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01:55:50 | raptor | ok |
01:56:00 | raptor | do I even want to know what's going on in off-topic?? |
01:56:07 | bobdaduck | probably not |
01:56:07 | kaen | nope. |
01:56:13 | bobdaduck | WHAT DID YOU DO TO MY BEAUTIFUL LUADOCS |
01:56:56 | bobdaduck | *checks off topic* |
01:57:11 | bobdaduck | NOPE. |
01:57:20 | bobdaduck | Nothing to see there! |
01:57:23 | kaen | I posted some latin |
01:57:25 | bobdaduck | I saw that |
01:57:30 | bobdaduck | I tried to read it but couldn't |
01:57:36 | raptor | so... luadocs are being revised slowly... |
01:57:39 | kaen | It didn't help as much as I'd hoped |
01:58:17 | bobdaduck | lol |
01:59:03 | bobdaduck | y'know |
01:59:09 | bobdaduck | most of our community doesn't read latin. |
01:59:24 | kaen | <bobdaduck> most of our community doesn't read |
01:59:26 | raptor | sooo... nothing I should be worried about? |
01:59:39 | bobdaduck | xDD |
01:59:43 | bobdaduck | Well maybe |
01:59:51 | bobdaduck | We did get Lisanna to quit bitfighter like forever |
02:00:00 | kaen | oh? |
02:00:12 | bobdaduck | Yeah |
02:00:34 | bobdaduck | Quartz called her out on her being mean to everyone and she was like "You know what, all of you can go screw yourselves" |
02:00:36 | bobdaduck | and then she left |
02:00:40 | kaen | well I don't mark that as much of a loss. |
02:00:41 | kaen | yes |
02:00:52 | kaen | she was rude and was intentionally working to create hostility |
02:00:52 | bobdaduck | and then she went on the bitfighter steam group and raged at little apple and then left the group. |
02:00:55 | bobdaduck | So... Uh. |
02:00:57 | raptor | I am saddened we lost a female player |
02:00:57 | bobdaduck | Yeah that. |
02:01:07 | kaen | so good riddance to bad rubbish |
02:01:13 | bobdaduck | Line between trolling and being mean |
02:01:18 | bobdaduck | gets pretty fine |
02:01:21 | raptor | but also saddened at the apparent behavior of a female player |
02:01:22 | bobdaduck | but she wasn't really very close at all. |
02:02:33 | bobdaduck | hah, yeahhhh |
02:03:15 | bobdaduck | scripts/timer.lua:128: expected function in Timer:scheduleRepeating()! |
02:03:27 | bobdaduck | line 128: end |
02:03:31 | kaen | you need to pass it a function |
02:03:42 | kaen | either the name of one or an anonymous function definition |
02:04:01 | bobdaduck | there's no code at line 128, just an end... |
02:04:17 | bobdaduck | All my timers look something like this: Timer:scheduleRepeating(spawnBursts(spot1), 3000) |
02:04:23 | kaen | okay |
02:04:30 | kaen | spawnBursts(spot1) |
02:04:33 | kaen | is a function *call* |
02:04:39 | raptor | you can't do that sadly |
02:04:40 | kaen | you need to pass it a *function* |
02:04:50 | raptor | only 'spawnBursts' |
02:04:53 | kaen | yes, it can take no arguments (usefully) |
02:04:54 | raptor | no argument :( |
02:05:03 | kaen | but |
02:05:07 | kaen | if you do |
02:05:25 | kaen | Timer:scheduleRepeating(function() do spawnBursts(spot1) end, 3000) |
02:05:46 | kaen | that creates an anonymous wrapper function, and because of lua's closures the value of spot1 is the same |
02:06:01 | | bobdaduck tries it |
02:06:04 | kaen | assuming I guessed the anonymous function syntax correctly |
02:06:36 | raptor | kaen: does that work?? |
02:06:37 | bobdaduck | I'm gonna say you probably did not guess the syntax correctly. |
02:06:43 | kaen | post the error |
02:06:50 | bobdaduck | unexpected symbol near ',' |
02:07:19 | raptor | you *could* look in the timer class int he scripts folder.. |
02:07:23 | kaen | fixing... |
02:08:03 | kaen | http://pastebin.com/scT2SaqF |
02:08:21 | kaen | I think the one-line needs a semicolon |
02:08:55 | kaen | raptor, I do it in javascript all the time |
02:09:01 | kaen | I imagine it works in lua too |
02:10:03 | bobdaduck | use your code directly? |
02:10:15 | kaen | broken like that over the lines |
02:10:20 | kaen | should be able to copy/paste |
02:10:31 | bobdaduck | same error |
02:10:36 | bobdaduck | unexpected symbol near ',' |
02:10:46 | bobdaduck | on line 1 |
02:11:04 | kaen | is that line 1 of the script? |
02:11:14 | bobdaduck | line one of your code |
02:11:18 | bobdaduck | the timer:schedule part |
02:12:34 | bobdaduck | raptor do you know a fix for what I'm trying to do? |
02:12:43 | bobdaduck | short of creating four different function |
02:12:48 | raptor | pass in an argument for a timer function? |
02:12:57 | bobdaduck | yeah |
02:13:32 | raptor | you may have to make 4 simple functions called by the timer, then each just calls your one function with the logic and a parameter |
02:13:41 | raptor | but I am actually researching it too.. |
02:13:57 | kaen | I am 100% sure the closures and anonymous functions works |
02:14:13 | kaen | I just tried it on the lua demo |
02:14:27 | raptor | so different problem with bobdaduck's syntax? |
02:14:42 | kaen | sounds like it |
02:14:52 | bobdaduck | spot1 = point.new(blah, blah) |
02:16:16 | kaen | http://pastebin.com/FUrehRy1 |
02:16:29 | kaen | ^ this works as expected, and is essentially what we're doing here |
02:17:14 | bobdaduck | I can't translate it to my code |
02:17:29 | kaen | right, but three-line code I gave you should work fine |
02:17:35 | kaen | but the* |
02:17:42 | bobdaduck | I pasted it directly... |
02:18:04 | kaen | as three lines? |
02:18:09 | bobdaduck | yeah |
02:18:24 | kaen | can you paste the whole thing for me? |
02:19:10 | bobdaduck | Mind if I just paste directly into the channel? |
02:19:14 | raptor | YES |
02:19:19 | bobdaduck | not the entire thing |
02:19:27 | bobdaduck | just the ten relevant lines |
02:19:29 | kaen | just put it on pastebin man |
02:19:32 | bobdaduck | fineee |
02:19:47 | bobdaduck | Not pasting entire code though |
02:19:50 | bobdaduck | http://pastie.org/7248289 |
02:19:55 | bobdaduck | this is my secret level project so |
02:20:03 | kaen | in case I steal your leet lua hacks? |
02:20:13 | bobdaduck | lol |
02:20:13 | bobdaduck | no |
02:20:25 | bobdaduck | in case you figure out more of the level than I want people to know yet |
02:20:31 | bobdaduck | I WANT IT TO BE A SURPRISSEEEEE |
02:21:10 | bobdaduck | error says unexpected symbol ',' on line 8 |
02:22:08 | kaen | okay, and replacing those three lines with Timer:scheduleRepeating(spawnBursts(spot1), 3000) gives you the original error? |
02:22:12 | bobdaduck | of the pasted code |
02:22:56 | bobdaduck | it gives a weird error |
02:23:19 | bobdaduck | expected function in Timer;scheduleRepeating()! on line 128 |
02:23:33 | bobdaduck | line 128 just has an end on it |
02:23:42 | raptor | kaen you 're right! |
02:23:45 | kaen | well, then I am absolutely baffled |
02:23:47 | raptor | bobdaduck: this works fine: http://pastie.org/7248549 |
02:23:56 | kaen | because that syntax is fine. |
02:24:38 | kaen | raptor, enjoy that trick :) |
02:24:41 | kaen | I use it almost daily |
02:24:46 | raptor | i love it! |
02:24:46 | bobdaduck | *tries it* |
02:24:48 | kaen | works in all ecma-scripten |
02:24:59 | kaen | with closures and anonymous functions anyway |
02:25:06 | bobdaduck | hey it worked! |
02:25:09 | kaen | hey! |
02:25:12 | kaen | kaen knows lua |
02:25:16 | raptor | hah |
02:25:24 | bobdaduck | lol |
02:25:25 | raptor | kaen knows everything.. |
02:25:44 | kaen | but actually raptor found the right syntax |
02:25:53 | kaen | so actually kaen specifically does *not* know lua |
02:27:50 | bobdaduck | so the script is working technically, but its behaving really funny |
02:28:06 | bobdaduck | I should be able to solve it though |
02:28:07 | bobdaduck | thanks! |
02:28:15 | raptor | doesn't that descript all of your scripts? |
02:28:20 | raptor | *describe |
02:28:29 | bobdaduck | xD |
02:32:01 | bobdaduck | Can I remove these timers later? |
02:32:08 | bobdaduck | These might get a little... Intensive... |
02:33:25 | raptor | ? |
02:34:01 | raptor | you can try using Timer:scheduleRepeatWhileTrue |
02:34:46 | raptor | there's an example in the Timer.lua script |
02:37:39 | raptor | hey kaen, I have a question that maybe you might know.. |
02:37:59 | raptor | I'm looking to convert the old Lunar classes to LuaW |
02:38:06 | raptor | but we have some classes like TeamInfo |
02:38:18 | raptor | that have a constructor used like so: TeamInfo(teamNumber) |
02:38:36 | raptor | so: local team = TeamInfo(1) |
02:38:51 | raptor | then team:getPlayerCount() or whatever |
02:39:43 | raptor | but if I convert to LuaW, I don't think I have a constructor anymore |
02:40:38 | raptor | so what to do... |
02:41:05 | bobdaduck | repeatwhile true, good idea |
02:48:08 | bobdaduck | I don't understand how to use it though... gimme a sec |
03:02:00 | raptor | i'm not sure I like the new style luadocs.. |
03:05:13 | bobdaduck | I'm not sure I do either |
03:05:52 | raptor | the new ones are smarter... but seem less polished |
03:05:57 | bobdaduck | yeah |
03:15:17 | raptor | falling asleep... heading in early. night! |
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03:56:01 | kaen | bobdaduck, make your timer function return true when it should happen again and return false when it should stop |
03:56:08 | kaen | then you can use it with repeatwhiletrue |
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04:08:41 | bobdaduck | I just used a normal schedule repeating timer |
04:08:52 | bobdaduck | and inside the timer function put in an if statement. |
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04:32:31 | kaen | that works. as long as you aren't spawning many fibers (that is, you're using one heavy function and not many light ones) |
04:32:43 | kaen | oh he's not even here |
04:32:53 | kaen | hell BFLogBot, ChanServ |
04:32:57 | kaen | hello* |
04:33:05 | kaen | my most faithful companions. |
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20:23:40 | bobdaduck | Goodmorning, gentle#bitfighters. |
20:23:49 | kaen | good morning |
20:24:01 | kaen | not five minutes ago I got in-client level uploading working. |
20:24:06 | kaen | so a good morning indeed |
20:25:53 | bobdaduck | nice! |
20:31:16 | kaen | wow I didn't even break any tests while mucking around with the authentication |
20:31:37 | bobdaduck | nice |
20:34:54 | kaen | Watusimoto, can you tell me where to find size limits for levels and levelgens? |
20:36:19 | Watusimoto | hi |
20:36:28 | kaen | hello |
20:36:35 | Watusimoto | as far as I know there are no size limits for levelgens |
20:36:39 | Watusimoto | as for levels... |
20:36:46 | Watusimoto | hold on sec, I'll look |
20:37:48 | bobdaduck | Son of airlock crashes kaen test |
20:37:56 | bobdaduck | (its the very last level in the list) |
20:38:11 | Watusimoto | unfortunately, my kids were playing torchlight on this machine, so everything is swapped out of memory, and the machine is nearly unresponsive... |
20:38:24 | kaen | haha oh wow |
20:40:22 | bobdaduck | so bitfighter pleieiaiaiaidese |
20:40:35 | kaen | heh |
20:40:36 | bobdaduck | can you make it show level maker along with uploader on the view levels screen? |
20:40:50 | bobdaduck | Seems a whole lot more relevant than uploader. |
20:40:53 | kaen | level maker is supposed to be the uploader |
20:41:01 | kaen | uploader will become author |
20:41:28 | bobdaduck | So what about cases where the mods upload someone elses level? |
20:41:44 | kaen | ssshhhh |
20:41:52 | kaen | don't bring up edge cases right now |
20:41:56 | bobdaduck | xD |
20:41:56 | bobdaduck | kay |
20:42:02 | kaen | (by which I mean I don't know yet) |
20:42:18 | Watusimoto | We have this: |
20:42:21 | Watusimoto | static const S32 MAX_LEVEL_LINE_LENGTH = 4096; |
20:42:22 | bobdaduck | We're eventually going to have folders and some organizational structure, yes? |
20:42:25 | Watusimoto | which is part of your answer |
20:42:34 | kaen | bobdaduck, no |
20:42:37 | kaen | tags is all you get |
20:42:50 | bobdaduck | hmmmmmmmm |
20:42:56 | kaen | and then some searching for gametype etc. |
20:43:09 | kaen | but I'll let mods add/edit tags as needed |
20:43:44 | Watusimoto | and these, which are not totally relevant to the question you actually asked |
20:43:46 | kaen | unless you have a cogent argument for folders and some organizational structure beyond what I've mentioned |
20:43:47 | Watusimoto | static const S32 MAX_LEVEL_LINE_ARGS = 128; // Most args on a single line, |
20:43:47 | Watusimoto | static const S32 MaxArgLen = 100; // Each at most MaxArgLen bytes long (enforced in addCharToArg) |
20:44:10 | kaen | Watusimoto, interesting. is there a max number of lines? |
20:44:40 | kaen | found the file |
20:44:41 | Watusimoto | as I recall no, but I realize the answer is not yet complete... hold on a sec |
20:44:48 | kaen | okay |
20:46:20 | kaen | <kaen> unless you have a cogent argument for folders and some organizational structure beyond what I've mentioned << bobdaduck did you see this? |
20:47:23 | kaen | I'm genuinely interested because you seem adamant. |
20:48:58 | bobdaduck | Because, once this is released, we'll have hundreds of maps being suddenly uploaded to the database |
20:49:07 | bobdaduck | And the view levels screen will show all of them |
20:49:13 | Watusimoto | well, there used to be a max file length, I remember because bobdaduck kept asking me to increase it |
20:49:15 | Watusimoto | and I did on several releases |
20:49:21 | Watusimoto | but I can't find it |
20:49:26 | bobdaduck | AND I STILL KEEP HITTING IT. |
20:49:33 | kaen | hmm okay |
20:49:38 | Watusimoto | and I know that sam rewrote some of the loading code |
20:49:52 | kaen | I'll try tracing it later today |
20:49:57 | Watusimoto | and it looks like now the level is loaded in chunks, and is not limited |
20:49:59 | bobdaduck | which will 1: look ugly, and 2: nobody will ever want to wade through them to look for something. The database becomes irrelevant unless you're specifically looking for a map. |
20:50:04 | kaen | oh interesting |
20:50:11 | Watusimoto | bobdaduck: do you still hit total length limits/ |
20:50:19 | bobdaduck | all the time. |
20:50:26 | bobdaduck | well |
20:50:27 | Watusimoto | kaen: I'd rather fix the limitations in the code rather than limit your database code |
20:50:27 | bobdaduck | no. |
20:50:28 | bobdaduck | Not quite. |
20:50:33 | kaen | okay |
20:50:37 | bobdaduck | I think son of airlock hits the length limits |
20:50:42 | Watusimoto | bobdaduck: do you get an error message? |
20:50:50 | bobdaduck | Not the level length limits, I hit the object limits |
20:50:54 | Watusimoto | its line length or file length limits? |
20:51:06 | bobdaduck | Uh |
20:51:15 | bobdaduck | Watusimoto has never seen rave party |
20:51:16 | Watusimoto | kaen: though 4096 chars is hard to hit on a single line |
20:51:20 | bobdaduck | I hit so many limits with that |
20:51:22 | Watusimoto | I have seen rave party |
20:51:26 | bobdaduck | have you? |
20:51:28 | Watusimoto | yes |
20:51:33 | Watusimoto | raptor showed me |
20:51:42 | bobdaduck | xD |
20:51:46 | bobdaduck | and what did you think? |
20:51:47 | Watusimoto | and I think I asked you a question about it |
20:51:53 | Watusimoto | it's pretty crazy |
20:51:59 | kaen | I'm sort of confused on the limits being there at all. Is there something to stop us from passing around const string refs? |
20:51:59 | Watusimoto | you were there too |
20:52:07 | Watusimoto | kaen: no |
20:52:10 | kaen | okay |
20:52:16 | bobdaduck | Basically, its half of what it was originally because I hit some limit somewhere that caused random objects to just start disappearing/not be loaded |
20:52:32 | Watusimoto | the reason we have limits is that the parsing code is rather nutso |
20:52:42 | kaen | ahh okay |
20:52:49 | Watusimoto | it's based on c-style line parsing with lots of gotos and other such things |
20:52:54 | kaen | D: |
20:52:55 | bobdaduck | xD |
20:52:59 | Watusimoto | it's compeletley impossible to read |
20:53:18 | Watusimoto | but it seems to work flawlessly, and no one wants to be the one to break it :-) |
20:53:28 | kaen | I can understand why |
20:53:36 | Watusimoto | read LevelLoader::parseLevelLine for a good taste |
20:54:04 | Watusimoto | that code could probably be replaced with a simple modern string parser |
20:54:13 | kaen | I'll have a look |
20:54:15 | kaen | I like strings |
20:54:17 | kaen | and parsing |
20:54:24 | kaen | anway I actually don't need to have limits in my code, I was just trying to be consistent |
20:54:54 | bobdaduck | Good luck |
20:55:15 | Watusimoto | yes -- consistency is good. I'd just rather be consistent in the direction of fewer arbitrary limits |
20:55:22 | kaen | certainly |
20:55:51 | bobdaduck | I'd rather be consistent in there being no limits! |
20:55:56 | Watusimoto | actually that whole parselevelline is really just a simple string tokenizer |
20:56:10 | Watusimoto | that doesn't even use strtok |
20:56:22 | Watusimoto | (or whatever that c fn is) |
20:58:55 | bobdaduck | We should make all the ints in our game signed |
20:59:38 | bobdaduck | I miss negative width walls... |
21:02:50 | Watusimoto | as I think about it more, there is no reason to have any limits in the file specification, aside from preventing totally insane levels that would dos the game |
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21:03:04 | raptor | there is a ghosted object limit of 2^10 objects imposed by TNL - if there are more than this, the ghosted object database starts discarding viewable objects |
21:03:05 | kaen | I was thinking about that eariler |
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21:03:32 | kaen | wow that was fast. |
21:03:33 | Watusimoto | whoa... where did go? |
21:03:48 | kaen | always watching... waiting... |
21:04:14 | Watusimoto | I would suggest that there may be other limits, like max number of objects, but that they aren;t inherently file specification/parsing limits |
21:04:31 | Watusimoto | and should be imposed at a higher level than the parsing level |
21:04:38 | kaen | so anyway Watusimoto I was thinking scrap the levels limits and do more general memory/cputime limiting |
21:04:51 | Watusimoto | yes! |
21:05:01 | Watusimoto | maybe object count limiting and such |
21:05:10 | kaen | yes |
21:05:11 | Watusimoto | bounds limiting (on the todo list) |
21:05:20 | Watusimoto | but those are not relevant to teh file itself |
21:05:32 | kaen | indeed |
21:05:47 | Watusimoto | the levels are written with floats, but the zone generation is limited to U16s |
21:05:59 | Watusimoto | so there is an inherent conflict there |
21:06:30 | Watusimoto | a coordinate might be 1.123, and that is multiplied by the GridSize, and rounded to an int |
21:06:57 | Watusimoto | we should/probably will get rid of the grid size factor, then maybe we'd just use ints in the level file? |
21:07:12 | Watusimoto | each number on the final int scale is basically 1 pixel |
21:07:33 | Watusimoto | so there's no real reason to need sub-pixel accuracy |
21:08:00 | kaen | 1 pixel in canvas space? |
21:08:03 | Watusimoto | yes |
21:08:18 | kaen | yeah that makes sense then. |
21:08:31 | Watusimoto | ints would be easier for everyone to dealwith |
21:08:37 | kaen | yep |
21:08:58 | Watusimoto | problem is, as always, legacy levels |
21:09:45 | Watusimoto | but we could add a token to the specials line to indicate int coordinates/no gridsize, or we could just look for levels that have no gridsize specifier and assume they are the new format |
21:09:57 | kaen | there we go |
21:10:04 | Watusimoto | so we have options |
21:10:08 | Watusimoto | that aren't too horrible |
21:10:12 | kaen | and keep the legacy parser around and just write the new format when you save |
21:10:19 | kaen | automatic format migration. |
21:10:21 | Watusimoto | yes |
21:10:50 | kaen | sounds dubiously straightforward... |
21:10:54 | Watusimoto | I'm just not positive the ancient levels always had a gridsize specifier if the gridsize was the default (255 or 256 or thereabouts) |
21:11:32 | kaen | maybe when the new parser encounters floats it could abort and use the legacy one |
21:11:32 | bobdaduck | Arg I hate it when I get a great idea for a level but the levelgen requires me to figure out arrays |
21:11:33 | Watusimoto | but we could also look for non-integer coords |
21:11:42 | kaen | good idea, wat :) |
21:11:45 | Watusimoto | :-) |
21:12:07 | bobdaduck | color coords |
21:12:21 | Watusimoto | as we get more levels sucked into the database, we'll have a better idea about the ubiquity of gridSize param |
21:12:40 | kaen | holy smokes |
21:12:47 | kaen | I just realized we can harvest data with this thing. |
21:13:00 | bobdaduck | lol |
21:13:02 | bobdaduck | how so? |
21:13:07 | kaen | it had never occurred to me before :P |
21:13:32 | kaen | like what wat just mentioned. I don't know any other interesting info but now we'll have a place to scrape it from |
21:13:36 | kaen | and an easy way to do it |
21:13:58 | Watusimoto | I'd like to see stats on the popularity of various game types |
21:14:10 | bobdaduck | 90% ctf |
21:14:17 | bobdaduck | 8% core |
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21:20:48 | bobdaduck | So I can't do an algorithm for using arrays and doing everything all proper logically, so I'ma just hardcode the entire thing. |
21:20:54 | bobdaduck | OH WELL. |
21:22:20 | kaen | Watusimoto, it looks like we use C file i/o functions everywhere. Is it okay if I just use fstream? |
21:22:47 | Watusimoto | I don't personally like it, but without good reason. So sure, go for it |
21:23:35 | kaen | okay. I don't mind one way or the other, but they're usually used in pairs. C file io with char*, fstream with string |
21:24:20 | kaen | also C implementations don't have to implement SEEK_END so there's no strictly portable way to get a file's size without reading it all... |
21:25:53 | Watusimoto | do whatever you think will be most maintainable |
21:25:58 | kaen | ok |
21:26:09 | Watusimoto | I trust your judgement :-) |
21:26:24 | kaen | :) |
21:28:14 | bobdaduck | (: |
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21:54:29 | bobdaduck | So what would cause my script to break after running a few times? |
21:56:49 | bobdaduck | throwing the error "Could not validate params for function BFObject:setTeam()" with no line number |
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22:09:09 | Watusimoto | hitting some line that isn't normally hit? |
22:09:47 | Watusimoto | should tell you what it expected... what was that? |
22:10:14 | bobdaduck | Oh I figured it out |
22:10:21 | bobdaduck | Was trying to change it to a team that didn't exist. |
22:10:51 | bobdaduck | Which normally would make it like pink or black or something (I forget) but I guess in levelgen it crashes it |
22:11:36 | Watusimoto | when you pass it an out-of-bounds argument, the script doesn't know what else to do |
22:12:07 | fordcars | Majestic-12 [Bot] -- What bot is that? |
22:12:14 | fordcars | forums |
22:14:43 | Watusimoto | never heard of it |
22:18:13 | fordcars | heh, it's a random search engine, phew |
22:22:16 | bobdaduck | lol why? |
22:22:30 | fordcars | later guys, gtg |
22:24:54 | bobdaduck | bye |
22:26:48 | | fordcars Quit (Ping timeout: 245 seconds) |
22:42:39 | | bobdaduck Quit (Read error: Connection reset by peer) |
23:09:05 | | Platskies Quit (Remote host closed the connection) |
23:15:41 | | BFLogBot Quit (Ping timeout: 272 seconds) |
23:15:41 | | Disconnected. |