#bitfighter IRC Log

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IRC Log for 2012-12-25

Timestamps are in GMT/BST.

00:04:42raptoryes
00:05:13raptorbut some - like the /suspend and debug users off of the JSON list seem like they require protocol changes
00:05:53raptori don't understand the Zone pseudoitem one..
00:07:08raptor#22 on the list - i responded in the bug on the GC issues list itself
00:07:36raptorbasically the bug is caused by us using input strings instead of input codes like earlier versions..
00:10:43sam686oh 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..
00:16:20Watusimotoraptor: that pseudoitem is basically for me. not needed for release
00:16:29Watusimotoit has to do with how items aer imported
00:16:49Watusimotosome things are imported as items, others are more signals to do something else
00:17:07Watusimotook, that's not a good explanation
00:17:25Watusimotobasically I want to promote zones from the pseudo item loading section into the normal object loading
00:17:33Watusimotoit will reduce error potential
00:23:22sam686raptor, 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?
00:23:47sam686(or was blocking me)
00:24:38Watusimotobtw, hi sam!
00:24:46Watusimotomerry christmas (here anyway)
00:25:27sam68612/24/2012 6:255 PM ... not chrismas yet it seems for me...
00:26:54sam6866:25 PM is my clock... on irc using my /ctcp sam686 time
00:31:14raptorhi
00:31:19raptorhi sam686!
00:31:38raptorsam686: i'll fix the hosts.deny..
00:32:01raptorbasically if you've failed logging in, it prevents you
00:32:24sam686before that, i logged in successfully...
00:32:49sam686when it blocks me, it doesn't even ask for my login, i just get a connection terminated error immediatly..
00:33:13raptoryep, that's how it works
00:33:33sam686maybe I might have had 3 wrong password then a correct password..
00:33:43sam686which might have screwed something up..
00:34:08sam686wonder how does it work, since I don't see anything automatically being added in each day...
00:34:28raptorit scrapes the /var/log/secure file for failed log in attemps
00:34:30raptor*attempts
00:34:40raptordid you rename the hosts.deny?
00:34:55sam686yes, to hosts.deny.old1 or something
00:35:02raptorok
00:35:11raptorand you added your IP to hosts.allow?
00:35:35sam686yes, tried it but it seems the .deny overrides the .allow
00:35:40raptoryes
00:37:02raptorok i restored hosts.deny and hosts.allow - the /var/log/secure file has rotated so you shouldn't have problems
00:37:35sam686most 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...
00:37:55raptoryeah i did the same thing and had to log in from my work computer
00:38:22sam686the ssh login gives me about 5 tries before it disconnects me, which i could reconnect and try again..
00:39:36sam686another idea is auto block anything trying to use "root" username..
00:39:42raptoralready done
00:39:48Watusimotook, gentlemen, I am retiring
00:39:52raptorgood night Watusimoto
00:39:55Watusimotohave a great christmas!
00:40:00raptorthanks! you too
00:42:29sam686perhaps 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..
00:42:44raptoractually
00:42:50raptorthey try about 1000 of common names
00:42:59raptorroot is only one
00:43:20sam686but sam686 is not a common username...
00:43:28raptornope
00:46:54raptorok, i set it to reset on success
00:47:09raptorso if you successfully log in, it will reset any bad login attempts
00:47:52Watusimoto Quit (Ping timeout: 244 seconds)
01:02:58raptorlooks like more addToGame was removed in rev 1db5d05fd8e2
01:03:22raptorso it was intentional - maybe watusimoto forgot to reimplement in-game creation of items via script?
01:21:43bobdaduck has joined
01:24:43bobdaduckhaiguise
01:26:47raptorhi
01:33:56bobdaduckRemind me how to make turrets have different weapons?
01:34:20raptorlooking..
01:34:55raptorlike this: Turret -1 0.203527 0.901961 0 "W=Seeker"
01:35:02raptoryou add that at the end
01:38:42raptoror "W=Triple"
01:39:02raptorBouncer, Phaser, Burst, Seeker, Triple
01:39:08raptori think are all the options
01:39:08bobdaduckYeah
01:39:09bobdaduckI got it
01:39:36bobdaduckWanna test what I have so far?
01:39:42raptorsure!
01:39:54bobdaduckI'm using a slightly older 018 client
01:40:02bobdaduckRC1
01:40:05raptorthat's ok
01:40:18bobdaduckk
01:40:19bobdaduckhosting
01:40:21bobdaducksee if it works.
01:42:29bobdaduckI don't think these clients are compatible...
01:42:29bobdaduckxD
01:42:46bobdaduckHold on I'll move the level to real bitfighter
01:42:54raptorcrash: http://pastie.org/5574549
01:42:58raptorohhhh
01:43:00raptoroh yeah
01:43:02raptoruh
01:43:05raptorget the real one
01:43:25bobdaduckup
01:43:52bobdaduckCome on in
01:44:46bobdaduckraptor
01:45:14raptorsirry
01:45:16raptorcoming
02:10:17sam686What is "Sands of Time"? I see on http://bitfighter.org/bitfighterStatus.json
02:10:23bobdaduckThat's, um
02:10:26bobdaduckmy contest level
02:10:37sam686ok..
02:10:40bobdaduckTesting with raptor.
02:10:45bobdaduckDon't tell anyone.
02:10:57bobdaduckWell maybe I'll just change the name.
02:10:57sam686ok..
02:36:59bobdaduck Quit (Quit: Page closed)
03:10:31raptorsigning out for Christmas! good ngiht
03:12:55YoshiSmb has joined
03:13:17YoshiSmbhi raptor, hi sam.
03:13:29raptorhi
03:13:35raptori'm heading to bed
03:13:38raptorso good night!
03:13:46YoshiSmbwhy.
03:13:55raptorit's Christmas Eve!
03:14:03YoshiSmbhere where i live too!
03:14:11YoshiSmbHapy Christmas Raptor!
03:14:16YoshiSmbHappy.
03:14:23raptorHappy Christmas YoshiSmb
03:14:32raptorso good night! :)
03:14:45YoshiSmbYou too. Good night! :D
03:14:47raptor Quit ()
03:15:35YoshiSmb Quit (Client Quit)
04:20:13koda Quit (Quit: k thx bai)
06:14:56BFLogBot 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.
06:14:58BFLogBot Commit: 08fcf87fd09a | Author: sam8641 | Message: Fix Nexus dropping 400 flags, fixed possible error with removeFromDatabase and deleteObject, fix isFlagOrShipCollideableType which improves moving flagItem performance.
10:50:42Watusimoto has joined
14:19:03CrazyLinuxNerd Quit (Quit: Leaving)
16:27:32Watusimoto Quit (Ping timeout: 252 seconds)
17:42:36Watusimoto has joined
18:06:06raptor has joined
18:06:06ChanServ sets mode +o raptor
18:11:21raptorhello
18:11:45raptorsam686: in ServerGame.cpp:1193, is that variable 'currentObject' supposed to be used somewhere?
18:18:01raptorsame in ClientGame.cpp:602
18:21:08Watusimotohi; off to dinner; merry christmas!; bye
18:25:50Watusimoto Quit (Ping timeout: 264 seconds)
18:26:08kaenmerry christmas guys :D
18:26:16raptormerry christmas!
19:50:32raptor Quit ()
19:54:39Watusimoto has joined
20:26:05raptor has joined
20:26:05ChanServ sets mode +o raptor
20:26:12Watusimotoback
20:26:17Watusimotokids tv time is over
20:26:54raptorha
20:27:09WatusimotoI hate networking
20:27:28raptordefine networking
20:27:34Watusimotowe got the kids Torchlight II for Christmas, and I spent hours trying to get the damn thing to work in LAN mode
20:27:43raptorah yes
20:28:10Watusimotothe key was to disable the connections set up by virtual box
20:28:27Watusimotothen it started working
20:28:31Watusimotobut why???
20:28:54Watusimotoin any event, it works, they played, and I only lost a couple hours of my life
20:29:57raptoris it a fun rpg?
20:30:08Watusimotoever played diablo?
20:30:17raptoryes, breifly
20:30:26raptori've played neverwinter nights a lot though
20:30:37Watusimotowell, it's exactly like that, but more cartoony and modernized
20:30:46raptorok
20:30:54Watusimototorchlight devs wrote diablo, then quit
20:30:58Watusimotothen wrote torchlight
20:31:28Watusimotothe main attraction for me is that the format is tried and true (kids really liked diablo), and it has lan coop mode
20:31:35Watusimotoso they can play together
20:31:52Watusimototoo bad I bought it before it went on sale
20:32:00raptortomorrow is boxing day!
20:32:08Watusimotowho's fighting?
20:32:15Watusimoto:-)
20:32:27raptorwe'll we splurged and got my oldest son three (3!) toy cars (hot wheels-like)
20:32:41raptorbut we had to rein in the grandparents
20:33:23sam686oh... in ServerGame.cpp:1193, maybe I left that behind without knowing, i guess it is not used and can be removed..
20:34:16raptorhi sam686
20:34:22raptorthat was in clientgame too
20:35:13BFLogBot Commit: 2db1f6c901c1 | Author: sam8641 | Message: Remove unused variable that I left behind
20:35:14sam686ok I removed / pushed..
20:36:09Watusimotohi sam686
20:36:17sam686hi
20:36:20raptorso sam686, can you explain a bit better what your changes do - it seems pretty dramatic
20:36:28raptoryou cache the game objects?
20:37:21sam686More 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..
20:39:19sam686check BfObject::idle it auto removes from idle linked list for anything not overwridden by for example walls and TextItem..
20:41:12sam686oh except, why have empty TextItem::idle ?
20:42:23sam686it takes some CPU going through all the idle() including the empty idle() function, so I remove it from list to speed up a bit..
20:42:44Watusimotoso you are looking to not call idle() on items with no idle() function?
20:42:51sam686yes
20:43:40sam686can make a difference on levels with millions of walls for example..
20:44:06raptormillions of walls... sounds like the curve-themed level design contest!
20:46:55Watusimotonot to change the subject, but sam, I saw this in your recent checkin:
20:46:56Watusimoto+ if(deleteObject)
20:46:56Watusimoto+ delete object;
20:47:15Watusimotofrom gridDatabase... did you actually observe an error with that?
20:47:37sam686it fixes a problem from deleting too early and then trying to access a deleted object variable..
20:48:03raptorlooks like you jsut moved that..
20:48:15Watusimotohe did
20:48:26WatusimotoI'm hoping that is my memory corruption problem
20:48:28Watusimototesting now
20:48:49Watusimotobut back to the original topic, how did you create the list of what should idle and what shouldn't?
20:49:16Watusimoto(nope, didn't fix the corruption problem!)
20:49:42raptorcrash adding s_bot
20:49:45raptorto a game
20:49:50sam686first, it just adds everything to idle linked list on BfObject::addToGame
20:50:37raptorhttp://pastie.org/5577419
20:50:42sam686then 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..
20:53:20Watusimotothat seems to subvert the purpose of idle() -- maybe bfIdle could be used to do some idling that all objects need
20:53:27raptori just found my old DOS game Master of Orion!
20:53:48Watusimotoraptor: check free orion
20:54:02raptori have :) in fact i've packaged for them
20:54:02Watusimotosam686: maybe there is a different way to see what objects need to idle?
20:54:12raptorand submitted patche
20:54:14raptor*patches
20:54:18Watusimotoraptor: I can't figure out how to play that dumb game!
20:54:29raptorme neither!
20:54:32raptorbut it looks pretty!
20:55:02Watusimotosam686: one possibility would be to have every object know whether it implements idle or not
20:55:03sam686I might look for a better way of desiding when to add to idle list and when to remove from idle list..
20:55:37Watusimotoit would be cleaner to have a list of objects that need to idle, but to build that list via a straightforward mechanism
20:56:07Watusimotoone possibiliyt would be to have objects register with the idler when they are instantiated, or added to the database
20:57:34sam686nearly all objects adds to database, but some objects like walls and TextItem have nothing for idle()
20:58:10Watusimotoright, but perhaps each method has a doesIdle() method that returns true or false
20:58:28Watusimotosorry, each object type
20:58:41Watusimotoand the database could track those that do or don;t idle
20:59:17Watusimotoone thing to consider is that on clients, the list of current objects changes frequently, as things go in and out of scope
20:59:21sam686possibly ok..
20:59:31Watusimotoso maintaining too many lists creaes inefficiencies elsewhere
20:59:51Watusimotothat may overwhelm savings from not calling idle
20:59:55raptorhmmm... sam686's changes don't cause the s_bot crash
21:01:06raptoralso, how will adding objects via levelgen work with the idle() changes?
21:01:11sam686PickupItem::idle have something for server, but nothing for client side, which only receives info in unpackUpdate
21:02:19Watusimotothose are rare
21:02:36Watusimotoreally, you can get 90% of the efficiency gains by just not idling walls
21:02:48Watusimotoat a small cost of complexity
21:02:57Watusimotothere aren't enough text items to make any difference either way
21:02:58sam686true..
21:03:19Watusimotomaybe just have the idle function skip walls
21:03:50Watusimotoor build the list of everything except for walls
21:03:51Watusimotoor something
21:04:15Watusimotoone idea I had was to have the database track every type of object separately, the way it currently does for goalzones
21:04:30Watusimotothen idle could just idle selected lists of objects
21:04:34sam686its not only calling the empty function, its also searching for anything that needs idling that can slow down..
21:05:02Watusimotowhy does it search? I figured it would just idle everything it knows about
21:05:10sam686my linked list of idling does no searching and no calling empty idle() repeatedly to walls and similar..
21:05:27Watusimotowhat purpose does the search serve?
21:06:55sam686i seem to get confused with which database you talking about...
21:07:01Watusimotosorry
21:07:06sam686gridDB or what?
21:07:07Watusimotowe have 2 primary databases
21:07:22Watusimotothe bot zone database, which is not really involved in anything relevant
21:07:26Watusimotoand the gameobject database
21:07:52Watusimotowhich maintains a spatial database, as well as a list of all objects, and a list of all goalzones
21:08:24Watusimotothose last two are to provide quick access to objects without doing the spatial search
21:08:35sam686the 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..
21:09:02Watusimotocorrect
21:09:14Watusimotoso you were saying that the idle function involves a spatial search
21:09:22Watusimotoor were you saying something different?
21:09:44sam686its different. idle linked list does not use Vector
21:09:47WatusimotoI was saying that I thought idle would essentially take the database's all objects list and idle everything in it
21:09:57sam686instead it stores nextObject and prevObject for each BfObject
21:10:11Watusimotoso it builds a linked list of objects to idle
21:10:39sam686linked list makes for really fast adding and deleting without searching a pointer the vector.
21:10:45Watusimotoyes
21:11:08Watusimotoas long as you can find the correct item... adding and deleting are very cheap
21:12:01sam686deleting is mostly handled in destructor (I put it at bottom of gridDB.cpp / .h)
21:12:01Watusimotook, so idle traverses a linked list of all objects every tick, and calls idle on each of them. is that right?
21:12:13sam686yes
21:12:36Watusimotook, and you were looking for a good mechanism to remove walls from that linked list
21:12:43Watusimototo avoid calling idle on them
21:13:21Watusimotois that more or less correct?
21:13:27sam686unlinkFromIdleList stops from repeatedly calling the idle() (used in BfObject::idle )
21:13:28sam686yes
21:13:44Watusimotook, I got confused -- you wrote: ts not only calling the empty function, its also searching for anything that needs idling that can slow down..
21:14:00Watusimotowhere does the searching come in?
21:14:56sam686umm, there is no searching in idle linked list..
21:15:42sam686when idle list get added is currently at BfObject::addToGame calling linkToIdleList(..)
21:16:53Watusimotook, so what if we just didn't add walls to that list?
21:17:32Watusimotowe could create a method called addToIdleList() that is implemented in BfObject, and walls could override that with a do nothing fn
21:17:45Watusimotoor
21:18:38Watusimotowe could track objects in the database, using some similar mechanism
21:18:38sam686well ok, will look into that.., but since barriers will just call BfObject::idle, it won't get there again..
21:19:22Watusimotowon't get where again?
21:19:48sam686BfObject::idle now just removed from idle list, the idle won't call again speeding up..
21:20:39sam686I found that many many other idle function does not do parent::idle
21:22:47WatusimotoThis is true, my concern is that this way of getting items off the idle list confuses the purpose of idle
21:23:50sam686yes, I might move addToIdleList / removeFromIdleList to somewhere else..
21:24:38sam686maybe addToIdleList in onAddedToGame for each objects or similar..
21:25:01WatusimotoI think that would be cleaner
21:28:22Watusimotoraptor: what was that pastie link you sent?
21:28:54Watusimotoa U32 index == -1??
21:28:57raptorcrash when adding s_bot
21:29:01raptorjust dfo /addbot
21:31:35Watusimotowell, I think I may have found my memory error
21:39:13raptoroh good
21:39:29Watusimotowe'll see... testing now
21:40:41Watusimotoyup, seems fixed
21:44:59Watusimotonow to merge
21:46:13raptorhmmm... i found my old copy of doom2 - but it came off the CD as 7MB of zeros!
21:51:19sam686doom2? 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)
21:52:13raptori'm specifically looking for a favorite level of mine at the time
21:52:28raptoryes, there are better opensource ports now, i think
21:53:10Watusimotothat was a brutal merge
21:53:17raptoruh oh
21:53:49WatusimotoI'm going to test a few things...
22:00:34BFLogBot 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.
22:00:36BFLogBot Commit: 70330a480584 | Author: watusimoto | Message: Remove unused method
22:00:37BFLogBot Commit: 40156e0ba6cb | Author: watusimoto | Message: Formatting
22:00:40BFLogBot Commit: 610c865a9321 | Author: watusimoto | Message: Unused header
22:00:42BFLogBot Commit: 4dc7e38f62e9 | Author: watusimoto | Message: Add NULL protection. Probably not necessary.
22:00:43BFLogBot Commit: c5c23a188c85 | Author: watusimoto | Message: Added assert. Just cuz.
22:00:45BFLogBot Commit: 347c60fbe8c3 | Author: watusimoto | Message: Comment
22:00:46BFLogBot Commit: edf831196221 | Author: watusimoto | Message: Comment
22:00:48BFLogBot Commit: 457bc8073916 | Author: watusimoto | Message: Move functionality into separate method
22:00:50BFLogBot Commit: dc16c5243773 | Author: watusimoto | Message: Method name and comment
22:00:52BFLogBot Commit: 9ecfd04b85b1 | Author: watusimoto | Message: Comment
22:00:53BFLogBot Commit: 9fd0cf6adec1 | Author: watusimoto | Message: Fix inability to pick up flags in Nexus game
22:00:55BFLogBot Commit: 02799434eae3 | Author: watusimoto | Message: Set type number before adding object to database. Makes debugging a tad easier.
22:00:56BFLogBot Commit: e060a8c0ee19 | Author: watusimoto | Message: Comment
22:00:58BFLogBot Commit: 200086f6aaa7 | Author: watusimoto | Message: Easier to read
22:01:00BFLogBot Commit: 75976c9b560e | Author: watusimoto | Message: Easiest to read
22:01:01BFLogBot Commit: 30ba1569d64b | Author: watusimoto | Message: Formatting
22:01:03BFLogBot Commit: f4ad31442fc4 | Author: watusimoto | Message: Comment
22:01:04BFLogBot Commit: fc6ddeca3470 | Author: watusimoto | Message: Comment
22:01:06BFLogBot Commit: 743cbfeb7e81 | Author: watusimoto | Message: Comment
22:01:07BFLogBot Commit: fa9143c4cac6 | Author: watusimoto | Message: Comment
22:01:09BFLogBot Commit: 4eb2f0f6a583 | Author: watusimoto | Message: Comment
22:01:10BFLogBot Commit: 328db15b1634 | Author: watusimoto | Message: Slight rearranging of code to make intent clearer
22:01:13BFLogBot Commit: 77af8aa16a05 | Author: watusimoto | Message: Comment
22:01:15BFLogBot Commit: bac4589cae3e | Author: watusimoto | Message: Bring var def closer to where it is actually used. A lot closer, in fact!
22:01:16BFLogBot Commit: de186eb1e636 | Author: watusimoto | Message: Comment
22:01:18BFLogBot Commit: 31cc1ea7830c | Author: watusimoto | Message: Formatting
22:01:19BFLogBot Commit: 367fc11276aa | Author: watusimoto | Message: Formatting
22:01:21BFLogBot Commit: c853e679cd62 | Author: watusimoto | Message: Comment
22:01:22BFLogBot Commit: decb9dedb53a | Author: watusimoto | Message: Use S32 for loop var
22:01:27BFLogBot Commit: 76a5bb1e8c1c | Author: watusimoto | Message: Var name
22:01:29BFLogBot Commit: a108d7de9d63 | Author: watusimoto | Message: Formatting, comments
22:01:30BFLogBot Commit: dbc3b9c26948 | Author: watusimoto | Message: Reduce duplicate code, revert U32->S32 change made earlier
22:01:32BFLogBot Commit: 57068b2234d6 | Author: watusimoto | Message: Compress code a little
22:01:33BFLogBot Commit: 0536bec1e74b | Author: watusimoto | Message: Fix up NexusFlagItem constructor -- now cleaner
22:01:35BFLogBot Commit: c321c42ae1a7 | Author: watusimoto | Message: Compress code a little
22:01:36BFLogBot Commit: a6bdd73475be | Author: watusimoto | Message: Use Parent instead of explicit class name
22:01:38BFLogBot Commit: ead0b614b528 | Author: watusimoto | Message: Pass on pos to parent constructor
22:01:40BFLogBot Commit: 638d1cbe9d8c | Author: watusimoto | Message: Wanted to test Sam's suggested change
22:01:41BFLogBot Commit: 8358442192a3 | Author: watusimoto | Message: Fix memory corruption issue related to premature delete
22:01:43BFLogBot Commit: cc5e424502a9 | Author: watusimoto | Message: Merge
22:01:51raptor!!!!
22:01:53Watusimotowhew
22:02:02raptorlots to review..
22:02:23Watusimotobe sure to carefully read all the comments and review the formatting!
22:02:48Watusimotothe meat of it is in the first commit
22:02:54Watusimotothe rest is all dressing
22:04:01Watusimotook, can reproduce the bot error
22:07:31raptorWatusimoto: please say you didn't change any RPC?
22:07:52WatusimotoI don't think so
22:08:09Watusimotocertainly not in the above
22:09:23Little_Apple has joined
22:09:36Little_Apple isn't actually here
22:10:09raptormaybe the bot error is due to rev 6138?
22:12:15raptorOK Little_Apple, i'll get you a (hopefully) patches version for the editor IDs
22:13:27Little_Appleok thanks
22:17:32raptorWatusimoto, sam686, both of you fixed a nexus flag error, and I don't know if they were the same or not..
22:17:47Watusimotouh...
22:18:22Watusimotomerge fixes all!
22:18:22sam686I recently fix a problem when dropping more then 200 flags (400 is all flags having wrong position dropping)
22:18:41WatusimotoI did a minor refactor in that same area
22:18:48WatusimotoI did test that specifically before checking in
22:19:06Watusimotothough didn;t look at position
22:20:43Watusimotosam686: please check void NexusFlagItem::dropFlags(U32 flags) to make sure your fix is still there
22:21:07Watusimotooh, wait'
22:21:11Watusimotoyes, it's fixed
22:21:26WatusimotoI know what you're talking about now
22:21:34WatusimotoI fixed it independeltnly , in a different way
22:21:59sam686NexusFlagItem(pos, vel, useDropDelay) was simply missing the use of setting the pos..
22:22:17WatusimotoI passed pos to the the constructor here:
22:22:19WatusimotoNexusFlagItem *newFlag = new NexusFlagItem(pos, vel, count, true);
22:22:42WatusimotoI think the constructor previously didn't take pos?
22:22:51Watusimotoor pos was somehow being set to (0,0)
22:23:06Watusimotoor soemthing
22:23:17Watusimotoanyway, dropping 300 flags works properly
22:27:22sam686I 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)
22:27:34raptorreview complete
22:27:52raptornow to see if it compiles! :)
22:29:21raptormac has joined
22:29:31raptormacLittle_Apple: here: http://sam6.25u.com/upload/Bitfighter-018-MacOSX-64bit-Intel-editor_zone_id_fix.dmg
22:29:32raptormacseems to work
22:29:39raptormac Quit (Client Quit)
22:34:40Little_Appleoh thanks
22:40:34sam686I get a "Miscalculation" when crashing into smaller asteroids after shooting big asteroids..
22:50:46BFLogBot Commit: 40c4689c6a80 | Author: watusimoto | Message: Fix bot crash
22:50:47BFLogBot Commit: f69dfa0962d2 | Author: watusimoto | Message: This doesn't really seem needed
22:50:57Watusimotobot no longer crashes
22:56:23Watusimotonow I guess I should figure out how scripts are supposed to add items
22:57:34Watusimotosam -- I removed that assert that triggered for you
22:57:57Watusimotocomment probably should have been "This doesn;t actually test what I thought it did."
22:59:09Little_Apple Quit (Quit: Page closed)
23:00:31raptorWatusimoto: i don't understand that bot crash or your fix
23:00:53Watusimotook -- do you agree that it seems fixed?
23:01:44Watusimoto(I ask to make sure I understand your comment)
23:02:26raptoryes
23:02:49Watusimotook
23:03:14Watusimotothen the fix involved passing an empty vector to the polygon intersection function
23:03:23Watusimotoor rahter, not passing one
23:03:42WatusimotootherPoints was empty
23:03:47Watusimotoit was never assigned to anything
23:04:11Watusimotobecause I changed fillVector[i]->getCollisionPoly() to reurn a pointer to a vector of points\
23:04:33Watusimotorahter than the older sig which was fillVector[i]->getCollisionPoly(point_vector_to_fill)
23:04:40raptorah ok
23:04:43raptorthanks
23:05:04Watusimotoso now an object can compute it's collision poly once, rather than creating new vectors of points every time something wants it
23:05:10Watusimotolots less busy work for the computer
23:05:27Watusimotoand I screwed up when I "fixed" robot
23:05:32raptorheh
23:05:34raptorok
23:05:50Watusimotohopefully will make things more efficient somehow
23:25:45Watusimotosam686: raptor: should we change the lua method setLoc to setPos ?
23:25:53WatusimotoI keep thinking so
23:26:02raptorit used to be setPos
23:26:04raptori thiink
23:26:06Watusimotono
23:26:12Watusimotoit never was
23:26:18raptori don't care... but bots will have to be adapted again
23:26:25Watusimoto:-)
23:26:35Watusimotoyou wrote some code recently where you used setPos
23:26:48WatusimotoI think that's what we all expect to write
23:27:17raptorah
23:28:30BFLogBot Commit: e04ef44f6598 | Author: sam8641 | Message: Move linkToIdleList to several onAddedToGame
23:28:32BFLogBot Commit: 0854d3702a18 | Author: sam8641 | Message: Stops editor's asteroid from getting moved by not idling any of existing game objects
23:28:33BFLogBot Commit: c5a3f2be2d21 | Author: sam8641 | Message: Merge
23:32:46sam686to me, setLoc almost sounds like setLock, though I kindof don't care if it is setPos instead..
23:35:49raptorwasn't it set to setLoc to avoid code confusion with c++ methods?
23:36:38WatusimotoAH HA!
23:36:39WatusimotoS32 LuaLevelGenerator::addItem(lua_State *L)
23:36:57Watusimotomaybe that's our missing method!
23:36:57Watusimotoraptor: yes, but that;s no longer an issue
23:37:45raptorWatusimoto: isn't that what i suggested last night?
23:37:55Watusimotois it?
23:38:13WatusimotoI thought you were suggesting addToGame
23:38:21Watusimotomaybe I misread/misremembered/misunderstood
23:38:29Watusimotowell, let's try it and see if it even works
23:38:55Watusimotobut yes, this is almost certainly it
23:39:05Watusimotoin which case I can write that script
23:43:30raptorso addItem(asteroid)
23:43:49Watusimotook, this works:
23:43:50Watusimoto local a = Asteroid.new()
23:43:50Watusimoto a:setLoc(0, 0)
23:43:50Watusimoto a:setVel(0, -100)
23:43:50Watusimoto levelgen:addItem(a)
23:44:03raptor!!
23:44:06raptorthe missing info!
23:44:09Watusimotolet me try without the levelgen:
23:44:48Watusimotoyou need the levelgen: perfix
23:44:55Watusimotoso the question is should you need it?
23:45:24Watusimotowhich do you guys like better: addItem(a) or levelgen:addItem(a) ?
23:45:30raptori think so, yes - it you split things into scopes, right?
23:45:40Watusimotomostly, yes
23:46:16Watusimotobut 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
23:46:48Watusimotoon the other hand, you are sort of adding the object to a level... or a levelgen
23:50:28Watusimotoand addItem isn't available to bots
23:57:50raptorwell whatever, i guess

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