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IRC Log for 2013-04-06

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00:29:59Watusimoto Quit (Ping timeout: 256 seconds)
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03:43:15raptorI just have to say... yay for calibre
03:43:33raptor(speaking of the ebook world and all of its nonsense)
03:49:11bobdaduckI just have to say
03:49:18bobdaducklevelgen carnival is the funnest level ever
03:49:55bobdaduckWanna see?
03:49:59raptorit's practically a different game...
03:50:02bobdaduckxD
03:50:02raptorsure!
04:00:25bobdaduckWoah it crashed
04:02:40raptorLua or real?
04:04:28bobdaduckreal
04:04:58raptorman... we have to track those down..
04:05:25raptoractually - if you would consent to give me your level and levelgen, I could run it in a debugger to get a good stack trace
04:08:32raptorbobdaduck: no isAdmin() Lua methods :(
04:08:39raptorbut that may be a good idea..
04:10:02bobdaduckokay
04:20:24koda Quit (Read error: Connection reset by peer)
04:24:27raptorok hosted
04:26:19raptorCRASH!
04:26:26bobdaduckWHOO
04:26:30bobdaduckSo it was when I had Robbie
04:26:32bobdaduckand then left game
04:26:36bobdaduckI think.
04:26:43bobdaduckStack trace give you anything?
04:27:34raptorhttp://pastie.org/pastes/7336567/text
04:27:44bobdaduckThat tells me so little
04:27:44raptorLua stuff is hard..
04:27:46bobdaduckxD
04:27:48raptorhahaha
04:29:25bobdaduckDoes it tell you anything?
04:30:29raptorlooks like it was a TIck event
04:30:58raptorsomething to do with playerinfo
04:32:20bobdaduckThere's only three tick events...
04:32:26bobdaduckhealthpack, stoprock, and match robbie
04:32:29bobdaduckhealthpack I assume
04:37:44bobdaduckfound anything?
04:38:33raptorthis is actually hard... so my guess is that it's trying to access a playerInfo object that has disappeared or has been replaced with different memory
04:38:58raptorwould the level consistently crash with people exiting?
04:39:06bobdaduckI think so
04:39:08bobdaducklets try it?
04:39:11raptorok
04:39:26raptoruh, i'm not going to host because I have valuable debugging information running..
04:39:55bobdaduckxD
04:39:56bobdaduckokay
04:39:57bobdaduckhosting
04:40:10bobdaduckjoin from stock
04:40:15raptordone
04:40:41bobdaduckcrashed!
04:40:43raptorboom?
04:40:46raptorok one more test
04:40:48bobdaduckone more
04:41:29bobdaduckcrash!
04:41:33raptorhuh
04:41:35bobdaduckone more then
04:41:36raptorok
04:41:56bobdaduckno crash
04:42:17bobdaducknope
04:42:50bobdaduckcrash
04:42:51raptorha
04:42:53raptorok so
04:42:53bobdaduckconsistent! YAYY
04:42:57raptorYAY
04:44:36raptorok, so
04:44:42bobdaduckso
04:44:50raptoryour script is HUGE
04:45:12bobdaduck...yes.
04:45:26bobdaduckokay join again
04:45:31bobdaduckand run a crash
04:45:57bobdaduckcrash!
04:46:00bobdaduckOkay
04:46:00raptoroooo
04:46:03bobdaducksend you simple case?
04:46:04raptorsend me that script..
04:46:06raptoryes please
04:47:05bobdaduckhttp://pastie.org/7336641
04:47:24bobdaduckMight be a bit simpler than debugging carnival :P
04:49:55raptorok, join please
04:51:31raptorbobdaduck: please join and try to crash my server..
04:51:36raptori'll be right back..
04:55:54raptorok
04:55:59raptorcrash..
04:56:42raptordid you crash me?
04:57:19bobdaduckyeah
04:59:20bobdaduckChanging a core's team doesn't seem to work in levelgen
05:01:06bobdaduckNowait
05:01:07bobdaduckit does
05:01:10bobdaduckbut it doesn't change color
05:01:33raptorheh, really?
05:01:37raptorhmmm...
05:02:22bobdaduckOut for a bit
05:02:25bobdaduckgood luck
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05:36:41raptoroh my
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05:51:05raptorkaen: are you still up?
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06:00:16bobdaduckAny progress
06:00:20bobdaduck?
06:32:50raptorhi bobdaduck
06:33:17bobdaduck(mostly afk here.)
06:33:20raptorI don't know what's going on, but if it what I think it is, then I won't be able to patch 018a
06:33:39raptorbut I can test with some future code changes to 019...
06:33:56raptorif kaen were up, I could pick his brain some - but maybe tomorrow..
06:44:59bobdaduckwhat do you think it is?
06:45:24raptorI think it's a memory corruption issue between c++ and our old Lua wrapper (Lunar)
06:46:23raptortake a look here, I narrowed it down to where it crashes: http://pastie.org/7337356
06:46:42raptorit crashes between those two logprints
06:46:48raptorlines 9 an 14
06:46:55raptorbut it should never do that..
06:46:58raptorever
06:47:29bobdaduckxD
06:48:45raptorwell, i'm officially too brain dead to try and figure this out further
06:48:54raptorso.. good night!
06:49:16bobdaducknight
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12:28:15raptorgood morning
12:35:42Watusimotohi
12:37:22WatusimotoI've managed to exterminate a ton of duplicate code and clean up the score render widget; it's much less crazy now
12:46:26raptoroh good!
12:52:20Watusimotounfortunately, the function isTeamCoreBeingAttacked can't be const in its current incarnation, so I either need to rip out a whole tree of const delcarations or refactor that a bit
12:52:46Watusimotobut I like this new code design much better
12:52:58Watusimotolunchtime
12:53:01Watusimotoback in a bit
13:08:35raptorbobdaduck found a Lua crash that I don't understand
13:10:11raptorhere is the script, it crashes between the two logprint lines: http://pastie.org/7340213
13:11:00raptorand here is the stack trace: pastie.org/7340220
13:16:46raptor'value' is not nil, and the metatable for it looks fine (returns all the PlayerInfo methods)
13:18:24raptorit happens whenever a player leaves the level the script is on, after they're 'registered', but only after they've died at least once
13:21:35raptorit looks like the playerInfo object in Lunar has become corrupted somehow
13:22:15Watusimotook, got that figured out
13:22:26Watusimotomy problem, not yours :-)
13:22:34raptorheh
13:22:43raptorgood
13:23:03raptoras for my problem, my research led me to an old post of yours here: http://stackoverflow.com/questions/1047212/detecting-stale-c-references-in-lua
13:23:13raptorbut I'm not sure it's relevant
13:25:19WatusimotoI *think* the stack trace suggests that value has no getname method
13:25:24Watusimotoor something like that
13:25:27raptorbut it DO
13:25:29raptorfds\a
13:25:30raptorfsa
13:25:32raptorfsdfdsa
13:25:45Watusimotocan you verify it is the value:getname() call that is failing?
13:25:53raptorsorry, child...
13:26:05raptori print out the metatable and it's complete
13:26:08raptorit's there
13:26:09Watusimotobeen there, done that :-)
13:26:21Watusimoto(both metatable and child)
13:26:31raptorhaha yeah
13:26:38Watusimotoso the printtable works
13:26:41Watusimotothat's not the issue
13:26:44Watusimotoright?
13:27:24raptorright
13:28:00raptorit prints out the full table: http://pastie.org/7340340
13:28:09Watusimotowell, it could be a stale reference problem
13:28:12raptorthe '1', then the table, but no '2'
13:29:14Watusimotoif I recall correctly, the thunk is where lunar tries to convert a pointer from a lua thing to a c++ thing
13:29:28Watusimotoso... that would be consistent with a stale pointer
13:29:36raptorand this is whats really weird (if you can follow): http://pastie.org/7340344
13:30:03raptorthat is when it crashes, i go back 1 frame and print out all the relevant objects being called
13:30:12Watusimotocould the c++ object have been deleted when this code runs
13:30:20Watusimoto?
13:30:27raptorit happens right when a player leaves the game
13:30:48Watusimotothen that's probably it
13:30:50raptorso it could be that playerInfo gets deleted right then, I suppose?
13:30:56Watusimotoexactly
13:31:09Watusimotoso the easiest fix is to convert to luawrapper
13:31:13raptoryes
13:31:26Watusimotowhich I can do if you want to add it ot the list
13:31:30raptorthat's what I'm thinking..
13:31:34raptorI'll do it!
13:31:37Watusimotoreally?
13:31:39raptor(I've already started)
13:31:53raptorI've converted 1 of the 5 Lunar objects so far..
13:32:00Watusimotoif you follow the patterns in the other codez you will end up with the getPlayer returning nil if the c++ object was deleted
13:32:14Watusimotoscript might still crash, but at least it can detect the condition and respond
13:32:21raptorwith LuaW you mean
13:32:33Watusimotoyes with luaW
13:32:49raptorok, good - a nil check in the Lua code is definitely preferable to this craziness
13:32:59Watusimotothough it is also possible to retrofit proxy objects into lunar, but I think I deleted all the relevant code when I converted the objects that relied on it
13:33:03Watusimotoyes
13:33:12Watusimotoit actually makes sense :-)
13:34:32Watusimotothe new const-correct scoreboard renderer seems to work even when I kill cores
13:34:35Watusimotothat's good!
13:34:42raptorwell great - then I'm not completely crazy
13:36:23Watusimotono
13:36:33Watusimotothough lua has a way of making one think he is
13:36:43raptoryes!
13:36:59Watusimotooops spoke too soon... core crashes when game is over
13:37:52Watusimotoadd a null check and away we go
13:38:52Watusimotowell... I have to decide whether to do my taxes or play a board game with my kids
13:39:01raptoroh no!
13:39:09WatusimotoI think it's a pretty easy choice :-)
13:39:19WatusimotoI still have 9 days for taxes!
13:39:28raptori'd say board game.. but maybe time dicta.... yes :)
13:42:06Watusimotowe're going to play Agricola
13:42:12raptor?
13:42:16Watusimotothat game weighs about 12 kilos
13:42:43Watusimotohttp://boardgamegeek.com/boardgame/31260/agricola
13:43:12WatusimotoYou may know it by its other name: 農家樂
13:43:54raptorha
13:44:10Watusimotook, back later
13:44:14raptorok
13:44:15raptorthanks
13:44:21Watusimotowelcome!
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16:54:21kaenraptor how do you feel about Delay=0 ?
16:54:36kaenI don't mind it but I think we should limit it to some reasonable threshold
16:54:59kaenor just actually support a 0 value, which is possible if we only allow them to trigger once per frame
16:55:32raptorhi
16:55:43raptorlimit to delay=0.1 or something?
16:55:56kaenhello
16:56:00kaenthat's what I did on kaen test
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16:57:11kaenbut it's on a private member, and if we expose delay via lua then we'll have to duplicate the logic or else we'll get the bug again
16:57:32kaenso should we add delay get/setters?
16:57:44raptori don't remember what Watusimoto's thoughts were on the matter...
16:57:53kaenI tried asking him but he was afk
16:58:01raptordid we determine it was good to keep? what do you think?
16:58:21kaenthere are interesting things that can be done with it
16:58:40kaenalthough one could achieve them through levelgens
16:59:01kaeneven without exposing delay directly i.e. add/remove the teleporter
16:59:21raptorso maybe only expose it via levelgen?
16:59:46kaenmaybe. if we expose it I say we might as well keep it in levelcode too
17:02:15kaenthis cockatiel will not stop chirping at me if I program without putting him on my shoulder now
17:02:26kaenI think he likes the warmth.
17:03:28raptorhaha
17:03:44koda Quit (Read error: Connection reset by peer)
17:07:33kaenrofl I'd never seen this issue until just now: http://code.google.com/p/bitfighter/issues/detail?id=143
17:08:56raptorthat can probably be handled in pleasdidses
17:09:21kaenI'd actually been pondering how to allow ratings in-game. I too came up with hashing the code (and levelgen). It could be submitted with the rating to make sure that someone hasn't spoofed their ID into geo war or something
17:12:12kaenalso I still have not thought of a better name for pleiades
17:13:06kaenmaybe a well-named star cluster is too much to hope for
17:13:47raptorit works fine for a code name
17:15:00kaenyes but I think something more pronounceable and easy to spell would be nice
17:15:10raptor:)
17:15:40kaenI typed "star clusters with cool names" into google
17:15:47kaentop three results are articles about pleiades
17:16:17raptormaybe it's time to go to somewhere drastic: http://en.memory-alpha.org/wiki/Portal:Main
17:16:56raptorhttp://en.memory-alpha.org/wiki/Stellar_cluster
17:17:10kaenI also had the idea of picking a scientist
17:17:20kaen"father of space flight" gave me "Konstantin Tsiolkovsky"
17:17:29kaenso I stopped.
17:17:32raptorheh
17:18:04kaenstar trek :<
17:19:35kaenhow about "Yuri"
17:19:50kaenafter the first man into space?
17:19:55raptorsure
17:19:57raptori like that
17:20:40raptorWatusimoto: if you're around, I have a question regarding the PlayerInfo object that uses Lunar
17:20:53kaenЮ́рий
17:21:10raptorthat first letter looks like a federation star ship!
17:21:16kaenhehe
17:21:30kaenit's yuri in cyrillic
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20:04:50raptorbobdaduck: I think I found the crash... testing
20:04:57bobdaduckyay
20:10:01raptorwe use onShipSpawned to register because 'onPlayerJoined' was broken, right?
20:11:50bobdaduckuh
20:11:52bobdaducksomething like that
20:12:33raptorotherwise why are we using onShipSpawned? we don't want to register everytime a ship is spawned do we?
20:16:19raptorfixed!
20:20:53raptorok bobdaduck here is the fix: http://pastie.org/7344009
20:21:13raptorbasically what was happening was that every time a player spawned, they be added again to the registered players list
20:22:47raptorso if they were registered twice, then they left, only one registration was removed - then when looping through it would see the first registration still in the table and crash (because they were gone)
20:25:36raptorso I created a method to only insert if it wasn't already found in the table
20:31:22Watusimoto has joined
20:31:54Watusimotohey there
20:32:09Watusimotomy kids were on earlier; I wasn't ignoring you
20:32:16raptor:)
20:34:55raptorcan you answer me a question about Lunar?
20:37:53raptora LuaPlayerInfo object is created for each ClientInfo
20:38:02raptorbut robots don't have a ClientInfo object, correct?
20:53:32WatusimotoI think this is correct
20:53:40Watusimotosorry, this time I was ignoring you ;-)
20:54:10raptorheh
20:54:12raptornext question:
20:54:50raptorRobotPlayerInfo and PlayerInfo are child classes of LuaPlayerInfo, which override virtual methods from LuaPlayerInfo.
20:55:12Watusimotook
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20:55:35raptorWill I have to do do LuaW stuff in those child classes? or will just adding them to the parent be all that's necessary?
20:56:06Watusimotohmmmm
20:56:32bobdaduck Quit (Ping timeout: 260 seconds)
20:56:59WatusimotoMy first thought would be parent classes shoudl work
20:57:10raptorwell, I will try it first :)
20:57:22WatusimotoI assume that the methods will all be the same
20:57:44Watusimotoso you should be able to implement in the parent class, and have the children inherit
20:57:54raptorys
20:57:56raptoryes
20:58:19Watusimotowould this be a similar situation to, say, implmeenting methods in MoveObject that get inherited by their children?
20:58:24Watusimotobecause that all works fine
20:58:24raptorno
20:59:38raptorbecause the children of this class *only* override the parrent and aren't grabbed explicitly with Lua
20:59:49raptorthey dont' add any other methods
21:00:14bobdaduck_mRequest: lua method for adjusting ship health
21:00:20WatusimotoI think it will work
21:00:45bobdaduck_mAlso the luadocs display really weird on my phone. Also what is he pointt of ship:isAlive()?
21:01:02raptortoo many Qs!
21:01:10Watusimotobobdaduck_m: you could have a ship objec that is in fact no longer alive
21:01:22Watusimotolike if it were in the process of exploding
21:01:56bobdaduck_mBut couldn't I just subscribe to Event.shipKilled?
21:02:28Watusimotoyou could
21:02:39Watusimotobut if you were holding a ship object, you might want to ask it
21:03:09bobdaduck_mbut you can't even stick IDs on ships anyway...
21:03:35Watusimotono; but you might have a table of all the ships that you visit every now and again for whatever reason
21:03:35raptorWatusimoto: third question: LuaPlayerInfo overrides Lunar::push with the following comment:
21:03:37raptor/ false ==> We do not want Lunar to try and delete the C++ object when Lua is done with it
21:03:49raptoris that safe to remove?
21:04:01Darrel Quit (Read error: Connection reset by peer)
21:04:04Watusimotoif you wanted to, say, add health to all ships, it might be useful to know if one was dead
21:04:28bobdaduck_mThere's no method to adding healh to ships
21:04:53Watusimotowe check if a ship has exploded for all sorts of reason sin the C++ code, so it seemed natural to expose that to lua. (I know, but since you asked about it it seemed topical)
21:05:01raptorbobdaduck_m: can you do negative damage?
21:05:35Watusimotoraptor: yes, I think so; with the proxy system, that complexity should be handled
21:05:39raptorok
21:05:47raptorbobdaduck_m: repair module does negative damage
21:05:52raptorif you want to be technical
21:05:59Watusimotoluaw never deletes the c++ objects
21:06:08bobdaduck_mYeah but there's no methods for that
21:06:57bobdaduck_min fact almost all ship methods are exclusively get methods. (getLoadout, getHealth)
21:07:43bobdaduck_mmethod request: ship:setPlayer()
21:08:03raptorbobdaduck_m: did you see my fix for your crash? it can be done in Lua
21:08:35bobdaduck_mhaven't looked at it yet. Sort of busy right now ;)
21:10:09bobdaduck_mAlso I'd like to make it publically known that the irc program I use on my phone doesn't do pings, so bobdaduck_m does nothing.
21:12:31raptorWatusimoto: fourth question: there is a setDefunct() method on LuaPlayerInfo, it is only triggered when a player leaves (in gameConnection), and only used as a check when grabbing the 'PlayerInfo:getShip()' method
21:12:41raptordo you think that is still needed?
21:13:44bobdaduck_m Quit ()
21:14:10WatusimotoI don't think so... I think that would be covered by the proxy system as well... the methods will start returning nil when the player leaves, if I understand right
21:14:33raptorok
21:14:35WatusimotoI would start by removing it, and if there is a problem, we can look at how to best address it
21:14:41raptorok
21:14:56Watusimotoif the player object were deleted, getShip should return nil
21:15:18Watusimotoso that should work
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21:35:03raptoryay compiled
21:35:54Watusimoto:-)
21:36:01raptorok Watusimoto PlayerInfo object has been converted to LuaW; however...
21:36:30raptorwait doubel checking..
21:38:37raptorhuh... it seems like playerInfo object does not persist anymore
21:40:09raptordidn't we have this problem with something before? like the Ship object?
21:40:38Watusimotowhat do you mean it doesn't persist?
21:40:56raptoras in when this event is triggered: onShipSpawned(ship)
21:41:04raptorand you do ship:getPlayerInfo()
21:41:21raptorand it returns a memory address: 0x1234
21:41:33raptorwith Lunar, that address was always the same, now it's different
21:41:44raptordifferent playerinfo is being created for some reason
21:43:39Watusimotointeresting. we did have this issue previously. With all the back and forth, I do not know if the fix is still in. Let me look
21:44:39WatusimotoI searced luaw.h for cache, and found nothing
21:44:47raptoroh
21:45:00raptorwas it because when updating from upstream, the cache was broken
21:45:12WatusimotoI think that we might have removed the userdata caching code, and that was, I think, what ensured that we would have a consistent object ref
21:45:51raptoryes - we decided to use upstream but add the memory leak
21:46:11Watusimotoso if my thinking is correct (and I'm a little addled at the moment due to an "irregular" sleep event), I wouldn't expect the ref to be consistent
21:46:24raptorok
21:47:19raptorsadly many levelgens were using the consistency of the playerInfo as unique identifiers
21:47:33raptorshould I commit my changes anyways?
21:48:31Watusimotohow many is "many"?
21:49:08WatusimotoI think they can easily be fixed, by retrieving some attribute from the playerInfo that will remain consistent (I recall looking into this before, and forget what attribute makes sense)
21:49:10raptorpretty much every script that bobdaduck and little_apple use (because they deal with 'registration' of players)
21:49:17Watusimotoah
21:49:19raptoryes, probably the name instead?
21:50:26Watusimotolooking at playerinfo.h, I think I am misremembering. I think the name would make a good short-term standin
21:50:47Watusimotobut I also hope that we can fix the lua issue for the next release
21:51:22Watusimotoso maybe if they fix their code, they could comment out the current check with the idea of reinstating it later
21:54:56raptorwell, this is obviously a LuaW problem now, not with the c++... so think I'll commit, are you ok with that?
21:55:15raptoror is it in our interest to not remove Lunar until we can fix LuaW?
21:58:17Watusimotoyes, commit
21:58:33Watusimotoit's a global problem we need to fix for all our classes
21:59:02WatusimotoI'm ok with brekaing bdd and la scripts because it is all still in development/transition
21:59:16raptorok
21:59:19Watusimotoand this is clearly the direction we want to go
21:59:24raptoryes
21:59:25raptorok
21:59:27raptorcommitting...
21:59:37Watusimotoare you ready to extinguish lunar?
21:59:45raptoryes!
22:01:43bobdaduck has joined
22:03:55raptoryay
22:04:00BFLogBot Commit: 75e1c7fa6ce3 | Author: buckyballreaction | Message: Convert the Lua PlayerInfo object to use LuaW. Note that within Lua the object reference is not consistent anymore until we fix LuaW's caching
22:04:13bobdaduckThe levelgen didn't crash immediately...
22:04:15bobdaduckwant to test it?
22:05:52raptorsure
22:08:47bobdaduckFootloose says you should run for president
22:12:14Watusimotoraptor is president of bitfighterville!
22:14:26raptormy wife is the president of our home owner's association - I think I wouldn't ever want to be president of anything ever... ever
22:14:31bobdaduckuh
22:14:35bobdaduckokay I have a bug for you.
22:15:14raptorbobdaduck: do you understand the problem behind that crash, and my fix for it?
22:15:18raptor(just to check..)
22:15:19bobdaduckyeah
22:15:21bobdaduckI got that
22:15:28bobdaduckmakes sense, really.
22:15:36bobdaduckRubber duck programming would have solved that fast.
22:15:49bobdaduckSo I have something really weird
22:15:51bobdaduckfor SOMEONE.
22:17:37bobdaduckIts not game crashing its just really odd
22:20:48raptorwaiting for this weird thing...
22:22:03WatusimotoI was chair of my neighborhood association for a couple of years
22:22:13Watusimotobut that's different than a homeowner's association
22:22:30bobdaduckin my server?
22:22:41bobdaducklike, have to show you
22:24:49bobdaduckIt has to do with engineering Robbie
22:24:51raptoroh ok
22:24:53raptori'll join..
22:27:02raptoractually, it's dinner.. back later
22:32:48bobdaduckcan I disable chat flood filters?
22:41:59raptorhi
22:42:03raptorbobdaduck: looking...
22:42:12bobdaducknah come see this first
22:42:57raptorlooks like no...
22:42:59raptorok
22:54:59Watusimoto Quit (Remote host closed the connection)
22:58:25Watusimoto has joined
22:59:15raptorWatusimoto: have you ever seen craziness like this?: http://stackoverflow.com/questions/7986412/c-how-to-check-1-ind-in-array
22:59:20raptorand look at the solution
22:59:51raptorsomehow bobdaduck got that "-1.#IND" in a Lua script getting the coords of an object
23:02:15Watusimotowhat? really? I've never heard of that before
23:04:12Watusimotocould we be dividing by 0 for some reason? like gridsize = 0 somewhere... or soemthing like that???
23:04:59raptoroh! that might be it!
23:05:16raptordivide by zero makes sense...
23:08:01Watusimotothough we usualy mult by gridSize, not sure where else we divide coords
23:08:29raptorhe probably is doing something goofy in his script (it is the 'Carnival' one, after all..)
23:08:51raptor3 Lunar classes left!
23:18:24bobdaduck Quit (Ping timeout: 260 seconds)
23:28:25fordcars Quit (Ping timeout: 245 seconds)
23:36:19bobdaduck has joined
23:37:31raptorok, i'll be back in about 2.5 hours - good night Watusimoto
23:37:43Watusimotook, good bye!
23:38:09bobdaduckWhat'd I miss?
23:38:10bobdaduckxD
23:39:12raptorbobdaduck: are you dividing by zero in your robbie code
23:39:19bobdaduckuhhhh
23:39:20raptorbecause that would return that weird 'number'
23:39:23bobdaducknot that I'm aware of!
23:43:55raptorok leaving for real now..
23:43:56raptorback later
23:43:59raptor Quit ()
23:47:04bobdaduck Quit (Remote host closed the connection)
23:59:21fordcars has joined

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