#bitfighter IRC Log

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IRC Log for 2012-12-30

Timestamps are in GMT/BST.

00:01:39BFLogBot Commit: 78d30e9da51e | Author: watusimoto | Message: Whitespace
00:01:41BFLogBot Commit: 134e11dbf8ad | Author: watusimoto | Message: Move teleport functionality out of idle() and into collide() where it rightfully belongs. Not only is this more cohenert designwise, it should also be more efficient, as we won't have to search for collisions during for all teleports while idling.
00:21:33sam686heres one to maybe add to bug list: levelgen having addItem in main() may randomly fail (on repeated level restart on levelgen)
00:32:30raptor Quit ()
00:34:55kaen Quit (Read error: Connection reset by peer)
00:36:29kaen has joined
00:36:50kaensometimes bitfighter causes my entire system to freeze hard
00:37:14kaenwon't respond to tty switching or anything
00:37:16raptor has joined
00:37:17ChanServ sets mode +o raptor
00:37:45raptorkaen: with latest mercurial?
00:38:01kaenyes.
00:38:27kaenI can't even get a trace or anything. I have to force a power cycle
00:38:31raptorlinux?
00:38:33kaenyes.
00:39:09kaennot really a helpful bug report...
00:39:10raptorwhen it happens, have you tried going to a console? (ctrl + alt + f1)
00:39:13kaen"something crashes"
00:39:18raptorheh
00:39:24kaenyes, I've tried that
00:39:32raptoroh wow, hard crash..
00:39:59kaendoesn't that mean it's kernel level? like probably a video driver?
00:40:52kaenI think by the design of the (properly functioning) kernel a userland program can't freeze the entire system
00:41:21kaenoh I just remembered I'm using the fglrx video drivers
00:41:31kaenplease disregard
00:41:40raptoryes, kernel problem...
00:41:55kaenclosed source video driver problem, most likely
00:42:54raptoryeah... hmmm
00:43:07raptoris it consistent in crashing?
00:44:23masterkaen has joined
00:44:59raptorheh
00:45:01raptorcraash?
00:45:13kaen Quit (Read error: Connection reset by peer)
00:46:01masterkaen Quit (Changing host)
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00:46:04masterkaen is now known as kaen
00:46:09kaenindeed...
00:47:16kaenwell I'm rebuilding. these last few times I've been debugging with gdb so they could very well be my own fault
00:47:33raptorah, i've had that happen in gdb before
00:48:03kaenodd mix of threading, system calls, and gpu i/o
00:48:24kaenplus whatever the heck gdb does
00:48:35kaenperfect for inexplicable, unrecoverable freezes
00:51:14raptorheh
00:51:16raptoryep
00:51:46Watusimoto Quit (Ping timeout: 244 seconds)
00:53:23kaenmuahahaha :)
00:53:34kaenskeleton game mode and custom game items are working
00:53:42kaenI can finally start working on the darn logic...
00:55:55raptorha
00:56:26raptorwhat is your new mode called?
00:56:42YoshiSmb has joined
01:01:23kaenSwarm
01:01:37kaenimaginative, I know :)
01:02:43kaenthe concept isn't very imaginative either. I don't know if you've ever played nazi zombies...
01:04:05raptorno
01:04:32kaenyou just fight off waves, or swarms, of feeble AI
01:04:38raptorahh
01:04:50raptorsoo, who are the bad guys? constantly spawning bots?
01:05:01kaenand the thrill is in killing a bunch of initially harmless but progressively more threatening mobs or something
01:05:04kaenwell yeah
01:05:11kaenbut not bots
01:05:19kaenmore like turrets
01:05:35kaenI don't really want them pathing
01:05:41raptorha
01:05:41kaenbut I do want them to move
01:05:46raptorhmm
01:05:49kaenhence they sort of swarm
01:06:16kaenyou make a generator, a target point to swarm to, path once and let er rip
01:06:28kaenand once they see a player they just move towards him
01:06:36kaen(is my tentative plan)
01:06:56raptorsoo...
01:07:03raptorhave you seen the Circle object?
01:07:11raptorand CircleSpawn
01:07:17kaenlol no
01:07:19raptori think those are still lying aroun
01:07:28kaenI'll check them out
01:07:30raptorbecause they have that behavior
01:07:40kaenoh wow that's convenient.
01:07:54raptorwatusimoto wanting something that would swarm you....
01:08:13raptorbut we started other ideas before that was polished enough for the game
01:08:17raptorbut it's there
01:08:26kaenhuh. well that simplifies things a lot I think
01:09:06kaenI am once again enlightened by raptor, sage keeper of bitfighter
01:10:07raptorwell.. uh, more like guardian of the dirty laundry
01:10:19kaenlol
01:10:30raptoror junkyard.. yeah junkard
01:12:18kaenVelocityItem...
01:12:24kaensounds right up my ally
01:12:47raptoractually, i'm not sure what that is... i think watusimoto added that in a recent refactor..
01:14:25kaenit's what circles and asteroids subclass
01:14:42raptoroh interesting...
01:14:58kaenI think I might want to extend it one further for swarming/targeting behavior
01:15:12raptoroh, before you go further, i am obligated to say: Circle does not exist
01:15:22raptor washes his hands
01:15:27raptorok that's out of the way..
01:15:44kaenthe Circle class?
01:15:55raptoryes
01:16:17kaenit's declared and implemented in moveObject afaict
01:16:34kaenand I have it in my gdb symbols
01:16:40raptoryes yes, it was tongue-in-cheek...
01:16:45kaenoh lol
01:16:47raptorbecause we don't want people to start adding them to levels
01:16:55kaenoooooooh
01:16:57kaenI see
01:17:00raptorbut, since you're coding, you'd discover them anyways..
01:17:06raptorthere's also Worm
01:17:10raptorwhich doesn't exist
01:17:14kaenI've seen that one.
01:17:19kaenat least in the code.
01:17:37kaenvery interesting to know...
01:18:02kaennot really, but I like being in on secret knowledge
01:18:32raptorkaen: you're on an ubuntu distro, right?
01:18:41kaenyep
01:18:43kaen12.10
01:19:09raptorcoudl you test something for me?
01:19:29raptori created a debian 6.0 build of bitfighter here: http://download.opensuse.org/repositories/games/Debian_6.0/amd64/
01:19:41raptorthat's the 64bit
01:19:48raptorcould you see if it works on your system?
01:20:04raptorgo up one directory to get the 32bit if you need that one
01:23:59kaenyep works fine :)
01:24:06kaenalso
01:24:13kaenCircle is *exactly* what I was looking for!
01:24:18raptorheh
01:24:25raptorbut they don't exist!
01:24:37kaenright, right
01:24:45kaenbut soon...
01:56:27kaen Quit (Ping timeout: 252 seconds)
01:58:41-barjavel.freenode.net- *** Looking up your hostname...
01:58:41-barjavel.freenode.net- *** Checking Ident
01:58:41-barjavel.freenode.net- *** No Ident response
01:58:41-barjavel.freenode.net- *** Couldn't look up your hostname
01:58:43[frigg VERSION]
01:58:48BFLogBot has joined
01:58:48Topic is 'Bitfighter 018 released! | http://www.bitfighter.org/downloads | Welcome GCI students! Please introduce yourself and feel free to ask any questions.'
01:58:49Set by raptor!~raptor@unaffiliated/greenmachine on Thu Dec 06 10:11:09 GMT 2012
01:58:49-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
02:13:33koda Quit (Quit: koda)
02:17:48raptordoes rabbit normally increase points that fast as it does now?
02:18:01raptorwhen holding the carrot
03:03:24kaen has joined
04:01:16YoshiSmb Quit (Ping timeout: 255 seconds)
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04:07:18sam686hi raptor, if you still don't know about points in rabbit, there is something called points per second in level editor options in rabbit..
04:07:30kaen Quit (Ping timeout: 250 seconds)
04:07:54sam686I think i kindof fell asleep for 2 hours and woke up just now...
04:44:25raptoroh yeah, i forgot
04:44:28raptorthanks sam686
05:03:41YoshiSmb Quit (Ping timeout: 276 seconds)
05:04:36YoshiSmb has joined
05:08:01raptornight!
05:08:04raptor Quit ()
05:30:32sam686new bug: all my mines turned into enemy mines when player joins (non-team games)
05:45:49YoshiSmb Quit ()
10:02:56BFLogBot Commit: f6760d708532 | Author: sam8641 | Message: Remove from mount early enough to still have Position and Velocity. Mine changed ActualPos may help prevent mine sometimes randomly explode when going away from newly placed mines. Fixed mIsMounted status on client side which fix seeing random flag in Rabbit.
10:02:57BFLogBot Commit: a2b78772d9cd | Author: sam8641 | Message: Scope anything mounted on the ship, not just the ship. Also, don't scope mounted stuff like flags if the ship on it is not scoped.
10:49:05Watusimoto has joined
11:25:08BFLogBot Commit: bb2992de7e57 | Author: watusimoto | Message: Fixed getCurrentInputString to prefer recently pressed keys (instead of arbitrary key). This resolves issue with diagonal scrolling in the editor
11:25:09BFLogBot Commit: 47ed9bd9f33c | Author: watusimoto | Message: Merge
12:37:56koda has joined
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12:51:24DonnyMitsov has joined
12:54:11DonnyMitsovWatusimoto can you please approve my claim for the bitfighter announcement task. Oh and if you can tell me how to build the project on linux because when I try i get an error that a library is missing.
12:55:11CrazyLinuxNerdDonnyMitsov: Which library?
12:55:39DonnyMitsovreadline
12:57:01CrazyLinuxNerdinstall readline-devel
12:57:59CrazyLinuxNerdto build bitfighter you need, gcc-c++ libpng-devel libvorbis-devel libmodplug-devel ncurses-devel openal-soft-devel readline-devel speex-devel SDL-devel :-)
12:58:12CrazyLinuxNerdand once all deps are satisfied, you should be able to just do "make" and it should compile.
12:59:59Watusimoto_ has joined
13:00:47DonnyMitsovhow can I install a library on linux. I get that you shouldn't type sudo apt-get install library_name
13:01:44kaen has joined
13:02:37CrazyLinuxNerdunless you intend to build in a chrooted environment, doing the above should be fine (though package names may vary from above due to I use a different distro :-))
13:03:19Watusimoto Quit (Ping timeout: 260 seconds)
13:08:49kaenfor me it's sudo apt-get install libreadline-dev
13:08:53kaenon ubuntu
13:11:24DonnyMitsovWill it work on other linux distributions?
13:11:48kaenshould work on mint
13:12:03kaenother distros use different package managers and naming conventions
13:12:44CrazyLinuxNerdIt will compile on Fedora, tested that a while back (well, over a year now), and should compile on CentOS provided you compile a newer GCC first (which I'm working on doing next for myself :-))
13:13:15DonnyMitsovThanks and Kaen can you please approve my task in GCI. It still hasn't been done.
13:13:48kaenI'm not an official part of the project or I would :/
13:14:05kaenI think you have to wait for Watusimoto_ or raptor to get on
13:15:01DonnyMitsovOk, thanks for the info.
13:15:24kaensure thing. I'll be around if you need anything else
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14:36:59Watusimoto_hi
14:39:39Watusimoto_I approved the assignment
15:37:07raptor has joined
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16:06:44BFLogBot Commit: 7aa5381d5661 | Author: watusimoto | Message: Formatting
16:06:45BFLogBot Commit: 61489f4845a4 | Author: watusimoto | Message: Fix spazzy snapping of turrets and forcefield projectors in editor
16:06:47BFLogBot Commit: afab4b007146 | Author: watusimoto | Message: Fix but introduced with last checkin -- can now move unsnapped turrets as expected
16:07:01raptoroh hi
16:07:04raptori'm online..
16:19:53masterkaen has joined
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16:20:15kaen grumbles
16:25:50BFLogBot Commit: da2ebd3c6de5 | Author: watusimoto | Message: Remove pointless code
16:25:52BFLogBot Commit: 3ca2f140b2dc | Author: watusimoto | Message: Comments, var types, less casting, etc.
16:26:22raptori am getting this feeling that although 018a is compatible with 018, it is a very different beast already..
16:26:25Watusimoto_More than half of our now huge bug list is done
16:26:36raptorhi
16:26:38Watusimoto_I'm going to suggest we call it 019
16:26:44Watusimoto_and not worry about compatibility
16:26:49Watusimoto_hi
16:26:53Watusimoto_just mull that over
16:27:14raptoron one hand that'd be fine - but then it would give us license to break more before release!
16:27:28Watusimoto_some of the bugs on our list might break more
16:27:44Watusimoto_well, we don;t need to decide now... only when more bugs are fixed
16:28:50raptori'm looking at some of the recent fixes... did a lot of these break since 018?
16:29:04raptori'm especially thinking about sam's fixes last night
16:35:40Watusimoto_some did, yes
16:35:51Watusimoto_not sure about sam's
16:39:23Watusimoto_but a lot of these are bugs in 018
16:39:58raptorwow
16:40:57raptorit seems our game is getting too complex to release without loads of bugs..
16:45:22Watusimoto_well, I disagree to a certain degree, but am working on a different project that is test driven
16:45:46Watusimoto_of course, they have bugs too!
16:46:01raptoryes... *seems*, but it worked well enough for a contest party to not crash :)
16:46:44Watusimoto_it's not really *that* complex, is it?
16:47:23raptorwell, not like a rocket's control systems...
16:49:02raptorbut compared to when i joined bitfighter, it seems any change I make almost invariable has required more testing because of a greater chance to break something else
16:49:14raptorbut i may just be more careful nowadays...
16:52:07raptorsorry, i don't mean to come across as complaining - just observing
16:52:36Watusimoto_not at all -- it's a valid point
16:53:05Watusimoto_this version had lots of new and refactored stuff, and little playtesting
16:55:49raptoron another note
16:56:04raptori had the windows updater update me on another system recently
16:56:13raptorit didn't kill the bitfighter process
16:56:21raptordoes it normally kill the old one?
16:56:27raptornormall NOT kill it, i mean?
17:01:49Watusimoto_well... I tried it on two systems. It killed it on one, not on the other
17:02:23Watusimoto_interestingly, I've seen the same thing in the past, on the same systems, so I wonder if there is some system issue that keeps the process from being killed
17:03:01raptorboth windows 7?
17:03:15Watusimoto_yes
17:03:38Watusimoto_(on our last point, we should look for ways to reduce complexity whereever possible)
17:21:02Watusimoto_oh, here's a question... what is your bitfighter.exe file called when you run it? i.e. when you look in the processes, is it "bitfighter.exe" or something else?
17:21:14Watusimoto_take a look when you get a chance; I'll do the same on my failing machine
17:23:31raptorok
17:24:04raptordo you want me to test on a specific windows version? i have an xp and 7 vm
17:25:06Watusimoto_whereever you saw the bug
17:25:10Watusimoto_dinner time! back later!
17:25:27raptorok
17:30:02Watusimoto_ Quit (Ping timeout: 250 seconds)
18:11:12raptorblue screen of death with windows 7 + bitfighter!
18:11:16raptor(oh and vmware..
18:11:18raptor)
18:12:58CrazyLinuxNerd Quit (Quit: Leaving)
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19:03:30kaensam686, how would I reproduce number 27 on the list?
19:03:47kaenI'm not sure how to write the script...
19:23:12Captain Quit (Ping timeout: 245 seconds)
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19:49:06sam686i was away for at least 30 minutes..
19:49:42sam686I have done some LUA, but haven't yet seen how to delete..
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20:00:45kaenno worries
20:00:52kaenI've figured it out
20:01:04kaenalso, nearly everything on the wiki about levelgens is outdated...
20:07:19kaenso, actually I'm not even able to destroy the teleporter in this case
20:08:38sam686yes, perhaps because of using a seperate object for engineered objects, keeping the old ResourceItem to come back to it when the seperate engineered objects is destroyed.
20:10:07kaencooking a debug build to see what the heck is going on...
20:11:09kaenah, I see. the destruction function bails if the resource item isn't valid
20:11:32kaento prevent unengineered teleporters from being destroyed it seems
20:15:15kaenokay now I'm getting the bug...
20:16:41kaenfixed :)
20:24:17BFLogBot Commit: a03aa56e5b39 | Author: sam8641 | Message: Fixed not all flags removed on Nexus; Only use if different for s2cDisableWeaponsAndModules, s2cSetPlayerEngineeringTeleporter.
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23:19:10kaensam686, how would I get a list of loadout zones on the level?
23:19:15kaenI'm trying to fix #35
23:36:06raptor has joined
23:36:06ChanServ sets mode +o raptor
23:46:06sam686i was out for 30 minutes, eating..
23:46:12raptornom nom nom
23:46:54raptoroh my goodness - kaen has found our running bug list...
23:46:57sam686sam686, how would I get a list of loadout zones on the level? - don't know in Levelgen, I tried tot figure out that at some time...
23:47:43kaenactually I was talking about in c++
23:47:49kaenbut I don't need to do that anyway
23:49:01sam686getGame()->getGameObjDatabase()->findObjects(GoalZoneTypeNumber);
23:49:07sam686or LoadoutZoneTypeNumber
23:52:05kaenindeed
23:52:17kaenbut much better is newShip->checkForZones()
23:53:18kaen(for this task anyway)
23:53:28raptorkaen: reviewing your teleport fix..
23:54:01kaenmy expectation is that I've overlooked something, but ask if you have any questions
23:54:31raptorsam686: is your most recent commit braking RPC compatibility?
23:54:38raptorbreaking*
23:54:59kaen Quit (Read error: Connection reset by peer)
23:55:15sam686i don't think it did - try full recompile..
23:56:48kaen has joined
23:57:05raptorok, thansk
23:59:26BFLogBot Commit: 0affed3a4d3a | Author: sam8641 | Message: Fix the Robot not going to proper position of where the flag is in Rabbit

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