00:04:42 | raptor | yes |
00:05:13 | raptor | but some - like the /suspend and debug users off of the JSON list seem like they require protocol changes |
00:05:53 | raptor | i don't understand the Zone pseudoitem one.. |
00:07:08 | raptor | #22 on the list - i responded in the bug on the GC issues list itself |
00:07:36 | raptor | basically the bug is caused by us using input strings instead of input codes like earlier versions.. |
00:10:43 | sam686 | oh goody, looks like I wasn't the only one found the editor scrolling problem which I added to bug list without looking at google issue list.. |
00:16:20 | Watusimoto | raptor: that pseudoitem is basically for me. not needed for release |
00:16:29 | Watusimoto | it has to do with how items aer imported |
00:16:49 | Watusimoto | some things are imported as items, others are more signals to do something else |
00:17:07 | Watusimoto | ok, that's not a good explanation |
00:17:25 | Watusimoto | basically I want to promote zones from the pseudo item loading section into the normal object loading |
00:17:33 | Watusimoto | it will reduce error potential |
00:23:22 | sam686 | raptor, your hosts.deny is kindof blocking me so I renamed it/ modifyed it.. I was only able to ssh bitfighter.org by going ssh the only zoomber vps server that is left for me to run ssh bitfighter.org - forgot what my IP address is? |
00:23:47 | sam686 | (or was blocking me) |
00:24:38 | Watusimoto | btw, hi sam! |
00:24:46 | Watusimoto | merry christmas (here anyway) |
00:25:27 | sam686 | 12/24/2012 6:255 PM ... not chrismas yet it seems for me... |
00:26:54 | sam686 | 6:25 PM is my clock... on irc using my /ctcp sam686 time |
00:31:14 | raptor | hi |
00:31:19 | raptor | hi sam686! |
00:31:38 | raptor | sam686: i'll fix the hosts.deny.. |
00:32:01 | raptor | basically if you've failed logging in, it prevents you |
00:32:24 | sam686 | before that, i logged in successfully... |
00:32:49 | sam686 | when it blocks me, it doesn't even ask for my login, i just get a connection terminated error immediatly.. |
00:33:13 | raptor | yep, that's how it works |
00:33:33 | sam686 | maybe I might have had 3 wrong password then a correct password.. |
00:33:43 | sam686 | which might have screwed something up.. |
00:34:08 | sam686 | wonder how does it work, since I don't see anything automatically being added in each day... |
00:34:28 | raptor | it scrapes the /var/log/secure file for failed log in attemps |
00:34:30 | raptor | *attempts |
00:34:40 | raptor | did you rename the hosts.deny? |
00:34:55 | sam686 | yes, to hosts.deny.old1 or something |
00:35:02 | raptor | ok |
00:35:11 | raptor | and you added your IP to hosts.allow? |
00:35:35 | sam686 | yes, tried it but it seems the .deny overrides the .allow |
00:35:40 | raptor | yes |
00:37:02 | raptor | ok i restored hosts.deny and hosts.allow - the /var/log/secure file has rotated so you shouldn't have problems |
00:37:35 | sam686 | most likely since it only looking at failed, but not successful log-in, I might have put in wrong password the first time then the right password the second time.. repeatedly... |
00:37:55 | raptor | yeah i did the same thing and had to log in from my work computer |
00:38:22 | sam686 | the ssh login gives me about 5 tries before it disconnects me, which i could reconnect and try again.. |
00:39:36 | sam686 | another idea is auto block anything trying to use "root" username.. |
00:39:42 | raptor | already done |
00:39:48 | Watusimoto | ok, gentlemen, I am retiring |
00:39:52 | raptor | good night Watusimoto |
00:39:55 | Watusimoto | have a great christmas! |
00:40:00 | raptor | thanks! you too |
00:42:29 | sam686 | perhaps you can just ignore blocking any wrong password request to my name sam686, hardly any bots at all use my name, they mostly use "root" username.. |
00:42:44 | raptor | actually |
00:42:50 | raptor | they try about 1000 of common names |
00:42:59 | raptor | root is only one |
00:43:20 | sam686 | but sam686 is not a common username... |
00:43:28 | raptor | nope |
00:46:54 | raptor | ok, i set it to reset on success |
00:47:09 | raptor | so if you successfully log in, it will reset any bad login attempts |
00:47:52 | | Watusimoto Quit (Ping timeout: 244 seconds) |
01:02:58 | raptor | looks like more addToGame was removed in rev 1db5d05fd8e2 |
01:03:22 | raptor | so it was intentional - maybe watusimoto forgot to reimplement in-game creation of items via script? |
01:21:43 | | bobdaduck has joined |
01:24:43 | bobdaduck | haiguise |
01:26:47 | raptor | hi |
01:33:56 | bobdaduck | Remind me how to make turrets have different weapons? |
01:34:20 | raptor | looking.. |
01:34:55 | raptor | like this: Turret -1 0.203527 0.901961 0 "W=Seeker" |
01:35:02 | raptor | you add that at the end |
01:38:42 | raptor | or "W=Triple" |
01:39:02 | raptor | Bouncer, Phaser, Burst, Seeker, Triple |
01:39:08 | raptor | i think are all the options |
01:39:08 | bobdaduck | Yeah |
01:39:09 | bobdaduck | I got it |
01:39:36 | bobdaduck | Wanna test what I have so far? |
01:39:42 | raptor | sure! |
01:39:54 | bobdaduck | I'm using a slightly older 018 client |
01:40:02 | bobdaduck | RC1 |
01:40:05 | raptor | that's ok |
01:40:18 | bobdaduck | k |
01:40:19 | bobdaduck | hosting |
01:40:21 | bobdaduck | see if it works. |
01:42:29 | bobdaduck | I don't think these clients are compatible... |
01:42:29 | bobdaduck | xD |
01:42:46 | bobdaduck | Hold on I'll move the level to real bitfighter |
01:42:54 | raptor | crash: http://pastie.org/5574549 |
01:42:58 | raptor | ohhhh |
01:43:00 | raptor | oh yeah |
01:43:02 | raptor | uh |
01:43:05 | raptor | get the real one |
01:43:25 | bobdaduck | up |
01:43:52 | bobdaduck | Come on in |
01:44:46 | bobdaduck | raptor |
01:45:14 | raptor | sirry |
01:45:16 | raptor | coming |
02:10:17 | sam686 | What is "Sands of Time"? I see on http://bitfighter.org/bitfighterStatus.json |
02:10:23 | bobdaduck | That's, um |
02:10:26 | bobdaduck | my contest level |
02:10:37 | sam686 | ok.. |
02:10:40 | bobdaduck | Testing with raptor. |
02:10:45 | bobdaduck | Don't tell anyone. |
02:10:57 | bobdaduck | Well maybe I'll just change the name. |
02:10:57 | sam686 | ok.. |
02:36:59 | | bobdaduck Quit (Quit: Page closed) |
03:10:31 | raptor | signing out for Christmas! good ngiht |
03:12:55 | | YoshiSmb has joined |
03:13:17 | YoshiSmb | hi raptor, hi sam. |
03:13:29 | raptor | hi |
03:13:35 | raptor | i'm heading to bed |
03:13:38 | raptor | so good night! |
03:13:46 | YoshiSmb | why. |
03:13:55 | raptor | it's Christmas Eve! |
03:14:03 | YoshiSmb | here where i live too! |
03:14:11 | YoshiSmb | Hapy Christmas Raptor! |
03:14:16 | YoshiSmb | Happy. |
03:14:23 | raptor | Happy Christmas YoshiSmb |
03:14:32 | raptor | so good night! :) |
03:14:45 | YoshiSmb | You too. Good night! :D |
03:14:47 | | raptor Quit () |
03:15:35 | | YoshiSmb Quit (Client Quit) |
04:20:13 | | koda Quit (Quit: k thx bai) |
06:14:56 | | BFLogBot Commit: 055c262ed095 | Author: sam8641 | Message: Added Idle linked list which improves idle() performance, also fixes idle loop index out of range when several object get removed from database. |
06:14:58 | | BFLogBot Commit: 08fcf87fd09a | Author: sam8641 | Message: Fix Nexus dropping 400 flags, fixed possible error with removeFromDatabase and deleteObject, fix isFlagOrShipCollideableType which improves moving flagItem performance. |
10:50:42 | | Watusimoto has joined |
14:19:03 | | CrazyLinuxNerd Quit (Quit: Leaving) |
16:27:32 | | Watusimoto Quit (Ping timeout: 252 seconds) |
17:42:36 | | Watusimoto has joined |
18:06:06 | | raptor has joined |
18:06:06 | | ChanServ sets mode +o raptor |
18:11:21 | raptor | hello |
18:11:45 | raptor | sam686: in ServerGame.cpp:1193, is that variable 'currentObject' supposed to be used somewhere? |
18:18:01 | raptor | same in ClientGame.cpp:602 |
18:21:08 | Watusimoto | hi; off to dinner; merry christmas!; bye |
18:25:50 | | Watusimoto Quit (Ping timeout: 264 seconds) |
18:26:08 | kaen | merry christmas guys :D |
18:26:16 | raptor | merry christmas! |
19:50:32 | | raptor Quit () |
19:54:39 | | Watusimoto has joined |
20:26:05 | | raptor has joined |
20:26:05 | | ChanServ sets mode +o raptor |
20:26:12 | Watusimoto | back |
20:26:17 | Watusimoto | kids tv time is over |
20:26:54 | raptor | ha |
20:27:09 | Watusimoto | I hate networking |
20:27:28 | raptor | define networking |
20:27:34 | Watusimoto | we got the kids Torchlight II for Christmas, and I spent hours trying to get the damn thing to work in LAN mode |
20:27:43 | raptor | ah yes |
20:28:10 | Watusimoto | the key was to disable the connections set up by virtual box |
20:28:27 | Watusimoto | then it started working |
20:28:31 | Watusimoto | but why??? |
20:28:54 | Watusimoto | in any event, it works, they played, and I only lost a couple hours of my life |
20:29:57 | raptor | is it a fun rpg? |
20:30:08 | Watusimoto | ever played diablo? |
20:30:17 | raptor | yes, breifly |
20:30:26 | raptor | i've played neverwinter nights a lot though |
20:30:37 | Watusimoto | well, it's exactly like that, but more cartoony and modernized |
20:30:46 | raptor | ok |
20:30:54 | Watusimoto | torchlight devs wrote diablo, then quit |
20:30:58 | Watusimoto | then wrote torchlight |
20:31:28 | Watusimoto | the main attraction for me is that the format is tried and true (kids really liked diablo), and it has lan coop mode |
20:31:35 | Watusimoto | so they can play together |
20:31:52 | Watusimoto | too bad I bought it before it went on sale |
20:32:00 | raptor | tomorrow is boxing day! |
20:32:08 | Watusimoto | who's fighting? |
20:32:15 | Watusimoto | :-) |
20:32:27 | raptor | we'll we splurged and got my oldest son three (3!) toy cars (hot wheels-like) |
20:32:41 | raptor | but we had to rein in the grandparents |
20:33:23 | sam686 | oh... in ServerGame.cpp:1193, maybe I left that behind without knowing, i guess it is not used and can be removed.. |
20:34:16 | raptor | hi sam686 |
20:34:22 | raptor | that was in clientgame too |
20:35:13 | | BFLogBot Commit: 2db1f6c901c1 | Author: sam8641 | Message: Remove unused variable that I left behind |
20:35:14 | sam686 | ok I removed / pushed.. |
20:36:09 | Watusimoto | hi sam686 |
20:36:17 | sam686 | hi |
20:36:20 | raptor | so sam686, can you explain a bit better what your changes do - it seems pretty dramatic |
20:36:28 | raptor | you cache the game objects? |
20:37:21 | sam686 | More like I put them as a idle() linked list so it won't waste time with empty non-overwridden idle() on every tick on hundreds of stuff like barriers walls zones.. |
20:39:19 | sam686 | check BfObject::idle it auto removes from idle linked list for anything not overwridden by for example walls and TextItem.. |
20:41:12 | sam686 | oh except, why have empty TextItem::idle ? |
20:42:23 | sam686 | it takes some CPU going through all the idle() including the empty idle() function, so I remove it from list to speed up a bit.. |
20:42:44 | Watusimoto | so you are looking to not call idle() on items with no idle() function? |
20:42:51 | sam686 | yes |
20:43:40 | sam686 | can make a difference on levels with millions of walls for example.. |
20:44:06 | raptor | millions of walls... sounds like the curve-themed level design contest! |
20:46:55 | Watusimoto | not to change the subject, but sam, I saw this in your recent checkin: |
20:46:56 | Watusimoto | + if(deleteObject) |
20:46:56 | Watusimoto | + delete object; |
20:47:15 | Watusimoto | from gridDatabase... did you actually observe an error with that? |
20:47:37 | sam686 | it fixes a problem from deleting too early and then trying to access a deleted object variable.. |
20:48:03 | raptor | looks like you jsut moved that.. |
20:48:15 | Watusimoto | he did |
20:48:26 | Watusimoto | I'm hoping that is my memory corruption problem |
20:48:28 | Watusimoto | testing now |
20:48:49 | Watusimoto | but back to the original topic, how did you create the list of what should idle and what shouldn't? |
20:49:16 | Watusimoto | (nope, didn't fix the corruption problem!) |
20:49:42 | raptor | crash adding s_bot |
20:49:45 | raptor | to a game |
20:49:50 | sam686 | first, it just adds everything to idle linked list on BfObject::addToGame |
20:50:37 | raptor | http://pastie.org/5577419 |
20:50:42 | sam686 | then if we ever run BfObject::idle maybe cause like Barrier, didn't override idle() it removed from idle() never to run again in future ticks.. |
20:53:20 | Watusimoto | that seems to subvert the purpose of idle() -- maybe bfIdle could be used to do some idling that all objects need |
20:53:27 | raptor | i just found my old DOS game Master of Orion! |
20:53:48 | Watusimoto | raptor: check free orion |
20:54:02 | raptor | i have :) in fact i've packaged for them |
20:54:02 | Watusimoto | sam686: maybe there is a different way to see what objects need to idle? |
20:54:12 | raptor | and submitted patche |
20:54:14 | raptor | *patches |
20:54:18 | Watusimoto | raptor: I can't figure out how to play that dumb game! |
20:54:29 | raptor | me neither! |
20:54:32 | raptor | but it looks pretty! |
20:55:02 | Watusimoto | sam686: one possibility would be to have every object know whether it implements idle or not |
20:55:03 | sam686 | I might look for a better way of desiding when to add to idle list and when to remove from idle list.. |
20:55:37 | Watusimoto | it would be cleaner to have a list of objects that need to idle, but to build that list via a straightforward mechanism |
20:56:07 | Watusimoto | one possibiliyt would be to have objects register with the idler when they are instantiated, or added to the database |
20:57:34 | sam686 | nearly all objects adds to database, but some objects like walls and TextItem have nothing for idle() |
20:58:10 | Watusimoto | right, but perhaps each method has a doesIdle() method that returns true or false |
20:58:28 | Watusimoto | sorry, each object type |
20:58:41 | Watusimoto | and the database could track those that do or don;t idle |
20:59:17 | Watusimoto | one thing to consider is that on clients, the list of current objects changes frequently, as things go in and out of scope |
20:59:21 | sam686 | possibly ok.. |
20:59:31 | Watusimoto | so maintaining too many lists creaes inefficiencies elsewhere |
20:59:51 | Watusimoto | that may overwhelm savings from not calling idle |
20:59:55 | raptor | hmmm... sam686's changes don't cause the s_bot crash |
21:01:06 | raptor | also, how will adding objects via levelgen work with the idle() changes? |
21:01:11 | sam686 | PickupItem::idle have something for server, but nothing for client side, which only receives info in unpackUpdate |
21:02:19 | Watusimoto | those are rare |
21:02:36 | Watusimoto | really, you can get 90% of the efficiency gains by just not idling walls |
21:02:48 | Watusimoto | at a small cost of complexity |
21:02:57 | Watusimoto | there aren't enough text items to make any difference either way |
21:02:58 | sam686 | true.. |
21:03:19 | Watusimoto | maybe just have the idle function skip walls |
21:03:50 | Watusimoto | or build the list of everything except for walls |
21:03:51 | Watusimoto | or something |
21:04:15 | Watusimoto | one idea I had was to have the database track every type of object separately, the way it currently does for goalzones |
21:04:30 | Watusimoto | then idle could just idle selected lists of objects |
21:04:34 | sam686 | its not only calling the empty function, its also searching for anything that needs idling that can slow down.. |
21:05:02 | Watusimoto | why does it search? I figured it would just idle everything it knows about |
21:05:10 | sam686 | my linked list of idling does no searching and no calling empty idle() repeatedly to walls and similar.. |
21:05:27 | Watusimoto | what purpose does the search serve? |
21:06:55 | sam686 | i seem to get confused with which database you talking about... |
21:07:01 | Watusimoto | sorry |
21:07:06 | sam686 | gridDB or what? |
21:07:07 | Watusimoto | we have 2 primary databases |
21:07:22 | Watusimoto | the bot zone database, which is not really involved in anything relevant |
21:07:26 | Watusimoto | and the gameobject database |
21:07:52 | Watusimoto | which maintains a spatial database, as well as a list of all objects, and a list of all goalzones |
21:08:24 | Watusimoto | those last two are to provide quick access to objects without doing the spatial search |
21:08:35 | sam686 | the main gameObject database is used for all sorts of collision to anything like walls.. BotZone database was in seperate, because of slowdown with millions of bot zones.. |
21:09:02 | Watusimoto | correct |
21:09:14 | Watusimoto | so you were saying that the idle function involves a spatial search |
21:09:22 | Watusimoto | or were you saying something different? |
21:09:44 | sam686 | its different. idle linked list does not use Vector |
21:09:47 | Watusimoto | I was saying that I thought idle would essentially take the database's all objects list and idle everything in it |
21:09:57 | sam686 | instead it stores nextObject and prevObject for each BfObject |
21:10:11 | Watusimoto | so it builds a linked list of objects to idle |
21:10:39 | sam686 | linked list makes for really fast adding and deleting without searching a pointer the vector. |
21:10:45 | Watusimoto | yes |
21:11:08 | Watusimoto | as long as you can find the correct item... adding and deleting are very cheap |
21:12:01 | sam686 | deleting is mostly handled in destructor (I put it at bottom of gridDB.cpp / .h) |
21:12:01 | Watusimoto | ok, so idle traverses a linked list of all objects every tick, and calls idle on each of them. is that right? |
21:12:13 | sam686 | yes |
21:12:36 | Watusimoto | ok, and you were looking for a good mechanism to remove walls from that linked list |
21:12:43 | Watusimoto | to avoid calling idle on them |
21:13:21 | Watusimoto | is that more or less correct? |
21:13:27 | sam686 | unlinkFromIdleList stops from repeatedly calling the idle() (used in BfObject::idle ) |
21:13:28 | sam686 | yes |
21:13:44 | Watusimoto | ok, I got confused -- you wrote: ts not only calling the empty function, its also searching for anything that needs idling that can slow down.. |
21:14:00 | Watusimoto | where does the searching come in? |
21:14:56 | sam686 | umm, there is no searching in idle linked list.. |
21:15:42 | sam686 | when idle list get added is currently at BfObject::addToGame calling linkToIdleList(..) |
21:16:53 | Watusimoto | ok, so what if we just didn't add walls to that list? |
21:17:32 | Watusimoto | we could create a method called addToIdleList() that is implemented in BfObject, and walls could override that with a do nothing fn |
21:17:45 | Watusimoto | or |
21:18:38 | Watusimoto | we could track objects in the database, using some similar mechanism |
21:18:38 | sam686 | well ok, will look into that.., but since barriers will just call BfObject::idle, it won't get there again.. |
21:19:22 | Watusimoto | won't get where again? |
21:19:48 | sam686 | BfObject::idle now just removed from idle list, the idle won't call again speeding up.. |
21:20:39 | sam686 | I found that many many other idle function does not do parent::idle |
21:22:47 | Watusimoto | This is true, my concern is that this way of getting items off the idle list confuses the purpose of idle |
21:23:50 | sam686 | yes, I might move addToIdleList / removeFromIdleList to somewhere else.. |
21:24:38 | sam686 | maybe addToIdleList in onAddedToGame for each objects or similar.. |
21:25:01 | Watusimoto | I think that would be cleaner |
21:28:22 | Watusimoto | raptor: what was that pastie link you sent? |
21:28:54 | Watusimoto | a U32 index == -1?? |
21:28:57 | raptor | crash when adding s_bot |
21:29:01 | raptor | just dfo /addbot |
21:31:35 | Watusimoto | well, I think I may have found my memory error |
21:39:13 | raptor | oh good |
21:39:29 | Watusimoto | we'll see... testing now |
21:40:41 | Watusimoto | yup, seems fixed |
21:44:59 | Watusimoto | now to merge |
21:46:13 | raptor | hmmm... i found my old copy of doom2 - but it came off the CD as 7MB of zeros! |
21:51:19 | sam686 | doom2? if the media/data part is good, you could try to open source version of doom (which does not include the data/media part maybe due to that part not being free) |
21:52:13 | raptor | i'm specifically looking for a favorite level of mine at the time |
21:52:28 | raptor | yes, there are better opensource ports now, i think |
21:53:10 | Watusimoto | that was a brutal merge |
21:53:17 | raptor | uh oh |
21:53:49 | Watusimoto | I'm going to test a few things... |
22:00:34 | | BFLogBot Commit: 19b3f37e1e6d | Author: watusimoto | Message: Take care of TODO, remove unneeded methods, streamline color assignment for ships. Once again, what started out as a trivial refactor (making a method variable no longer be public) has turned unto an epic refactor. As before, assuming no new bugs introduces, code should be more streamlined, easier to follow, and perform better. |
22:00:36 | | BFLogBot Commit: 70330a480584 | Author: watusimoto | Message: Remove unused method |
22:00:37 | | BFLogBot Commit: 40156e0ba6cb | Author: watusimoto | Message: Formatting |
22:00:40 | | BFLogBot Commit: 610c865a9321 | Author: watusimoto | Message: Unused header |
22:00:42 | | BFLogBot Commit: 4dc7e38f62e9 | Author: watusimoto | Message: Add NULL protection. Probably not necessary. |
22:00:43 | | BFLogBot Commit: c5c23a188c85 | Author: watusimoto | Message: Added assert. Just cuz. |
22:00:45 | | BFLogBot Commit: 347c60fbe8c3 | Author: watusimoto | Message: Comment |
22:00:46 | | BFLogBot Commit: edf831196221 | Author: watusimoto | Message: Comment |
22:00:48 | | BFLogBot Commit: 457bc8073916 | Author: watusimoto | Message: Move functionality into separate method |
22:00:50 | | BFLogBot Commit: dc16c5243773 | Author: watusimoto | Message: Method name and comment |
22:00:52 | | BFLogBot Commit: 9ecfd04b85b1 | Author: watusimoto | Message: Comment |
22:00:53 | | BFLogBot Commit: 9fd0cf6adec1 | Author: watusimoto | Message: Fix inability to pick up flags in Nexus game |
22:00:55 | | BFLogBot Commit: 02799434eae3 | Author: watusimoto | Message: Set type number before adding object to database. Makes debugging a tad easier. |
22:00:56 | | BFLogBot Commit: e060a8c0ee19 | Author: watusimoto | Message: Comment |
22:00:58 | | BFLogBot Commit: 200086f6aaa7 | Author: watusimoto | Message: Easier to read |
22:01:00 | | BFLogBot Commit: 75976c9b560e | Author: watusimoto | Message: Easiest to read |
22:01:01 | | BFLogBot Commit: 30ba1569d64b | Author: watusimoto | Message: Formatting |
22:01:03 | | BFLogBot Commit: f4ad31442fc4 | Author: watusimoto | Message: Comment |
22:01:04 | | BFLogBot Commit: fc6ddeca3470 | Author: watusimoto | Message: Comment |
22:01:06 | | BFLogBot Commit: 743cbfeb7e81 | Author: watusimoto | Message: Comment |
22:01:07 | | BFLogBot Commit: fa9143c4cac6 | Author: watusimoto | Message: Comment |
22:01:09 | | BFLogBot Commit: 4eb2f0f6a583 | Author: watusimoto | Message: Comment |
22:01:10 | | BFLogBot Commit: 328db15b1634 | Author: watusimoto | Message: Slight rearranging of code to make intent clearer |
22:01:13 | | BFLogBot Commit: 77af8aa16a05 | Author: watusimoto | Message: Comment |
22:01:15 | | BFLogBot Commit: bac4589cae3e | Author: watusimoto | Message: Bring var def closer to where it is actually used. A lot closer, in fact! |
22:01:16 | | BFLogBot Commit: de186eb1e636 | Author: watusimoto | Message: Comment |
22:01:18 | | BFLogBot Commit: 31cc1ea7830c | Author: watusimoto | Message: Formatting |
22:01:19 | | BFLogBot Commit: 367fc11276aa | Author: watusimoto | Message: Formatting |
22:01:21 | | BFLogBot Commit: c853e679cd62 | Author: watusimoto | Message: Comment |
22:01:22 | | BFLogBot Commit: decb9dedb53a | Author: watusimoto | Message: Use S32 for loop var |
22:01:27 | | BFLogBot Commit: 76a5bb1e8c1c | Author: watusimoto | Message: Var name |
22:01:29 | | BFLogBot Commit: a108d7de9d63 | Author: watusimoto | Message: Formatting, comments |
22:01:30 | | BFLogBot Commit: dbc3b9c26948 | Author: watusimoto | Message: Reduce duplicate code, revert U32->S32 change made earlier |
22:01:32 | | BFLogBot Commit: 57068b2234d6 | Author: watusimoto | Message: Compress code a little |
22:01:33 | | BFLogBot Commit: 0536bec1e74b | Author: watusimoto | Message: Fix up NexusFlagItem constructor -- now cleaner |
22:01:35 | | BFLogBot Commit: c321c42ae1a7 | Author: watusimoto | Message: Compress code a little |
22:01:36 | | BFLogBot Commit: a6bdd73475be | Author: watusimoto | Message: Use Parent instead of explicit class name |
22:01:38 | | BFLogBot Commit: ead0b614b528 | Author: watusimoto | Message: Pass on pos to parent constructor |
22:01:40 | | BFLogBot Commit: 638d1cbe9d8c | Author: watusimoto | Message: Wanted to test Sam's suggested change |
22:01:41 | | BFLogBot Commit: 8358442192a3 | Author: watusimoto | Message: Fix memory corruption issue related to premature delete |
22:01:43 | | BFLogBot Commit: cc5e424502a9 | Author: watusimoto | Message: Merge |
22:01:51 | raptor | !!!! |
22:01:53 | Watusimoto | whew |
22:02:02 | raptor | lots to review.. |
22:02:23 | Watusimoto | be sure to carefully read all the comments and review the formatting! |
22:02:48 | Watusimoto | the meat of it is in the first commit |
22:02:54 | Watusimoto | the rest is all dressing |
22:04:01 | Watusimoto | ok, can reproduce the bot error |
22:07:31 | raptor | Watusimoto: please say you didn't change any RPC? |
22:07:52 | Watusimoto | I don't think so |
22:08:09 | Watusimoto | certainly not in the above |
22:09:23 | | Little_Apple has joined |
22:09:36 | | Little_Apple isn't actually here |
22:10:09 | raptor | maybe the bot error is due to rev 6138? |
22:12:15 | raptor | OK Little_Apple, i'll get you a (hopefully) patches version for the editor IDs |
22:13:27 | Little_Apple | ok thanks |
22:17:32 | raptor | Watusimoto, sam686, both of you fixed a nexus flag error, and I don't know if they were the same or not.. |
22:17:47 | Watusimoto | uh... |
22:18:22 | Watusimoto | merge fixes all! |
22:18:22 | sam686 | I recently fix a problem when dropping more then 200 flags (400 is all flags having wrong position dropping) |
22:18:41 | Watusimoto | I did a minor refactor in that same area |
22:18:48 | Watusimoto | I did test that specifically before checking in |
22:19:06 | Watusimoto | though didn;t look at position |
22:20:43 | Watusimoto | sam686: please check void NexusFlagItem::dropFlags(U32 flags) to make sure your fix is still there |
22:21:07 | Watusimoto | oh, wait' |
22:21:11 | Watusimoto | yes, it's fixed |
22:21:26 | Watusimoto | I know what you're talking about now |
22:21:34 | Watusimoto | I fixed it independeltnly , in a different way |
22:21:59 | sam686 | NexusFlagItem(pos, vel, useDropDelay) was simply missing the use of setting the pos.. |
22:22:17 | Watusimoto | I passed pos to the the constructor here: |
22:22:19 | Watusimoto | NexusFlagItem *newFlag = new NexusFlagItem(pos, vel, count, true); |
22:22:42 | Watusimoto | I think the constructor previously didn't take pos? |
22:22:51 | Watusimoto | or pos was somehow being set to (0,0) |
22:23:06 | Watusimoto | or soemthing |
22:23:17 | Watusimoto | anyway, dropping 300 flags works properly |
22:27:22 | sam686 | I found a new problem after adding my idle list and testing from editor, it idles amd moves editor objects making some editor objects go far away (asteroids and some other MoveItem) |
22:27:34 | raptor | review complete |
22:27:52 | raptor | now to see if it compiles! :) |
22:29:21 | | raptormac has joined |
22:29:31 | raptormac | Little_Apple: here: http://sam6.25u.com/upload/Bitfighter-018-MacOSX-64bit-Intel-editor_zone_id_fix.dmg |
22:29:32 | raptormac | seems to work |
22:29:39 | | raptormac Quit (Client Quit) |
22:34:40 | Little_Apple | oh thanks |
22:40:34 | sam686 | I get a "Miscalculation" when crashing into smaller asteroids after shooting big asteroids.. |
22:50:46 | | BFLogBot Commit: 40c4689c6a80 | Author: watusimoto | Message: Fix bot crash |
22:50:47 | | BFLogBot Commit: f69dfa0962d2 | Author: watusimoto | Message: This doesn't really seem needed |
22:50:57 | Watusimoto | bot no longer crashes |
22:56:23 | Watusimoto | now I guess I should figure out how scripts are supposed to add items |
22:57:34 | Watusimoto | sam -- I removed that assert that triggered for you |
22:57:57 | Watusimoto | comment probably should have been "This doesn;t actually test what I thought it did." |
22:59:09 | | Little_Apple Quit (Quit: Page closed) |
23:00:31 | raptor | Watusimoto: i don't understand that bot crash or your fix |
23:00:53 | Watusimoto | ok -- do you agree that it seems fixed? |
23:01:44 | Watusimoto | (I ask to make sure I understand your comment) |
23:02:26 | raptor | yes |
23:02:49 | Watusimoto | ok |
23:03:14 | Watusimoto | then the fix involved passing an empty vector to the polygon intersection function |
23:03:23 | Watusimoto | or rahter, not passing one |
23:03:42 | Watusimoto | otherPoints was empty |
23:03:47 | Watusimoto | it was never assigned to anything |
23:04:11 | Watusimoto | because I changed fillVector[i]->getCollisionPoly() to reurn a pointer to a vector of points\ |
23:04:33 | Watusimoto | rahter than the older sig which was fillVector[i]->getCollisionPoly(point_vector_to_fill) |
23:04:40 | raptor | ah ok |
23:04:43 | raptor | thanks |
23:05:04 | Watusimoto | so now an object can compute it's collision poly once, rather than creating new vectors of points every time something wants it |
23:05:10 | Watusimoto | lots less busy work for the computer |
23:05:27 | Watusimoto | and I screwed up when I "fixed" robot |
23:05:32 | raptor | heh |
23:05:34 | raptor | ok |
23:05:50 | Watusimoto | hopefully will make things more efficient somehow |
23:25:45 | Watusimoto | sam686: raptor: should we change the lua method setLoc to setPos ? |
23:25:53 | Watusimoto | I keep thinking so |
23:26:02 | raptor | it used to be setPos |
23:26:04 | raptor | i thiink |
23:26:06 | Watusimoto | no |
23:26:12 | Watusimoto | it never was |
23:26:18 | raptor | i don't care... but bots will have to be adapted again |
23:26:25 | Watusimoto | :-) |
23:26:35 | Watusimoto | you wrote some code recently where you used setPos |
23:26:48 | Watusimoto | I think that's what we all expect to write |
23:27:17 | raptor | ah |
23:28:30 | | BFLogBot Commit: e04ef44f6598 | Author: sam8641 | Message: Move linkToIdleList to several onAddedToGame |
23:28:32 | | BFLogBot Commit: 0854d3702a18 | Author: sam8641 | Message: Stops editor's asteroid from getting moved by not idling any of existing game objects |
23:28:33 | | BFLogBot Commit: c5a3f2be2d21 | Author: sam8641 | Message: Merge |
23:32:46 | sam686 | to me, setLoc almost sounds like setLock, though I kindof don't care if it is setPos instead.. |
23:35:49 | raptor | wasn't it set to setLoc to avoid code confusion with c++ methods? |
23:36:38 | Watusimoto | AH HA! |
23:36:39 | Watusimoto | S32 LuaLevelGenerator::addItem(lua_State *L) |
23:36:57 | Watusimoto | maybe that's our missing method! |
23:36:57 | Watusimoto | raptor: yes, but that;s no longer an issue |
23:37:45 | raptor | Watusimoto: isn't that what i suggested last night? |
23:37:55 | Watusimoto | is it? |
23:38:13 | Watusimoto | I thought you were suggesting addToGame |
23:38:21 | Watusimoto | maybe I misread/misremembered/misunderstood |
23:38:29 | Watusimoto | well, let's try it and see if it even works |
23:38:55 | Watusimoto | but yes, this is almost certainly it |
23:39:05 | Watusimoto | in which case I can write that script |
23:43:30 | raptor | so addItem(asteroid) |
23:43:49 | Watusimoto | ok, this works: |
23:43:50 | Watusimoto | local a = Asteroid.new() |
23:43:50 | Watusimoto | a:setLoc(0, 0) |
23:43:50 | Watusimoto | a:setVel(0, -100) |
23:43:50 | Watusimoto | levelgen:addItem(a) |
23:44:03 | raptor | !! |
23:44:06 | raptor | the missing info! |
23:44:09 | Watusimoto | let me try without the levelgen: |
23:44:48 | Watusimoto | you need the levelgen: perfix |
23:44:55 | Watusimoto | so the question is should you need it? |
23:45:24 | Watusimoto | which do you guys like better: addItem(a) or levelgen:addItem(a) ? |
23:45:30 | raptor | i think so, yes - it you split things into scopes, right? |
23:45:40 | Watusimoto | mostly, yes |
23:46:16 | Watusimoto | but somethings seem so fundamental: logprint, for example, that I've added redirects so you don't need to do levelgen:logprint, which just seems pedantic |
23:46:48 | Watusimoto | on the other hand, you are sort of adding the object to a level... or a levelgen |
23:50:28 | Watusimoto | and addItem isn't available to bots |
23:57:50 | raptor | well whatever, i guess |