#bitfighter IRC Log

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IRC Log for 2013-04-09

Timestamps are in GMT/BST.

00:06:12SolumnMushroom has joined
00:08:58SolumnMushroomI'm getting Anime Studio
00:09:01SolumnMushroom:D
00:10:55Watusimoto Quit (Ping timeout: 260 seconds)
00:24:52BFLogBot Commit: fb7498643e3b | Author: buckyballreaction | Message: Add new class to CMake
00:29:48raptormy desire to kill Lunar is greater than my desire to port the two remaining objects
00:55:52kaenif we could train wat to use the cmake-generated vc++ files we'd be golden
01:09:45fordcars has joined
01:44:34bobdaduck*re-requests that forcefield projector snapping be bumped back to high priority
01:46:44bobdaducklike srs
01:47:12bobdaduckLoad level>> Readjust every forcefield projector and turret >> begin working
01:50:53Platskies has joined
01:53:38kaenokay on that test case
01:53:47kaenthe one in the corner is ambiguous.
01:54:10kaenthe one on the right is definitely an error though
01:54:33kaenbut maybe in ambiguous cases we could defer to the original position
01:55:11bobdaduckhm?
01:55:20bobdaduckyeah
01:55:26kaenthe test case on the running bug list
01:55:32bobdaduckbecause seriously every time I load a level I have to readjust every item
01:55:36Platskies Quit (Ping timeout: 256 seconds)
01:55:36bobdaduckits ridiculous
01:56:01bobdaduckIt should *always* defer to where it was placed before...
01:56:05kaenalso the other one is on an interior wall segment
01:56:19kaenwhich the code explicitly attempts to "fix"
01:56:39kaen // 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.
01:56:40bobdaduckOkay I put those as simple cases
01:57:08bobdaduckThis level I have forcefields, put on walls at the axis
01:57:35bobdaduckand I load the level and it snaps to like... x = .012368832
01:57:39bobdaduckinstead of x=0
01:57:41bobdaducklike... What.
01:58:00kaensounds like wall width with floating point error
01:58:05kaencan you paste it for me?
01:59:04bobdaduckNo
01:59:22kaenokay well the case I have behaves properly so...
02:02:06SolumnMushroomI'm backing up my GameCube games
02:04:33SolumnMushroomSuper Mario Sunshine, SSBM(failed), Both Pokemon GC games, and Kirby Air Ride
02:06:16kaenin fact that snapping behavior mimicks the in-editor snapping behavior while dragging forcefields
02:06:36kaenso I think it's more of a bug that you can put them there in the first place.
02:07:20bobdaduckWell yeah.
02:07:38bobdaduckBut that's not what I'm doing.
02:07:46bobdaduckIts a completely averagely placed forcefield
02:07:50bobdaduckand it falls out of place.
02:07:58fordcars Quit (Ping timeout: 245 seconds)
02:08:00kaenI can't reproduce it
02:08:28bobdaduckI can't either, I guess
02:08:46bobdaduckIf I leave and come back right now, it doesn't break
02:09:03bobdaduckBut every time I start to work on the level its broken again
02:09:12bobdaduckSo I really don't know.
02:10:10kaenhowever
02:10:25kaenI believe the code is meant to allow dragging a wall and having its attached items come with it
02:10:31kaenand that is definitely not working.
02:10:38bobdaducklol
02:10:40bobdaduckyes no.
02:11:09kaen"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"
02:12:04kaenyep I'm moving on to something else
02:12:15kaenthis is deeply broken, hard to fix, and honestly not that big of a problem
02:12:24bobdaduckIt *is* that big of a problem though.
02:12:28bobdaduckPassively small
02:12:36kaenyou can't even reproduce it on demand...
02:12:40bobdaduckNope.
02:12:57kaenand I can't reproduce it at all
02:13:01bobdaduckBut it takes a lot of time every time it *does* reoccur
02:13:26kaencan't fix something if I can't test it
02:13:33bobdaduckCan you at least do the corner case?
02:14:05kaenthere's some philosophy there and I don't want to make a decision unilaterally
02:14:19kaenif I were to make a decision I'd stop you from being able to put them there though.
02:15:25kaenif you want to turn it of in your copy, open UIEditor.cpp
02:15:28kaenfind resnapAllEngineeredItems(mLoadTarget);
02:15:30kaenand comment it out
02:15:39kaenturn it off*
02:15:45bobdaduckthat means I have to build bitfighter, right?
02:15:48kaenyeah
02:16:01bobdaduckuh
02:16:10bobdaduckbitfighter takes over half an hour for me to build
02:16:20bobdaduckCould you possibly add that as an ini option?
02:21:22kaenwindows sucks
02:21:30kaenbut probably that'd be fine.
02:21:51kaennext!
02:22:38SolumnMushroomMy install of openSUSE is horribly broken
02:22:58fordcars has joined
02:23:08kaen:<
02:25:43SolumnMushroomAnd outdated to boot! XP Good thing 12.3 PPC is in development
02:26:34bobdaduckNext?
02:27:04kaentime for the next bug :)
02:27:12bobdaduckUhhh changing a core's team via levelgen doesn't change its color
02:27:15kaenI'm trying to do the low-hanging fruit
02:27:41bobdaduckThat one is, isn't it?
02:28:57kaensounds like it
02:29:00kaentrying to reproduce
02:32:31raptor wakes up, wipes drool off of the couch
02:32:53kaenworks fine for me bobdaduck
02:33:11raptorFF snapping is a gnarly bug
02:33:21kaenhttp://pastie.org/7379143
02:33:29kaendoesn't seem like a bug to me anymore
02:33:38kaenthe case we have behaves as well as it can
02:34:03raptoroh - another thing with FF snapping: when you arbitrary rotate stuff, the go all over the place
02:34:08raptor*they
02:34:17kaenin a corner we will be wrong 50% of the time no matter what
02:34:34raptorkaen: yes
02:34:36kaenand the code explicitly prevents them from snapping to the edge of interior wall segments
02:35:17raptortrain wat... hee hee
02:35:22kaen:)
02:36:09raptorkaen: try changing team of core again after a second or two..
02:36:21raptorwiht a timer or whatever
02:36:22kaenk
02:37:08raptoractually - 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)
02:38:06kaenhmm maybe
02:39:21raptormaybe what i said oesn't make technological sense actually...
02:39:25raptor needs to wake up more
02:39:49SolumnMushroom uses Wake-Up Slap on raptor
02:39:59raptor gratefully accepts
02:41:28kaenmakes sense to me
02:41:34kaenokay so doing it in the main function works fine
02:41:40kaenin a timer doesn't change teams
02:41:56raptorback in a bit..
02:42:02kaenunless you add *and* change its team in the callback
02:42:03kaenk cya
02:47:58fordcars Quit (Ping timeout: 245 seconds)
02:54:11kaennext!
02:54:35kaen... ahem
02:56:10kaenBFLogBot!
02:56:11BFLogBot Commit: 652cf84e016a | Author: kaen | Message: send updates for CoreItem team changes which take place after initial update
02:56:12kaenwake up!
02:56:20kaennext!
02:57:19SolumnMushroomWhat is the logbot script?
02:57:48kaenit's a java program actually
02:58:00kaenit posts the irc channel logs to bitfighter.org/irclogs
02:58:10kaenand announces commits to the development repository
02:58:29SolumnMushroomAhh cool
02:59:36SolumnMushroomDid you fix the flag issue?
03:00:36SolumnMushroomThe amazing flag dissapearing act when a player disconnects?>
03:01:24kaennot yet
03:01:37kaenI've never heard of it actually...
03:03:49bobdaduckThe amazing flag what?
03:03:50bobdaduckxD
03:04:03SolumnMushroomSometimes, when a player disconnects while holding a flag in CTF, the flag dissappears with the player
03:04:15bobdaduckuhhh
03:04:24bobdaduckCan you reproduce it? xD
03:04:40raptorI'm not really here - but I've actually tried to reproduce that one, but failed..
03:04:42SolumnMushroomIt's only happened to me once. How do I create a bot?
03:04:52kaen/addbot ?
03:04:59kaenor do you mean writing one?
03:05:07SolumnMushroomI'm new to the commands
03:08:22raptortake a look at the last few pages in INSTRUCTIONS on the main menu - they have all of them there
03:13:53SolumnMushroomHmm... I couldn't do it again.
03:15:05kaengood!
03:16:51bobdaducklol
03:16:58bobdaduckWelp I declare it nonissue
03:17:12SolumnMushroomGuess it was one of those "once-in-a-lifetime" sort of things
03:17:18SolumnMushroomI blame lag
03:19:20SolumnMushroomOn an unrelated note, I love Pocket Tanks
03:21:32bobdaduckCan I disable level editor warnings in the ini?
03:21:58kaennot that I know of
03:23:13bobdaduckThat would be nice..
03:23:53SolumnMushroomI need to go. Bedtime. 'night!
03:23:59SolumnMushroom Quit (Quit: Leaving)
03:25:20bobdaduckTHE SECRET DUNGEON IS NEARING COMPLETION!
03:26:15bobdaduckkaen and raptor: Would you like to be the testers?
03:30:00amgine1234567890 has joined
03:30:02amgine1234567890a
03:30:03amgine1234567890a
03:30:03amgine1234567890a
03:30:05amgine1234567890 XD
03:30:08amgine1234567890hi there
03:30:40raptorbobdaduck: ok, what do I do?
03:30:45raptorhi amgine1234567890, long time!
03:30:46bobdaduckWait for kaen :P
03:30:51raptork
03:30:57amgine1234567890sorry was on holiday back to work
03:31:07bobdaduckYou three are my chosen sacrifices...
03:31:28amgine1234567890it cant be that hard......
04:25:12raptorgreat map!
04:25:52bobdaduckWow
04:25:52bobdaduckNice to have that finished
04:26:04bobdaduckWant to mess around with swords for a bit to relax? xD
04:26:10raptorsure!
04:40:32amgine1234567890 Quit (Quit: Page closed)
04:44:04raptori gotta stop playing in windows mode... every time i come back to the desktop, loads of new windows have been created..
04:48:37raptorwhat to do... so many things!
04:54:49bobdaducklolwhat?
04:55:00raptor*windowed
04:55:12raptorrandomm clicking outside the screen creates a mess to clean up..
04:57:08bobdaduckah
04:57:10bobdaduckyeah uh
04:57:14bobdaduckThat's why I play fullscreen xD
04:57:36raptoroh man... scrolly graphics everywhere!
04:58:00raptor(watusimoto's latest check-in adds scroll animation to another UI element)
04:58:12raptorthis next release is going to feel very different..
04:58:20raptormaybe too different..
04:58:39bobdaduckEh
04:58:41bobdaduckDifferent is fine
04:58:46bobdaduckWe've been archaic for quite some time
05:00:14bobdaduckHold on I'ma build it
05:01:46bobdaduckbuilt
05:01:58bobdaduckooh crash
05:02:06bobdaduckWHAT DID YOU DO.
05:02:42raptoruhh
05:02:50raptoryou may have to do a clean build..
05:03:18bobdaduckhm
05:03:59bobdaducktry changing levels
05:04:06bobdaducksee if I still crash?
05:04:52raptor?
05:24:49bobdaduckcrashed
05:24:53bobdaduckand I think I'ma sleep
05:24:56raptorok
05:24:58raptorgood night!
05:25:21bobdaducknight
05:25:24bobdaduck Quit (Remote host closed the connection)
05:35:14BFLogBot Commit: 0029c4780f5b | Author: buckyballreaction | Message: Increase triple energy requirement to correspond with increased damage
06:20:52raptor Quit ()
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07:44:28BFLogBot Commit: 8402923cdf87 | Author: watusimoto | Message: Add missing header comments, remove unneeded includes
07:44:31BFLogBot 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.
07:44:32BFLogBot Commit: f19e8be9b2e2 | Author: watusimoto | Message: Merge
08:04:16watusimoto has joined
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11:40:33kaen!bot
11:40:33BFLogBotI'm a real boy!
11:40:33kaenI thought not....
12:00:31Platskies has joined
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13:16:09Wuzzy has joined
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13:54:05bobdaduckNumber 4 on the running bug list
13:54:15bobdaduckI don't think is an actual issue
13:55:17kaenmorning
13:55:29bobdaduckLevelmaker's error. Probably trying to teleport the player into a circle-shaped wall or something stupid like that
13:55:43kaenI'm with you
13:56:01kaenit also only happens with layered walls
13:56:15kaenyou shouldn't be able to move inside of a wall at all imo
13:56:30bobdaduckI dunno, levelmakers use it to add layers to a level
13:56:42kaenwell anyway I won't touch it
13:56:56kaenday three of spectator mode...
13:57:04kaenI finally got it to follow another ship properly
13:57:05bobdaduckxD
13:57:12kaenonly updates position once per second though :/
13:57:30bobdaduckAnd that's bad?
13:58:15kaenyeah it jumps from spot to spot once per second
13:58:23kaenit should fluidly follow its target...
13:58:35bobdaduckah okay.
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14:48:37bobdaduckknow what would be really cool if bitfighter had it?
14:49:37bobdaduckA spectator mode.
14:49:42bobdaduckThat would be aweseome!
14:49:43watusimoto has joined
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14:49:46bobdaduck...Also suns.
14:50:16bobdaduckAnd a levels database that was integrated into the game.
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15:12:29raptorbuenos!
15:15:26bobdaduckSuns?
15:16:01bobdaduckAnd we could make solar panels a thing
15:16:18bobdaduckITS A GOOD IDEA.
15:16:30bobdaduckI mean, once you seperate the actual idea from all its parts.
15:19:02watusimoto Quit (Quit: Leaving.)
15:20:17bobdaduckHm my bitfighter todo list is looking a bit boring.
15:20:24bobdaduckSomeone give me a stupid idea!
15:25:45raptorUmm... find all the problems with our Lua API
15:26:07raptormake a list of everything you know is a problem stil with 018a and I can cross-check it with our bug list
15:28:03watusimoto has joined
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15:33:48kaenraptor, watusimoto, do you mind if I try to get bitfighter into debian (and therefore ubuntu) ?
15:34:00raptordo it!
15:34:11watusimotoof course not!!!!!!!!!!!!!!!!!!!!!!
15:34:15raptorhere is my project for compiling for debian: https://build.opensuse.org/package/show?package=bitfighter&project=games
15:34:23raptor(if you don't already know..)
15:36:45bobdaduckI already did that raptor
15:36:52bobdaduckMinus the list part. You did that.
15:38:59raptorbobdaduck: continue with BBB stuff?
15:39:12bobdaduckThat's not crazy and fun, thats monotonous!
15:39:43bobdaduckNor is that idea "stupid", rather, that would be useful and practical. Which is the OPPOSITE of stupid!
15:41:16bobdaduckI swear, you mentally balanced people drive me insane.
15:42:06kaenbobdaduck, write "bitfighter.org" prominently on your forehead and walk around your local mall for the rest of the day
15:42:17raptorgood idea kaen!
15:42:22bobdaduck_Good idea kaen!
15:42:27kaensubstituting "mall" for "walmart" as appropriate
15:42:28bobdaduck_THAT'S WHAT I'M TALKING ABOUT.
15:42:31bobdaduck_xD
15:42:56raptori'm sorry kaen, but i think most walmartians play farmville
15:42:56bobdaduck_ Quit (Read error: Connection reset by peer)
15:43:09kaentoo true
15:43:21raptornow Target... not sure
15:43:59bobdaduckI'm at work right now can I do it like later today?
15:45:14raptoractually, that was a mean comment by me. I meant to say: most *everyone* plays farmville
15:45:28bobdaduckI should hope not
15:45:43raptorhey, a player 'What Is This Game' is online!
15:45:49raptor goes to answer
15:45:49bobdaduckxD
15:46:05bobdaducklol
15:58:09raptorwell I can't find 'What Is This Game'...
15:58:15raptorooo now 'Death Summer' is on!
16:02:29raptorwe should work extra hard on 019 - just so we can kill 'kaen test'
16:03:09raptoractually scratch that - we don't want our hobby game to be burdened with the idea of 'work'
16:04:56bobdaduckxD
16:05:07bobdaduckHey raptor
16:05:12bobdaduckCan you get this working for me?
16:05:21bobdaduckhttp://pastie.org/7388136
16:06:09bobdaduckIts giving me an error on the Timer on line 128...
16:06:28raptorweird
16:07:11bobdaduckThe entire level is just a soccerball ID'd 1
16:08:10raptorodd
16:08:48raptorwhat is asteroidMaker?
16:09:01bobdaduckThat was an asteroid spawn
16:09:16bobdaduckyou can remove it because I made a levelgen asteroidspawn instead
16:16:44bobdaduckOkay I got it working.
16:16:47bobdaduckBut its weird.
16:16:51raptorshow me
16:17:14bobdaduckhttp://pastie.org/7388341
16:17:25bobdaduckSoccerball ID 1, and then try moving it.
16:17:51raptorwatusimoto: 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
16:18:16watusimotoreally?
16:18:18watusimotohow's that?
16:18:19raptoryeah
16:18:33raptorit's because the code for hitting an asteroid does 1.0 damage
16:18:40raptorbut armored ships are reduced to 40%
16:18:44watusimotoah
16:19:00watusimotoso the easy fix woul dbe make the damage done 3.0
16:19:07bobdaduckI dunno
16:19:08raptorbefore when the asteroids didn't break up - the armor ship would take two hits instantly and die
16:19:09watusimotobut... maybe it's good
16:19:10bobdaduckits fun.
16:19:32bobdaduckIt further makes armor useful, without giving it a significant combat advantage
16:19:33watusimotomaybe armored ships could survive one collision with an asteroid
16:20:17raptoreasy enough to do
16:20:38watusimotowell, whatever makes sense... I am not opposed to letting armor help you survive an asteroid impact
16:20:44raptorok
16:20:49watusimotoit's a beneficial mutation :-)
16:20:58raptorjust wanted to check... i thought it was actually good (if accidental)
16:21:10watusimotoI agree
16:22:08watusimotooh man... it's near time to go home and it is pouring outside
16:22:19bobdaduckIts snowing here
16:22:23watusimotoI walk, and have no umbrella
16:22:25raptorit's snowing!
16:22:31watusimotolucky you!
16:22:49watusimotoget some good avalanche action in the mtns
16:22:49raptorbobdaduck: what on earth are you doing setting the geom of all the asteroids to be near the ball?
16:23:02bobdaduckThey're supposed to be ON the ball!
16:23:21bobdaduckSee the theory is the asteroids become the ball
16:23:24bobdaduckso you can't touch the ball
16:23:52bobdaduckBut because of the stupid 33 ms thing you've got going here
16:23:57raptori still don't know what you're wanting to do...
16:24:05bobdaducklol
16:24:24bobdaduckUh
16:24:31bobdaduckTo be honest I don't really know either
16:24:46bobdaduckI'm trying to replace the ball with an asteroid so people if they want to move it they have to use shields
16:24:55raptoryou are creating loads of asteroid, then trying to move them with the ball...
16:25:04bobdaduckyeah.
16:25:38bobdaduckBut 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...
16:25:39bobdaduckIDEA.
16:26:58raptorok, well, this is bonkers - i'm going back to work..
16:27:03bobdaduckxD
16:30:18bobdaduckOH GOSH I NEVER MEANT FOR THIS TO HAPPEN WHAT HAVE I DONE
16:32:44bobdaduckSo philosophy
16:32:50bobdaduckIf I've created an abomination
16:33:03bobdaduckDo I try to fix it or do I change the level name and act like I meant for it to happen?
16:33:20raptorit is your prerogative to kill it
16:34:08bobdaduckIs there some sort of math.isPositive() function?
16:34:16bobdaduckI can't kill it its my baby
16:34:26watusimoto> 0
16:34:33watusimotois positive
16:35:23raptorbobdaduck: back to algebra class!
16:35:50bobdaduckxD
16:37:21kaenwhat should I put in the "upstream author" field? It wants a name and email
16:37:51bobdaduck"your mother"?
16:38:10kaenthe debian guys would like that I'm sure...
16:38:15raptorkaen: for what?.. oh debian
16:38:17raptoruhh
16:38:21raptorwatusimoto
16:38:23watusimotoyou can put me
16:38:25raptor^^ put that
16:38:29kaenwhich email?
16:38:35watusimotowatusimoto at bitfighter dot org
16:38:39kaenk
16:38:48watusimotodo they need a real name?
16:39:19watusimotoif they do, mine is in the header of every file
16:39:25bobdaduckSo I accidentally reversed the laws of friction
16:39:35bobdaduckAnd instead of the soccerball slowing down over time it speeds up
16:39:36watusimotothough I think we chould change that to reflect the team nature of the project
16:39:40bobdaduckAnd becomes a nuclear death laser
16:39:43bobdaduckHow do I restore friction?
16:41:00kaentry multiplying the ball's velocity by some frictional coefficient each frame
16:41:12kaenlike ballVelocity * 0.5 or something
16:41:19kaenit won't ever actually stop though if you just do that
16:41:28bobdaduckThat's okay
16:41:35bobdaduckI just need it to stop speeding up
16:41:53bobdaduckBecause eventually I have asteroids with infinite momentum bouncing around the level
16:42:57kaenoh. maybe you should just try to fix the bug that makes them do it in the first place
16:43:22kaenlike if the length of the velocity is greater than some limit, don't accelerate them
16:45:06bobdaduckBut then it won't be natural!
16:46:09kaenair resistance
16:46:10kaen:)
16:46:39bobdaduckI think raptor is right. This is bonkers.
16:59:27raptor017 players on!
17:00:06bobdaducklol
17:00:56bobdaduckSo how can I search a level for asteroids
17:01:04bobdaduckand then delete all of them?
17:01:31raptoryou may need to do a global search
17:01:40raptors_bot does some
17:01:52raptoroh wait... is that a missing function in levelgens?
17:02:03raptorfindGlobalItems()
17:04:08watusimoto Quit (Ping timeout: 240 seconds)
17:04:19koda has joined
17:08:02raptorkoda!
17:08:06raptorwe've been rejected!
17:16:14kodahi
17:16:26raptorhi
17:16:32kodawe've been rejected too
17:16:38raptorI heard :(
17:16:48kodasad day
17:17:07raptoryeah - you've done it for a couple years now, right?
17:17:20kodayes
17:18:13kodaare you going to attend to the explanation meeting?
17:20:02raptorI hope so
17:20:19raptorI'm planning on it - but hopefully it doesn't conflict with anything else..
17:20:52raptorthe e-mail said 'general feeback', but I'm interested in specific feedback (even if harsh)
17:22:09bobdaduckWhat explanation meeting?
17:22:27kaenso we can explain to google why we're too cool for them.
17:22:34raptorhahaha
17:25:00Watusimoto has joined
17:27:10raptorwell, I'm sad that hedgewars didn't get it - I wasn't fully expecting bitfighter to
17:32:31kaenmaybe they're tightening the reigns
17:32:50kaenI mean last year freedroidrpg made it in...
17:33:06raptorfewer games?: https://www.google-melange.com/gsoc/accepted_orgs/google/gsoc2013
17:33:18kaennoticeably
17:33:25raptorhey supertuxkart!
17:33:58kaenugh
17:34:10kaenalthough it's super popular (relatively speaking)
17:34:40raptoroh boy...
17:34:44raptorthey may go network
17:35:07raptorthat'll be interesting as they built the entire game without network in mind...
17:37:40raptoroh good, SDL it got accepted
17:39:15kodafewer orgs got accepted?
17:39:48raptorlooks like 179 were last year
17:39:52raptorthis year: 159?
17:40:31raptorit says 'See all 177 mentoring organizations'.. hmm
17:45:23bobdaduckCan't seem to get levelgen:findGlobalObjects to work
17:46:28kaenintersting. plan 9 is getting an HTML5 based drawing "server" to act as a universal GUI component
17:46:31kaenwritten in Go no less
17:46:45raptorplan 9!?!
17:46:49raptoris that still around?
17:47:15kaenlive and kicking
17:47:43raptorsupposed to replace unix someday, right?
17:47:57raptor(but I think Linux has backported many of its ideas already)
17:50:01raptorWatusimoto: if the Lua API findGlobalObjects is missing from 'levelgen' is that a bug?
17:50:09raptorit's only available to 'bot' I think..
17:51:07WatusimotoI think in levelgens there should just be a findObjects, as there is no scope, and so global/unglobal means nothing
17:52:09Watusimotoif that functionality is not htere, I'd call that a bug... or at least a deficiency
17:53:38raptorlooking..
17:55:14raptornope
17:55:19raptornot there - we only have a findObjectById
18:38:56BFLogBot Commit: b6c8bc0fe5cf | Author: watusimoto | Message: Fix right-alignment issues with nexus timer display special, lots of nitnoid little improvements related to alignment, display, etc.
18:39:48Watusimotodone
18:39:51Watusimotoand time for dinner
18:44:47Watusimoto Quit (Ping timeout: 264 seconds)
19:02:03raptorok, i added 3 bugs to the running list (but got rid of kaen's 6 or so that he did yesterday!)
19:03:01bobdaduckWhat does /suspend do?
19:04:39raptorI think its now removed
19:05:11raptorbut 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
19:08:27bobdaduckah
19:08:29bobdaduckokay so
19:08:33bobdaduckI got the thingy to work
19:08:51bobdaduckbut its super choppy because ms 33
19:10:14bobdaduckCan you enable disabling that?
19:11:29raptorha, umm...
19:11:39kaenI'm against it
19:11:43raptoryeah me too
19:11:47kaenat 33ms you stll get 30 updates per seconds
19:11:55kaenyou only need 12 for the illusion of animation
19:12:04raptorit's a good limit and in fact - many scripts in most games don't even allow it that fast
19:12:32raptorbasically animation over network should not occur unless there is client-side prediction
19:13:24raptorbecause it would be a network hog and DOS the server
19:13:31bobdaduckbut it looks so choppy
19:14:02kaenyou're an artist -- you must work within the bounds of your medium
19:14:03raptoryes - well, that is because changing geom isn't predicted client-side (nor can it be..); but changing velocity can
19:14:39bobdaducklol
19:15:14raptorkaen: haha, good advice!
19:16:11kaenmaybe you would make the swords out of mines
19:16:33kaenoh wait those don't support velocity I think...
19:16:34kaenhmm
19:16:35bobdaducklol
19:16:41bobdaduckmines do support velocity
19:16:43bobdaduckactually
19:16:44bobdaduckxD
19:16:46kaen\o/
19:16:50bobdaduckMoving mines are funny.
19:16:54kaenI expected them to be a point item
19:17:06kaenrather than a move item
19:17:18bobdaduckIts because they're a child of burst
19:17:31raptorhttp://bitfighter.org/~raptor/doxygen/current/class_zap_1_1_mine.html
19:17:32kaenwhoa
19:17:37kaenmy mind is blown
19:18:07kaenso yeah make your swords out of mines or something
19:18:37bobdaduckI'm not making swords!
19:18:47kaenoh good
19:18:49bobdaduckI'm making a asteroid that is a soccer ball
19:18:58raptorscimitars!
19:19:02bobdaduckxD
19:19:24bobdaduckTell you what. When I get control of players loadouts, I'll make multiple sword types.
19:21:21raptorSDL2 is supposed to release in May!
19:21:41raptorthat means... that means.... we only need to support SDL 1.2 on Linux for like 2 more years!
19:21:46bobdaducklol
19:22:17raptoror I don't know kaen, maybe we should support it indefinitely...
19:22:42bobdaduck33 ms
19:22:47bobdaduckplzzz
19:22:48raptorthat's fast!
19:22:56kaenbe glad it's not 330
19:23:00bobdaduckThat's not nearly fast enough!
19:23:03raptorI think the game 'naev' only allows 500ms or less changes
19:23:13raptor* or slower
19:23:20kaensounds like a reasonable limit to me
19:23:48raptoryeah, actually - I toyed with the idea of s_bot not changing it's mind a 100 times a second
19:24:00raptorand came up with 30 times a second, but wanted to go to like 5
19:24:21bobdaduckCan I have an option to disable it then?
19:24:38kaenI think an option to change it is reasonable
19:24:47kaenI'd like to lower mine, bob wants to raise his
19:25:11bobdaduckAnd it could let people lower it to conserve CPU if we need it
19:25:25kaenyeah, like if you run multiple servers
19:25:33raptorhmmm
19:25:39kaennot that anyone would be silly enough to do that...
19:25:42raptorwell, it's still constrained by the in-game onTick
19:25:52kaenohhh that's right
19:25:57raptorwhich I *think* only goes up to 100FPS (10ms) on a server
19:26:00Little_Apple has joined
19:26:13raptoractually that is changeable, too - but you don't want it slower ebcause of network updates
19:26:18raptorin fact
19:26:33raptorwe should probably migrate our whole system to micro or nano seconds
19:26:35raptorsome year...
19:27:22raptoroh wait - you can change the FPS of the server...
19:27:28raptorhuh
19:27:29kaenhaha
19:27:36raptorup to 1000 i guess
19:27:41Watusimoto has joined
19:27:47raptorsince our whole system is based on millis
19:27:48kaenis the lua rate tied to that?
19:28:13raptorthe Lua event queue throws a new tick on each game tick
19:28:22kaengood news bobdaduck !
19:28:24raptorat least it did - untill i put the limit
19:28:29kaenoh
19:28:33kaennevermind~
19:28:37bobdaducklol
19:28:40bobdaduckAw
19:28:47raptoryeah, I slowed it down because S_Bot was eating CPU like mad
19:29:07kaenmakes sense
19:29:16bobdaduckI haven't managed to eat up cpu time like mad yet, even with levelgen carnival
19:29:19raptorwhich could probably be solved by using different design principles - like converting it to a state machine?
19:29:45kaenbobdaduck, so the limits work :)
19:29:54kaenraptor, how do you mean?
19:30:23bobdaduckSo what would I need to do to reach the old limit? Have three onTick() events?
19:30:50kaenyou can't with 018a
19:30:53kaenas I understand it
19:31:06bobdaduck33*3 = 100
19:31:14bobdaduckright?
19:31:38kaenyes, but you'll have 3 functions firing synchronously every 33ms
19:32:27kaenrather than three spread out functions as you're likely imagining.
19:32:44raptoryou could fake it
19:32:48bobdaduckWould it approach the same cpu stress as not having a limit?
19:32:50raptorfunction onTick(deltaTime)
19:33:04raptordoSomething(deltaTime) doSomething(deltaTime+11) doSomething(deltaTime+22)
19:34:18LordDVG has joined
19:35:10raptormaybe that won't work
19:35:18bobdaduckYeah I'm thinking it wouldn't.
19:35:31bobdaduckIs there lua capabilities for tracking asteroid children?
19:35:57raptorno, but that's a good idea..
19:36:13bobdaduckLacking a "findAllObjects(AsteroidType)"
19:36:25bobdaduckI need some way to keep people from shooting it and creating infinite asteroids.
19:36:53raptorsetHealth?
19:37:02bobdaduckSetHealth on an asteroid what
19:37:31bobdaduckI can setSize of course
19:37:39bobdaduckbut then there's a size 2 asteroid floating off
19:40:01kaenyou can't. findObjects is a big missing feature
19:40:26raptorhi
19:40:37bobdaduckhi
19:40:38raptoruh, yeah... findObjects will need to be added (added to the RBL)
19:40:49bobdaduckokay
19:40:49bobdaduckwell
19:41:01raptorso basically what happens is when you shoot an asteroid, it changes size and spawns a new one
19:41:10raptorinstead of killing the old, spawning 2 new
19:41:14bobdaduckback to philosophy: If I've created an abomination, do I try to fix it or do I call it a feature?
19:41:34raptorabominations are great for science
19:43:00bobdaduckRight, like finding out that we need a FindObjects() feature
19:43:08bobdaduckBut for GAMEPLAY?
19:43:18bobdaduckIn the level description I name it as the sequel to energeat....
19:43:48raptormost science can be used for good and evil
19:43:49bobdaduck(the one where everyone has a permanent energypack)
19:44:03bobdaduckOkay
19:44:08bobdaduckI have my answer then, I suppose.
19:44:10bobdaduck!bobdaduck
19:44:11BFLogBotLevel 3 programmer/priest/beta tester/mad scientist
19:46:24raptorman, i'm mixing c++ and java with disastrous consequences
19:46:45bobdaduckDisastrous or monstrous?
19:58:07raptordisastrous... always disastrous when mixing languanges
19:58:53kaenjava parts touching c++ parts... eww...
20:05:59bobdaduckxD
20:33:23LordDVG Quit (Quit: Leaving)
20:33:44LordDVG has joined
20:36:25bobdaduckFlag:setOnShip(false)
20:38:16kaensave it for next april 1st
20:38:50bobdaduckI can't wait that long
20:38:57bobdaduckI've got like so many april fools maps
20:53:06Watusimotohey raptor: can you explain that display issue a little?
20:56:02Watusimotooh wait, I see the issue
20:56:08Watusimotoweird
20:56:21Watusimotowhenever a bot's loadout changes, i get the animation
20:56:23Watusimoto???
21:11:20LordDVG Quit (Quit: Leaving)
21:16:53bobdaduck Quit (Remote host closed the connection)
21:27:32Little_Apple Quit (Ping timeout: 245 seconds)
21:51:54raptorhi
21:51:58raptorWatusimoto: funny huh?
21:52:09Watusimotoyup
21:52:48Watusimotoon the plus side, when I add 6 bots, I get no crashes
21:52:54Watusimotothat is another item on my todo list
21:53:17raptorthey have to be added to a team map, i think
21:59:12Watusimotodo they crash right away, of after a while?
21:59:23raptorimmediately
21:59:28WatusimotoI have 6 bots on a team bm map right now
21:59:39Watusimotooops... I lost!
21:59:46raptorand actually only 4 bots on Capture01 crash
22:00:01Watusimototry that
22:00:09BFLogBot Commit: 0bd45fd7c50b | Author: watusimoto | Message: Fix loadout animation playing when bots spawn
22:00:10WatusimotoI'll
22:01:07raptorfeel the force you will
22:01:29Wuzzy Quit (Quit: Wuzzy)
22:02:13Watusimotono,seems to work
22:02:20WatusimotoI don;t hae capture01, but I do have ctf1
22:02:26raptoryeah that one
22:02:26Watusimoto4 bots there works great
22:02:29raptorerr
22:02:33raptorjust 'ctf'
22:04:36Watusimotoworks fine
22:04:38Watusimotosorry dude!
22:04:42Watusimotoit won't crash!
22:04:50raptorhard lock!
22:04:52Watusimotolet me try regular hosting
22:05:06raptorpegs CPU
22:05:30raptormelts the snow on the window..
22:05:51Watusimotothe only problem I see is I keep dying for some reason
22:05:57Watusimoto:-)
22:06:21raptorjust did a full recompile..
22:06:43Watusimotocould it be a linux issue??
22:06:51raptormaking sure robots are pointing to the correct folder
22:06:53raptoryes
22:07:03raptorcould easily be a gcc issue or something
22:07:15raptorwhich stinks because then I have to fix it..
22:07:18raptor:)
22:07:53kaenraptor I've dup'd that bug
22:07:55kaenon accident
22:07:59Watusimotoat least it's not a mac bug!
22:08:16kaeneven worse, I think the lock is in my modifications to the name-uniqueness enforcement
22:08:20raptorhttp://pastie.org/7394255
22:08:35raptorkaen: you made modifications to that?
22:08:50kaento kick authed players when they relog
22:08:53Watusimotodid you get a message, raptor?
22:09:10Watusimotoyou probably didn;t
22:09:15Watusimotoright here in irc
22:09:18kaenalso don't try hosting a game and joining it with the same login...
22:09:19raptorI was blaming watusimoto because he did some string buffer overflow mods
22:09:26raptorWatusimoto: ?
22:09:31Watusimotoforget it
22:09:35Watusimototried something in irc
22:09:40Watusimotoapparently nothing happened
22:09:40raptorno message
22:09:42raptorsorry
22:10:16Watusimotoah, a makeUnique issue
22:10:33raptorbecause of the string buffer overflow changes!
22:10:35raptor(I think)
22:10:45kaensounds good to me :)
22:10:57Watusimotowell I see the issue
22:11:05WatusimotoproposedName == getClientInfo(i)->getName().getString()
22:11:13Watusimotothis is the line that crashes
22:11:18Watusimotoproposename is a string
22:11:25WatusimotogetString returns a const char *
22:11:35Watusimotovc++ lets you compare those directly
22:11:41Watusimotogcc probably does not ??
22:11:47kaenit does
22:12:09Watusimotowell, try this to make sure
22:12:09Watusimotoif(proposedName == string(getClientInfo(i)->getName().getString()))
22:12:17Watusimotothere's no other reason why that line should crash
22:13:57kaencomparing strings to char* is in the spec afaict
22:14:01Watusimotothough, oddly, the crash happens deep within the bowels of StringTable
22:14:06kaennot that I'm any good at tracking the spec :x
22:22:35raptorHA
22:22:39raptorI WAS RIGHT
22:22:43raptoroops, sorry caps
22:23:04raptorthis fixes it: http://pastie.org/7395184
22:23:18raptorwhich is a reversion in game.cpp of this commit: https://code.google.com/p/bitfighter/source/detail?r=d68cf36095763f5d9c928f7d03cb98ff2265fa41
22:24:10raptornow whether or not that's the *propr* fix is another story
22:27:23kaen"strlen(numstr)" will always return zero there
22:27:35kaenif the compiler initializes numstr sanely at least
22:28:41kaenbuilding...
22:29:15Watusimotowhy?
22:29:23Watusimotooh
22:29:25Watusimotoduh
22:29:40kaenwhy that works on windows, I have no idea
22:29:42Watusimotowait, no
22:29:44Watusimotowhy?
22:30:03raptormaybe you meant ARRAYSIZE?
22:30:07kaenstrlen count indexes until it finds \0
22:30:13kaenyeah arraysize would work
22:30:16kaensizeof numstr
22:30:26Watusimotosizeof
22:30:28Watusimotoyes,
22:30:30Watusimotoof course
22:30:39raptorhow about: U32_MAX_DIGITS + 2
22:30:45kaendo +1
22:30:49Watusimotoso dSprintf(numstr, sizeof(numstr), ".%d", index);
22:30:51Watusimotowould work
22:30:51raptorerr +1
22:30:52kaenor it could theoretically overwrite the terminator
22:31:11kaenmaybe just use arraysize for consistently
22:31:15kaenconsistency
22:31:18Watusimotothe + 2 is to make room for the terminator and the .
22:31:32kaeneven though they return the same result in this case
22:31:53raptorarraysize would return the +2 though right? or no?
22:32:05kaenoh good point
22:32:22kaenarraysize - 1 then
22:32:41kaenfunny how fixing a hypothetically possible bug accidentally created a real one
22:32:50raptorhaha
22:33:35Watusimotoyup
22:33:52raptorif it aint broke don't fix it?
22:33:58Watusimotoyup
22:34:10Watusimotowell, I had to do something in there anyway
22:34:24WatusimotoI mostly just replaced a magic number with a non-magic one
22:34:45WatusimotoI probably just spaced and used strlen instead of sizeof
22:35:06bobdaduck has joined
22:35:07kaenthe fact that it didn't crash wat makes me wonder what vc++ initializes char arrays to
22:35:07bobdaduck_ has joined
22:35:11kaenif at all...
22:35:19Watusimotomaybe nothing
22:35:26raptorrandom memory!
22:35:26bobdaduck_ Quit (Remote host closed the connection)
22:36:52raptorso kaen you're putting in the fix?
22:38:15kaenpresently I'm eating a jelly donut
22:38:18kaenand then yes I wiil
22:38:20kaenwilll
22:38:22kaenwill...
22:40:36BFLogBot Commit: 25fddb1e742b | Author: kaen | Message: fix makeUnique on linux
22:44:04raptormy favorites are the old-fashioned cake ones (NOT the chocolate imposters)
22:44:35kaenme too :)
22:44:57kaenplain, glazed, cake donuts
22:45:20raptormy favorites!
22:47:28fordcars has joined
22:59:08bobdaduck Quit (Ping timeout: 240 seconds)
23:06:17bobdaduck has joined
23:12:04Watusimoto_ has joined
23:14:33Watusimoto Quit (Ping timeout: 256 seconds)
23:25:36raptorheading home, bye!
23:26:04fordcarslater
23:30:17raptor Quit ()
23:36:16bobdaduckokay
23:36:18bobdaduckevil complete
23:37:37kaenI seem to be oblivious to your evil
23:37:40kaenenlighten me?
23:38:38bobdaduckoh
23:49:27bobdaduckSufficiently evil?
23:49:38kaenI began sobbing uncontrollably
23:49:47kaenthe evil was so great.
23:50:06bobdaduckxD
23:50:14bobdaduckDid you catch the map name?
23:50:41kaenno
23:50:57bobdaduck"Toddlers"
23:51:02kaenlol
23:52:22bobdaduckI have other evil
23:52:27bobdaduckif you are not yet satisfied
23:59:28koda Quit (Ping timeout: 240 seconds)

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