Timestamps are in GMT/BST.
| 00:00:17 | raptor | next question: how to properly initialize a struct |
| 00:01:02 | kaen | Move is a class :x |
| 00:01:14 | raptor | bah |
| 00:01:21 | raptor | are you working on this same problem? |
| 00:01:25 | raptor | (because i don't want to duplicate) |
| 00:01:30 | raptor | dupe work, i mean |
| 00:01:49 | kaen | missing the angle init |
| 00:01:59 | kaen | eh I'm compiling valgrind so I'm just looking at this with you |
| 00:02:10 | kaen | I can buzz off :) |
| 00:02:24 | raptor | heh, nono, i like help with things i don't fully understand |
| 00:02:42 | raptor | MoveStates |
| 00:02:53 | kaen | well I like helping with things I don't understand. |
| 00:03:03 | raptor | is also a class that needs to be initialized i think... |
| 00:03:48 | raptor | ha |
| 00:04:42 | raptor | maybe it just needs a proper constructor? |
| 00:05:46 | kaen | yeah, I don't think that array gets a default initializer |
| 00:06:01 | kaen | but I'm not positive |
| 00:06:31 | | Nothing_Much_ Quit (Remote host closed the connection) |
| 00:06:33 | kaen | If an array has no initialization, the values are undefined. |
| 00:06:34 | | Nothing_Much Quit (Remote host closed the connection) |
| 00:06:51 | kaen | from a random place about c++ arrays. |
| 00:06:57 | | Nothing_Much has joined |
| 00:07:01 | raptor | i'm gonna cheat and do something like mMoveStates = {0}; |
| 00:07:07 | kaen | sounds good |
| 00:07:18 | kaen | mMoveStates({0}) maybe? |
| 00:07:30 | kaen | I like initializer lists |
| 00:07:35 | raptor | MoveObject doesn't have a virtual destructor!? |
| 00:07:41 | kaen | no way |
| 00:07:43 | kaen | are you serious? |
| 00:07:50 | raptor | i'm cereal |
| 00:07:57 | raptor | uh, serious |
| 00:08:00 | kaen | bahahahahahah |
| 00:08:00 | kaen | ahahah |
| 00:08:01 | kaen | ahahaha |
| 00:08:01 | kaen | ahah |
| 00:08:02 | kaen | ahhaha |
| 00:08:02 | kaen | a |
| 00:08:20 | raptor | maybe I should go through code and make sure our destructors are OK... |
| 00:08:32 | kaen | oh wow |
| 00:08:37 | kaen | what a revelation. |
| 00:08:50 | raptor | because... that could easily cause goofy problems like ours |
| 00:09:02 | kaen | yes. |
| 00:09:13 | raptor | searching other classes... regex to the rescue! |
| 00:13:05 | raptor | kaen: in your opinion would adding a virtual destructor to these missing classes mess up the LuaW inheritance stuff? |
| 00:13:25 | kaen | they need virtual destructors in order to work properly! |
| 00:13:50 | kaen | there's a lua destructor that has to be called for each class in the inheritancechain |
| 00:14:51 | kaen | LUAW_DESCTRUCTOR or something like that in most bfobject classes |
| 00:16:27 | raptor | ha! |
| 00:16:29 | raptor | ok |
| 00:16:37 | raptor | let me fix these and giff you a diff |
| 00:16:40 | raptor | *give |
| 00:16:46 | kaen | I like that word |
| 00:16:47 | kaen | giff |
| 00:16:51 | kaen | giff it to me please. |
| 00:17:06 | kaen | but I actually have to go do some errands right now |
| 00:17:12 | kaen | I'll be back in about an hour. |
| 00:17:14 | kaen | good luck! |
| 00:17:36 | raptor | k |
| 00:19:09 | Fordcars_ | later guys gtg eat lasagna |
| 00:19:15 | raptor | tasty! |
| 00:19:17 | raptor | bye |
| 00:19:23 | Fordcars_ | hehe later |
| 00:19:25 | | Fordcars_ Quit (Quit: Leaving) |
| 00:24:57 | raptor | ok kaen: teh diff: http://sam6.25u.com/upload/virtual_destructors.diff |
| 00:26:38 | raptor | there was once before where a missing virtual destructor was causing weird problems |
| 00:38:33 | | amgine1234567890 has joined |
| 00:38:40 | amgine1234567890 | hi there. |
| 00:44:59 | amgine1234567890 | BF frzoe on me |
| 00:45:38 | kaen | did you try putting it over a heat vent? |
| 00:53:51 | | Fordcars has joined |
| 00:55:14 | Fordcars | brb |
| 00:55:15 | | Fordcars Quit (Client Quit) |
| 00:56:38 | | amgine1234567890 Quit (Quit: Page closed) |
| 01:12:30 | bobdaduck | latest commit |
| 01:12:41 | bobdaduck | I'm getting a crash when I try to get into 018a serv |
| 01:13:21 | bobdaduck | "out of range read" |
| 01:13:23 | kaen | you might have the wrong commit |
| 01:13:30 | kaen | there are two heads now... |
| 01:15:34 | | Fordcars has joined |
| 01:17:03 | | SolumnMushroom Quit (Quit: Leaving) |
| 01:19:09 | bobdaduck | full recompile didn't seem to work |
| 01:19:12 | bobdaduck | everyone is still crashing |
| 01:19:40 | Fordcars | hehe you bet |
| 01:20:34 | raptor | hi hi |
| 01:20:49 | kaen | are you using a command line, bobdaduck? |
| 01:20:56 | bobdaduck | no |
| 01:21:09 | kaen | can you give me the hash of the current revision you're on? |
| 01:21:14 | kaen | the shasum? |
| 01:21:20 | bobdaduck | the what |
| 01:21:27 | bobdaduck | I don't understand what you just said |
| 01:21:30 | raptor | revision number like: 1234abcde |
| 01:21:38 | bobdaduck | uh |
| 01:21:42 | kaen | 6685:e09f280e66b4 |
| 01:21:45 | kaen | it looks like that |
| 01:21:46 | bobdaduck | I don't know which one it is |
| 01:21:50 | kaen | oh |
| 01:21:54 | raptor | *gasp* |
| 01:22:01 | bobdaduck | Its like aecc2398u13numberssssss |
| 01:22:17 | bobdaduck | Fine fine. *looks* |
| 01:22:18 | kaen | bobdaduck, if you want help you need to cooperate... |
| 01:22:20 | kaen | k |
| 01:22:43 | bobdaduck | Mind that its my changes that are crashing people |
| 01:22:47 | bobdaduck | not the version |
| 01:23:03 | bobdaduck | compiling from eacc478090d9 |
| 01:23:06 | kaen | you can have one of two versions if you just updated in the last few hours |
| 01:23:46 | raptor | ok, that should be a good one for sure |
| 01:23:50 | kaen | definitely |
| 01:23:57 | bobdaduck | Its my changes................................. |
| 01:24:07 | kaen | same changes you posted last night? |
| 01:24:10 | kaen | same *exact* |
| 01:24:13 | kaen | *identical* |
| 01:24:15 | bobdaduck | There's a few different ones |
| 01:24:26 | raptor | confession! |
| 01:24:31 | kaen | can you post the new ones? |
| 01:24:35 | bobdaduck | uh |
| 01:24:38 | bobdaduck | there's like 6 files |
| 01:24:42 | bobdaduck | I can send them |
| 01:24:51 | kaen | you need to learn how to make a diff |
| 01:24:52 | bobdaduck | but not pastie right 'cause pastie has no upload utility |
| 01:25:22 | raptor | bobdaduck: make diff |
| 01:25:30 | raptor | diff diff diff diff |
| 01:25:44 | bobdaduck | ...how. |
| 01:25:47 | bobdaduck | "visual diff"? |
| 01:25:49 | raptor | using tortoise? |
| 01:26:27 | bobdaduck | hg |
| 01:26:27 | bobdaduck | yeah |
| 01:26:44 | bobdaduck | Or I could just use sams upload utility? |
| 01:26:55 | raptor | http://stackoverflow.com/a/5407353 |
| 01:26:56 | kaen | no a diff is easier ultimately |
| 01:27:13 | kaen | you can just paste that, we don't have to unzip and dig through stuff |
| 01:27:25 | kaen | and it shows us only the changes you've made, rather than us digging through whole files |
| 01:27:46 | kaen | just the "diff"erence |
| 01:28:13 | raptor | bobdaduck: once you learn what a diff is and how to make it, you gain enough experience to level up as a programmer! |
| 01:28:20 | bobdaduck | WHOO |
| 01:28:21 | bobdaduck | LETS DO THIS |
| 01:31:48 | raptor | ok kaen, i recompiled by server with the virtual destructor changes.. |
| 01:31:49 | bobdaduck | That article |
| 01:31:51 | bobdaduck | not helpful at all |
| 01:31:52 | bobdaduck | xD |
| 01:31:56 | Fordcars | lol |
| 01:32:09 | raptor | ok ok, i was just making a guess at how it worked... |
| 01:32:14 | raptor | because i don't have windows... |
| 01:32:24 | Fordcars | can you just use mercurial |
| 01:32:29 | raptor | there should be something in the tortoise menus that say create patch or create diff |
| 01:32:35 | raptor | *OR* you can use the command line |
| 01:32:52 | bobdaduck | "diff to local" |
| 01:33:06 | raptor | actually no, don't use the command line... that will require an additional lesson about IO redirection |
| 01:33:10 | raptor | that's sounds good |
| 01:33:12 | raptor | try that |
| 01:33:15 | bobdaduck | "diff to parent" |
| 01:33:24 | bobdaduck | Found something |
| 01:33:26 | bobdaduck | "copy patch" |
| 01:33:33 | raptor | yeah, do that |
| 01:33:36 | raptor | then use pastie |
| 01:33:47 | raptor | and paste |
| 01:33:52 | bobdaduck | http://pastie.org/6107161 |
| 01:34:26 | raptor | that's it! |
| 01:34:27 | raptor | perfect! |
| 01:34:31 | raptor | do you see what a diff is? |
| 01:34:37 | bobdaduck | NO! |
| 01:34:38 | bobdaduck | Yes |
| 01:34:40 | raptor | any line that starts with -'- |
| 01:34:40 | bobdaduck | sortof |
| 01:34:42 | bobdaduck | Well enough. |
| 01:34:42 | raptor | minus |
| 01:34:44 | raptor | - |
| 01:34:45 | raptor | means old |
| 01:34:50 | raptor | any line starts with + |
| 01:34:52 | raptor | means new |
| 01:35:03 | raptor | so basically its a way to show changes |
| 01:35:53 | bobdaduck | Right |
| 01:35:55 | bobdaduck | got that part |
| 01:36:05 | bobdaduck | I have no idea how its helpful to you or if you can load it or whatever |
| 01:36:17 | raptor | yeah, it's perfect |
| 01:36:30 | raptor | it loads in a split second and all the files are then just like yours |
| 01:36:39 | raptor | that's why we like diffs |
| 01:36:49 | raptor | quick, easy, automatic (for the most part) |
| 01:37:02 | raptor | (when they're done right..) |
| 01:37:06 | bobdaduck | okay |
| 01:37:52 | | bobdaduck levels up in programming |
| 01:38:03 | | raptor gives +1 intelligence |
| 01:38:20 | raptor | kaen: can you join my server (69.169..)? |
| 01:38:28 | raptor | i want to test the bot crashing with these destructor changes |
| 01:38:55 | bobdaduck | So... Are we doing anything with my diff or did everyone just want me to make a diff for some reason |
| 01:38:57 | raptor | so far no crashing... |
| 01:39:15 | raptor | actually maybe that's what kaen is doing... |
| 01:39:39 | raptor | bobdaduck: i'll host real quick.. |
| 01:39:47 | bobdaduck | ...hold on its patching. |
| 01:40:56 | bobdaduck | Which takes a long time. |
| 01:41:13 | raptor | compiling... |
| 01:41:32 | bobdaduck | Yeah sure. |
| 01:41:32 | bobdaduck | That. |
| 01:42:02 | bobdaduck | Okay there it goes |
| 01:42:18 | bobdaduck | "invalid checksum" |
| 01:42:30 | raptor | did you host? |
| 01:42:35 | bobdaduck | no |
| 01:42:35 | raptor | or try to join another server? |
| 01:42:39 | bobdaduck | connecting to barfalot :P |
| 01:42:45 | bobdaduck | Hosting now |
| 01:42:55 | raptor | yeah don't connect ot barfalot |
| 01:43:09 | bobdaduck | lol |
| 01:43:57 | bobdaduck | So yeah... Can you get in? or....? |
| 01:44:07 | raptor | ok, join |
| 01:44:10 | raptor | password 'crash' |
| 01:44:17 | raptor | not barfalot |
| 01:44:18 | kaen | bobdaduck, the question is how will you spend your skill point... |
| 01:44:27 | kaen | okay I'm back, I'll applly build and join |
| 01:44:34 | bobdaduck | I'll spend it where I spend all my skill points |
| 01:44:36 | bobdaduck | Charaisma |
| 01:45:05 | bobdaduck | invalid checksum at 75. |
| 01:45:26 | bobdaduck | IP 75.something |
| 01:45:31 | raptor | 69.169 |
| 01:45:37 | raptor | the one that's not barfalot |
| 01:51:41 | Fordcars | wassup |
| 01:52:22 | kaen | playing with bob's balance changes |
| 01:52:25 | raptor | sigh kaen... bots crashed after 6 min in that map... |
| 01:52:41 | raptor | i'm going to commit the virtual destructor changes anyways... |
| 01:52:41 | Fordcars | ah ok |
| 01:52:45 | kaen | yes |
| 01:52:49 | kaen | I did some other stuff |
| 01:52:57 | kaen | pointobject is missing a lua destructor |
| 01:53:05 | kaen | adding it did not prevent the crash though |
| 01:53:14 | raptor | yes |
| 01:53:21 | raptor | i added about 12 or so |
| 01:53:30 | kaen | too bad :/ |
| 01:53:34 | kaen | I had high hopes |
| 01:53:38 | raptor | me too! |
| 01:53:41 | raptor | actually |
| 01:53:59 | raptor | looking at it... the bots were OK until bobdaduck joined.. |
| 01:54:00 | | amgine1234567890 has joined |
| 01:54:06 | amgine1234567890 | cough |
| 01:54:15 | bobdaduck | lol |
| 01:55:01 | raptor | back to trying the initialized part.. |
| 01:55:55 | | BFLogBot Commit: 6c05b1b01025 | Author: buckyballreaction | Message: Add missing virtual destructors for various objects |
| 01:57:56 | kaen | let's see how merging that shader clone goes... |
| 01:58:11 | raptor | switching gears? |
| 01:58:36 | kaen | I've been wondering about it since I pushed the cmake stuff |
| 01:59:53 | kaen | okay |
| 01:59:56 | kaen | so it has four heads. |
| 02:00:00 | raptor | ha |
| 02:00:06 | kaen | so I'm not really going to mess with it |
| 02:00:08 | raptor | hydra |
| 02:00:16 | kaen | I'll just take a diff and make a new clone. |
| 02:00:58 | kaen | since it contains commits that conflict with commits in the main repo now anyway |
| 02:01:41 | raptor | chop chop |
| 02:01:49 | raptor | i've killed clones a lot like that |
| 02:01:57 | raptor | my SDL clone was vicious |
| 02:02:04 | raptor | (when migrating to it...) |
| 02:03:31 | raptor | i'm running valgrind on just the server... |
| 02:04:17 | kaen | that's all I've been doing |
| 02:05:16 | kaen | running it on a client would be pretty hopeless for this machine. |
| 02:05:28 | kaen | I had enough patience to make it through the first menu. |
| 02:05:40 | Fordcars | lol |
| 02:07:33 | bobdaduck | shipshapes.h? |
| 02:07:35 | bobdaduck | xD |
| 02:07:56 | Fordcars | I onced had a lot of fun with shipshapes.c |
| 02:08:02 | kaen | cover your eyes bobdaduck |
| 02:08:07 | bobdaduck | lol |
| 02:08:09 | | raptor Quit (Ping timeout: 248 seconds) |
| 02:08:14 | bobdaduck | Its okay I'm against ship shapes |
| 02:08:22 | Fordcars | lol |
| 02:10:48 | bobdaduck | Every time amgine visits the forums |
| 02:10:52 | bobdaduck | 1000 new posts |
| 02:10:55 | Fordcars | lol |
| 02:12:11 | bobdaduck | 80% of them "Admins can we lock this" |
| 02:12:19 | bobdaduck | On threads no one was ever going to visit again |
| 02:13:53 | bobdaduck | like real |
| 02:14:23 | | raptor has joined |
| 02:14:23 | | ChanServ sets mode +o raptor |
| 02:15:07 | raptor | ok back |
| 02:15:17 | raptor | kaen: i fixed *all* uninitialized errors with one line |
| 02:15:25 | raptor | well, all the ones in the zap/ directory.. |
| 02:15:43 | | BFLogBot Commit: ac7f947b49f8 | Author: buckyballreaction | Message: Fix loads of memory errors with this one initialization |
| 02:17:38 | raptor | one day we should build a fuzzer |
| 02:17:48 | raptor | right along with unit tests |
| 02:17:58 | bobdaduck | fuzzer? |
| 02:18:25 | raptor | it's a coding technique where you fead random data to all the methods trying to get it to crash |
| 02:18:28 | raptor | *feed |
| 02:18:33 | bobdaduck | lol |
| 02:18:38 | raptor | and see how good you can handle bad data... |
| 02:19:13 | bobdaduck | http://pastie.org/6107317 |
| 02:19:15 | bobdaduck | okay new diff |
| 02:19:29 | bobdaduck | I think these are all changes the community would like |
| 02:20:08 | kaen | bahahahah |
| 02:20:14 | kaen | what a great commit |
| 02:20:16 | raptor | ?? |
| 02:20:17 | raptor | haha |
| 02:20:27 | raptor | it fixed like 4000 memory errors... |
| 02:20:30 | bobdaduck | lol |
| 02:20:32 | kaen | groovy |
| 02:21:05 | kaen | I like to use wall |
| 02:21:14 | kaen | I think it catches that sort of thing doesn't it? |
| 02:21:18 | kaen | er, -Wall |
| 02:21:25 | raptor | it doesn't! |
| 02:21:34 | raptor | i'm using Wall |
| 02:21:45 | raptor | at least - it doesn't with my version of gcc |
| 02:21:56 | raptor | bobdaduck: new change are up |
| 02:22:05 | bobdaduck | compilingggg |
| 02:22:50 | raptor | be right back.. |
| 02:26:26 | kaen | it warn about local variables |
| 02:26:43 | kaen | but not uninitialized class members |
| 02:26:50 | kaen | warns, even. |
| 02:27:40 | | SolumnMushroom has joined |
| 02:27:58 | bobdaduck | huh? |
| 02:28:26 | SolumnMushroom | Hello |
| 02:32:12 | Fordcars | hi |
| 02:32:36 | raptor | huh |
| 02:32:53 | raptor | well, maybe i should go unitialized value hunting... eclipse catches those |
| 02:34:17 | Fordcars | euh, no music in 18a? |
| 02:35:17 | raptor | same music |
| 02:35:28 | raptor | 018a isn't out... |
| 02:35:39 | Fordcars | ? |
| 02:35:57 | Fordcars | iamtalkingaboutsourcecode |
| 02:36:06 | kaen | please explain |
| 02:36:09 | kaen | do you get no audio? |
| 02:36:18 | kaen | or just no music? |
| 02:36:20 | Fordcars | just compiled latest build and no music in menu or in game |
| 02:36:25 | Fordcars | there is sound |
| 02:36:29 | Fordcars | wait |
| 02:37:15 | Fordcars | ok there is music in the menu but not in game |
| 02:37:30 | kaen | okay, not my bug |
| 02:37:33 | kaen | :) |
| 02:37:45 | bobdaduck | You're probably just missing the audio files in general |
| 02:37:49 | bobdaduck | check your exe folder? |
| 02:38:24 | | Platskies has joined |
| 02:38:47 | Fordcars | but why? ok checking |
| 02:39:00 | SolumnMushroom | People were playing mind games with me in the in-game lobby chat. XD |
| 02:39:13 | bobdaduck | how so? |
| 02:39:24 | SolumnMushroom | I have a screenshot |
| 02:39:39 | SolumnMushroom | In 1024 x 600 |
| 02:39:42 | raptor | Fordcars: mac or windows? |
| 02:40:00 | Fordcars | Raptor: you know my computer... PPC |
| 02:40:08 | raptor | ahh... hmmm |
| 02:40:09 | Fordcars | ok so I have all music files |
| 02:40:13 | Fordcars | in resources |
| 02:40:15 | Fordcars | :P |
| 02:40:30 | raptor | menu music, but no in-game music? |
| 02:40:35 | Fordcars | is it /mprevious to change music? |
| 02:40:37 | Fordcars | yes |
| 02:40:42 | raptor | /mprev, yes |
| 02:40:45 | Fordcars | ok |
| 02:40:46 | raptor | and /mnext |
| 02:40:50 | raptor | kaen: it's my bug :( |
| 02:41:11 | raptor | didn't i fix PPC music with an endian bug already? |
| 02:41:46 | raptor | also Fordcars, if you could exit the game, restart, go into a game, then exit |
| 02:41:55 | Fordcars | also, I still have that bug where right-click doesn't works at all in Bitfighter |
| 02:41:56 | Fordcars | ok |
| 02:41:57 | raptor | and check the Console application |
| 02:42:01 | Fordcars | ok |
| 02:42:07 | raptor | Fordcars: what |
| 02:42:17 | raptor | Fordcars: in the editor? or everywhere? |
| 02:42:26 | Fordcars | everywhere |
| 02:42:29 | raptor | what |
| 02:42:55 | Fordcars | remeber I had that bug for the source code of 18? |
| 02:43:06 | raptor | vaguely... i bet that would be an SDL problem on PPC |
| 02:44:42 | Fordcars | my computer is infected |
| 02:44:53 | Fordcars | with Logitech |
| 02:45:10 | raptor | so is that a system-wide problem? |
| 02:45:21 | Fordcars | an app that I installed years ago and has been eating my cpu power for years 0.o |
| 02:45:26 | Fordcars | euh wait |
| 02:45:34 | bobdaduck | solumnMushroom: Send me the screenshot in forum PM? |
| 02:45:43 | SolumnMushroom | Can do |
| 02:47:13 | Fordcars | why doesn't Bitfighter show in Console |
| 02:47:46 | raptor | you might need to exit first |
| 02:47:51 | raptor | Console is dumb that way |
| 02:48:05 | Fordcars | I exited and re-oipened it 2 times |
| 02:48:06 | raptor | exit Bitfighter, i mean, then all the logging is slurpped in |
| 02:48:40 | Fordcars | yes that is what I did |
| 02:48:49 | Fordcars | well I did it from Xcode |
| 02:48:54 | raptor | maybe... are you running... ah ha! |
| 02:48:59 | raptor | then xcode is eating it up |
| 02:49:02 | Fordcars | ok |
| 02:49:09 | raptor | it's in the xcode console somewhere... |
| 02:49:11 | SolumnMushroom | bobdaduck: Check your inbox |
| 02:49:12 | raptor | or gdb |
| 02:49:17 | Fordcars | so I go in Bitfighter folder, then, debug? |
| 02:51:45 | Fordcars | 09/02/13 9:50:35 PM [0x0-0x187187].com.apple.Xcode[7078] Xcode(7078,0xf0103000) malloc: free_garbage: garbage ptr = 0x36d04d0, has non-zero refcount = 1 |
| 02:51:57 | Fordcars | that's all I get from Xcode |
| 02:52:04 | raptor | hmmm |
| 02:52:07 | raptor | ok, fine |
| 02:52:11 | raptor | i'll boot up my mac |
| 02:52:14 | Fordcars | ok |
| 02:54:15 | raptor | so two bugs... music and right-click?? |
| 02:55:24 | Fordcars | yeah |
| 02:55:44 | Nothing_Much | question, is the lua bug fixed or still pending? |
| 02:56:16 | bobdaduck | I think what we did was we reverted to working lua |
| 02:56:24 | bobdaduck | and then vowed never to touch it again |
| 02:56:57 | Fordcars | but, I installed a Preference Pane for Logitech Control Center years ago, and I just found out that each 5 seconds or so, Logitech Control Center shows a bunch of crap in console |
| 02:57:16 | SolumnMushroom | bobdaduck: Did you get the pic? |
| 02:57:24 | bobdaduck | Yeah I did |
| 02:57:30 | bobdaduck | xD |
| 02:58:16 | bobdaduck | hm I'ma head out |
| 02:58:26 | SolumnMushroom | I think it should go on the front page or in some screenshot area |
| 02:58:40 | Fordcars | what is it? |
| 02:58:41 | bobdaduck | Screenshots are mostly action stuff |
| 02:58:51 | bobdaduck | or at least I should hope they are xD |
| 02:58:55 | | bobdaduck Quit (Quit: Page closed) |
| 03:01:06 | raptor | Nothing_Much: pending, sadly, even after reverting to an older revision, it crops up.. |
| 03:01:17 | raptor | Fordcars: ok booted (i had to step a way for a bit..) |
| 03:01:35 | Fordcars | sure |
| 03:03:53 | SolumnMushroom | I could not have found this game at a better time. I have 3-day weekends this weekend and next. Woo! |
| 03:04:10 | raptor | building.. |
| 03:04:15 | raptor | slowly... |
| 03:05:06 | raptor | kaen: if you're around, would you mind joining my barfalot server |
| 03:05:19 | raptor | i want to see if the bots still crash (they only do so when someone else connects) |
| 03:07:44 | Fordcars | found a bug! another :/ |
| 03:08:07 | raptor | ok music works |
| 03:08:23 | Fordcars | when you are in the shockwave of a spy bug, you don't move even if it's you that shoots the spy bug. Others moved when I didn'T |
| 03:08:37 | raptor | right-click works.. |
| 03:08:46 | raptor | Fordcars: did you update to the most current release? |
| 03:08:53 | raptor | because i fixed that last week or so |
| 03:09:25 | raptor | you might want to also do a clean compile |
| 03:09:41 | Fordcars | I just hg pulled and even reverted my clone |
| 03:10:02 | Fordcars | but whyyyyyyyyy me :,( |
| 03:10:17 | Fordcars | clean cmpile, ok |
| 03:10:24 | amgine1234567890 | raptro did you gfixed hte team rabbit screo bug |
| 03:10:51 | raptor | amgine1234567890: yes, i think sam686 did a while ago |
| 03:11:04 | raptor | and someone said so in the forums |
| 03:11:51 | amgine1234567890 | btw on my version normal hosting works the bug only occurs whne i use a Dedicated server.... |
| 03:11:58 | Fordcars | ok cleaning |
| 03:11:59 | amgine1234567890 | the ctf problem |
| 03:12:34 | Fordcars | 09/02/13 10:12:31 PM Xcode[7078] warning: ignoring operator ':rfc1034identifier' on 'libtomcrypt' for macro 'PRODUCT_NAME' |
| 03:12:51 | raptor | that's ok, just a warning, right? |
| 03:13:00 | Fordcars | yeah, sorry |
| 03:15:21 | Fordcars | *clean compiling* |
| 03:15:50 | raptor | Fordcars: do you use command line for mercurial? |
| 03:15:54 | Fordcars | yes |
| 03:16:04 | raptor | can you output what 'hg sum' says? |
| 03:16:31 | Fordcars | yes..... here? |
| 03:16:41 | raptor | you can use http://pastie.org |
| 03:16:49 | Fordcars | parent: 6691:ac7f947b49f8 tip |
| 03:16:49 | Fordcars | Fix loads of memory errors with this one initialization |
| 03:16:49 | Fordcars | branch: default |
| 03:16:49 | Fordcars | commit: 691 unknown (clean) |
| 03:16:49 | Fordcars | update: 3 new changesets, 2 branch heads (merge) |
| 03:17:06 | raptor | ok, you're as new as can be :) |
| 03:17:09 | Fordcars | hehe |
| 03:17:31 | Fordcars | Compiling 15 of 131 source files... |
| 03:18:20 | raptor | perfect! |
| 03:19:38 | Fordcars | hehe |
| 03:23:01 | Fordcars | Compiling 70 of 131 source files... |
| 03:24:49 | Fordcars | 30 files to go... |
| 03:26:00 | Fordcars | 5 files to go |
| 03:26:03 | Fordcars | 3 |
| 03:26:05 | Fordcars | 2 |
| 03:26:13 | Fordcars | 1 |
| 03:26:15 | Fordcars | 0 |
| 03:26:26 | Fordcars | YAY |
| 03:26:26 | Fordcars | hehe |
| 03:26:44 | Fordcars | WHAT THE |
| 03:26:51 | Fordcars | Right-click and music works?!? |
| 03:26:54 | Fordcars | lol |
| 03:27:01 | raptor | YES! |
| 03:27:19 | Fordcars | wow! |
| 03:27:25 | raptor | it's because your IDE did quite compile everything from before... |
| 03:27:29 | Fordcars | Well thanks, raptor! |
| 03:27:35 | Fordcars | yeah |
| 03:27:36 | raptor | it's not as smart as we'd like to think it is... |
| 03:27:40 | raptor | sure :) |
| 03:27:43 | Fordcars | haha |
| 03:27:50 | raptor | in fact... i'm mostly glad i didn't have to fix anything.. |
| 03:27:55 | Fordcars | yeah |
| 03:28:46 | raptor | :) |
| 03:29:10 | amgine1234567890 | raptor here is a idea have a preicluedd dedicate a server folder in hte nedxt build |
| 03:29:24 | Fordcars | ? |
| 03:29:33 | amgine1234567890 | pre included |
| 03:29:56 | Fordcars | Yes I know, but what would there be inside this folder? |
| 03:30:45 | raptor | there is a non-apparent benefit to not including dedicated servers |
| 03:31:11 | raptor | and that is that the level/knowledge required to set one up is a good barrier to entry |
| 03:31:40 | Fordcars | Well a dedicated server isn't hard to do |
| 03:31:49 | raptor | with that said... ^^ |
| 03:31:51 | raptor | :) |
| 03:32:10 | raptor | yay, shut down my mac |
| 03:32:19 | | raptor feels the stress flow away already |
| 03:32:27 | Fordcars | lol |
| 03:32:34 | Fordcars | back on Linux? |
| 03:39:55 | SolumnMushroom | On my computer, I have Windows XP SP3 and Ubuntu 12.10. I don't use Ubuntu as often as I'd like because it's super slow |
| 03:40:08 | SolumnMushroom | Not like Windows is any better... |
| 03:40:18 | Fordcars | You can use Debian if you want |
| 03:40:43 | SolumnMushroom | I'm concidering Fedora |
| 03:41:13 | Fordcars | I have Mac os X 10.5, a raspberry :P and an old hacked Wii with debian :P |
| 03:41:18 | raptor | openSUSE! |
| 03:41:24 | Fordcars | yay |
| 03:41:29 | raptor | ^^ that's my biased distro of coice |
| 03:41:32 | raptor | choice |
| 03:41:40 | Fordcars | ah ok |
| 03:41:53 | Fordcars | Your on Linux, right raptor? |
| 03:41:56 | raptor | i run windows xp/7 and osx 10.6/10.8 in virtual machines |
| 03:42:00 | raptor | yes Fordcars |
| 03:42:12 | raptor | my mac isn't real, technically |
| 03:42:29 | Fordcars | oh ok yeah a virtual machine |
| 03:42:37 | Platskies | You should get an actual Mac :) |
| 03:42:49 | Platskies | I recommend it |
| 03:42:51 | Fordcars | but? Your on Linux but you run Windows? |
| 03:42:51 | SolumnMushroom | I have an HP Mini 110-3130nr with WinXP and Ubuntu 12.10 and an iBook G4 with 10.5.8. And a Wii that still has it's firmware. |
| 03:43:11 | raptor | hi Platskies |
| 03:43:21 | Fordcars | YES! MUSHROOM! I LOVE YOU! I AM NOT ALONE ON PPC! |
| 03:43:27 | raptor | where'd you come from? and... welcome to Bitfighter! |
| 03:43:27 | SolumnMushroom | He runs it when he has to Fordcars |
| 03:43:35 | Fordcars | oh ok |
| 03:43:53 | Platskies | raptor: A friend told me about the game |
| 03:43:59 | Fordcars | nice |
| 03:44:04 | raptor | great! |
| 03:44:11 | Platskies | "X10" if you've seen him around |
| 03:44:29 | raptor | oh yeah, he stopped by a while back |
| 03:44:29 | Fordcars | Have you played the game yet? Oh yeah, I saw X10 once |
| 03:44:52 | Platskies | Yeah I have a few times… only problem is my internet |
| 03:45:04 | Fordcars | what's wrong? |
| 03:45:13 | Fordcars | It's slow? |
| 03:45:15 | Platskies | I live in Australia |
| 03:45:18 | Fordcars | oh |
| 03:45:20 | Platskies | That's the problem :P |
| 03:45:28 | Fordcars | You can host a server if you want |
| 03:45:46 | Platskies | My actual speed (1.5 Mbps) wouldn't be good enough |
| 03:45:58 | Fordcars | I think there is 1 player in australia |
| 03:46:12 | Fordcars | 1.5 Mbps! I only have 1mbps |
| 03:46:34 | SolumnMushroom | I have 300 Kb/s |
| 03:46:44 | SolumnMushroom | On average |
| 03:47:00 | raptor | i've actually seen a number of players in austrailia |
| 03:47:08 | Fordcars | yeah |
| 03:47:08 | raptor | all of them had one wish |
| 03:47:12 | raptor | to have a local server |
| 03:47:22 | Fordcars | hehe |
| 03:47:54 | Platskies | heh, yep! ;) |
| 03:50:22 | SolumnMushroom | Going to play on my iBook now |
| 03:50:54 | Fordcars | ok |
| 03:50:54 | Platskies | I'm surprised there's people on PPC here, nice! |
| 03:50:57 | SolumnMushroom | Keeping the Mini up for IRC |
| 03:51:03 | Fordcars | I only have PPC! |
| 03:51:11 | SolumnMushroom | Same here |
| 03:51:22 | Fordcars | Yeah Mushroom :D |
| 03:51:28 | SolumnMushroom | and a Windows machine, but who cares |
| 03:51:33 | Fordcars | Yeah Mushroom :D |
| 03:51:34 | Platskies | We have like one PPC Mac now, everything else intel |
| 03:51:58 | SolumnMushroom | We here only have one intel mac |
| 03:52:28 | SolumnMushroom | Every other mac is PPC |
| 03:52:33 | Fordcars | Yeah Mushroom :D |
| 03:52:53 | raptor | i maintain the PPC mac build just for Fordcars and (I think) Little_Apple |
| 03:53:03 | Fordcars | really |
| 03:53:04 | raptor | so i try to ignore them as much as possible... |
| 03:53:09 | raptor | :) |
| 03:53:16 | Fordcars | Why do I sudently feel really guilty? |
| 03:53:20 | raptor | haha, no |
| 03:53:37 | raptor | there were other players before, too; but i think you two might be only ones left |
| 03:53:42 | SolumnMushroom | It is at this point that I thank every developer for keeping a universal build of Bitfighter |
| 03:53:49 | raptor | also the work is minimal so don't feel guilty |
| 03:53:52 | Fordcars | Well Mushroom is PPC |
| 03:53:57 | raptor | sweet! |
| 03:54:15 | raptor | thanks SolumnMushroom |
| 03:54:24 | Fordcars | Yeah Mushroom :D |
| 03:55:13 | amgine1234567890 | is sam here? |
| 03:55:30 | raptor | sam686 is usually here in spirit |
| 03:55:44 | Fordcars | :P |
| 03:56:07 | sam686 | hi |
| 03:56:21 | raptor | hi sam686 |
| 03:56:33 | amgine1234567890 | lol i said the magicv words XD |
| 03:56:38 | raptor | FYI, kaen and I couldn't get your Worm to not crash the test object suite |
| 03:56:41 | SolumnMushroom | Greetings sam |
| 03:58:00 | amgine1234567890 | ah so the worm is still in devolopment? |
| 04:01:41 | raptor | sam686 or kaen, I get this weird eclipse error: http://sam6.25u.com/upload/2snapshot23.png |
| 04:01:51 | raptor | would either of you have any idea what causes it? |
| 04:06:09 | Fordcars | It seems to be an invalid overload of "GENERATE_LUA_METHODS_TABLE (Ship, LUA_METHODS)" |
| 04:06:24 | Fordcars | your welcome :) |
| 04:09:59 | amgine1234567890 | will the worm fnially be in the next update |
| 04:10:11 | raptor | no |
| 04:10:33 | SolumnMushroom | I think I found a bug |
| 04:10:38 | amgine1234567890 | will it be out by version 18b or 19 i hope so...... |
| 04:10:45 | raptor | probably not |
| 04:10:50 | raptor | SolumnMushroom: which? |
| 04:11:43 | SolumnMushroom | When a player disconnects with a flag, the flag dissapears. At least that's what just happened to me |
| 04:12:05 | raptor | does it go back to the starting point? |
| 04:12:05 | amgine1234567890 | yes ive had that hepped befoe also |
| 04:12:15 | amgine1234567890 | ty for remiding me |
| 04:12:15 | SolumnMushroom | No |
| 04:12:22 | raptor | which game type? |
| 04:12:29 | SolumnMushroom | CTF |
| 04:12:42 | raptor | yikes, that has potential to be a problem... |
| 04:16:01 | Fordcars | yes, it does |
| 04:18:01 | Platskies | Hmm I'm trying to compile the game using the source archive at bitfighter.org (not mercurial) using Xcode 4 |
| 04:18:20 | Platskies | I get a linker error that "alure_init_modplug()" wasn't defined |
| 04:18:46 | Fordcars | can you post the whole error? |
| 04:18:56 | Platskies | I installed SDL.framework (pretty sure 1.2) |
| 04:18:59 | Platskies | Sure |
| 04:19:16 | raptor | Platskies: our project is in xcode 3 |
| 04:19:29 | raptor | also the frameworks you need are in the lib/ directory in our repository |
| 04:19:32 | Fordcars | yeppydoodleduck |
| 04:19:38 | Platskies | Undefined symbols for architecture x86_64: |
| 04:19:38 | Platskies | "alure_init_modplug()", referenced from: |
| 04:19:38 | Platskies | init_alure() in alure.o |
| 04:19:39 | Platskies | ld: symbol(s) not found for architecture x86_64 |
| 04:19:53 | raptor | actually i think koda or someone may have start an xcode 4 project somewhere.. |
| 04:19:59 | Fordcars | yes |
| 04:20:16 | Platskies | raptor: Oh, so the Bitfighter_xcode4 is work in progress? |
| 04:20:19 | Fordcars | I say the Xcode 4 project somewhere |
| 04:20:22 | Platskies | project |
| 04:20:22 | Fordcars | *saw |
| 04:20:29 | Fordcars | yeah |
| 04:20:49 | Platskies | Okay |
| 04:21:21 | Platskies | I did comment it out before (but I'd assume I wouldn't be able to listen to the module music then) |
| 04:21:29 | raptor | Platskies: correct - i'm technically the main mac maintainer (with koda sort of taking over, hopefully one day) |
| 04:21:46 | Platskies | Ok |
| 04:21:49 | raptor | i haven't really learned xcode 4 yet in my OS X 10.8 VM |
| 04:22:08 | raptor | sorry :( |
| 04:22:11 | Fordcars | I can't run Xcode 4 :P |
| 04:22:17 | Platskies | That's fine, it isn't much different to 3 |
| 04:22:30 | Platskies | Well feature wise |
| 04:22:37 | Fordcars | Plat: you can get Xcode 3 if you want |
| 04:22:55 | Fordcars | is koa |
| 04:23:02 | Fordcars | is koda still around? |
| 04:23:23 | Platskies | I won't bother with 3, heh |
| 04:23:30 | Fordcars | heh |
| 04:23:38 | Platskies | It's legacy to me :p |
| 04:23:47 | SolumnMushroom | Created my HTF map |
| 04:23:48 | Platskies | (Sorry) |
| 04:23:52 | raptor | koda is in italy, so probably fast asleep |
| 04:24:04 | raptor | Platskies: do you know programming? |
| 04:24:06 | Fordcars | ok |
| 04:24:33 | Platskies | Objective-C |
| 04:24:40 | Fordcars | NICE |
| 04:24:52 | Platskies | I noticed a bit of C++, I don't know much though |
| 04:24:58 | Platskies | a lot* |
| 04:25:11 | raptor | yeah it's like 95% c++ |
| 04:25:17 | Fordcars | Objective-c is useful for iOs developpement |
| 04:25:32 | Platskies | and Mac :) |
| 04:25:33 | raptor | with a smattering of C, Obj-c, Lua |
| 04:25:45 | Fordcars | hehe |
| 04:26:11 | Platskies | I thought I could polish the window resizing a bit, but it seems abstracted away by SDL |
| 04:26:24 | raptor | Platskies: yeah, SDL2 handles it |
| 04:26:41 | raptor | we could probably use some menu work... |
| 04:27:16 | Platskies | if the game's window is a Cocoa window I could probably hack around it to do what I want, but I hate doing that :( |
| 04:27:16 | raptor | i'll be honest and say i am *not* an Apple developer, I just happened to figure enough out to maintain the Mac port |
| 04:27:19 | Fordcars | Adding menus in Bitfighter takes ages |
| 04:27:41 | raptor | Platskies: it is a cocoa window with an opengl context, but that's all done in SDL2 |
| 04:27:53 | Fordcars | Well Mac is simular to Linux |
| 04:28:22 | amgine1234567890 | could you remove the login screen and put a login and logout fuction to the main menu? |
| 04:28:23 | raptor | it is simliar if you rip out the entire GUI :) |
| 04:28:26 | Platskies | raptor: alright |
| 04:28:35 | raptor | amgine1234567890: that is one of our goals for 019 |
| 04:28:39 | amgine1234567890 | it seems loike it would be more efficent that way |
| 04:28:48 | raptor | i already did the prelimary work for that... |
| 04:28:57 | amgine1234567890 | good to know |
| 04:29:04 | amgine1234567890 | GJ :) |
| 04:29:12 | raptor | thanks! |
| 04:29:35 | Platskies | It'd be nice if the entire game's interface was in Cocoa, but that'd be a lot of work to create some sort of wrapper into how you currently do the UI |
| 04:29:40 | Platskies | :) |
| 04:29:56 | Platskies | (just my personal opinion, hehe) |
| 04:31:11 | Platskies | although there's the benefit of being native, I don't know how practically helpful it'd be |
| 04:31:25 | Fordcars | WOW I just made the BEST Bitfighter build |
| 04:31:39 | raptor | Platskies: it is possible to override the SDL cocoa window, however writing an entire new UI would be a massive job (and only benefit Apple OSes) |
| 04:32:35 | Platskies | Maybe I shouldn't worry then |
| 04:32:59 | Platskies | if it's hacky |
| 04:33:01 | | BFLogBot Commit: dd3f761ed7c9 | Author: buckyballreaction | Message: Fix almost any and all possible initialization problems (save a few in some UI classes). Yes, this was tedious |
| 04:33:14 | raptor | it's hacky, yes... we've tried to be as cross-platform as possible |
| 04:33:30 | raptor | but sadly it does sacrifice some niceness in each OS.. |
| 04:33:37 | Fordcars | Yeah |
| 04:33:45 | raptor | well except linux.. there's not really 'niceness' in linux.. |
| 04:33:52 | Fordcars | haha |
| 04:34:02 | SolumnMushroom | Nexus map created |
| 04:34:04 | amgine1234567890 | are most of the in game mneus in C++ as well |
| 04:34:20 | raptor | the entire in-game UI is custom built in c++, yes |
| 04:34:28 | Fordcars | I once tried making Bitfighter 3D sterioscopic |
| 04:34:44 | amgine1234567890 | sams already done that |
| 04:34:45 | raptor | Fordcars: do you have a recent compile? |
| 04:34:53 | raptor | (and can you do a favor for me?) |
| 04:34:57 | Fordcars | yes, |
| 04:35:06 | Fordcars | i can |
| 04:35:24 | raptor | ok, i'm almost finished compiling a server that i'm using to test a bot crash |
| 04:35:28 | Fordcars | ok |
| 04:35:36 | raptor | all i need you to do is connect and wait for a minute or two with me... |
| 04:35:47 | Fordcars | oh |
| 04:35:54 | raptor | can you do that? |
| 04:35:56 | Fordcars | well I am kinda compiling right now |
| 04:36:07 | Fordcars | wait |
| 04:36:34 | raptor | ok, whenever, if you can (and if it's one of the latest revisions) |
| 04:36:45 | Fordcars | yes |
| 04:36:56 | SolumnMushroom | Making a Rabbit map now |
| 04:37:04 | raptor | SolumnMushroom: we need more good rabbit maps |
| 04:37:15 | Fordcars | ok I have the latest code |
| 04:37:28 | raptor | we have lots of maps, especially on sam686's server, but good rabbit ones are difficult |
| 04:37:30 | Fordcars | Compiling 1 of 91 source files... |
| 04:37:33 | raptor | ha |
| 04:37:37 | Fordcars | *96 |
| 04:37:39 | Fordcars | yay |
| 04:39:47 | Fordcars | I reverted my clone and got the latest and did a Clean Compile |
| 04:39:59 | Fordcars | *still compiling* |
| 04:40:17 | raptor | yeah... takes a while |
| 04:40:52 | Fordcars | ok, I am in the main part of compiling, 3 of 131 source files |
| 04:41:47 | raptor | Fordcars: are you compiling a debug build? |
| 04:41:56 | Fordcars | yeah... |
| 04:41:59 | SolumnMushroom | Almost done |
| 04:42:00 | raptor | ok good |
| 04:42:03 | Fordcars | ok |
| 04:42:11 | Fordcars | phew |
| 04:42:31 | raptor | otherwise the build would take a *lot* longer |
| 04:42:35 | Fordcars | ok |
| 04:42:39 | raptor | like 3-4 times... |
| 04:42:47 | Fordcars | wow |
| 04:42:55 | SolumnMushroom | Done! |
| 04:42:57 | Fordcars | 100 files to go |
| 04:43:27 | Fordcars | Nice 'shroom |
| 04:43:30 | Fordcars | :P |
| 04:46:12 | Fordcars | 60 files to go |
| 04:50:44 | raptor | almost! |
| 04:52:19 | Fordcars | YES |
| 04:52:19 | Fordcars | nice |
| 04:52:23 | Fordcars | compiled |
| 04:53:12 | Fordcars | I am coming in |
| 04:53:20 | raptor | ok, it's 69.169... |
| 04:53:27 | raptor | password 'test' |
| 04:53:30 | raptor | no 'crash' |
| 04:53:33 | raptor | one of those.. |
| 04:53:39 | Fordcars | ok |
| 04:54:17 | raptor | i lied |
| 04:54:20 | SolumnMushroom | All new maps are uploaded |
| 04:54:24 | raptor | it's '018a' |
| 04:54:27 | Fordcars | lol ok |
| 04:58:49 | SolumnMushroom | That caused some framerate issues |
| 04:59:00 | raptor | haha, i bet |
| 04:59:02 | Fordcars | yeah, client side but that's normal |
| 04:59:10 | raptor | so many networked objects... |
| 04:59:14 | Fordcars | yeah |
| 04:59:22 | SolumnMushroom | SO MANY PARTICLES!!! |
| 04:59:37 | Fordcars | WHOA I WAS GONNA SAY THAT! |
| 04:59:37 | Fordcars | lol |
| 05:00:25 | Fordcars | I am playing ZAP right now |
| 05:00:59 | Platskies | Is there an option to turn off (or just minimize) the number of explosion particles? That'd be a nice way to focus on the game |
| 05:01:43 | raptor | Platskies: let me check... |
| 05:01:50 | Fordcars | Man whats that famous website that says how to port foward again |
| 05:01:50 | Platskies | For me anyway |
| 05:02:01 | Platskies | portforward.com? |
| 05:02:12 | Platskies | Lol |
| 05:02:14 | Fordcars | www.portfoward.com |
| 05:02:30 | Platskies | foRward! |
| 05:02:37 | raptor | ha |
| 05:02:42 | Platskies | ;) |
| 05:03:03 | Fordcars | OH sorry |
| 05:03:08 | Fordcars | lol |
| 05:03:25 | raptor | Platskies: looks like not, but you can see other effects in the [Effects] section of the bitfighter.ini |
| 05:03:28 | Fordcars | portfoid.com |
| 05:03:35 | raptor | (make sure to have the game running when editing that) |
| 05:04:33 | SolumnMushroom | Did anyone try my new maps? |
| 05:04:41 | Fordcars | where is it |
| 05:05:01 | SolumnMushroom | On the forum |
| 05:05:11 | Fordcars | I didn't try it yet :/ |
| 05:05:17 | Platskies | raptor: OK thanks |
| 05:05:59 | Fordcars | /linewidth is a fun command |
| 05:06:32 | SolumnMushroom | I'm going to go offline soon. It's 9 PM and I want some sleep |
| 05:06:50 | Fordcars | ok |
| 05:07:01 | SolumnMushroom | :yawn: |
| 05:07:13 | raptor | PST? |
| 05:07:20 | SolumnMushroom | Yup |
| 05:07:20 | raptor | it's 10pm here |
| 05:07:24 | raptor | cool |
| 05:07:27 | Fordcars | it's 12 here |
| 05:07:38 | Fordcars | midnight |
| 05:07:45 | Platskies | 4 PM here |
| 05:08:15 | amgine1234567890 | im going to make the 18 S_bot become massivly strong |
| 05:08:30 | amgine1234567890 | ill call it GOD_BOT |
| 05:08:41 | SolumnMushroom | One of my goals is to have a computer that can open any file |
| 05:08:52 | amgine1234567890 | its called 7 zip |
| 05:08:57 | SolumnMushroom | XD |
| 05:09:26 | SolumnMushroom | Does it work for executing a .app file? |
| 05:10:28 | Platskies | raptor: Where's bitfighter.ini on OS X :( Sorry |
| 05:10:35 | SolumnMushroom | Basicly, I want to triple-boot my computer |
| 05:10:48 | raptor | Platskies: look in your home folder / Library/Application Settings/Bitfighter |
| 05:10:51 | raptor | (I think) |
| 05:10:57 | amgine1234567890 | just saw this LOL --logprint("He's dead, Jim.") (in the bot code) |
| 05:11:00 | Platskies | Oh, I checked Preferences |
| 05:11:12 | Platskies | Forgot Application Support :/ |
| 05:11:15 | amgine1234567890 | lol i wonder if im the only one who gets the joke |
| 05:11:23 | raptor | Apple might hide the Application Support folder on newest OSX, i can't remember how to show it |
| 05:11:32 | Fordcars | Platskies: Isn't it in Bitfighter----Contents or ApplicationData |
| 05:11:41 | SolumnMushroom | Platskies: Check /Users/<username here>/Library/Application Support/Bitfighter |
| 05:11:50 | Platskies | it's in ~/LibraryApplication Support/Bitfighter |
| 05:11:50 | Fordcars | yep |
| 05:11:52 | Platskies | Yes |
| 05:11:56 | Fordcars | hehe |
| 05:12:13 | Fordcars | raptor: can you join the server Bitway 2 secounds? |
| 05:12:13 | amgine1234567890 | am i the only one who gets teh joke or am i being ignored. |
| 05:12:24 | raptor | k |
| 05:12:35 | raptor | amgine1234567890: i get it (but was focused elswhere) :) |
| 05:12:38 | Fordcars | oh wait |
| 05:12:51 | Platskies | Thanks… I thought the game's preferences would be in Preferences… |
| 05:12:53 | raptor | Fordcars: where are you? |
| 05:12:55 | Platskies | :) |
| 05:13:10 | raptor | Platskies: which preferences? |
| 05:13:30 | Fordcars | wait raptor! |
| 05:13:30 | Platskies | By "preferences" I mean what's in bitfighter.ini |
| 05:14:14 | raptor | ah ok |
| 05:14:43 | SolumnMushroom | Goodnight all. ;) |
| 05:15:01 | raptor | night! |
| 05:15:02 | | SolumnMushroom Quit (Quit: Leaving) |
| 05:15:05 | Fordcars | Goodnight! |
| 05:15:06 | Fordcars | later |
| 05:15:22 | Fordcars | oh man |
| 05:15:36 | amgine1234567890 | hmm need a bit of help with my bot improvments..... |
| 05:15:42 | Fordcars | sorry raptor, I have to compile 50 files again :/ |
| 05:15:49 | raptor | no problem |
| 05:16:36 | amgine1234567890 | trying to create fuction for nexus so the bot only returns flags if it only has the most flags and the nexus is open but how would i get the bot to get the oppenets flag coutns..... |
| 05:17:13 | raptor | hmm... you'd have to do a bot:findGlobalItems(ShipType) |
| 05:17:32 | raptor | and put it in an array, then iterate over the array and for each one check the flag count |
| 05:18:02 | amgine1234567890 | ok but maybe i shouldnt make hte bot unbeatable....... XD |
| 05:21:05 | Fordcars | Nice! I am done compiling |
| 05:21:14 | Fordcars | So raptor, can you join? |
| 05:21:59 | raptor | ok |
| 05:22:19 | raptor | invalid packet, connection terminated |
| 05:22:21 | Fordcars | did it kick you out? |
| 05:22:24 | Fordcars | ok yeah |
| 05:22:29 | raptor | my guess is you're playing with weapons/modules? |
| 05:22:31 | raptor | :) |
| 05:22:34 | Fordcars | hehe |
| 05:22:45 | Fordcars | I was trying out Weaponinfo.h |
| 05:22:53 | Fordcars | and modified it :P |
| 05:24:04 | Fordcars | Wow seeker is AMAZING now |
| 05:24:28 | amgine1234567890 | raptro is iut me or does boucer need to be buffered it seems to weak |
| 05:24:36 | amgine1234567890 | now |
| 05:25:10 | raptor | amgine1234567890: yes, i agree - we're planning minor balance changes in 019 |
| 05:25:14 | Fordcars | Translation: raptor is it me or does bouncer need to be buffered, it seems to weak :P |
| 05:25:25 | raptor | 019! |
| 05:25:41 | amgine1234567890 | hooray for 19 ^_^ |
| 05:25:42 | raptor | but very, very, very (did i say 'very' enough yet?) very, very minor changes |
| 05:25:51 | raptor | because... balancing is really hard |
| 05:26:00 | raptor | but we do need to start |
| 05:26:25 | amgine1234567890 | onemroe minor chage that would be really easy lower the pitch of the seeker explosin sound by 1 octave so its different from burst |
| 05:27:05 | amgine1234567890 | neverm ind forget iI said that you have enough to to for now..... |
| 05:29:24 | amgine1234567890 | btw i jsut want to congratuialte you on all your hard work BF has improved maasivly over BF and i hope it will explode into sucess.... |
| 05:30:35 | Fordcars | yeah me too I would say the same |
| 05:31:38 | amgine1234567890 | hmm trying to fgure out why this section of lua the section seems to be declared twice..... |
| 05:35:21 | raptor | so i've notice that the forums + IRC have been a lot more busy lately |
| 05:35:32 | Fordcars | me too! |
| 05:35:33 | raptor | i wonder why? is everyone fed up with school aready? |
| 05:35:39 | Fordcars | well duh |
| 05:35:50 | | amgine1234567890 Quit (Quit: Page closed) |
| 05:36:20 | | amgine1234567890 has joined |
| 05:36:33 | Fordcars | well we are getting lots of new players and even some "programmers", but also some people that have played Bitfighter in the past are coming to play again |
| 05:36:34 | amgine1234567890 | hmm ship should be decalred as local varibels if hte ship cant see the target it wont attack it.... |
| 05:36:39 | amgine1234567890 | global |
| 05:40:18 | amgine1234567890 | things i will atempt to do to the bots 1. make bots only return flags to the nexus if it has the most flags and the nexus is open 2. make ships and flags declared as gobal vbarbiles so ships always know where thery are if they are not in sight. |
| 05:40:50 | amgine1234567890 | and 3 . make the bot flicker the sehild so it lasts longer. |
| 05:42:05 | amgine1234567890 | goos now bots target spybugs..... |
| 05:46:06 | | Nothing_Much Quit (Quit: Leaving) |
| 05:47:26 | amgine1234567890 | hm............. |
| 05:48:43 | amgine1234567890 | wonder what would happen if i gave bots a default of armor....... |
| 05:51:43 | amgine1234567890 | alas i gtg |
| 05:51:50 | Fordcars | ok |
| 05:51:52 | Fordcars | later |
| 05:52:03 | amgine1234567890 | ill have to think but im tyring to think on how to get bots to target engeneered teles |
| 05:52:07 | raptor | night! |
| 05:52:15 | amgine1234567890 | guess ill sleep on it |
| 05:52:22 | Fordcars | lol ok later! |
| 05:54:40 | amgine1234567890 | night |
| 05:54:44 | | amgine1234567890 Quit (Quit: Page closed) |
| 05:58:17 | raptor | Fordcars: still up? |
| 05:58:29 | Fordcars | ZZZZzzzzzz.... |
| 05:58:38 | Fordcars | *Yawns* |
| 05:58:43 | Fordcars | *Wakes up* |
| 05:58:49 | Fordcars | oh hi! |
| 05:58:50 | raptor | do you have a stable client you can connect with? |
| 05:58:57 | Fordcars | an 018 one? |
| 05:58:59 | raptor | yes |
| 05:59:02 | Fordcars | yep |
| 05:59:37 | raptor | could you connect to me server and do the same things as before (wait out the bot crashes?) |
| 05:59:55 | Fordcars | ok |
| 06:00:10 | raptor | 69.169... |
| 06:00:27 | raptor | password 018a |
| 06:00:32 | Fordcars | ok |
| 06:00:55 | Fordcars | ok coming in |
| 06:22:25 | | BFLogBot Commit: 4e40559fde12 | Author: buckyballreaction | Message: Clean up all lua API methods to not overload c++ methods, using the proper methods table macro |
| 06:22:26 | | BFLogBot Commit: 9ebeed94e4c0 | Author: buckyballreaction | Message: Fix minor bug in Lua API with RepairItem |
| 06:22:34 | raptor | oh man was that tedious |
| 06:22:48 | Fordcars | lol what did you do? |
| 06:23:24 | raptor | a lot of Lua cleanup, hunting a bug |
| 06:23:30 | Fordcars | ah ok |
| 06:38:09 | Fordcars | you still there? |
| 06:38:14 | raptor | hi |
| 06:38:24 | Fordcars | ok, just checking |
| 06:38:54 | raptor | fading fast though... |
| 06:39:03 | Fordcars | yeah, me too |
| 06:39:23 | Fordcars | I was doing a humurous version of Bitfighter :P |
| 06:40:32 | Fordcars | *humorous |
| 06:50:07 | raptor | ok, i'm going to bed |
| 06:50:39 | raptor | good night all! kaen if you're still up, i did loads of Lua clean-up and still no closer to solving the crashing bug |
| 06:50:43 | Platskies | Oh, dang |
| 06:51:03 | raptor | also i noticed that the bug only seems to manifest when there's a second player in the game |
| 06:53:10 | Platskies | Was just gonna ask you…did you write the idle() function in main.cpp? |
| 06:53:25 | raptor | did I? let me look... |
| 06:53:59 | Platskies | I've been curious about how to properly do timing in a game (if I were to do one myself) |
| 06:54:12 | raptor | ah |
| 06:54:14 | raptor | ok |
| 06:54:23 | raptor | no, i didn't write it but i've tweaked it |
| 06:54:34 | Platskies | Ah ok |
| 06:55:10 | raptor | yeah, main idle() loops can be tricky to get right |
| 06:55:27 | Platskies | I've read that the best way uses something called interpolation |
| 06:55:36 | raptor | you basically run them forever, but designate a framerate to slow them down |
| 06:55:38 | Platskies | I'm really grey on that stuff |
| 06:56:13 | Platskies | Can't I just have a loop, and sleep every so often? |
| 06:56:19 | raptor | yes |
| 06:56:28 | Platskies | and that's it |
| 06:56:31 | Platskies | ? |
| 06:56:31 | raptor | but you have to be careful to not hard-code a sleep |
| 06:56:53 | Platskies | How so |
| 06:57:02 | raptor | you have to say something like.. this loop will take no less than 10 ms |
| 06:57:25 | raptor | so you calculate your start time at the top of the loop, then do all the processing (like audio/video/physics) |
| 06:57:32 | raptor | then grab the time again |
| 06:57:32 | Platskies | I know that the sleep timer isn't always accurate |
| 06:57:47 | raptor | it can be accurate with a little care and love :0 |
| 06:57:49 | raptor | :) |
| 06:58:08 | raptor | then you calc your time at the end of the processing and say processing took 5ms |
| 06:58:14 | raptor | then you know to sleep for 5ms |
| 06:58:26 | raptor | if next loop processing takes 4 ms, then you sleep for 6 |
| 06:58:28 | Platskies | Right |
| 06:58:48 | raptor | there are more advanced techniques, but that's the basics, i think |
| 06:58:52 | Platskies | Oh, so that's going to involve some subtraction to get a fixed frame rate |
| 06:58:57 | raptor | yes |
| 06:59:17 | Platskies | So and I bet crazy stuff happens when the processing time is longer than the desired frame rate? |
| 06:59:48 | raptor | well not really... you do have to handle that case, but mostly things are just slower :) |
| 06:59:57 | raptor | that's what will reduce framerate |
| 07:00:10 | Platskies | :) Yep |
| 07:00:17 | sam686 | On bitfighter, the ships and other stuff actaully speeds up to make up for lost time, it can rum 1000 fps or 10 fps and won't cause slow motion.. |
| 07:00:22 | Platskies | I saw a comment in there, something like |
| 07:00:46 | sam686 | hint, /maxfps command in bitfighter can be used.. |
| 07:01:09 | Platskies | static S64 lastTimer = Platform::getHighPrecisionTimerValue(); // accurate, but possible wrong speed when overclocking or underclocking CPU |
| 07:01:17 | Platskies | ^ That whole line is commented out actually |
| 07:01:21 | raptor | oh yeah, we pass in the timeChange the last loop took to make sure perceived speed stays the same everywhere |
| 07:01:42 | sam686 | a few other games only runs at a fixed 30 frames per second, skipping rendering if going slower then it should.. |
| 07:02:42 | Platskies | sam686: I'll play around with /maxfps just to see what it's like |
| 07:04:48 | Platskies | Ah that's nice |
| 07:28:35 | Platskies | I have to go, thunderstorm |
| 07:28:40 | Platskies | bbl |
| 07:28:52 | raptor | night |
| 07:28:58 | raptor | err, later |
| 07:29:04 | Platskies | Heh |
| 07:29:08 | Platskies | OK see ya |
| 07:29:11 | | Platskies Quit () |
| 07:44:56 | | Nothing_Much has joined |
| 08:01:10 | | Platskies has joined |
| 08:01:23 | Fordcars | hi |
| 08:01:28 | raptor | hi |
| 08:01:40 | Fordcars | I am finished my Bitfighter version |
| 08:01:45 | Fordcars | it is AWESOME |
| 08:01:59 | Fordcars | it's a modded Bitfighter |
| 08:02:02 | Platskies | That's awesome |
| 08:02:05 | Platskies | Lol |
| 08:02:19 | Platskies | And hi |
| 08:02:21 | Fordcars | yeah |
| 08:06:18 | Fordcars | lol |
| 08:14:09 | Fordcars | hi |
| 08:14:48 | raptor | hi |
| 08:14:49 | | BFLogBot Commit: 30a594cda64d | Author: buckyballreaction | Message: Fix for bot crashing bug... why does this fix it? Also does it introduce a memory leak? |
| 08:15:40 | Fordcars | really? |
| 08:16:02 | raptor | yes... |
| 08:16:07 | Fordcars | you fixed it? |
| 08:16:13 | raptor | maybe... |
| 08:16:19 | Fordcars | ok |
| 08:16:40 | raptor | seems to be fixed... for now - but since i don't know why, i don't really consider it a fix... |
| 08:16:49 | Fordcars | ok |
| 08:30:55 | Fordcars | getting late :/ |
| 08:31:03 | raptor | yeah... ok good night |
| 08:31:12 | Fordcars | what, you leaving? |
| 08:31:15 | raptor | yes |
| 08:31:30 | raptor | it's 1:30 and my kids wake up early == i'm stupid |
| 08:31:36 | Fordcars | lol |
| 08:31:42 | Fordcars | its 3:30 here |
| 08:31:55 | Platskies | 19:30 here ;) |
| 08:32:01 | Fordcars | lucky :P |
| 08:32:11 | raptor | heh |
| 08:32:15 | raptor | night! |
| 08:32:22 | Fordcars | later! |
| 08:32:40 | | raptor Quit () |
| 08:46:19 | Fordcars | ok guys, getting really late here and I have to go :/ |
| 08:46:53 | Platskies | OK cya! |
| 08:47:01 | Fordcars | later! good night |
| 08:47:02 | | Fordcars Quit (Quit: Leaving) |
| 08:54:29 | | Platskies Quit (Ping timeout: 252 seconds) |
| 08:59:00 | | Platskies has joined |
| 09:24:21 | | Platskies Quit (Remote host closed the connection) |
| 10:12:12 | | Platskies has joined |
| 10:31:43 | | Platskies Quit (Remote host closed the connection) |
| 10:41:39 | | LordDVG has joined |
| 11:07:44 | | Platskies has joined |
| 11:25:57 | | LordDVG Quit (Ping timeout: 256 seconds) |
| 11:42:36 | kaen | <Platskies> I have to go, thunderstorm |
| 11:42:41 | kaen | I like you already, dude |
| 11:43:05 | Platskies | Well, you know... better be safe than sorry! :) |
| 11:43:58 | kaen | erm I might have misinterpreted that :x |
| 11:44:11 | kaen | I thought you were leaving to *watch* the thunderstorm lol |
| 11:44:15 | kaen | which is a hobby of mine... |
| 11:44:35 | Platskies | Oh, well I also misinterpreted you :p |
| 11:45:11 | kaen | yea textual methods of communication \o/ |
| 11:45:58 | Platskies | I thought you might've thought something like "hey, what's the point of turning off in a thunderstorm" |
| 11:46:07 | kaen | oh nope |
| 11:46:36 | kaen | although don't surge protectors... protect... one from that sort of thing? |
| 11:46:50 | kaen | aka "power strips" |
| 11:46:56 | Platskies | Yeah, they should... |
| 11:47:13 | Platskies | And yep I have one too, lol |
| 11:47:52 | kaen | how long have you played bitfighter? |
| 11:48:04 | Platskies | A few days |
| 11:48:09 | Platskies | probably |
| 11:48:10 | kaen | I see you're from AU, I've never seen another player from there |
| 11:48:12 | kaen | it's cool :) |
| 11:48:37 | kaen | (according to your hostname anyway) |
| 11:48:38 | Platskies | I'm interested because I vaguely remember the original game Zap |
| 11:48:46 | Platskies | and liking that |
| 11:48:54 | kaen | oh cool. I never played zap actually |
| 11:49:28 | kaen | I just like to program ^^ |
| 11:49:49 | Platskies | not sure if this is true, but was the Zap source code released as part of the Torque network library? |
| 11:49:54 | kaen | yes |
| 11:50:05 | kaen | and bitfighter uses its code |
| 11:50:11 | kaen | (some of it) |
| 11:50:13 | Platskies | which I guess was open source too? |
| 11:50:17 | kaen | yep |
| 11:50:24 | Platskies | Ah ok |
| 11:50:48 | Platskies | Can the game still be called "Zap", or is it trademarked |
| 11:50:56 | Platskies | :P |
| 11:50:57 | kaen | bitfighter has massive pieces of the core engine rewritten, new features that Garage Games never really dreamed of, etc. |
| 11:51:04 | kaen | that's an interesting question |
| 11:51:10 | kaen | "Zap" is still all over the source |
| 11:51:38 | kaen | I think GG still has a copyright to the name Zap, so I don't think we could actually call it that. |
| 11:51:52 | kaen | although I can't really imagine them suing for damages over a free game |
| 11:52:01 | kaen | but it's better not to walk that line. |
| 11:52:16 | Platskies | Yeah makes sense |
| 11:54:12 | kaen | I'm in the US, but I have a crazy work schedule so I'm usually up overnight... |
| 11:54:34 | Platskies | Maybe you could ask for permission? Personally I prefer Zap over Bitfighter |
| 11:54:40 | kaen | maybe. |
| 11:54:43 | Platskies | that's my opinion though |
| 11:54:46 | kaen | it's not really my game |
| 11:55:15 | kaen | but I don't see Watusimoto changing it :) |
| 11:55:35 | kaen | Especially since he already changed it from Zap the first time |
| 11:55:57 | Platskies | Hmm yeah |
| 11:56:02 | kaen | plus, you don't really zap anything imo |
| 11:56:11 | kaen | although you don't fight bits either |
| 11:56:36 | kaen | its should be called "two dimensional pseudo-newtonian space shooter game" |
| 11:56:37 | Platskies | Bitfighter just reminds me too much of the typical "8-bit genre" |
| 11:56:41 | kaen | yes. |
| 11:56:43 | Platskies | Which it isn't really? |
| 11:56:48 | kaen | yes! |
| 11:57:06 | kaen | you are correct. |
| 11:57:26 | kaen | but still players insist on maintaining the "8bit" or sometimes just "oldschool" art style |
| 11:57:30 | Platskies | (I hope I didn't sound offensive towards the name originally, in case you liked it) |
| 11:57:36 | kaen | not at all :) |
| 11:57:53 | kaen | we're all used to fielding ideas from players |
| 11:58:14 | kaen | most people come in wanting to rewrite it. renaming it is better than usual |
| 11:58:36 | Platskies | Heh wow |
| 11:59:43 | kaen | anyway, I have a secret desire to update the mechanisms bitfighter uses for graphics and stuff while keeping the style (rather than execution) sort of retro |
| 11:59:52 | kaen | but I'm just the FNG here |
| 12:00:09 | kaen | so I mostly squish bugs |
| 12:00:11 | kaen | oh! |
| 12:00:18 | kaen | did you know about the player stats page? |
| 12:00:22 | Platskies | I don't really plan to get involved with developing it somehow... a friend showed me the game and I kinda got a little hooked playing it... :) |
| 12:00:33 | Platskies | Nope not really |
| 12:00:36 | kaen | http://bitfighter.org/stats/stats.php |
| 12:00:46 | kaen | it sucks but it's new. |
| 12:01:00 | kaen | (I made it) |
| 12:01:15 | kaen | well, the web UI anyway |
| 12:01:29 | Platskies | Heh nice |
| 12:01:47 | Platskies | My kill-death ratio is 1:4, heh |
| 12:01:55 | kaen | don't look at the last seen column... |
| 12:01:58 | kaen | it has a timezone problem. |
| 12:02:13 | Platskies | guessing it uses the server's timezone? |
| 12:02:26 | Platskies | Oh actually no |
| 12:02:34 | kaen | ehh it uses JS on the client side to convert a MySQL timestamp to a human readable time |
| 12:02:40 | Platskies | because I was on sometime in the last 12 hours |
| 12:02:47 | kaen | the algo is correct, but the inputs are maladjusted |
| 12:03:06 | kaen | (trying to make it say X minutes ago etc.) |
| 12:03:36 | Platskies | Cool |
| 12:03:44 | kaen | it would be ^^; |
| 12:05:38 | Platskies | :P |
| 12:25:51 | Platskies | Yay, I think my game loop timer's a little more accurate |
| 12:26:30 | kaen | game loop timer? |
| 12:26:41 | Platskies | I'm trying to hit 60 fps - the number of draw calls I made before was 56-57, now it's 58-59 |
| 12:26:54 | Platskies | Yeah this is for something else |
| 12:26:58 | Platskies | not Bitfighter |
| 12:27:00 | kaen | I though so. |
| 12:27:25 | kaen | are you sleeping or spinwaiting? |
| 12:27:33 | Platskies | I'm doing this in Objective-C |
| 12:27:34 | Platskies | sleeping |
| 12:27:42 | Platskies | what's spinwaiting? |
| 12:27:46 | kaen | don't do it |
| 12:28:00 | Platskies | I'm guessing it eats CPU? |
| 12:28:00 | kaen | spin waiting is just a tight loop without sleeping... |
| 12:28:06 | kaen | yes. |
| 12:28:08 | Platskies | Ugh okay |
| 12:28:20 | Platskies | Yeah I don't want my game to burn CPU |
| 12:28:24 | Platskies | I know games that do do it |
| 12:28:26 | kaen | sleeping is better. you're trying to implement vsync it sounds like |
| 12:28:51 | Platskies | Hmm, I just want a fixed frame rate |
| 12:29:01 | kaen | oh alright |
| 12:29:29 | Platskies | I've heard of interpolation and that, but that's a whole another layer of thinking I don't want to worry about :( |
| 12:29:42 | kaen | well, you can only get right on sixty if you have enough CPU and your sleep resolution is small enough |
| 12:29:53 | kaen | are you just using the system sleep? |
| 12:30:34 | Platskies | It should be... it's [NSThread sleepForTimeInterval:] which I heard is basically an obj-c wrapper for sleep() |
| 12:30:35 | kaen | (also, sleep only guarantees you will sleep at *least* that long) |
| 12:31:02 | kaen | I think you want a microsleep type of thing, are you using SDL? |
| 12:31:11 | Platskies | No |
| 12:31:20 | kaen | what graphics lib? |
| 12:31:26 | kaen | does C# just have its own? |
| 12:31:34 | kaen | or, objc |
| 12:31:36 | Platskies | This isn't C# :p |
| 12:31:46 | kaen | sorry... it's 4:30AM here |
| 12:31:47 | Platskies | Yeah basically |
| 12:31:51 | Platskies | It does |
| 12:32:44 | kaen | try "usleep" |
| 12:33:02 | kaen | microsecond sleep |
| 12:33:08 | Platskies | Some more samples… 59, 56, 59 |
| 12:33:48 | Platskies | Well they're not per 1 second exactly |
| 12:33:55 | kaen | oh |
| 12:33:56 | kaen | heh |
| 12:34:05 | Platskies | I think, ugh :S |
| 12:34:27 | kaen | you should report (frameCount/frameDuration) |
| 12:34:42 | kaen | or invert it maybe |
| 12:35:45 | kaen | or measure the time difference between every 60 (or however many) frames |
| 12:37:17 | kaen | if (frameCount % 60 == 0) { lastFrame = getTime(); fps = 60 / (getTime() - lastFrame); } |
| 12:38:00 | Platskies | Hmm this is what I've basically done: |
| 12:38:51 | Platskies | 1 sec |
| 12:38:54 | kaen | k |
| 12:38:59 | kaen | pastie.org :) |
| 12:39:21 | Platskies | Yep I will, just trimming out my comments :P |
| 12:41:58 | Platskies | https://gist.github.com/anonymous/9da77f8bc3be2413fd38 |
| 12:42:05 | Platskies | (or gist) |
| 12:42:28 | Platskies | Basically I just accumulate time after each sleep |
| 12:42:52 | Platskies | Then when I have accumulated enough that's over or equal to the framerate, I reset it and update the game |
| 12:43:37 | kaen | okay, so I've never written objc before |
| 12:43:39 | kaen | but |
| 12:43:52 | kaen | in regular C, passing a float to sleep like that would get it cast to an int |
| 12:43:54 | Platskies | that's not objc |
| 12:44:00 | kaen | okay |
| 12:44:08 | Platskies | Basically my psuedocode type of C :p |
| 12:44:29 | Platskies | Yeah sorry, all the floats are in seconds |
| 12:44:38 | Platskies | well |
| 12:44:49 | Platskies | I should've wrote the type, oops |
| 12:45:21 | kaen | anyway, it'll be cast to an int (unless they provide a new sig for sleep) |
| 12:45:28 | kaen | so you're calling sleep(0) |
| 12:45:33 | kaen | and sleep has a bad resolution |
| 12:45:39 | kaen | like I said, try using usleep |
| 12:45:45 | Platskies | I'm not actually calling C's sleep in my code |
| 12:45:46 | kaen | and convert your parameter into microseconds |
| 12:45:54 | kaen | indirectly |
| 12:45:54 | Platskies | I just wrote it like that to simplify it |
| 12:45:57 | kaen | that call calls sleep |
| 12:46:01 | kaen | which is a system call |
| 12:46:16 | kaen | any programming language that sleeps uses the sleep sys call and behaves identically |
| 12:46:58 | kaen | the [NSThread sleepForTimeInterval:] thing |
| 12:47:00 | kaen | I looked it up. |
| 12:47:59 | Platskies | OK, I'll try usleep() then |
| 12:48:35 | Platskies | Agh, how much is a microsecond |
| 12:48:37 | Platskies | Uhm |
| 12:48:42 | kaen | millionth of a second |
| 12:48:47 | kaen | milliseconds * 1000 |
| 12:48:54 | Platskies | Right ok |
| 12:49:30 | Platskies | I'll try usleep(1000) then |
| 12:49:43 | kaen | sure |
| 12:50:02 | kaen | if you keep lowering it you'll approach 60 |
| 12:50:18 | Platskies | Yep that'd be true |
| 12:50:29 | Platskies | I should watch the CPU usage too |
| 12:50:32 | kaen | I'm sure get the whole idea |
| 12:50:33 | kaen | yes. |
| 12:50:38 | kaen | I'm sure you get* |
| 12:50:45 | Platskies | Yep |
| 12:50:54 | Platskies | Thanks for the help btw! |
| 12:51:01 | Platskies | :) |
| 12:51:21 | kaen | no problem |
| 12:51:26 | kaen | hopefully it was actually help... |
| 12:51:32 | kaen | btw, why are you learning objc? |
| 12:51:35 | kaen | to write ios stuff? |
| 12:51:41 | Platskies | Is my actual method okay? |
| 12:51:42 | Platskies | Oh |
| 12:52:13 | Platskies | Well I already know a fair bit |
| 12:52:28 | Platskies | And yes iOS (and Mac too) |
| 12:52:41 | Platskies | I like Mac more though |
| 12:52:46 | kaen | there's a secret ios port of bitfighter... |
| 12:53:03 | kaen | it's just missing controls from what I've heard. |
| 12:53:18 | kaen | and also is apparently neigh-impossible to actually build. |
| 12:53:20 | Platskies | I noticed build/ios/, heh |
| 12:54:10 | Platskies | :( |
| 12:54:26 | kaen | okay |
| 12:54:35 | kaen | so you definitely don't need two gettime calls |
| 12:55:11 | Platskies | I don't? |
| 12:55:25 | kaen | nope, your framerate includes your sleep call |
| 12:55:30 | Platskies | something's probably redundant ugh |
| 12:55:31 | kaen | your real framerate |
| 12:55:33 | kaen | yes |
| 12:55:41 | kaen | you only need to measure between each loop |
| 12:55:49 | kaen | <kaen> if (frameCount % 60 == 0) { lastFrame = getTime(); fps = 60 / (getTime() - lastFrame); } |
| 12:56:09 | kaen | this will measure every sixty frames |
| 12:56:10 | Platskies | You have two calls |
| 12:56:18 | kaen | you could store it in a variable |
| 12:56:22 | Platskies | Do you mean two variables? |
| 12:56:23 | kaen | that was for brevity |
| 12:56:38 | kaen | here I'll write it out longwise |
| 12:57:27 | Platskies | OK |
| 12:57:39 | Platskies | In your example before, what does fps get used for? |
| 12:57:58 | Platskies | (when you're done) |
| 12:58:25 | kaen | it measures the fps |
| 12:58:53 | Platskies | Oh duh, I thought this was for an actual loop |
| 12:59:20 | kaen | :) |
| 12:59:25 | Platskies | I mean, for the timing of an actual loop |
| 12:59:47 | kaen | yes |
| 12:59:50 | kaen | I'm writing that now |
| 13:00:16 | Platskies | OK, neat :) |
| 13:01:33 | kaen | https://gist.github.com/kaen/45fc1d8fa5eadb3f49e2 |
| 13:01:58 | kaen | fps will be wrong on the first loop |
| 13:02:17 | kaen | you could initialize lastFrame to getTime instead of 0 |
| 13:02:32 | Platskies | Oh yeah, because lastFrame is 0 |
| 13:02:33 | Platskies | yep |
| 13:04:49 | kaen | oh. you might have to multiply fps be 1000 |
| 13:04:51 | kaen | by |
| 13:05:25 | Platskies | Setting lastFrame to thisFrame instead of getting the time would further improve accuracy wouldn't it? |
| 13:05:34 | Platskies | (like you've done) |
| 13:05:53 | kaen | yes |
| 13:06:00 | kaen | measuring twice introduced error |
| 13:06:08 | kaen | and also I believe you excluded your sleep calls |
| 13:06:10 | Platskies | It doubles the amount of error? |
| 13:06:22 | kaen | no, you called getTime twice |
| 13:06:39 | kaen | but that was correct-ish in the method you were using. |
| 13:06:55 | kaen | I believe you were integrating the deltas of each frame (in real CPU time) |
| 13:07:18 | kaen | accumulating the durations. |
| 13:07:26 | Platskies | Integration? Ugh |
| 13:07:29 | Platskies | Oh ok, yep |
| 13:07:39 | kaen | sorry, bad choice |
| 13:07:45 | kaen | of wording. |
| 13:08:09 | Platskies | isn't integration basically getting the difference between two things |
| 13:08:21 | Platskies | that's what I remember from school |
| 13:08:26 | kaen | no, it's summing the value of something over time |
| 13:08:39 | kaen | x^2 is the integral of 2x |
| 13:08:52 | kaen | etc. |
| 13:08:57 | Platskies | + a constant ;) |
| 13:09:02 | kaen | that's right :) |
| 13:09:25 | Platskies | integration in general doesn't have to be over time :S |
| 13:09:29 | kaen | you're right |
| 13:09:39 | kaen | I thought you were asking because you didn't know |
| 13:09:49 | Platskies | Oh, ok |
| 13:09:54 | kaen | and abstract math definitions aren't very useful |
| 13:10:00 | kaen | heh |
| 13:10:11 | Platskies | didn't really undestand what you meant in that context |
| 13:10:15 | kaen | let me know if that code works out! I'll be back shortly |
| 13:10:15 | Platskies | understand* |
| 13:10:20 | kaen | oh |
| 13:10:44 | kaen | you were adding (integrating) the duration (time deltas) of each frame |
| 13:11:01 | kaen | is all that I was trying to express |
| 13:11:04 | kaen | but, back soon! |
| 13:11:11 | Platskies | Hmm okay |
| 13:16:53 | Platskies | 57, 57, 57 using my existing sleep time |
| 13:19:15 | Platskies | Oh I'll get an FPS value using your method |
| 13:22:08 | Platskies | 56 and 57's, the occasional 58 or 59 |
| 13:22:19 | kaen | don't actually use sleep though :) |
| 13:22:31 | Platskies | I'm using usleep |
| 13:22:35 | Platskies | with 1000 |
| 13:22:49 | kaen | interesting. |
| 13:24:20 | Platskies | I hope that's accurate |
| 13:24:26 | Platskies | thinking about this hurts my brain :( |
| 13:24:45 | Platskies | (when I don't understand, especially) |
| 13:25:16 | kaen | game loops are like that. it's something you do like once per project. often enough to be a nuisance, infrequently enough to never really perfect it. |
| 13:25:48 | Platskies | I'll try and compare with my accumulator method |
| 13:25:48 | kaen | although that method I posted is working solidly for me in my js testbed. |
| 13:28:25 | Platskies | My method seems to give me more 58's and 59's |
| 13:28:33 | Platskies | there's still a few 56's though |
| 13:30:02 | Platskies | Maybe I didn't implement your method right exactly, I'm not sure :S |
| 13:30:24 | Platskies | I've had enough of this anyway :P |
| 13:30:29 | kaen | yep |
| 13:30:41 | kaen | more interesting problems await! |
| 13:30:58 | Platskies | As in non-game-loop stuff? |
| 13:31:12 | Platskies | Then yes, there will be… |
| 13:31:45 | Platskies | I should go… thanks for the help again! |
| 13:31:54 | kaen | no sweawt |
| 13:31:55 | Platskies | it's 12:30AM |
| 13:32:04 | kaen | g'night! |
| 13:32:18 | Platskies | Heh |
| 13:32:21 | Platskies | See ya :) |
| 13:32:26 | | Platskies has left |
| 14:02:19 | | LordDVG has joined |
| 14:52:08 | | SolumnMushroom has joined |
| 15:22:31 | SolumnMushroom | Wow, the IRC is really busy isn't it? |
| 15:23:30 | | raptor has joined |
| 15:23:31 | | ChanServ sets mode +o raptor |
| 15:28:38 | raptor | buenos! |
| 15:28:41 | raptor | snow everywhere! |
| 15:28:54 | SolumnMushroom | Heh. Not here |
| 15:31:09 | raptor | your near the coast somewhere? |
| 15:31:13 | raptor | i'm in the mountains |
| 15:31:15 | SolumnMushroom | CA |
| 15:32:00 | raptor | i like the snow - it makes everything quiet |
| 15:39:33 | SolumnMushroom | I'm feeling very lazy today, so my maps walls are force fields that heal quickly |
| 15:44:59 | SolumnMushroom | Nevermind. They're actual walls. :P |
| 15:47:06 | SolumnMushroom | Now onto my Soccer map |
| 15:55:08 | SolumnMushroom | The level editor is sassing me. :( |
| 16:01:15 | raptor | what's wrong? |
| 16:01:55 | SolumnMushroom | The walls and goals were not being helpful. Nothing that needs fixing. |
| 16:02:51 | kaen | morning! |
| 16:02:51 | SolumnMushroom | Soccer level done. Last, but not least, Zone Control |
| 16:02:58 | raptor | morning kaen! |
| 16:03:07 | kaen | raptor, I'm baffled that you fixed the crash with that line |
| 16:03:15 | raptor | yeah... so... |
| 16:03:24 | raptor | i redid the bisect with people connecting |
| 16:03:40 | raptor | and the version that broke it was actually the revision right beforehand |
| 16:03:45 | kaen | oh lol |
| 16:04:02 | raptor | this one: 676749c92893 |
| 16:04:20 | raptor | that took a while... because crashes only happened after like 2 min |
| 16:04:40 | raptor | so I checked the equivalent code for 018 - it had the line commented out, too |
| 16:04:47 | raptor | so i tried it... and tada! |
| 16:04:54 | kaen | well, great! |
| 16:04:54 | raptor | but i don't know why |
| 16:04:58 | raptor | which bugs me |
| 16:04:59 | kaen | me either. |
| 16:05:22 | kaen | in fact my understanding implies that commenting that line should make lua *more* likely to GC the userdata out from under us |
| 16:05:23 | SolumnMushroom | My sister wants the game on her PowerBook G4, so I'm putting it on there for her. Her computer doesn't have wireless. |
| 16:05:58 | kaen | since there is one less reference to it (in luaW's hold table) |
| 16:06:17 | raptor | i wonder what would happen if i restored the caching... |
| 16:06:22 | kaen | me too |
| 16:06:28 | | raptor goes to try |
| 16:06:36 | raptor | SolumnMushroom: spread the word! |
| 16:06:38 | raptor | :) |
| 16:08:31 | SolumnMushroom | Will it run under 10.4? |
| 16:09:09 | raptor | SolumnMushroom: yes, it should |
| 16:09:25 | raptor | honestly untested - but i compiled it for 10.4 + |
| 16:10:04 | kaen | well, here's what I've been doing this morning: |
| 16:10:05 | kaen | http://sam6.25u.com/upload/cov.png |
| 16:10:26 | raptor | whoa |
| 16:10:29 | raptor | what is that? |
| 16:10:35 | kaen | oh |
| 16:10:36 | raptor | callgrind? |
| 16:10:41 | kaen | just a test coverage report |
| 16:10:43 | kaen | for the unit tests |
| 16:10:45 | kaen | for bitfighter |
| 16:10:46 | kaen | that I wrote. |
| 16:10:52 | raptor | unit tests!? |
| 16:10:56 | kaen | word. |
| 16:11:00 | kaen | with html coverage reports |
| 16:11:02 | raptor | i thought we were philosophically opposed to those... |
| 16:11:06 | kaen | okay |
| 16:11:09 | raptor | or maybe it was just laziness |
| 16:11:13 | kaen | I don't mind throwing it away |
| 16:11:17 | kaen | it was 20 minutes of work. |
| 16:11:21 | raptor | yeah, that laziness excuse sounds better |
| 16:11:53 | raptor | unit tests, i think, might really be a good thing... but you found a way to autogenerate them? |
| 16:11:59 | kaen | no no |
| 16:12:05 | kaen | just generate the coverage |
| 16:12:16 | kaen | but I get little trickles of coverage from all the static data |
| 16:12:17 | raptor | i'm not familliar with that term in this sense |
| 16:12:20 | kaen | oh |
| 16:12:36 | kaen | coverage like line-by-line which part of the code is tested by the test suite |
| 16:13:18 | kaen | http://sam6.25u.com/upload/cov2.png |
| 16:13:20 | kaen | is an example |
| 16:13:49 | SolumnMushroom | raptor: It crashed everytime I started it up on the PowerBook. It gave me a log. Says outdated SDL2 framework. v5.0.0 rather than v7.0.0 |
| 16:13:58 | kaen | the plus/minus on the sides show branch coverage (if you covered both sides of the if statement, for example) |
| 16:14:16 | raptor | SolumnMushroom: sadness |
| 16:14:31 | raptor | kaen: interesting... |
| 16:14:55 | kaen | bitfighter is a bit less testable than I thought... |
| 16:15:01 | kaen | in fact it's kind of a whiny bitch |
| 16:15:07 | raptor | ha |
| 16:15:10 | kaen | as far as atomic instantiation. |
| 16:15:14 | raptor | how so? i know it's complex... |
| 16:15:23 | kaen | the main problem is the hard-wired dependencies |
| 16:15:45 | raptor | ah yes, certain objects need to be in memory first |
| 16:15:50 | raptor | lots of them |
| 16:15:56 | kaen | right, but usually you can mock them out |
| 16:16:15 | kaen | i.e. make stub sub-classes that define empty functions for troublesome methods |
| 16:16:36 | raptor | ah yes |
| 16:16:41 | kaen | but the appropriate functions aren't made virtual, and the real methods almost always make no attempt to recover |
| 16:16:47 | kaen | they mostly just start bawling |
| 16:16:55 | kaen | and return false a lot... |
| 16:16:59 | raptor | heh |
| 16:17:04 | kaen | which would be fine |
| 16:17:14 | kaen | but some of them short-circuit their logic |
| 16:17:19 | kaen | for instance, the luascriptrunner |
| 16:17:30 | kaen | I tried to use it to auto-gen the metatables for luaw |
| 16:17:32 | kaen | all worked well |
| 16:17:42 | kaen | except that if it can't find the help lua scripts, it gives up |
| 16:17:47 | kaen | doesn't set up the environment |
| 16:17:50 | kaen | doesn't try to make meta tables |
| 16:18:00 | raptor | ah |
| 16:18:03 | kaen | and I can't override the function without changing that class |
| 16:18:10 | raptor | wo unto the tester |
| 16:18:13 | kaen | all I have to do is make it virtual, but you see my point |
| 16:18:17 | kaen | no, it's easy to fix |
| 16:18:22 | kaen | usually just one line in most cases |
| 16:18:42 | kaen | but there would be something of a deluge of them at first. |
| 16:19:07 | raptor | well, if this ends up cleaning up the code in some fashion, i'm OK with it... that's what i did all last night |
| 16:19:27 | raptor | because i think the stupid bot bug is there |
| 16:19:36 | kaen | sorry I wasn't around to lend a hand. I fell asleep |
| 16:19:38 | raptor | just that we're not exacerbating it anymore... |
| 16:19:48 | kaen | interesting. |
| 16:19:54 | raptor | no worries, you're on a slightly differen sleep schedule right? |
| 16:20:09 | kaen | pretty significantly different from most people |
| 16:20:19 | kaen | I get up somewhere between midnight and 4am |
| 16:20:52 | raptor | so like 6 hours shifted |
| 16:20:54 | raptor | man |
| 16:22:11 | kaen | anyway this test stuff is just another experiment. if I can get it to where it's more of an asset than a liability I'll let you know. |
| 16:22:19 | raptor | heh ok |
| 16:22:34 | raptor | i wholeheartedly support experimenting :) |
| 16:22:50 | kaen | I was just on the thought because it seems like it could be a big help in situations like this. |
| 16:23:02 | kaen | if you could just write a repro test case I mean |
| 16:23:12 | kaen | and then you could pump other info from your test too |
| 16:23:14 | raptor | yeah, actually - i have no idea how to debug this Lua stuff very well... |
| 16:23:24 | kaen | I know how to do it -- but only programatically |
| 16:23:28 | kaen | i.e. writing helper functions |
| 16:23:39 | kaen | or sometimes I fire up lua's debug.debug from inside of gdb. |
| 16:23:51 | raptor | ok, adding the caching wreaks havoc again |
| 16:23:52 | kaen | that was another idea I had: embedded lua REPL |
| 16:24:17 | kaen | hmm alright. |
| 16:24:25 | raptor | even with that line commented out... |
| 16:24:31 | raptor | also |
| 16:24:47 | kaen | well, that's actually kind of good since the opposite would violate my understanding of luaw... |
| 16:24:48 | raptor | you know that levelgen bug where the objects don't always generate on start-up? |
| 16:24:55 | kaen | I did not. |
| 16:24:58 | kaen | but continue. |
| 16:25:00 | raptor | !bug |
| 16:25:00 | BFLogBot | To enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List |
| 16:25:02 | raptor | #4 |
| 16:25:06 | raptor | on the runnign list |
| 16:25:29 | raptor | it crashes in the exact same manner as this bot bug |
| 16:25:32 | kaen | ohohoho |
| 16:25:39 | raptor | even with my fix... |
| 16:25:45 | kaen | I can't believe I hadn't seen it before |
| 16:25:47 | kaen | okay |
| 16:25:59 | raptor | watusimoto told me they were unrelated, but i never believed him |
| 16:26:04 | raptor | and now their looking similar |
| 16:26:07 | raptor | *they're |
| 16:26:29 | kaen | I have to agree |
| 16:26:42 | kaen | so, it's sporadic |
| 16:26:52 | kaen | can happen in the ontick and when items are loaded |
| 16:26:52 | raptor | also, it maybe be quite a bit easier to debug that test case sam provided than a level with a million bots in it |
| 16:27:00 | kaen | likely |
| 16:27:47 | kaen | what said something about corrupted metatables |
| 16:28:16 | kaen | wat* |
| 16:28:18 | raptor | yes, that's a route he kept going, but i never figured out how to debug those appropriately.. |
| 16:28:27 | kaen | gah me either |
| 16:28:37 | kaen | they're stored in the registry table of luawrapper iirc |
| 16:28:42 | raptor | my ignorance is making this worse.. |
| 16:28:50 | raptor | (for me) |
| 16:29:30 | kaen | so should be in something like e.LuaWrapper["__extends"] |
| 16:30:03 | kaen | I don't know how to map a lua identifier to a watchable memory address in gdb though :< |
| 16:30:11 | raptor | !! |
| 16:30:14 | raptor | my same problem |
| 16:30:20 | raptor | so |
| 16:30:25 | raptor | i'm going to try the eclipse debugger |
| 16:30:30 | kaen | in fact I've been puzzling over that exact thing for several days |
| 16:30:32 | raptor | because it lets you dig deep |
| 16:30:39 | raptor | somehow, it's smart... |
| 16:30:45 | kaen | cool :) |
| 16:30:45 | raptor | and it uses gdb |
| 16:30:48 | kaen | whoa |
| 16:31:40 | SolumnMushroom | How do zones work? |
| 16:31:49 | kaen | back shortly. |
| 16:31:50 | SolumnMushroom | In the editor |
| 16:32:01 | raptor | SolumnMushroom: which zones? |
| 16:32:11 | raptor | oh, generic zones? |
| 16:32:17 | raptor | they're for levelgen scripts |
| 16:32:17 | SolumnMushroom | Yes |
| 16:32:43 | raptor | you can assign them an ID, then use that in a levelgen script to do almost anything you want |
| 16:32:44 | raptor | but |
| 16:32:50 | raptor | that's actually broken in 018 |
| 16:33:12 | raptor | so think of it as invisible decoration |
| 16:33:13 | raptor | :) |
| 16:33:45 | SolumnMushroom | Yay... I use Goals for ZC |
| 16:33:49 | SolumnMushroom | right? |
| 16:34:38 | SolumnMushroom | Got it |
| 16:35:22 | raptor | yes, goals for any game time that uses them :) |
| 16:41:28 | SolumnMushroom | Done! |
| 16:49:59 | raptor | i think i need a good primer on debugging Lua... because all I see is memory addresses and 1or2-letter variables that mean nothing to me |
| 16:55:35 | kaen | let me know if you find one |
| 16:56:34 | raptor | murky waters |
| 16:57:08 | kaen | well, debugging embedded lua has an additional layer of complexity. |
| 16:57:24 | kaen | I think it's common to wire up your own debugger. |
| 16:59:48 | kaen | yep. that's what the lua manual says. |
| 16:59:52 | SolumnMushroom | Uploaded the rest of my maps and a mappack to the forums |
| 16:59:59 | raptor | lovely |
| 17:01:14 | SolumnMushroom | My Rabbit map looks like a cartoon rabbit head. :3 |
| 17:01:38 | kaen | a challenger approaches: |
| 17:01:38 | kaen | https://github.com/slembcke/debugger.lua |
| 17:02:59 | kaen | yep. |
| 17:05:34 | raptor | it's gotta be something wrong with our inheritance.. |
| 17:05:46 | SolumnMushroom | So, what's the general thought on Windows 8? |
| 17:07:21 | | koda has joined |
| 17:07:59 | raptor | SolumnMushroom: it exists |
| 17:08:12 | raptor | that's the extent of my thoughts on it.. |
| 17:08:56 | SolumnMushroom | I've used it, and I don't like it |
| 17:09:11 | SolumnMushroom | Or at least the new stuff |
| 17:09:14 | | Fordcars has joined |
| 17:09:31 | Fordcars | hi |
| 17:11:12 | Fordcars | You can send files with IRC?!?? |
| 17:11:20 | SolumnMushroom | Ubuntu 13.04 is called "Raring Ringtail" |
| 17:11:23 | raptor | Fordcars: yep, although I cannot receive |
| 17:11:29 | Fordcars | oh :P |
| 17:12:17 | raptor | kaen: are you experimenting with that debugger? |
| 17:12:24 | kaen | yes |
| 17:12:32 | kaen | trying to figure out how to call it up from gdb |
| 17:12:46 | kaen | just missing a C function to run a string of lua code |
| 17:12:51 | kaen | any tips? |
| 17:13:04 | raptor | not quite there yet :-/ |
| 17:13:06 | kaen | ok |
| 17:13:10 | kaen | I found it before |
| 17:13:14 | kaen | I know there's one around |
| 17:13:32 | raptor | lua_pcall? |
| 17:13:40 | raptor | no that's something different.. |
| 17:14:04 | kaen | lual_loadstring |
| 17:14:08 | kaen | luaL_loadstring |
| 17:14:45 | raptor | we have that stack_trace_plus.lua loaded from our scripts/ dir |
| 17:14:51 | raptor | does that interfere? |
| 17:15:28 | kaen | it might be |
| 17:15:43 | kaen | I'm executing the string, it's just immediately executing |
| 17:15:48 | kaen | exiting |
| 17:16:00 | kaen | **returning |
| 17:16:05 | kaen | rather than dropping to the prompt |
| 17:16:44 | kaen | oh derp |
| 17:16:47 | raptor | whoa, this is the guy that does chipmunk physics |
| 17:16:58 | kaen | Also as lua_load, this function only loads the chunk; it does not run it. |
| 17:17:10 | kaen | ^ from the docs |
| 17:17:26 | kaen | ah! |
| 17:17:30 | kaen | luaL_dostring |
| 17:17:44 | raptor | tada! |
| 17:18:29 | kaen | oh cool |
| 17:18:31 | kaen | it's a macro |
| 17:18:36 | kaen | so I can't use it from gdb :< |
| 17:18:54 | kaen | and so it becomes luaL_loadstring(L, str) || lua_pcall(L, 0, LUA_MULTRET, 0) |
| 17:20:06 | raptor | going through the tutorial... |
| 17:22:56 | raptor | i'm not sure this meets our needs... |
| 17:23:54 | kaen | because there's no watch points? |
| 17:24:03 | raptor | because it doesn't go into C functions |
| 17:24:31 | kaen | I see. |
| 17:24:44 | kaen | hmmm that makes sense. |
| 17:24:57 | raptor | but i may be wrong |
| 17:25:07 | raptor | i have the idea that our issue is withing c/c++... |
| 17:25:15 | raptor | *within |
| 17:26:13 | kaen | I agree but I think it is a mismanagement of lua data |
| 17:26:53 | kaen | and so __gc and __set metamethods provide us with the hooks and a lua debugger is better than trying to watch lua values in gdb |
| 17:27:21 | kaen | wait a second... |
| 17:27:32 | kaen | there are functions in luaW that specifically don't tigger metamethods |
| 17:27:39 | kaen | so my premise is flawed |
| 17:27:42 | kaen | so yes, you are right. |
| 17:28:04 | kaen | in that we need something closer to the ground. |
| 17:28:14 | raptor | i'm only wildly guessing at most of this stuff.. |
| 17:28:21 | kaen | me too |
| 17:28:32 | raptor | whoa! cmake can autodetect which cpp files need to be compiled with a header change?? |
| 17:28:48 | kaen | yes, that's what I've been trying to tell you ^^ |
| 17:28:57 | raptor | and i've not been listening... |
| 17:29:02 | raptor | well cool! |
| 17:29:17 | raptor | that's what vc++ and xcode try to do... but fail every once in a while.. |
| 17:29:29 | kaen | I imagine cmake does too |
| 17:29:39 | kaen | although I've yet to have a problem fixed by a full rebuild |
| 17:29:58 | kaen | by a forced full rebuild anyway |
| 17:30:07 | kaen | but at any rate, two wild guess are better than one |
| 17:30:11 | raptor | ha |
| 17:32:52 | kaen | okay, #lua just gave me some tips: |
| 17:33:04 | kaen | 1. we can the address for a table by printing it (duh) |
| 17:33:09 | kaen | 2. lua_topointer |
| 17:33:36 | kaen | which gives a void pointer to the appropriate real thing in memory |
| 17:34:05 | kaen | that's it. anyway I'm going to hack up some helper functions |
| 17:35:24 | raptor | ok hypothetical situation |
| 17:35:34 | raptor | i have my IDE stopped at when a bot crashes |
| 17:35:37 | raptor | i have the L |
| 17:35:44 | raptor | where do i go? |
| 17:36:04 | kaen | to do what? |
| 17:36:16 | kaen | to examine the lua state? |
| 17:36:25 | raptor | specifically, that assert is triggered: expected table, got userdata |
| 17:36:43 | kaen | you can open a debugger by executing "debug.debug()" in lua |
| 17:37:05 | kaen | luaL_loadstring(L, "debug.debug()") || lua_pcall(L, 0, 0, 0) |
| 17:37:36 | kaen | but I don't know how eclipse's gdb wrapper will handle the i/o |
| 17:38:38 | kaen | you can't close that debug prompt without crashing the program though :/ |
| 17:40:00 | kaen | (I meant that you should run that from inside gdb at the stopped state) |
| 17:41:39 | | Darrel has joined |
| 17:42:54 | raptor | ok, i'm there! |
| 17:43:02 | raptor | now where is the doc on debug.debug() ? |
| 17:44:00 | kaen | http://pgl.yoyo.org/luai/i/debug.debug |
| 17:44:18 | kaen | gotta use logprintf every line :< |
| 17:45:02 | kaen | uggggh |
| 17:45:09 | kaen | Note that commands for debug.debug are not lexically nested within any function, and so have no direct access to local variables. |
| 17:45:20 | raptor | this is horrid |
| 17:45:24 | kaen | THATS NOT EVEN A DEBUGGER |
| 17:45:39 | kaen | oh my. |
| 17:46:00 | raptor | yeah, this... this is |
| 17:46:08 | raptor | a forsaken path |
| 17:46:14 | kaen | ye.s |
| 17:46:21 | kaen | better to retreat and regroup |
| 17:46:21 | raptor | it's like they had great plans for it |
| 17:46:47 | kaen | gah |
| 17:46:49 | kaen | back soon |
| 17:48:58 | raptor | time to debug outside of the header... |
| 17:59:38 | | koda Quit (Quit: koda) |
| 18:01:57 | raptor | ok, i'm to the corrupted stack |
| 18:11:59 | kaen | :o |
| 18:12:13 | kaen | oh |
| 18:12:15 | kaen | lua stack |
| 18:12:28 | raptor | i missed a few virtual destructors... |
| 18:12:34 | raptor | adding those back... |
| 18:12:43 | kaen | that's good news though! |
| 18:13:14 | raptor | yes... and i missed one around Turret/FF |
| 18:13:28 | raptor | which their getHealth() method is one that crashes a lot... |
| 18:13:45 | raptor | question |
| 18:14:02 | raptor | in LuaWrapper.h, I find taht ~LuaProxy() isn't virtual either |
| 18:14:26 | raptor | would that need to be? (it doesn't look like it has any virtual methods...) |
| 18:15:00 | kaen | I don't think so |
| 18:15:20 | kaen | unless those functions are being redeclared in the subclasses |
| 18:15:20 | raptor | yeah me neither... but anything that requires the use of a luaproxy should be virtual, correct? |
| 18:15:24 | | bobdaduck has joined |
| 18:15:30 | kaen | in which case they've never been called. |
| 18:16:45 | kaen | "requires the use of a luaproxy" |
| 18:16:51 | kaen | I'm not sure what you mean |
| 18:16:52 | bobdaduck | Hai guise |
| 18:17:01 | raptor | hi bobdaduck |
| 18:17:23 | raptor | sorry kaen, i mean any c++ class that has the LUAW initializations |
| 18:17:23 | kaen | anything that gets put into lua as userdata managed in a luaW_UserData needs the virtual destructor |
| 18:17:27 | kaen | yes |
| 18:17:31 | raptor | yes |
| 18:17:42 | kaen | that's a more exact definition, the LUAW ctor/dtor |
| 18:17:42 | bobdaduck | Oh man I miss edshin |
| 18:17:46 | raptor | ok, because there are still quite a few missing (regex fail last time) |
| 18:17:47 | bobdaduck | I miss his accent |
| 18:17:57 | kaen | guise |
| 18:18:08 | kaen | there are 10 people in this channel |
| 18:18:11 | bobdaduck | He talked liek this all teh time |
| 18:18:18 | kaen | 10 PEOPLE BOB |
| 18:18:27 | bobdaduck | I know rite |
| 18:18:35 | bobdaduck | Teh IRC is more popular then teh game |
| 18:18:35 | raptor | yeah, i feel like we've passed some sort of threshold |
| 18:18:44 | kaen | and we're missing a couple heads even |
| 18:18:56 | kaen | anyway |
| 18:19:04 | bobdaduck | lol |
| 18:19:15 | raptor | don't worry - summer will come, people will go away, then start school, promise themselves to be serious about life, then come back next January when they're fed up again |
| 18:19:31 | raptor | :) |
| 18:20:13 | | kaen squirms |
| 18:20:36 | bobdaduck | rofl |
| 18:21:01 | raptor | no no, i didn't mean that as a guilt trip - i was trying to accurately describe human behavior in a detached sense... |
| 18:21:14 | kaen | I know :) |
| 18:21:27 | raptor | and this is why i can't interface with people in the real world... |
| 18:21:38 | kaen | lol I was just making a joke |
| 18:21:49 | kaen | so I tried watching the lua userdata |
| 18:21:49 | raptor | :) |
| 18:21:58 | kaen | I was able to get addresses off of the lua stack |
| 18:22:02 | raptor | was it a good show? |
| 18:22:14 | kaen | I needed a good pun just now lol |
| 18:22:26 | kaen | so anyway gdb won't watch void* |
| 18:22:48 | kaen | I'm able to get the size of the lua udata by lua_objlen |
| 18:23:04 | kaen | but I don't know how to cast it in such a way that gdb will accept the pointer deref |
| 18:23:10 | kaen | (which is needed to watch it) |
| 18:23:30 | kaen | example, I know robot udata in lua is 8 bytes |
| 18:23:34 | kaen | according to lua |
| 18:25:48 | kaen | GAH |
| 18:25:48 | raptor | hmmm |
| 18:25:55 | kaen | it's flippin' luaW_userdata |
| 18:26:14 | kaen | which contains a pointer to the real object and the cast |
| 18:26:14 | raptor | that's your cast? |
| 18:26:18 | raptor | ahhh |
| 18:26:38 | kaen | apparently I want the address of the lua *reference* to the userdata |
| 18:26:45 | kaen | which is what I'm really interested in watching |
| 18:27:01 | raptor | header changes coming... |
| 18:27:04 | kaen | which is stored in an internal lua field somewhere I'm sure... |
| 18:27:11 | | BFLogBot Commit: c50cf86c4d79 | Author: buckyballreaction | Message: Missed some virtual destructors |
| 18:28:15 | kaen | which means I'll be debugging not lua code, nor the lua wrappers per se, but lua-vec itself |
| 18:28:17 | kaen | I believe. |
| 18:28:47 | kaen | my plan being to see exactly at what point the reference luaW pushes becomes invalid |
| 18:28:59 | kaen | to examine the state of the program in that condition |
| 18:29:06 | kaen | and hopefully gain insight as to its cause. |
| 18:30:13 | kaen | oops, the reference lua-vec dereferences* |
| 18:44:29 | raptor | http://pastie.org/6111264 |
| 18:44:39 | raptor | http://pastie.org/6111265 |
| 18:45:01 | raptor | when a bot crashes I get two tables on the stack, the 2nd table (index -2) is that first pastie |
| 18:45:10 | raptor | the first table (at index -1) is all corrupted |
| 18:45:24 | raptor | and that's the one that *should* be the userdata |
| 18:45:45 | raptor | it's like the userdata has disappeared completely and it's just random memory garbage |
| 18:46:10 | raptor | which you've probably already figured out... but i'm trying to catch up :) |
| 18:47:53 | kaen | yes, but now we have confirmed it :) |
| 18:48:04 | kaen | or at least are both identically incorrect |
| 18:49:12 | kaen | okay |
| 18:49:38 | kaen | so only some of that first "table" is garbage |
| 18:49:43 | kaen | that's kind of weird |
| 18:50:00 | raptor | well... it's like it took a huge chunk of memory |
| 18:50:09 | raptor | and then interpreted each segment the best it could |
| 18:50:42 | kaen | yes, 1185 elements is rather large. |
| 18:50:49 | kaen | but |
| 18:51:33 | kaen | if it determines the type of each element numerically, the odds of that much of it falling onto interpretable values seem small |
| 18:51:57 | kaen | particularly around index 1000 |
| 18:52:32 | raptor | so |
| 18:52:40 | raptor | that first table (which should be userdata) |
| 18:52:51 | raptor | maybe it's just cast badly as a table? (I know... simplistic) |
| 18:53:18 | kaen | very possible |
| 18:53:44 | kaen | so, corrupted udata most likely |
| 18:53:51 | kaen | but how is it cast as a table I wonder... |
| 18:57:42 | raptor | ok, my particular instance is being called from a FlagItem->push |
| 18:57:42 | kaen | what function are you using to dump those tables raptor ? |
| 18:57:48 | kaen | okay |
| 18:58:01 | raptor | LuaBase::dumpTable |
| 18:58:59 | raptor | that comes from this: LUAW_DECLARE_CLASS_CUSTOM_CONSTRUCTOR(FlagItem); |
| 19:00:36 | raptor | that expands to this: http://pastie.org/6111338 |
| 19:00:44 | kaen | right |
| 19:00:50 | kaen | so the luaw_push call |
| 19:00:52 | kaen | still... |
| 19:00:54 | raptor | so.. yes |
| 19:00:57 | raptor | the 'this' |
| 19:01:00 | raptor | what is that... |
| 19:01:25 | kaen | that's a reference to the object |
| 19:01:30 | kaen | the real object in c++ world |
| 19:01:38 | raptor | makes sense |
| 19:01:47 | raptor | but... why is it showing up as a table? |
| 19:01:49 | kaen | luaw_push makes lua udata from that and wraps it ina luaw_userdata |
| 19:01:53 | kaen | hold on |
| 19:02:22 | kaen | so the luaw_userdata has the udata and a cast |
| 19:02:52 | raptor | that push is being called from robot.cpp:1279 |
| 19:02:54 | raptor | static_cast<BfObject *>(fillVector[i])->push(L); |
| 19:03:02 | kaen | whoa |
| 19:03:10 | kaen | oh okay I see |
| 19:03:27 | raptor | i don't know where i'm going with this... |
| 19:03:32 | raptor | just bouncing off what i see |
| 19:07:01 | raptor | it's pulling from fillVector |
| 19:07:05 | raptor | could |
| 19:07:12 | raptor | that's a global reusable container |
| 19:08:20 | kaen | ugh |
| 19:08:30 | kaen | that could definitely be it |
| 19:09:07 | raptor | looking at that at that time shows 2 FlagItem* |
| 19:09:13 | raptor | so it looks clean... |
| 19:09:27 | kaen | in fact if any other fillVector manipulation happens between the top of that function and that line, it could cause errors |
| 19:11:09 | raptor | well its looking clean... let me see if i can get you a screen shot... |
| 19:13:38 | raptor | argh... debugger is running slow... have to restart.. |
| 19:13:49 | | kodapad has joined |
| 19:13:55 | kaen | ugh |
| 19:17:56 | Fordcars | no body can join my server >:) |
| 19:18:47 | raptor | ok kaen: http://sam6.25u.com/upload/2snapshot24.png |
| 19:18:56 | raptor | man, that was finicky |
| 19:19:10 | raptor | so it is crashing when calling the ->push from Turret |
| 19:19:21 | raptor | you can see the internal proxy points to itself correctly |
| 19:19:50 | Fordcars | haha bobdaduck >:) |
| 19:19:57 | bobdaduck | lol |
| 19:24:12 | | kodapad Quit (Quit: K Thx Bai) |
| 19:37:42 | | Fordcars Quit (Ping timeout: 255 seconds) |
| 19:37:58 | | Fordcars has joined |
| 19:40:10 | Fordcars | but guys, what is that famous website that says how to port forward? |
| 19:41:00 | kaen | http://portforward.com/routers.htm |
| 19:41:06 | kaen | I imagine is what you mean. |
| 19:42:06 | Fordcars | ah yes thanks :P |
| 19:42:40 | raptor | is it safe to say that each method that is being called which crashes the bot is an inherited method of the object being returned? |
| 19:43:17 | kaen | I have noticed that |
| 19:43:28 | raptor | so like if the userdata is supposed to be Turret, the bot is crashing on an inherited method in Turret, not on one of the explicitly declared ones for the class (maybe?) |
| 19:43:38 | kaen | oh |
| 19:43:51 | kaen | I can neither confirm nor disprove |
| 19:43:55 | raptor | anyways, changing that static cast to dynamic and putting in a null check did nothing |
| 19:44:12 | raptor | so i don't think it is the fillVector OR the static_cast.. |
| 19:44:28 | raptor | it's like there's a memory alignment error somewhere... |
| 19:44:50 | kaen | heh |
| 19:48:17 | Fordcars | lol |
| 19:48:33 | | bobdaduck Quit (Quit: Page closed) |
| 19:49:44 | raptor | this is vaguely reminding me of this bug i fixed: 4a21ea1851dd |
| 19:51:08 | | Quartz has joined |
| 19:51:10 | raptor | two string stuck together were nulling out the rest of the aligned object |
| 19:51:16 | Quartz | yo ratpor |
| 19:51:20 | raptor | hi Quartz |
| 19:51:21 | Quartz | RATPORE. |
| 19:51:33 | Quartz | bob says I need {} in my if statement |
| 19:51:36 | Quartz | I don't even know what he means so |
| 19:51:42 | Quartz | What's wrong with |
| 19:51:43 | Quartz | local BlockOne = math.random(4) if(BlockOne == 4) then levelgen:addLevelLine(" |
| 19:51:51 | raptor | is that Lua? |
| 19:51:56 | Quartz | yea |
| 19:52:00 | raptor | you don't need {} with Lua |
| 19:52:06 | Quartz | then he's on crack |
| 19:52:06 | raptor | but you need to have an 'end' |
| 19:52:18 | raptor | if ... then.... end |
| 19:52:18 | Quartz | The whole thing is ... and sorry about how big this is ... |
| 19:52:19 | Quartz | local BlockOne = math.random(4) if(BlockOne == 4) then levelgen:addLevelLine("BarrierMaker 51 -2 -2.7 -2 -2.3 LineItem 1 1 -1.9 -2.7 -1.9 -2.3 LineItem 1 1 -2.1 -2.3 -2.1 -2.7 LineItem 0 1 -1.9 -2.7 -1.9 -2.3 LineItem 0 1 -2.1 -2.3 -2.1 -2.7") else levelgen:addLevelLine("") else levelgen:addLevelLine("") else levelgen:addLevelLine("") end |
| 19:52:40 | Quartz | So there's supposed to be a 1/4 chance this barriermaker and its line items appear basically |
| 19:52:41 | kaen | pastie.org |
| 19:53:23 | kaen | way too many elses |
| 19:53:26 | raptor | you have three: else levelgen:addLevelLine("") |
| 19:53:33 | kaen | you can only have one else |
| 19:53:47 | Quartz | derp |
| 19:53:48 | raptor | should be 'else if(BlockOne == 3) then' |
| 19:53:51 | kaen | you need 'else if (condition)' |
| 19:53:57 | kaen | yes. |
| 19:54:22 | raptor | but actually |
| 19:54:27 | raptor | since you're using random |
| 19:54:41 | raptor | you only need: |
| 19:54:42 | raptor | if(BlockOne == 4) then |
| 19:54:44 | raptor | levelgen:addLevelLine("BarrierMaker 51 -2 -2.7 -2 -2.3 LineItem 1 1 -1.9 -2.7 -1.9 -2.3 LineItem 1 1 -2.1 -2.3 -2.1 -2.7 LineItem 0 1 -1.9 -2.7 -1.9 -2.3 LineItem 0 1 -2.1 -2.3 -2.1 -2.7") |
| 19:54:45 | raptor | end |
| 19:54:47 | raptor | that's it |
| 19:54:58 | Quartz | oh sweet |
| 19:55:11 | raptor | except |
| 19:55:20 | raptor | that's not a valid level line |
| 19:55:34 | raptor | LineItem.... LineItem.... all on the same row? |
| 19:55:42 | Quartz | Nah that's just how it's pasting |
| 19:55:51 | raptor | ah ok |
| 19:55:54 | Quartz | http://pastie.org/6111675 |
| 19:56:02 | Quartz | Correct? |
| 19:56:06 | raptor | better, yes |
| 19:56:27 | raptor | if it crashes on multi-lines like that, you can wrap each one in another levelgen:addLevelLine() |
| 19:56:36 | raptor | (i don't remember correct syntax) |
| 19:56:50 | Quartz | Oh I get you. |
| 19:56:51 | Quartz | Gotcha |
| 19:58:01 | Quartz | It either isn't working or I'm insanely unlucky xD |
| 19:58:03 | Quartz | No crashes though |
| 19:58:17 | raptor | also remeber that random is.... random... |
| 19:58:24 | raptor | sometimes more random than other times |
| 19:58:25 | Quartz | That's what I'm saying :P |
| 19:58:34 | raptor | :) |
| 19:58:37 | Quartz | After ~25 restarts hahaha |
| 19:58:42 | Quartz | Still nothin |
| 19:58:51 | kaen | did you put it the main () function ? |
| 19:58:56 | kaen | put it in* |
| 19:59:02 | raptor | ^^ that |
| 19:59:14 | kaen | function main() |
| 19:59:18 | kaen | .... |
| 19:59:19 | kaen | end |
| 19:59:21 | raptor | also, just to check... your random function *might return a value between 0 and 3... |
| 19:59:22 | kaen | I think? |
| 19:59:29 | kaen | oh yeah |
| 19:59:29 | raptor | kaen: correct |
| 19:59:32 | Quartz | Nah it's supposed to be 1-4 |
| 19:59:41 | Quartz | that's what the guide said on the wiki |
| 19:59:43 | Quartz | *shrugs* |
| 19:59:44 | kaen | okay |
| 19:59:47 | kaen | that makes sense |
| 19:59:55 | Quartz | So I need function main() at the start |
| 19:59:55 | raptor | just to be sure do a print(BlockOne) |
| 20:00:07 | raptor | yeah the main will probably fix it.. |
| 20:00:37 | kaen | the "end" is important too |
| 20:00:50 | Quartz | So now there are 4 noobs in my test server. |
| 20:00:52 | Quartz | >_> |
| 20:01:02 | Quartz | First World Problems |
| 20:01:09 | kaen | lua is friendly to new programmers and confusing to anyone who knows any other programming language... |
| 20:01:33 | Quartz | yeah well. I'm just using this as an ends. I'm not big on programming anymore |
| 20:01:40 | Quartz | This would've excited me when I was a Sophomore/Junior |
| 20:01:42 | Quartz | lol |
| 20:02:39 | Fordcars | hey, I'm a noob :P |
| 20:02:40 | Quartz | print(BlockOne) what is that |
| 20:02:53 | Quartz | don't worry I use noob as a mostly affectionate term |
| 20:02:57 | Fordcars | hehe |
| 20:03:07 | kaen | it should put the value of BlockOne into the log |
| 20:03:11 | kaen | print it to the console |
| 20:03:13 | raptor | Quartz: that'll print your random number to the console |
| 20:03:25 | kaen | it might need to be logprintf though(?) |
| 20:03:28 | raptor | to see if you ever get 4... |
| 20:03:32 | Quartz | the consoleeee? |
| 20:03:35 | raptor | oh, logprint |
| 20:03:43 | raptor | logpring(BlockOne) |
| 20:03:47 | raptor | logprint |
| 20:03:50 | kaen | I've never gotten it to work with normal print() |
| 20:04:07 | raptor | Quartz: the console is pulled up by pressing CTRL + / in-game |
| 20:04:09 | raptor | slash |
| 20:04:59 | Quartz | Yup it's Error loading script |
| 20:05:00 | Quartz | fun stuff |
| 20:05:27 | Quartz | This is what I have ATM: |
| 20:05:27 | Quartz | http://pastie.org/6111758 |
| 20:05:41 | raptor | add another 'end' |
| 20:05:43 | raptor | for main() |
| 20:05:55 | raptor | one end for the 'if' one for the 'function' |
| 20:05:56 | Quartz | k |
| 20:06:29 | Quartz | The error says unfinished string near 'barriermaker blah blah' |
| 20:06:40 | Quartz | So I need to separate those 5 items |
| 20:06:41 | Quartz | amiright? |
| 20:06:43 | raptor | yeah, so wrap each |
| 20:06:45 | raptor | y |
| 20:08:59 | Quartz | alright I nub'd it up again |
| 20:09:05 | Quartz | "unexpected symbol near 'then' " |
| 20:09:06 | Quartz | http://pastie.org/6111780 |
| 20:09:24 | raptor | only 1 'then' per 'if' |
| 20:09:44 | raptor | so remove all those 'then's between levelgen:addLevelLine... |
| 20:10:05 | Quartz | hah k |
| 20:10:55 | Quartz | it worked |
| 20:10:56 | Quartz | holy craaaap |
| 20:11:02 | raptor | yay |
| 20:13:49 | Quartz | alright now I know what I'm doing |
| 20:14:03 | Quartz | This is gonna take a while lol I should do homework and eat and stuff and get back to this inbetween said items |
| 20:14:08 | Quartz | Thanks for the help raptor, kaen |
| 20:14:26 | raptor | sure |
| 20:14:27 | Quartz | hopefully this map will suck a little less by the end of this |
| 20:14:31 | raptor | heh |
| 20:14:35 | Quartz | it looks cool as hell but plays terrible hahah! |
| 20:15:08 | Quartz | It's my attempt at PWNing every grid-like Zone Control that's been done :P |
| 20:15:17 | raptor | ha |
| 20:15:24 | Quartz | you've seen it I think |
| 20:15:25 | Quartz | so yeah |
| 20:15:26 | raptor | is it a take on that grid wars one? |
| 20:15:31 | Quartz | grid wars? |
| 20:15:33 | Quartz | idk probably? |
| 20:15:34 | raptor | err |
| 20:15:44 | raptor | it had Clu and Users |
| 20:15:49 | raptor | (can't remember the name) |
| 20:16:01 | Quartz | Probably yes |
| 20:16:06 | Quartz | either that or you're thinking of mine |
| 20:16:08 | Quartz | lol |
| 20:16:10 | Quartz | doesn't matter |
| 20:16:14 | Quartz | you'll see it eventually |
| 20:16:16 | Quartz | peace |
| 20:16:18 | | Quartz Quit (Quit: Page closed) |
| 20:21:45 | raptor | kaen: i'm losing endurance with this Lua bug... |
| 20:21:52 | kaen | I understand |
| 20:22:48 | kaen | I feel like I have a better grasp on the problem |
| 20:22:55 | kaen | and yet still like I don't have a single clue. |
| 20:34:13 | raptor | ok, i'm not finding the problem in our code anywhere... |
| 20:34:18 | raptor | that means Lua... |
| 20:34:23 | raptor | so |
| 20:34:32 | raptor | we push the user data on the stack with: lua_gettable(L, -2); |
| 20:36:01 | kaen | where? |
| 20:36:04 | raptor | that grabs a value from the top of the stack |
| 20:36:11 | kaen | (we do that a lot) |
| 20:36:27 | raptor | and looks it up in table at -2 |
| 20:36:37 | kaen | yep |
| 20:36:48 | raptor | then pops the value and pushes the table value |
| 20:36:52 | raptor | in luaW_push |
| 20:38:09 | raptor | wait... i'm looking at the cache-version of LuaW |
| 20:38:14 | raptor | (because it crashes faster) |
| 20:39:04 | kaen | ooooh |
| 20:43:02 | | koda has joined |
| 20:45:41 | kaen | so anyway |
| 20:46:08 | kaen | the questions are: is that data only put into the table by luaw_push |
| 20:46:22 | kaen | and when (if ever) is it modified |
| 20:47:25 | raptor | we need a highly specific test case where there is only like 1 or objects being pushed all the time... |
| 20:47:50 | kaen | I have actually been working on that |
| 20:47:55 | kaen | progress is slow... |
| 20:48:00 | kaen | but progressive |
| 20:58:03 | kaen | any clue how luaw_is works? |
| 20:58:26 | kaen | holy crap! |
| 20:58:37 | raptor | oh yuk |
| 20:58:39 | raptor | no |
| 20:58:46 | kaen | well I made a testable lua environment in my unit test clone |
| 20:58:55 | kaen | let's see if I can trigger the bug in it |
| 20:59:12 | kaen | I added the robot successfully |
| 20:59:22 | kaen | lua_is says for robot and no for flag |
| 20:59:29 | kaen | says "yes" |
| 20:59:34 | kaen | so it seems legit |
| 21:20:58 | | raptor Quit (Ping timeout: 256 seconds) |
| 21:27:28 | Fordcars | later guys |
| 21:27:30 | | Fordcars Quit (Quit: Leaving) |
| 21:27:44 | kaen | bb |
| 21:28:28 | | raptor has joined |
| 21:28:29 | | ChanServ sets mode +o raptor |
| 21:28:59 | raptor | flaky router |
| 21:29:44 | raptor | ok ok |
| 21:30:07 | raptor | i'm going to revert to the currently working bot code and look at the level code.. |
| 22:03:54 | raptor | yay cmake dependency scanning |
| 22:16:34 | | Darrel Quit (Read error: Connection reset by peer) |
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| 23:08:14 | | Nothing_Much has joined |
| 23:38:00 | | BFLogBot Commit: d21bafa6ec4d | Author: buckyballreaction | Message: Update lua-vec to use Lua 5.1.5 |
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| 23:50:23 | | bobdaduck has joined |
| 23:50:38 | bobdaduck | Hai guise |
| 23:52:52 | raptor | hi |