Timestamps are in GMT/BST.
| 00:04:02 | | raptor has joined |
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| 00:04:27 | raptor | ok i awoke |
| 00:04:31 | | raptor reads logs |
| 00:06:03 | raptor | Watusimoto: render position is needed client side, it is almost always used to place an object first, then correct once an update is received from server |
| 00:07:52 | Watusimoto | yes |
| 00:08:07 | Watusimoto | actually, I was able to remove the method where I was fretting about this |
| 00:09:48 | raptor | ok |
| 00:13:21 | Watusimoto | this little minor glitch has turned into so much more |
| 00:13:31 | raptor | the soccerball? |
| 00:13:48 | Watusimoto | yes -- it illustrated an unseen problem with the way we manage extents and bounds and such |
| 00:13:58 | raptor | it wasn't in 017b |
| 00:14:03 | Watusimoto | the bouds were being set twice, differently, hence the flickering |
| 00:14:12 | Watusimoto | no, probably not |
| 00:14:31 | Watusimoto | but I refactored a lot of this and may have introduced the problem a while back |
| 00:14:49 | Watusimoto | but... maybe... I've got it fixed |
| 00:15:05 | Watusimoto | compiling now to test |
| 00:15:36 | Watusimoto | if so, it will get rid of a couple of todos and other pesky comments where I sensed things were a bit wrong |
| 00:16:34 | raptor | ok good |
| 00:16:55 | Watusimoto | yes, probably good |
| 00:17:36 | Watusimoto | i'm falling asleep again... |
| 00:17:58 | Watusimoto | so I'll preemptively say goodnight |
| 00:25:30 | raptor | night |
| 00:38:49 | | koda Quit (Quit: koda) |
| 00:48:38 | sam686 | |-| i |
| 01:02:35 | | Little_Apple Quit (Quit: Page closed) |
| 01:14:39 | | sam686 Quit (Quit: :)) |
| 01:23:17 | amgine1234567890 | did oyu read my reprot on the bots |
| 01:23:34 | amgine1234567890 | osmtimes they seem to get confused and not know where to go=p |
| 01:23:43 | amgine1234567890 | thats using the version same hgave me last |
| 01:25:21 | | BFLogBot Commit: 959c307f26a8 | Author: watusimoto | Message: Comment |
| 01:25:22 | | BFLogBot Commit: 2406f18e553c | Author: watusimoto | Message: Whitespace |
| 01:25:24 | | BFLogBot Commit: 772cbe84e36e | Author: watusimoto | Message: Get extent for objective arrow rather than bounds. Makes no practical difference, as far as I can see, and lets us get rid of the getBounds method that is otherwise unused. |
| 01:25:25 | | BFLogBot Commit: b97849250104 | Author: watusimoto | Message: Fix soccerball issue; mines currently have wrong scope, but I think this is easily fixed tomorrow. Want to get this in so if there are larger issues we can spot them sooner. This should be slightly more efficient, and makes the logcial move of storing an object's radius on the PointObject... after all, every point item should have a radius, no? |
| 01:25:59 | raptor | flags don't have a radius |
| 01:26:10 | raptor | well, technically one of zero |
| 01:26:12 | Watusimoto | well, they have a small one |
| 01:26:20 | Watusimoto | they have one |
| 01:26:22 | raptor | really? |
| 01:26:24 | raptor | hmmm |
| 01:26:26 | Watusimoto | they are moveItems, no? |
| 01:26:30 | Watusimoto | all moveItems have a radius |
| 01:26:35 | raptor | yes |
| 01:26:43 | Watusimoto | so this changes nothing for flags |
| 01:26:46 | raptor | ok |
| 01:26:51 | Watusimoto | it makes a change for flagspawns |
| 01:26:55 | Watusimoto | but it doesn't matter |
| 01:27:02 | raptor | ok |
| 01:27:15 | Watusimoto | because they only interact spatially with lua scripts doing a select of some area |
| 01:27:18 | raptor | dinner! i'll check the commits a bit later.. |
| 01:27:21 | Watusimoto | ok |
| 01:32:07 | | Watusimoto Quit (Ping timeout: 246 seconds) |
| 02:04:53 | raptor | amgine1234567890: yes, i saw your report, thanks! |
| 02:05:01 | raptor | that problem with bots has been around for a while |
| 02:05:14 | raptor | but you say it didn't crash in any of the gametypes, right? |
| 02:14:03 | amgine1234567890 | correct |
| 02:21:08 | | amgine1234567890 Quit (Quit: Page closed) |
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| 06:09:30 | raptor | hi sam686 |
| 06:10:36 | sam686 | hi |
| 06:10:52 | raptor | did your 017b server run on a VPS? |
| 06:11:38 | sam686 | oh it was on one of my computers.. |
| 06:14:16 | sam686 | also, it took 2 hours to copied the windows partition to a 2 TB hard drive, rather then keeping that on old (was on broken laptop) 100 GB having about 200 bad sectors that was put into the desktop tower computer because of ran out of hard disks.. |
| 06:15:40 | raptor | do you have almost everything set up on your new computer? |
| 06:17:50 | sam686 | on my old pentium D computer, it came with a now-dead hard disk, so I put a small 2.5 inch hard disk with already some re-allocated sectors cause that all I had back then a year ago.. |
| 06:18:06 | sam686 | now my pentium D has 2 TB disk |
| 06:18:20 | raptor | ah |
| 06:19:31 | sam686 | as for my even older pentium 4 with 2 years old PATA disk, not sure if I need that anymore.. so I put that PATA 80 GB to my pentium D also... |
| 06:19:52 | raptor | what about your i5? |
| 06:20:04 | sam686 | my intel i5 computer came with 1 TB disk already in it as windows 7, still works much faster.. |
| 06:28:44 | raptor | there were some people asking where your 017b server was the other day |
| 06:36:04 | | sam686 has left |
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| 06:38:37 | raptor | ok, time for bed |
| 06:38:39 | raptor | night |
| 06:40:15 | | raptor Quit () |
| 09:10:09 | | Watusimoto has joined |
| 09:45:03 | | BFLogBot Commit: 4b9502dcd6d7 | Author: watusimoto | Message: Rename BurstProjectile to Burst because it isn't a projectile! |
| 09:45:05 | | BFLogBot Commit: 73b4357d3f3f | Author: watusimoto | Message: Fixes mine scope issue, seems teleporter has similar issue |
| 09:45:06 | | BFLogBot Commit: 754967dc906c | Author: watusimoto | Message: Comment |
| 09:52:42 | | Watusimoto Quit (Ping timeout: 265 seconds) |
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| 13:22:44 | | BFLogBot Commit: 11d826463b9d | Author: watusimoto | Message: Cleanup and quizzical comment |
| 13:22:45 | | BFLogBot Commit: 560b8e3eb3ae | Author: watusimoto | Message: Add some low utility memory corruption protection |
| 13:22:47 | | BFLogBot Commit: cd5ebf33fbfd | Author: watusimoto | Message: Comments and var names -- why should squares be so mysterious? |
| 13:22:48 | | BFLogBot Commit: 6fbcd14bbe33 | Author: watusimoto | Message: Clarifying comment |
| 13:22:50 | | BFLogBot Commit: ea6aab87e271 | Author: watusimoto | Message: Whitespace |
| 13:22:51 | | BFLogBot Commit: a0b6c00abaa0 | Author: watusimoto | Message: This seems to have no effect whatsoever... |
| 13:22:53 | | BFLogBot Commit: 7c7a2d64cb99 | Author: watusimoto | Message: Correct these misleading and incorrect comments |
| 13:37:44 | | BFLogBot Commit: 9ef19d6b67bb | Author: watusimoto | Message: More clarification of comments and var names |
| 13:37:46 | | BFLogBot Commit: 363902b641f7 | Author: watusimoto | Message: Now that we've clarified that TELEPORTER_RADIUS is indeed a radius, and that the Rect(point, size) constructor takes a diameter and not a radius, it becomes plain to see why teleporters disappear before they are completely off the screen. And once we understand the cause, the fix is trivial, and is the main focus of this checkin, along with finalizing the removal of yet another relic of this confusion. All of these problems could have been avoided with better variable names and clearer comment |
| 13:39:36 | | BFLogBot Commit: be92cd596f19 | Author: watusimoto | Message: More commentary |
| 13:48:34 | | koda has joined |
| 13:52:39 | | BFLogBot Commit: 36ab106ea94a | Author: watusimoto | Message: Another correction in a similar vein to the others I've just done... this also seems to have no effect. |
| 13:52:40 | | BFLogBot Commit: 908b5c83bb92 | Author: watusimoto | Message: More efficient this way |
| 13:52:42 | | BFLogBot Commit: 9e59ee332687 | Author: watusimoto | Message: Fix internal inconsistency in how we determine if a ship hit a teleporter. This makes teleporters a little more sensitive, and is a change of behavior -- it is no longer possible to fly almost entirely into a teleporter without teleporting. If you disagree with this change, we can revert it, as long as we keep things consistent. |
| 14:00:24 | | raptor has joined |
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| 14:01:37 | Watusimoto | hello everyone |
| 14:01:43 | raptor | hi |
| 14:01:45 | raptor | wow |
| 14:01:49 | raptor | you've been busy |
| 14:01:56 | Watusimoto | I just found a very rare and not too serious bug, that will be hard to fix, and I'm trying to decide what to do |
| 14:02:16 | raptor | ok |
| 14:02:43 | Watusimoto | if two ships hit a teleporter at the same time, they both get teleported, each their own desitnation. But the teleporter effect only gets played at one of those destinations. |
| 14:02:49 | Watusimoto | we could fix in 3 ways |
| 14:03:03 | raptor | effect? |
| 14:03:17 | Watusimoto | 1) only teleport one ship, regardless (an 99.999% of the time this would be exactly what happens in practice) |
| 14:03:31 | Watusimoto | effect = swirly effect by teleported ship, plus sfx |
| 14:03:45 | Watusimoto | 2) teleport all ships to same destination |
| 14:03:55 | Watusimoto | 3) ignore and not worry about it |
| 14:04:18 | raptor | you mean the same teleporter at the same time? |
| 14:04:29 | Watusimoto | 4) create some complex contrivance to send multiple destinations through the server-> client mechanism |
| 14:04:31 | Watusimoto | yes |
| 14:04:34 | Watusimoto | at the same frame |
| 14:05:11 | Watusimoto | this is very rare |
| 14:05:45 | Watusimoto | currently, we do #3 |
| 14:05:45 | Watusimoto | I am voting against #4 |
| 14:05:53 | raptor | same place.. as in same destination, or same point? |
| 14:06:22 | raptor | because offsets from center are kept if two ships enter the sam telepoter |
| 14:06:33 | Watusimoto | mmm... would probably same dest, as ship transmits its own coords separately, I think |
| 14:06:35 | raptor | used in dungeons a lot |
| 14:07:00 | raptor | same dest makes sense to do |
| 14:07:10 | Watusimoto | so I think if two ships hit the same teleporter at the same time, and went to the same dest, they'd have the same relative coords when they arrived |
| 14:07:24 | raptor | sounds good to me |
| 14:07:26 | Watusimoto | I'm leaning that way too |
| 14:07:32 | Watusimoto | ok, I'll fix it that way |
| 14:08:09 | Watusimoto | but you and sam686 need to pay attention to my most recent checkin... read the comments and let me know if you have a problem |
| 14:08:26 | Watusimoto | as it might break dungeons |
| 14:08:32 | raptor | reviewing them now |
| 14:08:45 | Watusimoto | ok, I'll be back in a while... going to play games with my kids |
| 14:08:56 | Watusimoto | you should have enough to chew on in the meanwhile :-) |
| 14:09:48 | raptor | but Bursts *are* projectiles |
| 14:09:59 | raptor | they fly through the 'air'... |
| 14:10:19 | raptor | but not in the object hierarchy... |
| 14:15:08 | raptor | heh |
| 14:15:21 | raptor | i like the long comment about teleporter radius / rect diameter.. |
| 14:17:28 | raptor | hmmm.. i think you've just broken any dugneon ever made... |
| 14:35:02 | raptor | i think people are going to scream with that last change... |
| 14:35:17 | raptor | it's a very big change |
| 14:51:53 | raptor | from the user's perspective.. |
| 15:15:00 | | Wuzzy has joined |
| 15:36:57 | | BFLogBot Commit: d57b2c46eac2 | Author: buckyballreaction | Message: Add ability to store and display configuration errors on start-up. Add possible joystick preset error to it |
| 15:41:07 | raptor | Watusimoto: i created a member on GameSettings: mConfigurationErrors |
| 15:41:27 | raptor | it can be used to load up any configuration errors for the error message on game start-up |
| 16:21:15 | Watusimoto | hi |
| 16:21:20 | raptor | hi |
| 16:21:46 | Watusimoto | we can easily revert the calculation of where you hit the teleporter |
| 16:22:13 | Watusimoto | I've done a brief refactor that makes it even easier to revert (inlcuding a comment as to where and how) |
| 16:22:35 | Watusimoto | mConfigErrors sounds like a great idea |
| 16:23:15 | raptor | good |
| 16:23:22 | raptor | one more layer of complexity! |
| 16:23:54 | Watusimoto | well, I've reduced complexity in teleporter |
| 16:23:58 | Watusimoto | so we're even |
| 16:24:03 | raptor | :) |
| 16:24:34 | raptor | i think that we should revert to old teleporter behavior... i do favor having the entire ship in the teleporter before teleport |
| 16:30:13 | Watusimoto | ok, reverted |
| 16:30:14 | raptor | was there a specific reason why you changed it? i think sam686 and I tinkered with that before some time, too... |
| 16:30:48 | Watusimoto | I changed it because we had two checks for intersection (now reduced to one), and one was one way and the other was the other... I picked one semi-randomly |
| 16:30:57 | raptor | ok |
| 16:31:09 | raptor | so i don't feel bad for requesting old behavior |
| 16:31:14 | Watusimoto | no |
| 16:32:11 | Watusimoto | I independently concluded I like the old behavior better as well |
| 16:32:23 | Watusimoto | more like you fly in, rather than come into contact with |
| 16:32:38 | Watusimoto | the new way seems a bit twitchy |
| 16:33:10 | raptor | yes |
| 16:43:45 | | BFLogBot Commit: 0bc4cd183883 | Author: watusimoto | Message: Simplify teleporter logic; fix bug with multiple ships hitting teleporter at one time (very rare, never actually observed); now if multiple ships hit at once, they all go to same dest; more comments; reverted teleport radius to 017b behavior |
| 16:43:47 | | BFLogBot Commit: b86cc0c8ae30 | Author: watusimoto | Message: Merge |
| 16:48:11 | | Watusimoto Quit (Ping timeout: 255 seconds) |
| 17:13:28 | | LordDVG has joined |
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| 17:38:09 | | BFLogBot Commit: 7bb77a3f67ac | Author: watusimoto | Message: Formatting |
| 17:38:10 | | BFLogBot Commit: b4c6edfa031b | Author: watusimoto | Message: Remove dead code relating to soccer ball carrying |
| 17:38:12 | | BFLogBot Commit: d86d330ea7c5 | Author: watusimoto | Message: Whitespace |
| 17:38:13 | | BFLogBot Commit: 3c4977da49f5 | Author: watusimoto | Message: Stop sending postion updates if soccer ball isn't actually moving. This was the other underlying cause of the flickery soccer ball. |
| 17:38:15 | | BFLogBot Commit: d78df3afb577 | Author: watusimoto | Message: Formatting |
| 17:45:27 | | BFLogBot Commit: 50d4db427aa4 | Author: watusimoto | Message: Add debugging section to lua docs |
| 18:14:05 | | koda Quit (Quit: koda) |
| 18:14:42 | raptor | hi again |
| 18:30:58 | | LordDVG Quit (Remote host closed the connection) |
| 18:31:16 | | LordDVG has joined |
| 19:41:58 | Watusimoto | hi |
| 19:42:12 | raptor | hello |
| 19:42:15 | Watusimoto | I'm running out of stuff I can work on |
| 19:42:26 | raptor | http://bitfighter.org/wiki/index.php/Running_Bug_List |
| 19:42:31 | Watusimoto | yes |
| 19:42:36 | Watusimoto | twoplayer.bat |
| 19:42:39 | Watusimoto | and sound stuff |
| 19:42:46 | Watusimoto | but the other things will require some explanation |
| 19:43:02 | Watusimoto | I guess #4 I should remmeber, as I think I reported it |
| 19:43:32 | raptor | it was some inconsistencies with starting new levels and random people would show with the '+', or not |
| 19:43:35 | Watusimoto | maybe I'll spend some time looking for sound |
| 19:44:00 | raptor | we need to do client/server testing |
| 19:44:03 | Watusimoto | it's unpleasant, but someone needs to do it |
| 19:44:11 | Watusimoto | what do you mean? |
| 19:44:37 | raptor | we start a server and play through various levels |
| 19:44:59 | Watusimoto | I think big problems will be quickly evident |
| 19:45:18 | raptor | yes |
| 19:45:29 | Watusimoto | I guess what I shoudl have said was that I was running out of stuff I want to work on :-) |
| 19:46:07 | Watusimoto | though the list is tantalizingly short |
| 19:46:40 | raptor | haha |
| 19:46:42 | raptor | too true |
| 19:46:59 | raptor | sam686 and I usually go through some crazy levels to test things - want to do that with me? |
| 19:47:21 | Watusimoto | sure, if lag isn;t so great as to make it a useless excersize |
| 19:47:55 | raptor | oh yeah - i keep forgetting you're in LU |
| 19:48:13 | raptor | i can start a server on the master server instead - should reduce lag some |
| 19:48:27 | Watusimoto | how so? |
| 19:48:34 | Watusimoto | is the master closer to europe than you are? |
| 19:48:45 | raptor | because then it isn't relaying packets through the master for punching through the firewall.. |
| 19:49:49 | Watusimoto | oh, I see... makes connection easier |
| 19:50:03 | Watusimoto | thoguh it did work last time we tried on your machine, thoguh I thought it wouldn't |
| 19:50:18 | raptor | want to just try my machien first? |
| 19:51:03 | Watusimoto | sure |
| 19:51:25 | Watusimoto | listen to swosh-22 here |
| 19:51:26 | Watusimoto | http://www.freesound.org/browse/ |
| 19:51:26 | raptor | server is up - unless you have something to checkin and i should recompile.. |
| 19:51:29 | Watusimoto | ok |
| 19:51:39 | Watusimoto | everything is in |
| 19:51:54 | Watusimoto | something like that for firing a seeker? |
| 19:52:45 | raptor | i can't seem to get at it.. |
| 19:52:56 | raptor | new browser.. |
| 19:53:03 | Watusimoto | sounds like someone whipping a stick through the air |
| 19:53:09 | raptor | ok |
| 19:53:11 | raptor | not too bad |
| 19:53:22 | Watusimoto | samtest2 |
| 19:53:28 | raptor | no |
| 19:53:30 | Watusimoto | or ping timed out? |
| 19:53:31 | Watusimoto | :-) |
| 19:53:51 | raptor | the ping timed out |
| 19:54:22 | Watusimoto | or 2nd or 3rd of these |
| 19:54:23 | Watusimoto | http://www.freesound.org/people/man/sounds/14609/ |
| 19:54:54 | Watusimoto | can't join the server |
| 19:55:11 | raptor | 2nd isn't so bad |
| 19:55:20 | raptor | ok, setting up on master... |
| 19:56:24 | raptor | will take a few min. to compile |
| 19:56:31 | Watusimoto | ok |
| 19:56:53 | raptor | yay for Linux and non-backwards ABI compatibility! |
| 19:57:12 | Watusimoto | or this for firing seeker |
| 19:57:13 | Watusimoto | http://www.freesound.org/people/Walter_Odington/sounds/25649/ |
| 19:57:37 | raptor | that's not bad |
| 20:01:58 | raptor | running into OOM problems compiling... |
| 20:02:28 | raptor | maybe i should compile with only one thread |
| 20:07:08 | Watusimoto | still compiling? |
| 20:07:36 | raptor | ugh - i compiled a release build by accident - about 1/2 way done with debug buld now |
| 20:07:44 | raptor | err 90% |
| 20:07:49 | raptor | done! |
| 20:07:52 | raptor | debug is MUCH faster |
| 20:07:58 | raptor | (compiling) |
| 20:08:41 | raptor | OK |
| 20:08:43 | raptor | it's up! |
| 20:25:14 | raptor | sam686: you're welcome to join us |
| 20:25:18 | raptor | testing on a server |
| 20:37:25 | Watusimoto | lost connection to server |
| 20:37:39 | raptor | yeah it died... i wonder if because i was in an ssh session |
| 20:38:09 | raptor | ok, testing good for now? |
| 20:38:15 | raptor | or want to test more? |
| 20:39:02 | Watusimoto | ok for now |
| 20:39:46 | raptor | orbitbot borken |
| 20:39:47 | raptor | i fix |
| 20:40:11 | | LordDVG Quit (Remote host closed the connection) |
| 20:40:58 | Watusimoto | is et a player or an artifact? |
| 20:41:06 | raptor | player |
| 20:41:13 | raptor | i've seen him/her before in-game |
| 20:41:29 | Watusimoto | well, they were lurking in the 018 lobby |
| 20:41:38 | Watusimoto | unless all lobbies aer shared? |
| 20:41:45 | raptor | lobby protocols go waaaay back |
| 20:41:49 | raptor | shared |
| 20:42:09 | raptor | master is fully backward compatible |
| 20:43:12 | | BFLogBot Commit: 28650adf07aa | Author: watusimoto | Message: Better disconnect message |
| 20:50:11 | | koda has joined |
| 20:56:46 | | LoneWolfy has joined |
| 20:56:53 | LoneWolfy | hi |
| 20:57:03 | raptor | argh too much debug output! |
| 20:57:05 | raptor | hi |
| 20:57:12 | LoneWolfy | It says your onine raptor, i dont see you |
| 20:57:21 | raptor | 018 testing... :) |
| 20:57:23 | LoneWolfy | 018 testing? |
| 20:57:25 | LoneWolfy | :o |
| 20:57:35 | LoneWolfy | Can i get 018 beta? |
| 20:57:37 | raptor | yes |
| 20:57:39 | raptor | uhh |
| 20:57:42 | raptor | well |
| 20:58:19 | raptor | we're pretty close to release... |
| 20:58:22 | LoneWolfy | cool |
| 20:58:26 | raptor | (we always say that...) |
| 20:58:36 | LoneWolfy | (Oh... Ok then.) |
| 21:03:07 | LoneWolfy | brb |
| 21:04:50 | | LoneWolfy_ has joined |
| 21:04:55 | LoneWolfy_ | ok im back |
| 21:04:59 | LoneWolfy_ | :O |
| 21:05:07 | raptor | hi |
| 21:05:10 | LoneWolfy_ | old me will auto logout right? |
| 21:05:23 | raptor | not unless you closed the program |
| 21:05:26 | LoneWolfy_ | i closed that window |
| 21:05:38 | raptor | Watusimoto: where is the output for the moving testitems... it's so noisy |
| 21:05:48 | raptor | there is console output drowning out my bot tests |
| 21:06:07 | Watusimoto | did I not remove the debugging juink in the console? |
| 21:06:28 | Watusimoto | let me do that now |
| 21:07:08 | raptor | FYI for anyone interested - don't rub your eye when your finger has peppermint oil on it |
| 21:07:23 | | LoneWolfy Quit (Ping timeout: 245 seconds) |
| 21:08:03 | Watusimoto | crashed audacity twice creating this stupid sfx |
| 21:08:18 | Watusimoto | good advice with the oil. avoid vinegar and tobasco too |
| 21:10:44 | Watusimoto | oops |
| 21:10:50 | Watusimoto | that code wasn't supposed to be checked in |
| 21:10:55 | raptor | i still can't find that print... |
| 21:11:25 | Watusimoto | it's in griddb |
| 21:11:29 | Watusimoto | and I removed it |
| 21:11:31 | | BFLogBot Commit: 60ce24924ccd | Author: watusimoto | Message: Remove debugging code |
| 21:11:42 | Watusimoto | are you trying to fix orbitbot? |
| 21:11:48 | Watusimoto | because I'll bet I know the problem |
| 21:12:12 | raptor | yeah - but i'm using it as an exercise in the new Lua objtypes |
| 21:12:19 | Watusimoto | simple edit |
| 21:12:38 | Watusimoto | change someting like shiptype to ObjType.ship |
| 21:12:43 | raptor | ok |
| 21:13:11 | Watusimoto | you could run the document generator and see the enum docs |
| 21:13:15 | Watusimoto | they're almost readable |
| 21:13:18 | Watusimoto | but not quite |
| 21:13:27 | raptor | heh |
| 21:13:43 | Watusimoto | in the meantime, see BfObject.h line 59 |
| 21:13:54 | Watusimoto | third column |
| 21:13:58 | Watusimoto | ObjType.xxxx |
| 21:14:05 | raptor | ok |
| 21:14:07 | raptor | thanks |
| 21:14:20 | Watusimoto | the code is much more readable, I thin |
| 21:14:21 | Watusimoto | k |
| 21:15:55 | | BFLogBot Commit: e75b8e60f9c9 | Author: buckyballreaction | Message: Fix orbitbot |
| 21:16:06 | raptor | can we still do subscribe(MsgReceivedEvent) ? |
| 21:16:43 | raptor | wait |
| 21:16:45 | raptor | same problem |
| 21:16:54 | Watusimoto | I think so |
| 21:17:00 | Watusimoto | which problem? |
| 21:17:08 | Watusimoto | I didn;t change any events |
| 21:18:52 | | BFLogBot Commit: 1ee8eebb622a | Author: buckyballreaction | Message: Fix our friend Eliza |
| 21:21:29 | raptor | sorry sam686, i pressed ctrl + c in the wrong window.. |
| 21:22:11 | raptor | Watusimoto: i got this warning: Finding objects will be far more efficient if your script provides a table -- see scripting docs for details! |
| 21:22:28 | Watusimoto | ah |
| 21:22:33 | Watusimoto | yes... it will |
| 21:22:34 | raptor | what was the fix for that? |
| 21:22:42 | Watusimoto | what's your lua statement? |
| 21:22:55 | Watusimoto | or does it not tell you? |
| 21:22:56 | raptor | oh yeah |
| 21:22:59 | raptor | items = { } |
| 21:23:03 | raptor | create a global table |
| 21:23:04 | raptor | ok |
| 21:23:08 | raptor | (found it in s_bot |
| 21:23:11 | Watusimoto | findObjects(items, blah) |
| 21:23:13 | Watusimoto | yes |
| 21:23:26 | Watusimoto | maybe not useful? |
| 21:23:40 | Watusimoto | it's only more efficient if you reuse the table |
| 21:23:52 | Watusimoto | if you use it once, might as well let c++ create it for you |
| 21:26:25 | raptor | orbitbot uses it once; retrieve bot, over and over |
| 21:27:21 | | BFLogBot Commit: 326c990708c0 | Author: buckyballreaction | Message: Fix retrieve bot |
| 21:27:29 | LoneWolfy_ | i'm playing in a game on Steam |
| 21:27:46 | LoneWolfy_ | im on the built in browser :P |
| 21:30:29 | | BFLogBot Commit: 883f35629b0d | Author: buckyballreaction | Message: Fix AegisBot |
| 21:32:42 | raptor | haha |
| 21:32:53 | raptor | 3 aegisbots vs 5 seeker turrets |
| 21:33:01 | raptor | aegisbots win hands down |
| 21:34:06 | raptor | 1 against 2 close range: http://sam6.25u.com/upload/5screenshot_0.png |
| 21:36:02 | raptor | 1 against 5: http://sam6.25u.com/upload/5screenshot_1.png |
| 21:38:14 | Watusimoto | the seekers tend to come straight in, so if you can line it up, you'll hit every time |
| 21:38:35 | Watusimoto | ok, got new sfx... need to see if they are good |
| 21:38:48 | raptor | better shot: http://sam6.25u.com/upload/8screenshot_2.png |
| 21:38:51 | raptor | ok |
| 21:40:34 | Watusimoto | that's a very cool shot |
| 21:41:03 | Watusimoto | why don;t the turrets aim at the target? |
| 21:41:49 | raptor | uhh weird |
| 21:41:55 | raptor | here they are: http://sam6.25u.com/upload/3screenshot_4.png |
| 21:42:01 | raptor | that's the second screenshot glitch |
| 21:43:27 | raptor | sam686: any reason why screenshots would produce these two glitches?: |
| 21:43:29 | raptor | 1. http://sam6.25u.com/upload/4screenshot_1.png |
| 21:43:38 | raptor | 2. http://sam6.25u.com/upload/8screenshot_2.png |
| 21:43:45 | raptor | #2 look at the turrets not aiming |
| 21:44:47 | sam686 | http://sam6.25u.com/upload/4screenshot_1.png - looks like it forgot to clear the screen when rendering a smaller screenshot.. |
| 21:47:01 | sam686 | umm, my bitfighter 018 freezes trying to switch to fullscreen... on a wrong monitor in a dual monitor screen |
| 21:47:14 | | LoneWolfy_ Quit (Quit: Page closed) |
| 21:47:18 | raptor | ha: http://sam6.25u.com/upload/5screenshot_5.png |
| 21:47:25 | raptor | so screenshots from full screen are failing now |
| 21:47:44 | raptor | that's no good |
| 21:49:50 | sam686 | that screenshot problem also happens when your windowed size is quite bigger then 800 x 600 |
| 21:52:56 | Watusimoto | wow |
| 22:03:08 | raptor | sam686: would you happen to know anything about how that bug may have been introduced? if not, i'll start a bisect... |
| 22:05:56 | sam686 | when both monitor is at same resolution, it switches to fullscreen on second monitor ok, but switch to windowed has a missing title bar http://sam6.25u.com/upload/second_monitor_problem.png |
| 22:06:07 | sam686 | then trying to switch fullscreen again just freezes |
| 22:06:58 | sam686 | another problem, when primary monitor has higher resolution that second monitor can't set to, title bar disappears and freezes too |
| 22:07:13 | sam686 | and it always freezes somewhere inside SDL_PullEvent |
| 22:09:35 | Watusimoto | so seekers make sound when firing |
| 22:09:49 | Watusimoto | I am also trying to make ambient sound when they are nearby |
| 22:09:56 | Watusimoto | but I can;t make that work |
| 22:10:19 | Watusimoto | never mind |
| 22:10:25 | Watusimoto | the sound file is corrupt |
| 22:10:31 | raptor | ha |
| 22:11:41 | sam686 | the same fullscreen multiple monitor freezing problem also happens on windows XP, but also with severe performance problem with multiple graphics card with very slow bandwidth old PCI card when transferring every single pixel from one graphics card to another.... |
| 22:12:10 | raptor | hmm... want me to compile a new SDL binary to have you try? |
| 22:13:11 | sam686 | actually I don't get any poor performance problem if I keep that opengo windows on the same graphics card (which output 2 monitor) on my windows xp.. |
| 22:13:56 | sam686 | could try newer SDL... |
| 22:18:20 | sam686 | will be back in about 30 minutes.. |
| 22:24:04 | raptor | sam686: newest SDL2 debug build: http://sam6.25u.com/upload/SDL-b61791cd595a.7z |
| 22:38:43 | Watusimoto | Thanks for fixing the bots, btw |
| 22:38:44 | | BFLogBot Commit: e711d40cf5b1 | Author: watusimoto | Message: New seeker shooting sfx |
| 22:38:45 | | BFLogBot Commit: f4955a3c7392 | Author: watusimoto | Message: Merge |
| 22:39:12 | raptor | i have to figure out why two frames are being rendered on the opengl back buffer... |
| 22:39:21 | raptor | I *think* that's what's happening |
| 22:54:55 | sam686 | tried that newer SDL2, it seem to fix one of 2 problem I had (multiple monitor using same resolution) no longer freezes, not when I switch from fullscreen to windowed, it freezes the game (stuck inside SDL_PullEvent) till I manually make the window smaller to unfreeze.. |
| 22:55:54 | sam686 | But, that still doesn't fix a second problem: doing fullscreen on second monitor tried to switch to higher non-existant resolution that the primatr monitor resolution set at, though looks different now.. |
| 22:55:58 | Watusimoto | ok, getting hypnotized watching test items bounce around the screen |
| 22:55:59 | | BFLogBot Commit: 1ddf9e4d2ca4 | Author: buckyballreaction | Message: Fix screenshots taken from fullscreen. Need to clear the buffer now for some reason |
| 22:56:00 | raptor | another bug bites the dust |
| 22:56:06 | Watusimoto | great |
| 22:56:10 | raptor | you're getting sleepy... |
| 22:56:13 | Watusimoto | not sure how to really reproduce |
| 22:56:25 | Watusimoto | I only see weird things when testitems go really slow |
| 22:56:36 | Watusimoto | and i think they;ve always been that way |
| 22:57:34 | sam686 | oh and another SDL2 (maybe not) problem, when maximized in windows 7 (with aero off) using 1280 x 1024, it freezes, blinking "Bitfighter 018" on the title bar, but can unfreeze when un-maximizing it.. |
| 22:57:49 | raptor | could it be that it's moving so slowly that server doesn't detect a difference and so doesn't update the position? |
| 22:58:06 | raptor | or some sort of float rounding error client-side |
| 22:58:10 | Watusimoto | I recall from years ago that there's a lower threshold for somethings for some reason |
| 22:58:30 | Watusimoto | but is the bug that was reported only for really slow test items? |
| 22:58:38 | raptor | i saw it happen for resources |
| 22:58:46 | raptor | and soccerballs |
| 22:58:48 | Watusimoto | but slow v fast |
| 22:58:56 | Watusimoto | it would be the same for all moveitems, I would expect |
| 22:59:07 | raptor | let me try to dupe again.. |
| 22:59:26 | Watusimoto | just one testitem? |
| 22:59:59 | sam686 | I wonder if I should try to make SDL_PullEvent run in a seperate thread from game/render thread... which might fix "Freeze while dragging bitfighter on windows" |
| 23:00:30 | sam686 | not only freeze, but also lag all connected players when your client is hosting.. |
| 23:00:33 | raptor | so i see the slow motion corrections |
| 23:00:39 | raptor | but i remember it was more pronounced |
| 23:00:57 | raptor | like even when moving fast, there'd be large trajectory changes |
| 23:01:15 | Watusimoto | it's possible I fixed it while working on soccer |
| 23:01:22 | raptor | whoa |
| 23:01:25 | raptor | still happens |
| 23:02:47 | raptor | use pulse to hit a resource item or testitem |
| 23:02:56 | raptor | and watch change like there was lag |
| 23:04:43 | Watusimoto | one player? |
| 23:06:19 | Watusimoto | maybe saw it when it was hitting my ship |
| 23:07:00 | raptor | my test level: http://pastie.org/5362799 |
| 23:07:23 | raptor | also a random forcefield showed up: i think it was loaded from a previously loaded editor level that had one |
| 23:09:58 | raptor | sam686: running the render thread separate from the window thread fixes this problem: http://stackoverflow.com/questions/7450156/c-sdl-application-pauses-when-dragged |
| 23:10:18 | raptor | but i don't think we should multi-thread the application for 018 |
| 23:11:08 | Watusimoto | confirmed the ff bug |
| 23:12:51 | raptor | i think the laggy effect always seems to happen shortly after collisions |
| 23:15:04 | Watusimoto | I can only see it rarely when object collides with ship |
| 23:15:43 | raptor | i've seen it lots when a resource item and testitem collide, but barely touching |
| 23:15:55 | raptor | like the resource item flies at it almost on a tangent |
| 23:17:01 | Watusimoto | can you construct a level that directs testitems at a resource in just the right way? |
| 23:17:14 | raptor | good idea, let me try... |
| 23:17:28 | Watusimoto | I'm trying too |
| 23:18:32 | Watusimoto | I can reliably make it "hop" a tiny bit |
| 23:18:36 | raptor | segfault! |
| 23:18:49 | Watusimoto | excellent! |
| 23:20:06 | raptor | select two barriers, press '-' to shrink their width |
| 23:20:30 | raptor | stack: http://pastie.org/5362839 |
| 23:20:33 | Watusimoto | I'll add it to the wiki |
| 23:20:48 | Watusimoto | it crashes for me too |
| 23:21:01 | raptor | errr, just one barrier does it, too |
| 23:21:44 | Watusimoto | ok |
| 23:22:01 | Watusimoto | bug list is going the wrong way |
| 23:22:05 | Watusimoto | bigger |
| 23:22:41 | Watusimoto | ok, I see the reason for the crash |
| 23:23:17 | Watusimoto | It's an incorrect comment |
| 23:23:18 | Watusimoto | / Walls are a subclass of LineItem, so this will work for both |
| 23:23:22 | Watusimoto | no longer true |
| 23:23:26 | Watusimoto | hence the crash |
| 23:31:33 | | BFLogBot Commit: 62ab3f88d789 | Author: watusimoto | Message: Style |
| 23:31:35 | | BFLogBot Commit: 1e494edb6ffc | Author: watusimoto | Message: Fix wall thickness editing in the editor |
| 23:31:36 | | BFLogBot Commit: 11148a854657 | Author: watusimoto | Message: Merge |
| 23:34:07 | raptor | this lag problem may be totally unrelated - like could be a frame every-once-in-a-while that takes longer than normal |
| 23:37:10 | Watusimoto | well, I was able to reproduce a very minor variant of the effect reliably |
| 23:37:24 | raptor | i'm still working on reliability... |
| 23:37:32 | Watusimoto | with a test item hitting a resource obliquely going very slow |
| 23:37:39 | Watusimoto | it would skip a bit after the collision |
| 23:37:59 | Watusimoto | unfortunately, I lost the level testing the wall width bug |
| 23:38:07 | Watusimoto | but I may be able to reproduce it |
| 23:38:26 | Watusimoto | if I don;t fall asleep first, that is |
| 23:43:34 | raptor | sigh - i thought i reproduced, then it failed on the third try... |
| 23:54:34 | raptor | ok giving up on this for now |
| 23:54:46 | raptor | haven't reliably duplicated |
| 23:56:23 | sam686 | Some of the problem may be caused by pack/unpackUpdate sending a approximate Position & velocity instead of being exact.. |