well it should be :)
03:56:08FordcarsI am losing the internet
03:56:11raptor has joined
03:56:11ChanServ sets mode +o raptor
03:56:21amgine1234567890why fordcars?
03:56:30Fordcarswi-fi bug
03:56:43Fordcarssometimes the internet becomes really slow
03:57:07Fordcarsbut could be also the guy that lives in our basement is downloading another 20 gb
03:57:21Fordcarslong story
03:57:35amgine1234567890lol
03:57:43Fordcarsoh my internet is back now Yay!
03:58:47amgine1234567890lol
03:59:27Fordcarslol
04:01:59amgine1234567890btw did you ever do the seeker lag prtection?
04:02:04amgine1234567890raptor?
04:04:51raptorhi
04:05:02raptorsam686 fixed some of that..
04:05:09amgine1234567890well i jut founda bug i placed the forcefilds neer a corner but when the level loaded they went to the side?
04:06:01amgine1234567890umm you can have preplaced forceifds overlapping?
04:07:56amgine1234567890 err crossing?
04:09:10raptoryes, you can preplace FFs however you want
04:10:25BFLogBot Commit: 5da8671475ee | Author: buckyballreaction | Message: Fix text input on resize/rotate/id overlays
04:10:50amgine1234567890well you know its possible to cross forceilds to make the oppenent unable to finish then?
04:11:10raptoryes, but you can still finish them with bursts
04:11:21raptorit is one of the many exploits used in dungeons
04:11:36amgine1234567890not if its covered with a large enough gap from teh other one
04:11:51amgine1234567890i discovered a way to place them liek that on soccer
04:14:00Flynnn Quit (Quit: This computer has gone to sleep)
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04:23:36Fordcars Quit (Ping timeout: 245 seconds)
04:26:19amgine1234567890im making a four way soocer level =)
04:31:37Fordcars has joined
04:35:04FordcarsI lost internet
04:35:04Fordcarslol
04:37:50raptorgoing to bed
04:37:52raptornight!
04:38:02raptor Quit ()
04:40:59Fordcars Quit (Ping timeout: 268 seconds)
04:49:26amgine1234567890hmm not ure how but in soccer somtimes you can gltich into the soccer ball i just did it
04:49:39amgine1234567890im playing a mtach against ocmputers and i got inside
05:19:07amgine1234567890gtg bye
05:19:14amgine1234567890 Quit (Quit: Page closed)
05:28:22sam686 Quit (Quit: Good night)
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13:36:18ChanServ sets mode +o raptor
15:25:24Watusimoto has joined
15:28:00yamenu13 has joined
15:28:06yamenu13sup guys
15:28:12raptorhi
15:28:15yamenu13 puts down guitar
15:28:33yamenu13im just bored, so i came back to bitfighter
15:28:39raptorhehe
15:29:02yamenu13 definitely loves pie
15:29:10yamenu13argh!
15:29:16yamenu13boredom struggles
15:29:22yamenu13they can kill
15:31:52yamenu13well, gtg. I have to talk to some of my friends/cousins
15:32:05raptorlater
15:32:09yamenu13cya
15:32:17yamenu13 Quit (Client Quit)
15:38:51sam686 has joined
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15:40:19raptoryay, it must be the weekend - we're all here!
15:50:29BFLogBot Commit: 66ae3ca0ffac | Author: buckyballreaction | Message: Clean up the Credits and Splash classes. Remove redundant, unused code
15:51:34Watusimotowho is yamenu?
15:52:09raptorhe showed up a while ago, interested in bitfighter... I think from the Czech republic?
15:52:24raptorhe even set up a server for a bit.. I think
15:52:50Watusimotocool
15:52:54raptorbut honestly i may be incorrect... lots (few) of people seem to come and go...
15:58:54raptori think every night this week, amgine has found 2 bugs and i've fixed 1...
15:59:29raptormaybe he's found 3..
16:04:50Watusimotoall ones I introduced?
16:05:05raptornope
16:05:09raptorbut a couple, probably
16:05:25raptorsome were my fault
16:05:34raptori've been adding them to the list
16:08:18Watusimotough, another complication
16:08:56Watusimototeleporters
16:09:23Watusimotoin a level file, teleporters are a series of two-point lines. when the origins overlap, they are merged into a single multi-dest teleporter
16:09:46Watusimotowhen a teleporter is created in the editor, it is only a two point teleporter -- no merging occurs until you add to the game
16:09:59Watusimotoso what happens when lua creates a teleporter?
16:10:14Watusimotoor adds 3 dests to that teleporter?
16:10:48WatusimotoI think what *should* happen is that if you create a tel in game, it comes with 0 destinations
16:11:03WatusimotoIf you create it in the editor, it comes with one
16:11:25WatusimotoIf you add a dest in game, you get a 2nd destination (or first, if it has none)
16:11:29raptorsure...
16:11:47Watusimotoif you add a 2nd dest in the editor, it creates an entirely new teleoirter with same origin and 2nd dest
16:11:53Watusimotoexcept that doesn't really work
16:12:50Watusimotoif you hit ctrl-r you could have a multi dest tel., that became a series of single dest tels when you hit ctrl-i
16:12:57Watusimotobut what about in a plugin?
16:13:13Watusimotoat what point does a multi-dest tel become a set of single dest tels?
16:14:12Watusimotoit's a tricky issue!
16:14:28raptorhmmm
16:15:46Watusimotothe resolution should probably occur when the script has finished running
16:16:04Watusimotothat would apply to both levelgens and plugins
16:16:12Watusimotoin-game levelgens would need no resolutions
16:16:20Watusimotobut in-editor levelgens would
16:16:52Watusimotoso we probably need to implement a onScriptFinishedInEditor() method that would only be implemented on teleporters
16:17:07Watusimotothat would take a teleporter and make it editor-friendly
16:17:36Watusimoto(if it had 0 dests, it would be deleted, 2+ dests would create separate teleporters)
16:17:50Watusimotooh, but what an ugly method!
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16:19:53Watusimotoand then.... what should happen when you have a 0 dest teleporter and you set it's geom?
16:20:17raptoryou move one endpoint?
16:20:23raptoroh, zero dest
16:20:32Watusimotothe geom for a teleporter is 2-pts
16:20:49Watusimotoah, but maybe it should just be one point???
16:21:01WatusimotosetGeom(pt) sets only the origin?
16:21:14Watusimotoright now, we expect setGeom(p2,pt)
16:21:19Watusimotopt,pt
16:21:20Watusimotothat is
16:21:32Watusimotoand we assume first pt is origin, 2nd is dest
16:22:51Watusimotowhat if you did setGeom(p1,p2,...) and each subsequent point became a dest?
16:23:04Flynnn has joined
16:23:20Watusimotothen at script end the onScriptFinishedInEditor() method got run and it turned into a bunch of different teleporters?
16:23:28Watusimotough, that sounds kind of bad
16:38:34Watusimotoi think I figured out how it should work.... now to figure out how to actually implement it...
17:31:26LordDVG has joined
17:55:35BFLogBot Commit: f9248d0d55d1 | Author: buckyballreaction | Message: Fix Credits scrolling not being reset upon exit
17:55:39raptoryay another bug down
18:02:25Flynnn Quit (Quit: This computer has gone to sleep)
18:10:32raptorok, back in about 2 hours...
18:10:34raptor Quit ()
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20:09:23ChanServ sets mode +o raptor
20:12:27raptorhello again
20:16:02LordDVG Quit (Remote host closed the connection)
20:20:25raptori see it's been busy since i last left...
20:22:01sam686what kind of error is this? http://sam6.25u.com/upload/text1210/121027_15-10-19.txt
20:22:33raptorhi sam686
20:22:50raptorwhoa...
20:22:56raptori can compile cleanly...
20:23:39sam686(gcc --version) gcc (Debian 4.4.5-8) 4.4.5
20:24:27Flynnn Quit (Quit: This computer has gone to sleep)
20:24:38raptorconst problem?
20:24:57raptormaybe you just need to include <vector>
20:26:30sam686it compiled fine with "make debug" but not "make" (non-debug)
20:34:50Flynnn has joined
20:34:57raptorthat sounds like an ugly bug
20:35:16sam686have the same problem or no?
20:35:30raptorcompiling optimized now...
20:35:34Flynnn Quit (Client Quit)
20:35:45raptorlots of warnings so far...
20:36:23sam686some warnings only appears on optimizing stuff, i guess...
20:37:03raptordone compiling... it completed
20:37:03Flynnn has joined
20:37:28sam686maybe I just have a buggy version...
20:37:43Flynnn Quit (Client Quit)
20:37:44raptori'm using gcc 4.7.1
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21:40:14kodalo
21:40:19raptorhi
21:41:00WatusimotoHi. I *think* I managed to fix the multi-dest teleporter issue, doing so in a not too ugly manner
21:41:21raptoramqazing
21:41:32raptorby which i mean, good job!
21:41:44Watusimotoyes, thanks
21:42:31BFLogBot Commit: 0c13a092074a | Author: watusimoto | Message: Break apart arg checking functionality
21:42:32BFLogBot Commit: 3844cc334a05 | Author: watusimoto | Message: Adding multi-dest teleporters in editor seems to work... at least in most basic of use cases. More testing necessary, but I somehow managed to avoid the ugliest parts of what I expected to encounter. Probably does not (yet) work with plugins.
21:42:34BFLogBot Commit: f6a164d959a6 | Author: watusimoto | Message: Merge
21:44:02kodanayone affected by the hurricane by any chance?
21:44:14WatusimotoI think I'm safe over here :-)
21:44:28raptorthe over-hyped one on the east coast?
21:44:44Watusimotomy parents are there... we'll see what happens
21:44:47raptorit's because the media is tired of the election so much, they're grasping at straws...
21:45:06Watusimotoback in about 45mins
21:45:09raptorok
21:46:30kodahere is safe, just a lot of rain :p
21:50:01raptorkoda: are you on the east coast now?
21:50:14kodano i'm safe home :p
21:50:50raptorha
21:54:53koda Quit (Read error: Operation timed out)
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22:03:24koda has joined
22:05:07kodafamous last words
22:05:21kodaa lightning struck a few blocks away the power went down
22:07:20amgine1234567890 has joined
22:07:30amgine1234567890hello there
22:08:12amgine1234567890so how the bug repair coming
22:13:05amgine1234567890found a mnor text bug when you chage somones name it says your name was chaged to.
22:13:15amgine1234567890not this person name was chaged to
22:13:29amgine1234567890thats what happened when i remaned a bot
22:13:52amgine1234567890which btw i see no harm in it should we allow bot name changes?
22:18:44amgine1234567890 Quit (Quit: Page closed)
22:21:30amgine1234567890 has joined
22:21:40amgine1234567890sorry conection bugged
22:22:30amgine1234567890also with the name chages chaging the name to the same name is alowwed?
22:25:30amgine1234567890btw confirmed bug no lag protection from soccerballs ie if you lag you go into it.
22:25:41amgine1234567890tested with /lag 999
22:27:36amgine1234567890hmm heres a new maybe hmm...
22:30:22amgine1234567890similer problem with scores can go trough the edge of it if the lags timing is right
22:30:27amgine1234567890cores
22:31:52amgine1234567890confirmed with test objects as well guess this game needs some lag protection
22:34:47amgine1234567890hmm may of found one
22:44:04amgine1234567890hmm wonder why that happned
22:45:00amgine1234567890 ok now thats weird i chaged loadouts but when i touched the loadout zone it didnt change?
22:45:13amgine1234567890doing it on core
22:45:27amgine1234567890ill try to figure out what causes it
22:45:47sam686fatal error C1083: Cannot open include file: 'stdint.h': No such file or directory c:\program files\bitfighter\hg018\tnl\thread.cpp line 30
22:46:28amgine1234567890ok i confirmed it whne your playing a level from the editor you cant change loadouts?
22:46:36amgine1234567890and hi sam
22:47:07sam686really? it compiles just fine without "stdint.h" on windows...
22:47:36amgine1234567890ok steps i did 1 loaded core from editor 2 said to chage loadouts thre touched loadouts 4 no result
22:49:00amgine1234567890maybe a bug when testing a level in the editor you can only load that map not the others?
22:49:38amgine1234567890hmm thats weird
22:49:47amgine1234567890 trying to confirm the loadout bug no luck
22:49:56amgine1234567890trying to find the cause
22:50:25amgine1234567890hmmm
22:55:39amgine1234567890found a comfirmed bug that im 100% sure of if you put to many flags in the nexus at once the score rolls over to negitive bypaaing the winning score then you have to do that again to make it positive again\
22:57:09Watusimotoraptor: I know you hate feature creep but...
22:57:54Watusimotowe need a new feature that figures out what script you were just editing, then saves it, so you don't spend 20 minutes trying to debug why the stupid thing isn't working
22:58:03Watusimotoany idea how we could implement that?
22:58:15Watusimotopoll all open editors maybe?
22:58:31amgine1234567890well the bot has a error code of source finder maybe osmthing like that would work
22:58:42amgine1234567890its on the forums
22:58:44raptor Quit (Ping timeout: 245 seconds)
22:58:56Watusimotoa phooey... that was actually a joke
22:59:24amgine1234567890 a code that will track the error in bots is on the forum maybe somhting like that would give you a idea for the scripts
23:00:44amgine1234567890http://www.bitfighter.org/forums/viewtopic.php?f=12&t=14&p=16065#p16065 here is the page of the bot error finder
23:01:09amgine1234567890maybe this will give you some ideas for a scirpt error finder
23:01:38Watusimotoit was a joke; what I proposed was borne out of frustration but is completely beyond the scope of bitfighter
23:02:00Watusimotobut the memory leak I just discovered is not a joke, alas
23:02:41amgine1234567890maybe you were just joking but it actully would be a good idea imagine running one line of code and finding lots of bugs in BF
23:03:58Flynnn has joined
23:06:07raptor has joined
23:06:07ChanServ sets mode +o raptor
23:07:28raptori just woke up..
23:08:29raptorWatusimoto: maybe display the script name in the editor somewhere - "Current script: aaa.levelgen"
23:08:33amgine1234567890lol hi sleepy XD
23:08:52raptor goes through amgine1234567890's bugs...
23:09:19Watusimotoi need it to say "Current script: aaa.levelgen open in SublimeText editor; NOT SAVED"
23:09:29raptorhaha
23:09:59raptorI'm not sure SDL can handle interprocess communication at the OS level...
23:10:02amgine1234567890i still have yet to find the cause of the loadout bug
23:10:08amgine1234567890 but i happened
23:10:12amgine1234567890 it
23:10:32amgine1234567890 however the roll over code is deffinitly confirmed as well as teh lag probmes
23:10:46amgine1234567890did it on sams fast nexus map
23:10:55amgine1234567890err score roll over
23:11:09raptoramgine1234567890: let me read!
23:11:26raptorok, lag problem is known
23:12:58Flynnn Quit (Quit: This computer has gone to sleep)
23:13:06amgine1234567890lol wattisis mo here you go XD http://www.gamedev.net/page/resources/_/technical/general-programming/c-debugging-r1344
23:13:32Flynnn has joined
23:14:44amgine1234567890what i jut got hte loadout zone bug again
23:14:50amgine1234567890 thats weird
23:14:55Flynnn Quit (Client Quit)
23:15:26amgine1234567890somtimes loadng core then trying to chage loudouts on a lodout zone fials in the edtior testing mode?
23:15:56raptoramgine1234567890: i have no idea what you mean by your loadout bug. can you please restate it clearer?
23:16:02amgine1234567890well never mind i was wrong
23:16:38amgine1234567890anyways lag bugs confirmed score rollover to negitive confirmed
23:16:42Flynnn has joined
23:17:08amgine1234567890i did the score roll over problem on sam686s fast nexus map
23:17:37raptoralso, please try and confirm bugs as 100%... it makes it difficult to find the real bugs when you post a lot of stuff..
23:17:48amgine1234567890ok
23:17:53amgine1234567890sorry
23:17:55raptorthanks
23:18:00raptorthat rollover bug
23:18:10raptoryou mean when the score gets so high that it goes negative?
23:18:15amgine1234567890yes
23:18:18raptorah
23:18:20raptoryes..
23:18:28amgine1234567890=)
23:18:31Flynnn Quit (Client Quit)
23:18:43amgine1234567890lol to high of a number XD
23:18:58raptoryup
23:19:20raptori'm not sure that's very fixable... short of making it even higher, which is probably not needed...
23:19:45raptorsam686: stdint.h is not found on Windows?
23:20:11amgine1234567890couldnt you set the max value to the higest score chage alowed?
23:20:23amgine1234567890 to prevent roll over?
23:20:33raptorset the max value where?
23:20:59raptori think the editor already limits you...
23:22:04amgine1234567890so in game a admin is limited to a certin setscore value as th4e higest number why not disalow roll over to any numeber higher then that so inputing that many flags would mean a win instead?
23:22:25amgine1234567890instead of going negitive?
23:22:50raptorso you are setting the score with /setscore?
23:23:00raptoror scoring that high?
23:24:57amgine1234567890yes so lets say set score to the higest value possible for a game win which is 2147483647 make the score you get for putting flags in only go that high so it cant roll over
23:25:02sam686stdint.h isn't on visual C++ 2008, but don't know about visual C++ 2010
23:25:15raptorok sam686 you can remove that line..
23:25:40sam686works for you without that line on linux compiling?
23:25:57raptorI'm not sure... try <cstdint>
23:26:17sam686could just #ifdef windows, will try cstdint...
23:26:30raptorthat's true
23:26:44amgine1234567890sorry i wasent being clear do you understand now raptor?
23:27:03sam686cstdint doesn't work either..
23:27:24sam686(not found error)
23:29:36Flynnn has joined
23:29:41amgine1234567890sam raptor maybe this might help a tad? http://www.cplusplus.com/forum/articles/28767/
23:29:49BFLogBot Commit: c000c91e9e3b | Author: watusimoto | Message: Fix memory leak in editor with ctrl-R functionality
23:29:50BFLogBot Commit: 54444ed535e7 | Author: watusimoto | Message: Whitespace
23:29:53Flynnn Quit (Client Quit)
23:30:07raptoryes, thanks for clearing it up amgine1234567890
23:30:13raptorsam686: just ifdef, i guess
23:31:29raptorok, back in a bit - dinner!
23:31:37amgine1234567890ok
23:32:00BFLogBot Commit: ac2d6ff48f87 | Author: sam8641 | Message: stdint.h doesn't exist on visual C++ 2008, might only be needed for non-windows threads.
23:40:22BFLogBot Commit: eae560931c45 | Author: watusimoto | Message: Use existing functionality
23:40:23BFLogBot Commit: ee1515149d84 | Author: watusimoto | Message: Merge
23:49:52Flynnn has joined
23:49:52Flynnn Quit (Client Quit)
23:51:09Watusimotonight
23:51:11amgine1234567890lol your arent going to say it?
23:51:15amgine1234567890 night
23:51:33amgine1234567890ocmit change prevent score overflow?
23:55:08amgine1234567890and comit chage lag colliison fix
23:56:21Watusimoto Quit (Ping timeout: 264 seconds)

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