#bitfighter IRC Log

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IRC Log for 2013-04-17

Timestamps are in GMT/BST.

00:00:11raptorlooks at the Triangle comment
00:00:21raptorlooks like we're adding an extra point to each hole
00:01:14raptoroh weird
00:01:35raptorso basically all holes are already added, and building the holes list is just to tell with polys are holes
00:01:44raptordoes PP use that same input?
00:01:47kaenyes, that's what I gathered
00:01:48kaenno
00:02:01kaenit uses a list<TPPPoly>
00:02:07kaenand TPPPoly has a SetHole method
00:02:29raptoris that a boolean?
00:02:32kaenyes
00:02:50raptorah ok, so you've already adapted that somehow?
00:02:53kaenyes
00:03:03kaenI've done terrible, unspeakable things to the data
00:03:11kaenand then passed it along without making eye contact.
00:03:19raptorha ha ha
00:03:41raptormaybe the issue is with mergeBotZoneBuffers
00:03:43kaenanyway I'm going to try adapting the hole list building code
00:03:50kaenyes, I think so
00:04:04kaenbasically, I want it to only output one polygon per barrier
00:04:17raptorok
00:04:46kaenwhich it does, except when the barrier is circuitous
00:05:08kaenI'm going to give my brain a short rest
00:05:10kaenback in a bit
00:05:11raptorI'm going home
00:05:14raptorok
00:05:16raptorlater
00:05:18kaenlater
00:05:26raptoralso... maybe we'll get Triangle in a better license? :)
00:06:42kaenthat would be by far the most desirable outcome
00:07:00raptoryeah..
00:07:04raptorok, leaving
00:07:08raptor Quit ()
00:29:43bobdaduck has joined
00:41:47kaenI wish raptor would come back :x
00:41:51kaenI am lost in the sauce.
00:53:11fordcars has joined
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01:35:56bobdaduck Quit (Ping timeout: 272 seconds)
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03:08:58Little_Apple Quit (Quit: Page closed)
03:20:38kaen Quit (Remote host closed the connection)
03:25:53raptor has joined
03:25:53ChanServ sets mode +o raptor
03:34:12sam686Found a way to do findGlobalObjects in 018a http://sam6.25u.com/upload/text1304/130416_22-04-43.txt
03:34:24sam686except it stops working when someone does /kickbots
03:35:31bobdaduckThewhat
03:35:32bobdaduckxD
03:35:55bobdaduckDid you just work around the lack of a findGlobalObjects function
03:36:01sam686also not sure if it is a bug, needing an extra argument on function onPlayerJoined(something, playerinfo)
03:36:05bobdaduckBy adding a bot, finding the object, and then passing it to the levelgen?
03:36:13sam686yes
03:37:04bobdaduckThat's both praiseworthy and horrifying at the same time
03:38:17sam686although, I wonder if a bot can control any objects a levelgen can (except addItem)..
03:39:00bobdaduckThat would be rather significant.
04:10:10raptorsam686: that's really clever!
04:52:02raptorI found the problem with the FF snapping issue
04:52:07raptorlike really found it...
04:52:13raptorbut I odn' tknow what to do about it...
05:13:16bobdaduckteag?
05:13:26bobdaduckyeah?
05:18:24raptoryeah... and it's an algorithm problem
05:18:29raptorand it's messy
05:18:30raptorand
05:18:32raptorand
05:18:39raptoryuk
05:21:15bobdaducklol
05:23:23bobdaduckThe populace appreciates your efforts.
05:23:55raptorman, this is deep in the code... this must have been around for ever
05:36:49bobdaduckYes.
05:37:01bobdaduckThink fixing it will fix the rotation part too?
05:37:15bobdaduckIn fact it might be as old as Zap!
05:37:36bobdaduckI remember that in zap you would place something at say, 5.2 and the code would do something funky like 5e20343291234
05:39:07bobdaduckAnyone know who FB7-whatever is? He seems to get on, make these big levels, and then test them all with like 40 bots on his own instead of playing with actual people
05:39:22raptornope
05:46:16bobdaduckOdd
05:46:38bobdaduck Quit (Remote host closed the connection)
05:56:23raptornothing like a good math problem late at night!
06:33:22sam686 Quit (Ping timeout: 245 seconds)
07:10:32koda has joined
07:39:20raptoroh man, I think I finally fixed it...
07:51:46watusimoto has joined
07:51:46ChanServ sets mode +o watusimoto
08:00:10raptorI'm not up!
08:03:46BFLogBot Commit: 84ed46702cde | Author: buckyballreaction | Message: Greatly increase the accuracy (probably exact now) of the anchor finding for engineered items. This fixes the issue with tiny movement changes of engineered items being introduced when loading and saving the level. This fix has two parts: - Better algorithm for finding the anchor more accurately - Reducing the inaccuray of finding the anchor against a wall edge by using the position point instead of previously calculated anchor
08:03:49raptorwatusimoto: that last commit took me 3 hours
08:04:03raptorand I only had to be really really tired to figure out what to do
08:04:17raptorbut it's fixed!
08:06:42kodamorning
08:06:45raptorI should get a badge: 'improved algorithm while sleepy'
08:06:51raptorhi koda
08:06:52koda:D
08:06:57kodai wanna that too
08:07:30raptor:)
08:09:01raptorok well... I should sleep now
08:09:10raptorgood night! (and good morning)
08:09:48raptorparting question for watusimoto: did you send your e-mail to the Triangle author?
08:09:56watusimotohi
08:09:58watusimotoyes, I did
08:10:15raptoroh good
08:10:25watusimotono response yet
08:10:45raptoryes well, only crazy people are up in the wee hours over here
08:11:02watusimotoI didn't send it in the wee hours *over there*
08:11:08watusimoto:-)
08:11:31watusimotoredid the anchoring, eh?
08:11:44raptorimproved the algorithm
08:11:50watusimotoexcellent
08:11:58raptorshould be near exact (at least to 8 or decimal points..)
08:12:21raptorprobably exact for our purposes
08:12:25watusimotowhen is our next bbb?
08:12:30watusimotoi.e. do we have one planned?
08:12:45raptorwell, we should set a date - I've stuck bobdaduck and quartz on coming up with a map list
08:12:52raptorit's almost enough
08:13:00raptorsee here: http://beta.etherpad.org/p/BBBX
08:13:09watusimotook -- I can advertise it on the WeaselZone youtube vid for Bitfighter
08:13:18raptorthey've been working at it for like 3 weeks...
08:13:26raptorand even built new levels for it
08:13:40watusimotook
08:13:42raptorso there's a hefty amount by Quartz and bobdaduck
08:14:33raptorfeel free to add suggestions (edit your username so we can tell what was added by you)
08:14:42watusimotook
08:15:27raptortime for bed... good night!
08:15:31watusimotonight!
08:16:15raptor Quit ()
16:44:06watusimoto Quit (Quit: Leaving.)
16:49:09raptor has joined
16:49:11ChanServ sets mode +o raptor
16:49:15raptorgood day!
16:55:31koda Quit (Ping timeout: 272 seconds)
17:08:15BFLogBot Commit: 99c60fa762f5 | Author: buckyballreaction | Message: Minor clarifications about the engineered item anchor searching from last night
17:09:11Watusimoto has joined
17:11:37Watusimotohey there
17:11:45raptorhi
17:12:19Watusimotothe weasel dude said he'd rereview bitfighter after the next release
17:12:29raptorha! great
17:12:48Watusimotoand still no word from the triangle dude
17:12:55Watusimotonow you are up to date
17:13:30raptoroh good
17:16:16watusimoto1 has joined
17:17:30Watusimotoand... with that.... it was dinner time
17:17:32Watusimotoback later
17:22:14Watusimoto Quit (Ping timeout: 248 seconds)
17:36:03raptorI don't want to look at EngineeredItem ever again
18:18:11Watusimoto has joined
18:28:32raptorI think my fix last night helped a little bit with arbitrary rotation of a map and FF going all goofy
18:28:53raptorstill loses some precision in that case, though..
18:31:06Watusimotowhat was your strategy?
18:33:46raptorwell I basically went over and over the code until I knew what was going on
18:35:05raptorI documented, hopefully, what I did - but funny thing was that inspiration on how to fix it didn't come until I was sleepy at like 1:30 in the morning
18:35:15raptor* documented well
18:42:38Watusimotothe proper solution, I think is relatively straightforward... find all the possible things to attach to within a certain radius (using the database), then visit each one in turn and find the closest
18:43:01raptorthat was what was done
18:43:01Watusimotoi thinik the shooting rays strategy will always be prone to error
18:43:11Watusimotoyou mean before?
18:43:22raptorI left what was done before
18:43:32Watusimotowell, why didn't that work?
18:43:34raptorand added on a little be to increase accuracy
18:43:49WatusimotoI thought it went every 5 degrees and shot a ray out to see what it hit
18:44:18Watusimotobecause the strategy I outlined should be exact and repeatable
18:44:28Watusimotoand not be affected by rotation
18:45:31raptorok, then maybe I don't understand how yours differs - I basically left teh ray-finding in place, then applied a fix to make sure teh anchor was on a line perpendicular to the surface instead of a line on the ray
18:46:16raptorare you saying to do a rect-based database search? then just iterate through the objects to find the closest edge?
19:06:36Watusimotosorry stepped a way for a sec
19:06:42Watusimotoyes, that's exactly it
19:07:44WatusimotoI wrote a function for finding the perpendicular to a line through a point (line being edge, point being turret mount point), that gave the distance and intersectoin (which would be the poential wall-mounting point)
19:08:03Watusimotounfrotunately, i *think* this was for my previous job... but it is exactly what we would use here
19:08:24Watusimotoi never worked on this stuff because it always seemed to work well enough
19:09:06raptorwe have that function in GeomUtils and that is what I used to find the accurate anchor
19:09:16Watusimotobut then you foudn some failure modes
19:09:43raptorwell... arbitrary rotation of walls has always messed up FF placement...
19:10:32raptorand I think my fix solves somet of it, but after rotating around 360 degrees at increments, they were off by like 20 or points
19:10:45raptormore like 5- 10 poitns actually
19:11:18Watusimotowow
19:11:32Watusimotowell
19:11:37raptorbut at least they're on the same wall edge, before they could be anywhere
19:11:42Watusimotodo you change the turret coords after snapping?
19:11:55raptori didn't touch any of that
19:12:09WatusimotoI recall that they were not changed
19:12:13raptorbut i think snapping inheritently changes coords
19:12:45raptorthe editor calls a resnap on any move - and that adjusts the anchor point and thus the whole geometry
19:13:31Watusimotook; I thought it kept the "placed" coords and moved it to the snapped coords
19:13:54Watusimotoif the "placed" coords are changing, then our course repeated rotation could screw things up.... lots of little increments can add up
19:14:24Watusimotobut if the "placed" coords are not changing, a 360 degree cumulative rotation should end up with the exact same thing as a 0 degree rotation
19:15:03raptori'm not sure there is a definition of 'placed' (and therefore skip the resnap?), but maybe there should be?
19:15:35Watusimotonow that I think more about it, I thik you are right -- we just move the object to its new snapped location
19:15:57Watusimotowell, I'm really not sure this matters much
19:16:18Watusimotowhat is the problem we are trying to solve
19:16:20Watusimoto?
19:16:29raptorthere are two problems
19:16:35Watusimotoselecting a turret and a wall and rotating them both?
19:16:52raptor1. small migration of coordinates due to innaccurate resnapping of the engineered items
19:17:03Watusimotounder which circumstances/
19:17:06raptorthat would be triggered just but opening a level, and resaving it
19:17:06Watusimoto?
19:17:18raptorthat's it
19:17:19Watusimotodoing that twice should not move the turret
19:17:39raptoropen a level with FFs, save it --> point moved
19:17:42Watusimotook, well, just talk me thorugh this a little
19:17:50WatusimotoI place a ff, it snaps to a nearby wall
19:17:53WatusimotoI save
19:17:56raptoryes
19:17:57WatusimotoI reload
19:17:59raptoryep
19:18:10Watusimotothe ff should reload with the position it was last snapped to
19:18:16raptorthen resave and you'll see that the saved coords in the level file have changed by 0.003 or so
19:18:18Watusimotothen it probably resnaps
19:18:23raptoryep
19:18:43Watusimotothen it should end up back where it was
19:18:52raptor*should* but didn't
19:19:05Watusimotoactually, I could see with the ray method why it might not
19:19:14raptorthe resnap code was inaccurate
19:19:15raptoryes
19:19:20raptorand I wrote that in the comments with my fix
19:19:29Watusimotoand is that problem now fixed?
19:19:35raptoryes, I bandaged it
19:19:39Watusimoto:-)
19:19:39raptorand it is quite accurate now
19:19:55WatusimotoI suspect when we go to levelcode 2.0 this problem will disappear
19:20:00raptornope
19:20:05Watusimotoin fact, you can easily test it by creating a level with
19:20:08Watusimotono?
19:20:09raptorit had nothing to do with gridsize
19:20:16raptori tested with gridsize = 1
19:20:21Watusimotoyes, that!
19:20:37raptorand output all the input and output points at various stages of the logic
19:20:42raptorgridsize was not the culprit
19:21:02WatusimotoI guess... if a turret was snapped to x,y, and then resnapped, with the ray method, it might end up at x',y'
19:21:06raptorprintf was my friend for a few hours...
19:21:10Watusimotoha
19:21:13raptorWatusimoto: correct
19:21:28raptori found the exact point in the code that added the fuzziness
19:21:53raptorand that was with the ray-searching method for the closes wall
19:22:16raptorthe output anchor point had moved oh-so-slightly from the input point (which was previously snapped)
19:22:40Watusimotomaybe if the anchor point is within x of the wall, consider it snapped and do no further snapping
19:22:47raptorI documented it in the comments of EngineeredItem.cpp:622
19:23:31raptorWatusimoto: I thought about doing that too, but didn't go down that road because having an FF near a corner might be dicey
19:23:32Watusimotoso the issue is resnapping already snapped points
19:23:37raptoryes
19:23:44Watusimotowhy would that be dicy?
19:24:05raptorhow small of a distance check are you thinking?
19:24:29Watusimoto.1??? The proper number would be easy to determine with some printfs
19:24:40raptorwithin 0.001 of a point or less? because an FF in a corner could be close to two edges at that distance
19:24:41WatusimotoI'd look at how close they get to the wall after snapping
19:25:11Watusimotoah, I see... and you need to know which wall its snapped to to orient it properly
19:25:29raptoryes - it may be possible to do, but I decided against it at the time..
19:25:37raptorand came up with what I have..
19:25:48Watusimotook, well, I won't argue with what works
19:25:59Watusimotowe can revisit it after we've fixed all our other bugs
19:26:07Watusimoto:-)
19:28:46raptorheh
19:28:48raptoryes
19:29:41raptorwhat matters is that it's better now, and I don't have the brain power for more algorithmic work before finals.. :)
19:30:24Watusimotoperfect!
19:37:40kaen has joined
20:11:40raptorinteresting
20:12:03raptorthe Provo city mayor just announce that we will become the 3rd city in the US to use Google Fiber
20:14:34raptorerr maybe 4th city
20:14:41raptorI'm still looking for the catch..
20:16:07Watusimotowow
20:16:19Watusimotoyou're not in provo are you?
20:16:34Watusimotohttp://img832.imageshack.us/img832/1407/clipboardimagej.jpg
20:16:34Watusimotohttp://img541.imageshack.us/img541/6540/screenshot41t.png
20:16:40Watusimotoso here aer two images
20:16:47Watusimotothe first shows minecraft's initial screen
20:17:01Watusimotothe second shows ours (with a little modification I'm trying out)
20:17:15WatusimotoI like our screen better
20:17:22raptorI like our screen better
20:17:31Watusimotoecho?
20:17:33raptorI think we should reduce the text at the bottom
20:17:40raptorand maybe add teh MOTD?
20:17:51raptormarco?
20:17:51WatusimotoI was thinking about the text at the bottom
20:18:05Watusimotobut it's kind of useful, no?
20:18:07raptormaybe we don't need the key instructions...
20:18:15raptorand the big para is a bit wordy
20:18:32Watusimotohmmm maybe not
20:18:57raptori mean, even my 3 year old can use the arrow keys...
20:19:32Watusimotowell, we could drop the para altogether and make some menu option somewhere that lets you enable autologin
20:20:15Watusimotobut
20:20:28Watusimotowhen this screen is shown, the animatino plays
20:20:39Watusimotoand it feels like it takes forever
20:20:49Watusimotobecause I'm used to instant start
20:21:15raptoryeah, waiting for the animation is no good.... maybe it can be quickened?
20:21:30raptoror constrained to just the top part
20:21:49raptorbut one can skip it with ESC anyways, right?
20:22:14raptorand just have it do the quick fade it
20:22:16raptor*in
20:22:48Watusimotocurrently, pressing any keys skips it
20:23:17Watusimotothoguh that's disabled on the nick screen while I'm trying stuff out
20:23:43raptorbecause that's how it is now... nick -> animation -> main
20:23:47Watusimotorecall also that the instructions you want removed show joystick commands as well
20:23:50Watusimotoyes
20:23:50raptornow it's animation -> nick -> main
20:24:00Watusimotoyes
20:24:02raptorah yes, the joystick commands
20:24:09raptorok, maybe leave them
20:24:12Watusimotobut they're kind of obvious as well
20:24:46Watusimotoand they're currently not on the main menu
20:24:58Watusimotoand people seem to find their way past that pretty well
20:25:11raptoryeah... so back to removal :)
20:31:33Watusimotohttp://img855.imageshack.us/img855/8436/screenshot42m.png
20:31:49Watusimototoo much green?
20:32:08raptorlooks good
20:32:24raptor(and yes, I'm in Provo)
20:32:53Watusimotowell awesome
20:33:02Watusimotolet me solidify things a little and I'll check this in
20:33:25WatusimotoI think we'll need a menu item for skipping the login
20:33:41raptor(and Google will probably taking over my current fiber connection)
20:33:43raptorok
20:34:17Watusimotosuddenly, I expect you'll find the alternatives get a lot better too
20:36:32raptorwell... comcast/Quest and a couple of others have been horrible here, in my opinion
20:37:08raptorthe fiber networks (which are probably going to merge with Google - that's probably why we were chosen) have been the only 'honest' ISPs around
20:37:45Watusimotodo I create a new class to eliminate repeating a single boolean?
20:38:01raptorcomcast is notorious for taking advantage of non-provident people ($29 a month for 6 months! then they go to $80 and not tell you)
20:38:13Watusimotocomcast stinks
20:38:18raptorWatusimoto: maybe?
20:38:24raptora new class...
20:38:33raptorso a parent class to handle a common member?
20:38:37Watusimotoyes
20:38:45Watusimotoa common boolean member
20:39:04WatusimotoIntroAnimationShowingMenu
20:39:09raptorha
20:39:20Watusimotobecause now we have two
20:39:26Watusimotowell, 3 if you count the credits
20:39:35raptorI have no problems with extra classes... as long as it doesn't include boost headers :)
20:39:35Watusimotobut that works a tad differently
20:39:43raptoror just keep it simple..
20:40:03Watusimotosuperclass!
20:44:40raptorkaen: I just played with one 'spicey' who was an admin of one of your servers...
20:44:46kaenindeed.
20:45:51kaen(that's my girlfriend playing from my other computer)
20:45:55raptorah ha!
20:46:03raptormakes sense
20:46:19raptorWatusimoto: minecrafts' intro screen is waaaay too busy...
20:46:36Watusimotoindeed
20:46:42Watusimotoand they're quite popular
20:46:49raptoryeah we can do better!
20:47:00WatusimotoWe have. they don't even have an animation.
20:47:06raptorheh
20:47:12raptorthink the MOTD would be good to move there?
20:47:16WatusimotoI was showing it to make you feel better
20:47:21Watusimotonot sure about that
20:47:35Watusimotolet's try this first and see
20:48:03raptorok
21:25:29raptornow i wonder kaen - if that poly2tri bug wouldn't affect us
21:26:08raptorbecause we're using clipper beforehand to merge all the holes into polygons, so there shouldn't be more than two points on a single line...
21:27:33raptorbecause if that's the case, poly2tri might be perfect - also it performs faster than Triangle in many cases
21:27:45raptor(according to the benchmarks it gives)
21:41:00Watusimotowe should do our own benchmarks if we get serious about this
21:45:11BFLogBot Commit: b5a3391a298c | Author: watusimoto | Message: Var name
21:45:13BFLogBot Commit: 35a31447cb4a | Author: watusimoto | Message: Use existing function instead of custom code
21:45:15BFLogBot Commit: 25065c692524 | Author: watusimoto | Message: Minor cleanups
21:45:16BFLogBot Commit: ddf1cd51a13c | Author: watusimoto | Message: Play intro animation before login screen, try to get a more integrated feel going on
21:45:33raptorwell.. kaen has already devoted some work to it - but I think we should wait for Triangle guy's response
21:46:14WatusimotoI was just suggesting that we might make sure it performs well on our particular flavor of dataset
21:46:25Watusimotobut waiting is easiest!
21:53:03raptorcommits!
21:54:18raptorand magicifying numbers!
21:57:37raptorWatusimoto: I like it!
21:58:38Watusimotogood!
22:08:08koda has joined
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22:40:12raptor Quit (Remote host closed the connection)
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22:59:39masterkaen is now known as kaen
22:59:50kaen Quit (Changing host)
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23:02:24raptorinteresting.. apparently while 1000 cities were bribing Google to be the next on the list to receive fiber, Google approached us
23:03:29raptorbecause Provo went into debt to build extensive fiber infrastructure already, and has been having management problems (because not enough people are buying it)
23:03:42raptorso Google said, we'll manage it
23:13:30fordcars has joined
23:40:52BFLogBot Commit: 77e3aaff84af | Author: watusimoto | Message: Create Input options menu
23:40:53BFLogBot Commit: 3d5ba9d51647 | Author: watusimoto | Message: Create a Sound Options menu
23:41:09Watusimoto_ has joined
23:41:22raptoroooo
23:41:24raptoryay
23:41:25raptormenus!
23:41:35raptor*sniff* we're growing up as a project
23:43:17Watusimoto Quit (Ping timeout: 256 seconds)
23:46:34raptorsound & other startling things
23:50:49fordcars_ has joined
23:51:17Watusimoto_ever have the volume up too loud?
23:51:36fordcars Quit (Ping timeout: 245 seconds)
23:52:53raptornot in a long wile
23:52:55raptor*whil
23:52:57raptore
23:53:00raptorcoyote

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