Timestamps are in GMT/BST.
| 00:06:12 | | SolumnMushroom has joined |
| 00:08:58 | SolumnMushroom | I'm getting Anime Studio |
| 00:09:01 | SolumnMushroom | :D |
| 00:10:55 | | Watusimoto Quit (Ping timeout: 260 seconds) |
| 00:24:52 | | BFLogBot Commit: fb7498643e3b | Author: buckyballreaction | Message: Add new class to CMake |
| 00:29:48 | raptor | my desire to kill Lunar is greater than my desire to port the two remaining objects |
| 00:55:52 | kaen | if we could train wat to use the cmake-generated vc++ files we'd be golden |
| 01:09:45 | | fordcars has joined |
| 01:44:34 | bobdaduck | *re-requests that forcefield projector snapping be bumped back to high priority |
| 01:46:44 | bobdaduck | like srs |
| 01:47:12 | bobdaduck | Load level>> Readjust every forcefield projector and turret >> begin working |
| 01:50:53 | | Platskies has joined |
| 01:53:38 | kaen | okay on that test case |
| 01:53:47 | kaen | the one in the corner is ambiguous. |
| 01:54:10 | kaen | the one on the right is definitely an error though |
| 01:54:33 | kaen | but maybe in ambiguous cases we could defer to the original position |
| 01:55:11 | bobdaduck | hm? |
| 01:55:20 | bobdaduck | yeah |
| 01:55:26 | kaen | the test case on the running bug list |
| 01:55:32 | bobdaduck | because seriously every time I load a level I have to readjust every item |
| 01:55:36 | | Platskies Quit (Ping timeout: 256 seconds) |
| 01:55:36 | bobdaduck | its ridiculous |
| 01:56:01 | bobdaduck | It should *always* defer to where it was placed before... |
| 01:56:05 | kaen | also the other one is on an interior wall segment |
| 01:56:19 | kaen | which the code explicitly attempts to "fix" |
| 01:56:39 | kaen | // First we snap to a wall edge -- this will ensure we don't end up attaching to an interior wall segment in the case of a wall intersection. |
| 01:56:40 | bobdaduck | Okay I put those as simple cases |
| 01:57:08 | bobdaduck | This level I have forcefields, put on walls at the axis |
| 01:57:35 | bobdaduck | and I load the level and it snaps to like... x = .012368832 |
| 01:57:39 | bobdaduck | instead of x=0 |
| 01:57:41 | bobdaduck | like... What. |
| 01:58:00 | kaen | sounds like wall width with floating point error |
| 01:58:05 | kaen | can you paste it for me? |
| 01:59:04 | bobdaduck | No |
| 01:59:22 | kaen | okay well the case I have behaves properly so... |
| 02:02:06 | SolumnMushroom | I'm backing up my GameCube games |
| 02:04:33 | SolumnMushroom | Super Mario Sunshine, SSBM(failed), Both Pokemon GC games, and Kirby Air Ride |
| 02:06:16 | kaen | in fact that snapping behavior mimicks the in-editor snapping behavior while dragging forcefields |
| 02:06:36 | kaen | so I think it's more of a bug that you can put them there in the first place. |
| 02:07:20 | bobdaduck | Well yeah. |
| 02:07:38 | bobdaduck | But that's not what I'm doing. |
| 02:07:46 | bobdaduck | Its a completely averagely placed forcefield |
| 02:07:50 | bobdaduck | and it falls out of place. |
| 02:07:58 | | fordcars Quit (Ping timeout: 245 seconds) |
| 02:08:00 | kaen | I can't reproduce it |
| 02:08:28 | bobdaduck | I can't either, I guess |
| 02:08:46 | bobdaduck | If I leave and come back right now, it doesn't break |
| 02:09:03 | bobdaduck | But every time I start to work on the level its broken again |
| 02:09:12 | bobdaduck | So I really don't know. |
| 02:10:10 | kaen | however |
| 02:10:25 | kaen | I believe the code is meant to allow dragging a wall and having its attached items come with it |
| 02:10:31 | kaen | and that is definitely not working. |
| 02:10:38 | bobdaduck | lol |
| 02:10:40 | bobdaduck | yes no. |
| 02:11:09 | kaen | "but we also need to figure out which segment we're attaching to so that if that segment were to move, we could update or item accordingly" |
| 02:12:04 | kaen | yep I'm moving on to something else |
| 02:12:15 | kaen | this is deeply broken, hard to fix, and honestly not that big of a problem |
| 02:12:24 | bobdaduck | It *is* that big of a problem though. |
| 02:12:28 | bobdaduck | Passively small |
| 02:12:36 | kaen | you can't even reproduce it on demand... |
| 02:12:40 | bobdaduck | Nope. |
| 02:12:57 | kaen | and I can't reproduce it at all |
| 02:13:01 | bobdaduck | But it takes a lot of time every time it *does* reoccur |
| 02:13:26 | kaen | can't fix something if I can't test it |
| 02:13:33 | bobdaduck | Can you at least do the corner case? |
| 02:14:05 | kaen | there's some philosophy there and I don't want to make a decision unilaterally |
| 02:14:19 | kaen | if I were to make a decision I'd stop you from being able to put them there though. |
| 02:15:25 | kaen | if you want to turn it of in your copy, open UIEditor.cpp |
| 02:15:28 | kaen | find resnapAllEngineeredItems(mLoadTarget); |
| 02:15:30 | kaen | and comment it out |
| 02:15:39 | kaen | turn it off* |
| 02:15:45 | bobdaduck | that means I have to build bitfighter, right? |
| 02:15:48 | kaen | yeah |
| 02:16:01 | bobdaduck | uh |
| 02:16:10 | bobdaduck | bitfighter takes over half an hour for me to build |
| 02:16:20 | bobdaduck | Could you possibly add that as an ini option? |
| 02:21:22 | kaen | windows sucks |
| 02:21:30 | kaen | but probably that'd be fine. |
| 02:21:51 | kaen | next! |
| 02:22:38 | SolumnMushroom | My install of openSUSE is horribly broken |
| 02:22:58 | | fordcars has joined |
| 02:23:08 | kaen | :< |
| 02:25:43 | SolumnMushroom | And outdated to boot! XP Good thing 12.3 PPC is in development |
| 02:26:34 | bobdaduck | Next? |
| 02:27:04 | kaen | time for the next bug :) |
| 02:27:12 | bobdaduck | Uhhh changing a core's team via levelgen doesn't change its color |
| 02:27:15 | kaen | I'm trying to do the low-hanging fruit |
| 02:27:41 | bobdaduck | That one is, isn't it? |
| 02:28:57 | kaen | sounds like it |
| 02:29:00 | kaen | trying to reproduce |
| 02:32:31 | | raptor wakes up, wipes drool off of the couch |
| 02:32:53 | kaen | works fine for me bobdaduck |
| 02:33:11 | raptor | FF snapping is a gnarly bug |
| 02:33:21 | kaen | http://pastie.org/7379143 |
| 02:33:29 | kaen | doesn't seem like a bug to me anymore |
| 02:33:38 | kaen | the case we have behaves as well as it can |
| 02:34:03 | raptor | oh - another thing with FF snapping: when you arbitrary rotate stuff, the go all over the place |
| 02:34:08 | raptor | *they |
| 02:34:17 | kaen | in a corner we will be wrong 50% of the time no matter what |
| 02:34:34 | raptor | kaen: yes |
| 02:34:36 | kaen | and the code explicitly prevents them from snapping to the edge of interior wall segments |
| 02:35:17 | raptor | train wat... hee hee |
| 02:35:22 | kaen | :) |
| 02:36:09 | raptor | kaen: try changing team of core again after a second or two.. |
| 02:36:21 | raptor | wiht a timer or whatever |
| 02:36:22 | kaen | k |
| 02:37:08 | raptor | actually - it may be that you need to run a dedicated server instance separately - like the TeamMask isn't being set (but I don't remember exactly) |
| 02:38:06 | kaen | hmm maybe |
| 02:39:21 | raptor | maybe what i said oesn't make technological sense actually... |
| 02:39:25 | | raptor needs to wake up more |
| 02:39:49 | | SolumnMushroom uses Wake-Up Slap on raptor |
| 02:39:59 | | raptor gratefully accepts |
| 02:41:28 | kaen | makes sense to me |
| 02:41:34 | kaen | okay so doing it in the main function works fine |
| 02:41:40 | kaen | in a timer doesn't change teams |
| 02:41:56 | raptor | back in a bit.. |
| 02:42:02 | kaen | unless you add *and* change its team in the callback |
| 02:42:03 | kaen | k cya |
| 02:47:58 | | fordcars Quit (Ping timeout: 245 seconds) |
| 02:54:11 | kaen | next! |
| 02:54:35 | kaen | ... ahem |
| 02:56:10 | kaen | BFLogBot! |
| 02:56:11 | | BFLogBot Commit: 652cf84e016a | Author: kaen | Message: send updates for CoreItem team changes which take place after initial update |
| 02:56:12 | kaen | wake up! |
| 02:56:20 | kaen | next! |
| 02:57:19 | SolumnMushroom | What is the logbot script? |
| 02:57:48 | kaen | it's a java program actually |
| 02:58:00 | kaen | it posts the irc channel logs to bitfighter.org/irclogs |
| 02:58:10 | kaen | and announces commits to the development repository |
| 02:58:29 | SolumnMushroom | Ahh cool |
| 02:59:36 | SolumnMushroom | Did you fix the flag issue? |
| 03:00:36 | SolumnMushroom | The amazing flag dissapearing act when a player disconnects?> |
| 03:01:24 | kaen | not yet |
| 03:01:37 | kaen | I've never heard of it actually... |
| 03:03:49 | bobdaduck | The amazing flag what? |
| 03:03:50 | bobdaduck | xD |
| 03:04:03 | SolumnMushroom | Sometimes, when a player disconnects while holding a flag in CTF, the flag dissappears with the player |
| 03:04:15 | bobdaduck | uhhh |
| 03:04:24 | bobdaduck | Can you reproduce it? xD |
| 03:04:40 | raptor | I'm not really here - but I've actually tried to reproduce that one, but failed.. |
| 03:04:42 | SolumnMushroom | It's only happened to me once. How do I create a bot? |
| 03:04:52 | kaen | /addbot ? |
| 03:04:59 | kaen | or do you mean writing one? |
| 03:05:07 | SolumnMushroom | I'm new to the commands |
| 03:08:22 | raptor | take a look at the last few pages in INSTRUCTIONS on the main menu - they have all of them there |
| 03:13:53 | SolumnMushroom | Hmm... I couldn't do it again. |
| 03:15:05 | kaen | good! |
| 03:16:51 | bobdaduck | lol |
| 03:16:58 | bobdaduck | Welp I declare it nonissue |
| 03:17:12 | SolumnMushroom | Guess it was one of those "once-in-a-lifetime" sort of things |
| 03:17:18 | SolumnMushroom | I blame lag |
| 03:19:20 | SolumnMushroom | On an unrelated note, I love Pocket Tanks |
| 03:21:32 | bobdaduck | Can I disable level editor warnings in the ini? |
| 03:21:58 | kaen | not that I know of |
| 03:23:13 | bobdaduck | That would be nice.. |
| 03:23:53 | SolumnMushroom | I need to go. Bedtime. 'night! |
| 03:23:59 | | SolumnMushroom Quit (Quit: Leaving) |
| 03:25:20 | bobdaduck | THE SECRET DUNGEON IS NEARING COMPLETION! |
| 03:26:15 | bobdaduck | kaen and raptor: Would you like to be the testers? |
| 03:30:00 | | amgine1234567890 has joined |
| 03:30:02 | amgine1234567890 | a |
| 03:30:03 | amgine1234567890 | a |
| 03:30:03 | amgine1234567890 | a |
| 03:30:05 | amgine1234567890 | XD |
| 03:30:08 | amgine1234567890 | hi there |
| 03:30:40 | raptor | bobdaduck: ok, what do I do? |
| 03:30:45 | raptor | hi amgine1234567890, long time! |
| 03:30:46 | bobdaduck | Wait for kaen :P |
| 03:30:51 | raptor | k |
| 03:30:57 | amgine1234567890 | sorry was on holiday back to work |
| 03:31:07 | bobdaduck | You three are my chosen sacrifices... |
| 03:31:28 | amgine1234567890 | it cant be that hard...... |
| 04:25:12 | raptor | great map! |
| 04:25:52 | bobdaduck | Wow |
| 04:25:52 | bobdaduck | Nice to have that finished |
| 04:26:04 | bobdaduck | Want to mess around with swords for a bit to relax? xD |
| 04:26:10 | raptor | sure! |
| 04:40:32 | | amgine1234567890 Quit (Quit: Page closed) |
| 04:44:04 | raptor | i gotta stop playing in windows mode... every time i come back to the desktop, loads of new windows have been created.. |
| 04:48:37 | raptor | what to do... so many things! |
| 04:54:49 | bobdaduck | lolwhat? |
| 04:55:00 | raptor | *windowed |
| 04:55:12 | raptor | randomm clicking outside the screen creates a mess to clean up.. |
| 04:57:08 | bobdaduck | ah |
| 04:57:10 | bobdaduck | yeah uh |
| 04:57:14 | bobdaduck | That's why I play fullscreen xD |
| 04:57:36 | raptor | oh man... scrolly graphics everywhere! |
| 04:58:00 | raptor | (watusimoto's latest check-in adds scroll animation to another UI element) |
| 04:58:12 | raptor | this next release is going to feel very different.. |
| 04:58:20 | raptor | maybe too different.. |
| 04:58:39 | bobdaduck | Eh |
| 04:58:41 | bobdaduck | Different is fine |
| 04:58:46 | bobdaduck | We've been archaic for quite some time |
| 05:00:14 | bobdaduck | Hold on I'ma build it |
| 05:01:46 | bobdaduck | built |
| 05:01:58 | bobdaduck | ooh crash |
| 05:02:06 | bobdaduck | WHAT DID YOU DO. |
| 05:02:42 | raptor | uhh |
| 05:02:50 | raptor | you may have to do a clean build.. |
| 05:03:18 | bobdaduck | hm |
| 05:03:59 | bobdaduck | try changing levels |
| 05:04:06 | bobdaduck | see if I still crash? |
| 05:04:52 | raptor | ? |
| 05:24:49 | bobdaduck | crashed |
| 05:24:53 | bobdaduck | and I think I'ma sleep |
| 05:24:56 | raptor | ok |
| 05:24:58 | raptor | good night! |
| 05:25:21 | bobdaduck | night |
| 05:25:24 | | bobdaduck Quit (Remote host closed the connection) |
| 05:35:14 | | BFLogBot Commit: 0029c4780f5b | Author: buckyballreaction | Message: Increase triple energy requirement to correspond with increased damage |
| 06:20:52 | | raptor Quit () |
| 07:15:37 | | Platskies has joined |
| 07:20:00 | | Platskies Quit (Ping timeout: 245 seconds) |
| 07:44:28 | | BFLogBot Commit: 8402923cdf87 | Author: watusimoto | Message: Add missing header comments, remove unneeded includes |
| 07:44:31 | | BFLogBot Commit: 912a0a9706ed | Author: watusimoto | Message: Bring nexus status rendering into the fold; still some alignment issues, but this allows us to get rid of one of those really hacky functions that I always hated. Everything is much more modular now. |
| 07:44:32 | | BFLogBot Commit: f19e8be9b2e2 | Author: watusimoto | Message: Merge |
| 08:04:16 | | watusimoto has joined |
| 08:04:16 | | ChanServ sets mode +o watusimoto |
| 08:20:48 | | Platskies has joined |
| 11:21:48 | | Platskies Quit (Remote host closed the connection) |
| 11:40:33 | kaen | !bot |
| 11:40:33 | BFLogBot | I'm a real boy! |
| 11:40:33 | kaen | I thought not.... |
| 12:00:31 | | Platskies has joined |
| 12:56:54 | | Platskies Quit (Remote host closed the connection) |
| 13:16:09 | | Wuzzy has joined |
| 13:21:39 | | Platskies has joined |
| 13:50:49 | | bobdaduck has joined |
| 13:51:26 | | bobdaduck_ has joined |
| 13:54:05 | bobdaduck | Number 4 on the running bug list |
| 13:54:15 | bobdaduck | I don't think is an actual issue |
| 13:55:17 | kaen | morning |
| 13:55:29 | bobdaduck | Levelmaker's error. Probably trying to teleport the player into a circle-shaped wall or something stupid like that |
| 13:55:43 | kaen | I'm with you |
| 13:56:01 | kaen | it also only happens with layered walls |
| 13:56:15 | kaen | you shouldn't be able to move inside of a wall at all imo |
| 13:56:30 | bobdaduck | I dunno, levelmakers use it to add layers to a level |
| 13:56:42 | kaen | well anyway I won't touch it |
| 13:56:56 | kaen | day three of spectator mode... |
| 13:57:04 | kaen | I finally got it to follow another ship properly |
| 13:57:05 | bobdaduck | xD |
| 13:57:12 | kaen | only updates position once per second though :/ |
| 13:57:30 | bobdaduck | And that's bad? |
| 13:58:15 | kaen | yeah it jumps from spot to spot once per second |
| 13:58:23 | kaen | it should fluidly follow its target... |
| 13:58:35 | bobdaduck | ah okay. |
| 14:09:01 | | watusimoto1 has joined |
| 14:10:52 | | watusimoto Quit (Ping timeout: 255 seconds) |
| 14:47:13 | | watusimoto1 Quit (Quit: Leaving.) |
| 14:48:37 | bobdaduck | know what would be really cool if bitfighter had it? |
| 14:49:37 | bobdaduck | A spectator mode. |
| 14:49:42 | bobdaduck | That would be aweseome! |
| 14:49:43 | | watusimoto has joined |
| 14:49:43 | | ChanServ sets mode +o watusimoto |
| 14:49:46 | bobdaduck | ...Also suns. |
| 14:50:16 | bobdaduck | And a levels database that was integrated into the game. |
| 14:51:34 | | Platskies Quit (Remote host closed the connection) |
| 14:57:07 | | watusimoto Quit (Quit: Leaving.) |
| 15:09:47 | | raptor has joined |
| 15:09:47 | | ChanServ sets mode +o raptor |
| 15:10:31 | | watusimoto has joined |
| 15:10:31 | | ChanServ sets mode +o watusimoto |
| 15:12:29 | raptor | buenos! |
| 15:15:26 | bobdaduck | Suns? |
| 15:16:01 | bobdaduck | And we could make solar panels a thing |
| 15:16:18 | bobdaduck | ITS A GOOD IDEA. |
| 15:16:30 | bobdaduck | I mean, once you seperate the actual idea from all its parts. |
| 15:19:02 | | watusimoto Quit (Quit: Leaving.) |
| 15:20:17 | bobdaduck | Hm my bitfighter todo list is looking a bit boring. |
| 15:20:24 | bobdaduck | Someone give me a stupid idea! |
| 15:25:45 | raptor | Umm... find all the problems with our Lua API |
| 15:26:07 | raptor | make a list of everything you know is a problem stil with 018a and I can cross-check it with our bug list |
| 15:28:03 | | watusimoto has joined |
| 15:28:03 | | ChanServ sets mode +o watusimoto |
| 15:33:48 | kaen | raptor, watusimoto, do you mind if I try to get bitfighter into debian (and therefore ubuntu) ? |
| 15:34:00 | raptor | do it! |
| 15:34:11 | watusimoto | of course not!!!!!!!!!!!!!!!!!!!!!! |
| 15:34:15 | raptor | here is my project for compiling for debian: https://build.opensuse.org/package/show?package=bitfighter&project=games |
| 15:34:23 | raptor | (if you don't already know..) |
| 15:36:45 | bobdaduck | I already did that raptor |
| 15:36:52 | bobdaduck | Minus the list part. You did that. |
| 15:38:59 | raptor | bobdaduck: continue with BBB stuff? |
| 15:39:12 | bobdaduck | That's not crazy and fun, thats monotonous! |
| 15:39:43 | bobdaduck | Nor is that idea "stupid", rather, that would be useful and practical. Which is the OPPOSITE of stupid! |
| 15:41:16 | bobdaduck | I swear, you mentally balanced people drive me insane. |
| 15:42:06 | kaen | bobdaduck, write "bitfighter.org" prominently on your forehead and walk around your local mall for the rest of the day |
| 15:42:17 | raptor | good idea kaen! |
| 15:42:22 | bobdaduck_ | Good idea kaen! |
| 15:42:27 | kaen | substituting "mall" for "walmart" as appropriate |
| 15:42:28 | bobdaduck_ | THAT'S WHAT I'M TALKING ABOUT. |
| 15:42:31 | bobdaduck_ | xD |
| 15:42:56 | raptor | i'm sorry kaen, but i think most walmartians play farmville |
| 15:42:56 | | bobdaduck_ Quit (Read error: Connection reset by peer) |
| 15:43:09 | kaen | too true |
| 15:43:21 | raptor | now Target... not sure |
| 15:43:59 | bobdaduck | I'm at work right now can I do it like later today? |
| 15:45:14 | raptor | actually, that was a mean comment by me. I meant to say: most *everyone* plays farmville |
| 15:45:28 | bobdaduck | I should hope not |
| 15:45:43 | raptor | hey, a player 'What Is This Game' is online! |
| 15:45:49 | | raptor goes to answer |
| 15:45:49 | bobdaduck | xD |
| 15:46:05 | bobdaduck | lol |
| 15:58:09 | raptor | well I can't find 'What Is This Game'... |
| 15:58:15 | raptor | ooo now 'Death Summer' is on! |
| 16:02:29 | raptor | we should work extra hard on 019 - just so we can kill 'kaen test' |
| 16:03:09 | raptor | actually scratch that - we don't want our hobby game to be burdened with the idea of 'work' |
| 16:04:56 | bobdaduck | xD |
| 16:05:07 | bobdaduck | Hey raptor |
| 16:05:12 | bobdaduck | Can you get this working for me? |
| 16:05:21 | bobdaduck | http://pastie.org/7388136 |
| 16:06:09 | bobdaduck | Its giving me an error on the Timer on line 128... |
| 16:06:28 | raptor | weird |
| 16:07:11 | bobdaduck | The entire level is just a soccerball ID'd 1 |
| 16:08:10 | raptor | odd |
| 16:08:48 | raptor | what is asteroidMaker? |
| 16:09:01 | bobdaduck | That was an asteroid spawn |
| 16:09:16 | bobdaduck | you can remove it because I made a levelgen asteroidspawn instead |
| 16:16:44 | bobdaduck | Okay I got it working. |
| 16:16:47 | bobdaduck | But its weird. |
| 16:16:51 | raptor | show me |
| 16:17:14 | bobdaduck | http://pastie.org/7388341 |
| 16:17:25 | bobdaduck | Soccerball ID 1, and then try moving it. |
| 16:17:51 | raptor | watusimoto: bobdaduck and I discovered last night an unintended consequence of having asteroids break when you hit them with your ship: armored ships can take 3 asteroid hits |
| 16:18:16 | watusimoto | really? |
| 16:18:18 | watusimoto | how's that? |
| 16:18:19 | raptor | yeah |
| 16:18:33 | raptor | it's because the code for hitting an asteroid does 1.0 damage |
| 16:18:40 | raptor | but armored ships are reduced to 40% |
| 16:18:44 | watusimoto | ah |
| 16:19:00 | watusimoto | so the easy fix woul dbe make the damage done 3.0 |
| 16:19:07 | bobdaduck | I dunno |
| 16:19:08 | raptor | before when the asteroids didn't break up - the armor ship would take two hits instantly and die |
| 16:19:09 | watusimoto | but... maybe it's good |
| 16:19:10 | bobdaduck | its fun. |
| 16:19:32 | bobdaduck | It further makes armor useful, without giving it a significant combat advantage |
| 16:19:33 | watusimoto | maybe armored ships could survive one collision with an asteroid |
| 16:20:17 | raptor | easy enough to do |
| 16:20:38 | watusimoto | well, whatever makes sense... I am not opposed to letting armor help you survive an asteroid impact |
| 16:20:44 | raptor | ok |
| 16:20:49 | watusimoto | it's a beneficial mutation :-) |
| 16:20:58 | raptor | just wanted to check... i thought it was actually good (if accidental) |
| 16:21:10 | watusimoto | I agree |
| 16:22:08 | watusimoto | oh man... it's near time to go home and it is pouring outside |
| 16:22:19 | bobdaduck | Its snowing here |
| 16:22:23 | watusimoto | I walk, and have no umbrella |
| 16:22:25 | raptor | it's snowing! |
| 16:22:31 | watusimoto | lucky you! |
| 16:22:49 | watusimoto | get some good avalanche action in the mtns |
| 16:22:49 | raptor | bobdaduck: what on earth are you doing setting the geom of all the asteroids to be near the ball? |
| 16:23:02 | bobdaduck | They're supposed to be ON the ball! |
| 16:23:21 | bobdaduck | See the theory is the asteroids become the ball |
| 16:23:24 | bobdaduck | so you can't touch the ball |
| 16:23:52 | bobdaduck | But because of the stupid 33 ms thing you've got going here |
| 16:23:57 | raptor | i still don't know what you're wanting to do... |
| 16:24:05 | bobdaduck | lol |
| 16:24:24 | bobdaduck | Uh |
| 16:24:31 | bobdaduck | To be honest I don't really know either |
| 16:24:46 | bobdaduck | I'm trying to replace the ball with an asteroid so people if they want to move it they have to use shields |
| 16:24:55 | raptor | you are creating loads of asteroid, then trying to move them with the ball... |
| 16:25:04 | bobdaduck | yeah. |
| 16:25:38 | bobdaduck | But instead of them being on the ball the ball's momentum knocks them off into this like, protective ring around it that you can't... move... |
| 16:25:39 | bobdaduck | IDEA. |
| 16:26:58 | raptor | ok, well, this is bonkers - i'm going back to work.. |
| 16:27:03 | bobdaduck | xD |
| 16:30:18 | bobdaduck | OH GOSH I NEVER MEANT FOR THIS TO HAPPEN WHAT HAVE I DONE |
| 16:32:44 | bobdaduck | So philosophy |
| 16:32:50 | bobdaduck | If I've created an abomination |
| 16:33:03 | bobdaduck | Do I try to fix it or do I change the level name and act like I meant for it to happen? |
| 16:33:20 | raptor | it is your prerogative to kill it |
| 16:34:08 | bobdaduck | Is there some sort of math.isPositive() function? |
| 16:34:16 | bobdaduck | I can't kill it its my baby |
| 16:34:26 | watusimoto | > 0 |
| 16:34:33 | watusimoto | is positive |
| 16:35:23 | raptor | bobdaduck: back to algebra class! |
| 16:35:50 | bobdaduck | xD |
| 16:37:21 | kaen | what should I put in the "upstream author" field? It wants a name and email |
| 16:37:51 | bobdaduck | "your mother"? |
| 16:38:10 | kaen | the debian guys would like that I'm sure... |
| 16:38:15 | raptor | kaen: for what?.. oh debian |
| 16:38:17 | raptor | uhh |
| 16:38:21 | raptor | watusimoto |
| 16:38:23 | watusimoto | you can put me |
| 16:38:25 | raptor | ^^ put that |
| 16:38:29 | kaen | which email? |
| 16:38:35 | watusimoto | watusimoto at bitfighter dot org |
| 16:38:39 | kaen | k |
| 16:38:48 | watusimoto | do they need a real name? |
| 16:39:19 | watusimoto | if they do, mine is in the header of every file |
| 16:39:25 | bobdaduck | So I accidentally reversed the laws of friction |
| 16:39:35 | bobdaduck | And instead of the soccerball slowing down over time it speeds up |
| 16:39:36 | watusimoto | though I think we chould change that to reflect the team nature of the project |
| 16:39:40 | bobdaduck | And becomes a nuclear death laser |
| 16:39:43 | bobdaduck | How do I restore friction? |
| 16:41:00 | kaen | try multiplying the ball's velocity by some frictional coefficient each frame |
| 16:41:12 | kaen | like ballVelocity * 0.5 or something |
| 16:41:19 | kaen | it won't ever actually stop though if you just do that |
| 16:41:28 | bobdaduck | That's okay |
| 16:41:35 | bobdaduck | I just need it to stop speeding up |
| 16:41:53 | bobdaduck | Because eventually I have asteroids with infinite momentum bouncing around the level |
| 16:42:57 | kaen | oh. maybe you should just try to fix the bug that makes them do it in the first place |
| 16:43:22 | kaen | like if the length of the velocity is greater than some limit, don't accelerate them |
| 16:45:06 | bobdaduck | But then it won't be natural! |
| 16:46:09 | kaen | air resistance |
| 16:46:10 | kaen | :) |
| 16:46:39 | bobdaduck | I think raptor is right. This is bonkers. |
| 16:59:27 | raptor | 017 players on! |
| 17:00:06 | bobdaduck | lol |
| 17:00:56 | bobdaduck | So how can I search a level for asteroids |
| 17:01:04 | bobdaduck | and then delete all of them? |
| 17:01:31 | raptor | you may need to do a global search |
| 17:01:40 | raptor | s_bot does some |
| 17:01:52 | raptor | oh wait... is that a missing function in levelgens? |
| 17:02:03 | raptor | findGlobalItems() |
| 17:04:08 | | watusimoto Quit (Ping timeout: 240 seconds) |
| 17:04:19 | | koda has joined |
| 17:08:02 | raptor | koda! |
| 17:08:06 | raptor | we've been rejected! |
| 17:16:14 | koda | hi |
| 17:16:26 | raptor | hi |
| 17:16:32 | koda | we've been rejected too |
| 17:16:38 | raptor | I heard :( |
| 17:16:48 | koda | sad day |
| 17:17:07 | raptor | yeah - you've done it for a couple years now, right? |
| 17:17:20 | koda | yes |
| 17:18:13 | koda | are you going to attend to the explanation meeting? |
| 17:20:02 | raptor | I hope so |
| 17:20:19 | raptor | I'm planning on it - but hopefully it doesn't conflict with anything else.. |
| 17:20:52 | raptor | the e-mail said 'general feeback', but I'm interested in specific feedback (even if harsh) |
| 17:22:09 | bobdaduck | What explanation meeting? |
| 17:22:27 | kaen | so we can explain to google why we're too cool for them. |
| 17:22:34 | raptor | hahaha |
| 17:25:00 | | Watusimoto has joined |
| 17:27:10 | raptor | well, I'm sad that hedgewars didn't get it - I wasn't fully expecting bitfighter to |
| 17:32:31 | kaen | maybe they're tightening the reigns |
| 17:32:50 | kaen | I mean last year freedroidrpg made it in... |
| 17:33:06 | raptor | fewer games?: https://www.google-melange.com/gsoc/accepted_orgs/google/gsoc2013 |
| 17:33:18 | kaen | noticeably |
| 17:33:25 | raptor | hey supertuxkart! |
| 17:33:58 | kaen | ugh |
| 17:34:10 | kaen | although it's super popular (relatively speaking) |
| 17:34:40 | raptor | oh boy... |
| 17:34:44 | raptor | they may go network |
| 17:35:07 | raptor | that'll be interesting as they built the entire game without network in mind... |
| 17:37:40 | raptor | oh good, SDL it got accepted |
| 17:39:15 | koda | fewer orgs got accepted? |
| 17:39:48 | raptor | looks like 179 were last year |
| 17:39:52 | raptor | this year: 159? |
| 17:40:31 | raptor | it says 'See all 177 mentoring organizations'.. hmm |
| 17:45:23 | bobdaduck | Can't seem to get levelgen:findGlobalObjects to work |
| 17:46:28 | kaen | intersting. plan 9 is getting an HTML5 based drawing "server" to act as a universal GUI component |
| 17:46:31 | kaen | written in Go no less |
| 17:46:45 | raptor | plan 9!?! |
| 17:46:49 | raptor | is that still around? |
| 17:47:15 | kaen | live and kicking |
| 17:47:43 | raptor | supposed to replace unix someday, right? |
| 17:47:57 | raptor | (but I think Linux has backported many of its ideas already) |
| 17:50:01 | raptor | Watusimoto: if the Lua API findGlobalObjects is missing from 'levelgen' is that a bug? |
| 17:50:09 | raptor | it's only available to 'bot' I think.. |
| 17:51:07 | Watusimoto | I think in levelgens there should just be a findObjects, as there is no scope, and so global/unglobal means nothing |
| 17:52:09 | Watusimoto | if that functionality is not htere, I'd call that a bug... or at least a deficiency |
| 17:53:38 | raptor | looking.. |
| 17:55:14 | raptor | nope |
| 17:55:19 | raptor | not there - we only have a findObjectById |
| 18:38:56 | | BFLogBot Commit: b6c8bc0fe5cf | Author: watusimoto | Message: Fix right-alignment issues with nexus timer display special, lots of nitnoid little improvements related to alignment, display, etc. |
| 18:39:48 | Watusimoto | done |
| 18:39:51 | Watusimoto | and time for dinner |
| 18:44:47 | | Watusimoto Quit (Ping timeout: 264 seconds) |
| 19:02:03 | raptor | ok, i added 3 bugs to the running list (but got rid of kaen's 6 or so that he did yesterday!) |
| 19:03:01 | bobdaduck | What does /suspend do? |
| 19:04:39 | raptor | I think its now removed |
| 19:05:11 | raptor | but it used to let you connect to a server, run /suspend to put the server to sleep, then it would auto-wake up when someone else joined |
| 19:08:27 | bobdaduck | ah |
| 19:08:29 | bobdaduck | okay so |
| 19:08:33 | bobdaduck | I got the thingy to work |
| 19:08:51 | bobdaduck | but its super choppy because ms 33 |
| 19:10:14 | bobdaduck | Can you enable disabling that? |
| 19:11:29 | raptor | ha, umm... |
| 19:11:39 | kaen | I'm against it |
| 19:11:43 | raptor | yeah me too |
| 19:11:47 | kaen | at 33ms you stll get 30 updates per seconds |
| 19:11:55 | kaen | you only need 12 for the illusion of animation |
| 19:12:04 | raptor | it's a good limit and in fact - many scripts in most games don't even allow it that fast |
| 19:12:32 | raptor | basically animation over network should not occur unless there is client-side prediction |
| 19:13:24 | raptor | because it would be a network hog and DOS the server |
| 19:13:31 | bobdaduck | but it looks so choppy |
| 19:14:02 | kaen | you're an artist -- you must work within the bounds of your medium |
| 19:14:03 | raptor | yes - well, that is because changing geom isn't predicted client-side (nor can it be..); but changing velocity can |
| 19:14:39 | bobdaduck | lol |
| 19:15:14 | raptor | kaen: haha, good advice! |
| 19:16:11 | kaen | maybe you would make the swords out of mines |
| 19:16:33 | kaen | oh wait those don't support velocity I think... |
| 19:16:34 | kaen | hmm |
| 19:16:35 | bobdaduck | lol |
| 19:16:41 | bobdaduck | mines do support velocity |
| 19:16:43 | bobdaduck | actually |
| 19:16:44 | bobdaduck | xD |
| 19:16:46 | kaen | \o/ |
| 19:16:50 | bobdaduck | Moving mines are funny. |
| 19:16:54 | kaen | I expected them to be a point item |
| 19:17:06 | kaen | rather than a move item |
| 19:17:18 | bobdaduck | Its because they're a child of burst |
| 19:17:31 | raptor | http://bitfighter.org/~raptor/doxygen/current/class_zap_1_1_mine.html |
| 19:17:32 | kaen | whoa |
| 19:17:37 | kaen | my mind is blown |
| 19:18:07 | kaen | so yeah make your swords out of mines or something |
| 19:18:37 | bobdaduck | I'm not making swords! |
| 19:18:47 | kaen | oh good |
| 19:18:49 | bobdaduck | I'm making a asteroid that is a soccer ball |
| 19:18:58 | raptor | scimitars! |
| 19:19:02 | bobdaduck | xD |
| 19:19:24 | bobdaduck | Tell you what. When I get control of players loadouts, I'll make multiple sword types. |
| 19:21:21 | raptor | SDL2 is supposed to release in May! |
| 19:21:41 | raptor | that means... that means.... we only need to support SDL 1.2 on Linux for like 2 more years! |
| 19:21:46 | bobdaduck | lol |
| 19:22:17 | raptor | or I don't know kaen, maybe we should support it indefinitely... |
| 19:22:42 | bobdaduck | 33 ms |
| 19:22:47 | bobdaduck | plzzz |
| 19:22:48 | raptor | that's fast! |
| 19:22:56 | kaen | be glad it's not 330 |
| 19:23:00 | bobdaduck | That's not nearly fast enough! |
| 19:23:03 | raptor | I think the game 'naev' only allows 500ms or less changes |
| 19:23:13 | raptor | * or slower |
| 19:23:20 | kaen | sounds like a reasonable limit to me |
| 19:23:48 | raptor | yeah, actually - I toyed with the idea of s_bot not changing it's mind a 100 times a second |
| 19:24:00 | raptor | and came up with 30 times a second, but wanted to go to like 5 |
| 19:24:21 | bobdaduck | Can I have an option to disable it then? |
| 19:24:38 | kaen | I think an option to change it is reasonable |
| 19:24:47 | kaen | I'd like to lower mine, bob wants to raise his |
| 19:25:11 | bobdaduck | And it could let people lower it to conserve CPU if we need it |
| 19:25:25 | kaen | yeah, like if you run multiple servers |
| 19:25:33 | raptor | hmmm |
| 19:25:39 | kaen | not that anyone would be silly enough to do that... |
| 19:25:42 | raptor | well, it's still constrained by the in-game onTick |
| 19:25:52 | kaen | ohhh that's right |
| 19:25:57 | raptor | which I *think* only goes up to 100FPS (10ms) on a server |
| 19:26:00 | | Little_Apple has joined |
| 19:26:13 | raptor | actually that is changeable, too - but you don't want it slower ebcause of network updates |
| 19:26:18 | raptor | in fact |
| 19:26:33 | raptor | we should probably migrate our whole system to micro or nano seconds |
| 19:26:35 | raptor | some year... |
| 19:27:22 | raptor | oh wait - you can change the FPS of the server... |
| 19:27:28 | raptor | huh |
| 19:27:29 | kaen | haha |
| 19:27:36 | raptor | up to 1000 i guess |
| 19:27:41 | | Watusimoto has joined |
| 19:27:47 | raptor | since our whole system is based on millis |
| 19:27:48 | kaen | is the lua rate tied to that? |
| 19:28:13 | raptor | the Lua event queue throws a new tick on each game tick |
| 19:28:22 | kaen | good news bobdaduck ! |
| 19:28:24 | raptor | at least it did - untill i put the limit |
| 19:28:29 | kaen | oh |
| 19:28:33 | kaen | nevermind~ |
| 19:28:37 | bobdaduck | lol |
| 19:28:40 | bobdaduck | Aw |
| 19:28:47 | raptor | yeah, I slowed it down because S_Bot was eating CPU like mad |
| 19:29:07 | kaen | makes sense |
| 19:29:16 | bobdaduck | I haven't managed to eat up cpu time like mad yet, even with levelgen carnival |
| 19:29:19 | raptor | which could probably be solved by using different design principles - like converting it to a state machine? |
| 19:29:45 | kaen | bobdaduck, so the limits work :) |
| 19:29:54 | kaen | raptor, how do you mean? |
| 19:30:23 | bobdaduck | So what would I need to do to reach the old limit? Have three onTick() events? |
| 19:30:50 | kaen | you can't with 018a |
| 19:30:53 | kaen | as I understand it |
| 19:31:06 | bobdaduck | 33*3 = 100 |
| 19:31:14 | bobdaduck | right? |
| 19:31:38 | kaen | yes, but you'll have 3 functions firing synchronously every 33ms |
| 19:32:27 | kaen | rather than three spread out functions as you're likely imagining. |
| 19:32:44 | raptor | you could fake it |
| 19:32:48 | bobdaduck | Would it approach the same cpu stress as not having a limit? |
| 19:32:50 | raptor | function onTick(deltaTime) |
| 19:33:04 | raptor | doSomething(deltaTime) doSomething(deltaTime+11) doSomething(deltaTime+22) |
| 19:34:18 | | LordDVG has joined |
| 19:35:10 | raptor | maybe that won't work |
| 19:35:18 | bobdaduck | Yeah I'm thinking it wouldn't. |
| 19:35:31 | bobdaduck | Is there lua capabilities for tracking asteroid children? |
| 19:35:57 | raptor | no, but that's a good idea.. |
| 19:36:13 | bobdaduck | Lacking a "findAllObjects(AsteroidType)" |
| 19:36:25 | bobdaduck | I need some way to keep people from shooting it and creating infinite asteroids. |
| 19:36:53 | raptor | setHealth? |
| 19:37:02 | bobdaduck | SetHealth on an asteroid what |
| 19:37:31 | bobdaduck | I can setSize of course |
| 19:37:39 | bobdaduck | but then there's a size 2 asteroid floating off |
| 19:40:01 | kaen | you can't. findObjects is a big missing feature |
| 19:40:26 | raptor | hi |
| 19:40:37 | bobdaduck | hi |
| 19:40:38 | raptor | uh, yeah... findObjects will need to be added (added to the RBL) |
| 19:40:49 | bobdaduck | okay |
| 19:40:49 | bobdaduck | well |
| 19:41:01 | raptor | so basically what happens is when you shoot an asteroid, it changes size and spawns a new one |
| 19:41:10 | raptor | instead of killing the old, spawning 2 new |
| 19:41:14 | bobdaduck | back to philosophy: If I've created an abomination, do I try to fix it or do I call it a feature? |
| 19:41:34 | raptor | abominations are great for science |
| 19:43:00 | bobdaduck | Right, like finding out that we need a FindObjects() feature |
| 19:43:08 | bobdaduck | But for GAMEPLAY? |
| 19:43:18 | bobdaduck | In the level description I name it as the sequel to energeat.... |
| 19:43:48 | raptor | most science can be used for good and evil |
| 19:43:49 | bobdaduck | (the one where everyone has a permanent energypack) |
| 19:44:03 | bobdaduck | Okay |
| 19:44:08 | bobdaduck | I have my answer then, I suppose. |
| 19:44:10 | bobdaduck | !bobdaduck |
| 19:44:11 | BFLogBot | Level 3 programmer/priest/beta tester/mad scientist |
| 19:46:24 | raptor | man, i'm mixing c++ and java with disastrous consequences |
| 19:46:45 | bobdaduck | Disastrous or monstrous? |
| 19:58:07 | raptor | disastrous... always disastrous when mixing languanges |
| 19:58:53 | kaen | java parts touching c++ parts... eww... |
| 20:05:59 | bobdaduck | xD |
| 20:33:23 | | LordDVG Quit (Quit: Leaving) |
| 20:33:44 | | LordDVG has joined |
| 20:36:25 | bobdaduck | Flag:setOnShip(false) |
| 20:38:16 | kaen | save it for next april 1st |
| 20:38:50 | bobdaduck | I can't wait that long |
| 20:38:57 | bobdaduck | I've got like so many april fools maps |
| 20:53:06 | Watusimoto | hey raptor: can you explain that display issue a little? |
| 20:56:02 | Watusimoto | oh wait, I see the issue |
| 20:56:08 | Watusimoto | weird |
| 20:56:21 | Watusimoto | whenever a bot's loadout changes, i get the animation |
| 20:56:23 | Watusimoto | ??? |
| 21:11:20 | | LordDVG Quit (Quit: Leaving) |
| 21:16:53 | | bobdaduck Quit (Remote host closed the connection) |
| 21:27:32 | | Little_Apple Quit (Ping timeout: 245 seconds) |
| 21:51:54 | raptor | hi |
| 21:51:58 | raptor | Watusimoto: funny huh? |
| 21:52:09 | Watusimoto | yup |
| 21:52:48 | Watusimoto | on the plus side, when I add 6 bots, I get no crashes |
| 21:52:54 | Watusimoto | that is another item on my todo list |
| 21:53:17 | raptor | they have to be added to a team map, i think |
| 21:59:12 | Watusimoto | do they crash right away, of after a while? |
| 21:59:23 | raptor | immediately |
| 21:59:28 | Watusimoto | I have 6 bots on a team bm map right now |
| 21:59:39 | Watusimoto | oops... I lost! |
| 21:59:46 | raptor | and actually only 4 bots on Capture01 crash |
| 22:00:01 | Watusimoto | try that |
| 22:00:09 | | BFLogBot Commit: 0bd45fd7c50b | Author: watusimoto | Message: Fix loadout animation playing when bots spawn |
| 22:00:10 | Watusimoto | I'll |
| 22:01:07 | raptor | feel the force you will |
| 22:01:29 | | Wuzzy Quit (Quit: Wuzzy) |
| 22:02:13 | Watusimoto | no,seems to work |
| 22:02:20 | Watusimoto | I don;t hae capture01, but I do have ctf1 |
| 22:02:26 | raptor | yeah that one |
| 22:02:26 | Watusimoto | 4 bots there works great |
| 22:02:29 | raptor | err |
| 22:02:33 | raptor | just 'ctf' |
| 22:04:36 | Watusimoto | works fine |
| 22:04:38 | Watusimoto | sorry dude! |
| 22:04:42 | Watusimoto | it won't crash! |
| 22:04:50 | raptor | hard lock! |
| 22:04:52 | Watusimoto | let me try regular hosting |
| 22:05:06 | raptor | pegs CPU |
| 22:05:30 | raptor | melts the snow on the window.. |
| 22:05:51 | Watusimoto | the only problem I see is I keep dying for some reason |
| 22:05:57 | Watusimoto | :-) |
| 22:06:21 | raptor | just did a full recompile.. |
| 22:06:43 | Watusimoto | could it be a linux issue?? |
| 22:06:51 | raptor | making sure robots are pointing to the correct folder |
| 22:06:53 | raptor | yes |
| 22:07:03 | raptor | could easily be a gcc issue or something |
| 22:07:15 | raptor | which stinks because then I have to fix it.. |
| 22:07:18 | raptor | :) |
| 22:07:53 | kaen | raptor I've dup'd that bug |
| 22:07:55 | kaen | on accident |
| 22:07:59 | Watusimoto | at least it's not a mac bug! |
| 22:08:16 | kaen | even worse, I think the lock is in my modifications to the name-uniqueness enforcement |
| 22:08:20 | raptor | http://pastie.org/7394255 |
| 22:08:35 | raptor | kaen: you made modifications to that? |
| 22:08:50 | kaen | to kick authed players when they relog |
| 22:08:53 | Watusimoto | did you get a message, raptor? |
| 22:09:10 | Watusimoto | you probably didn;t |
| 22:09:15 | Watusimoto | right here in irc |
| 22:09:18 | kaen | also don't try hosting a game and joining it with the same login... |
| 22:09:19 | raptor | I was blaming watusimoto because he did some string buffer overflow mods |
| 22:09:26 | raptor | Watusimoto: ? |
| 22:09:31 | Watusimoto | forget it |
| 22:09:35 | Watusimoto | tried something in irc |
| 22:09:40 | Watusimoto | apparently nothing happened |
| 22:09:40 | raptor | no message |
| 22:09:42 | raptor | sorry |
| 22:10:16 | Watusimoto | ah, a makeUnique issue |
| 22:10:33 | raptor | because of the string buffer overflow changes! |
| 22:10:35 | raptor | (I think) |
| 22:10:45 | kaen | sounds good to me :) |
| 22:10:57 | Watusimoto | well I see the issue |
| 22:11:05 | Watusimoto | proposedName == getClientInfo(i)->getName().getString() |
| 22:11:13 | Watusimoto | this is the line that crashes |
| 22:11:18 | Watusimoto | proposename is a string |
| 22:11:25 | Watusimoto | getString returns a const char * |
| 22:11:35 | Watusimoto | vc++ lets you compare those directly |
| 22:11:41 | Watusimoto | gcc probably does not ?? |
| 22:11:47 | kaen | it does |
| 22:12:09 | Watusimoto | well, try this to make sure |
| 22:12:09 | Watusimoto | if(proposedName == string(getClientInfo(i)->getName().getString())) |
| 22:12:17 | Watusimoto | there's no other reason why that line should crash |
| 22:13:57 | kaen | comparing strings to char* is in the spec afaict |
| 22:14:01 | Watusimoto | though, oddly, the crash happens deep within the bowels of StringTable |
| 22:14:06 | kaen | not that I'm any good at tracking the spec :x |
| 22:22:35 | raptor | HA |
| 22:22:39 | raptor | I WAS RIGHT |
| 22:22:43 | raptor | oops, sorry caps |
| 22:23:04 | raptor | this fixes it: http://pastie.org/7395184 |
| 22:23:18 | raptor | which is a reversion in game.cpp of this commit: https://code.google.com/p/bitfighter/source/detail?r=d68cf36095763f5d9c928f7d03cb98ff2265fa41 |
| 22:24:10 | raptor | now whether or not that's the *propr* fix is another story |
| 22:27:23 | kaen | "strlen(numstr)" will always return zero there |
| 22:27:35 | kaen | if the compiler initializes numstr sanely at least |
| 22:28:41 | kaen | building... |
| 22:29:15 | Watusimoto | why? |
| 22:29:23 | Watusimoto | oh |
| 22:29:25 | Watusimoto | duh |
| 22:29:40 | kaen | why that works on windows, I have no idea |
| 22:29:42 | Watusimoto | wait, no |
| 22:29:44 | Watusimoto | why? |
| 22:30:03 | raptor | maybe you meant ARRAYSIZE? |
| 22:30:07 | kaen | strlen count indexes until it finds \0 |
| 22:30:13 | kaen | yeah arraysize would work |
| 22:30:16 | kaen | sizeof numstr |
| 22:30:26 | Watusimoto | sizeof |
| 22:30:28 | Watusimoto | yes, |
| 22:30:30 | Watusimoto | of course |
| 22:30:39 | raptor | how about: U32_MAX_DIGITS + 2 |
| 22:30:45 | kaen | do +1 |
| 22:30:49 | Watusimoto | so dSprintf(numstr, sizeof(numstr), ".%d", index); |
| 22:30:51 | Watusimoto | would work |
| 22:30:51 | raptor | err +1 |
| 22:30:52 | kaen | or it could theoretically overwrite the terminator |
| 22:31:11 | kaen | maybe just use arraysize for consistently |
| 22:31:15 | kaen | consistency |
| 22:31:18 | Watusimoto | the + 2 is to make room for the terminator and the . |
| 22:31:32 | kaen | even though they return the same result in this case |
| 22:31:53 | raptor | arraysize would return the +2 though right? or no? |
| 22:32:05 | kaen | oh good point |
| 22:32:22 | kaen | arraysize - 1 then |
| 22:32:41 | kaen | funny how fixing a hypothetically possible bug accidentally created a real one |
| 22:32:50 | raptor | haha |
| 22:33:35 | Watusimoto | yup |
| 22:33:52 | raptor | if it aint broke don't fix it? |
| 22:33:58 | Watusimoto | yup |
| 22:34:10 | Watusimoto | well, I had to do something in there anyway |
| 22:34:24 | Watusimoto | I mostly just replaced a magic number with a non-magic one |
| 22:34:45 | Watusimoto | I probably just spaced and used strlen instead of sizeof |
| 22:35:06 | | bobdaduck has joined |
| 22:35:07 | kaen | the fact that it didn't crash wat makes me wonder what vc++ initializes char arrays to |
| 22:35:07 | | bobdaduck_ has joined |
| 22:35:11 | kaen | if at all... |
| 22:35:19 | Watusimoto | maybe nothing |
| 22:35:26 | raptor | random memory! |
| 22:35:26 | | bobdaduck_ Quit (Remote host closed the connection) |
| 22:36:52 | raptor | so kaen you're putting in the fix? |
| 22:38:15 | kaen | presently I'm eating a jelly donut |
| 22:38:18 | kaen | and then yes I wiil |
| 22:38:20 | kaen | willl |
| 22:38:22 | kaen | will... |
| 22:40:36 | | BFLogBot Commit: 25fddb1e742b | Author: kaen | Message: fix makeUnique on linux |
| 22:44:04 | raptor | my favorites are the old-fashioned cake ones (NOT the chocolate imposters) |
| 22:44:35 | kaen | me too :) |
| 22:44:57 | kaen | plain, glazed, cake donuts |
| 22:45:20 | raptor | my favorites! |
| 22:47:28 | | fordcars has joined |
| 22:59:08 | | bobdaduck Quit (Ping timeout: 240 seconds) |
| 23:06:17 | | bobdaduck has joined |
| 23:12:04 | | Watusimoto_ has joined |
| 23:14:33 | | Watusimoto Quit (Ping timeout: 256 seconds) |
| 23:25:36 | raptor | heading home, bye! |
| 23:26:04 | fordcars | later |
| 23:30:17 | | raptor Quit () |
| 23:36:16 | bobdaduck | okay |
| 23:36:18 | bobdaduck | evil complete |
| 23:37:37 | kaen | I seem to be oblivious to your evil |
| 23:37:40 | kaen | enlighten me? |
| 23:38:38 | bobdaduck | oh |
| 23:49:27 | bobdaduck | Sufficiently evil? |
| 23:49:38 | kaen | I began sobbing uncontrollably |
| 23:49:47 | kaen | the evil was so great. |
| 23:50:06 | bobdaduck | xD |
| 23:50:14 | bobdaduck | Did you catch the map name? |
| 23:50:41 | kaen | no |
| 23:50:57 | bobdaduck | "Toddlers" |
| 23:51:02 | kaen | lol |
| 23:52:22 | bobdaduck | I have other evil |
| 23:52:27 | bobdaduck | if you are not yet satisfied |
| 23:59:28 | | koda Quit (Ping timeout: 240 seconds) |