#bitfighter IRC Log

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IRC Log for 2013-04-20

Timestamps are in GMT/BST.

00:09:30bobdaduck has joined
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00:10:59amgine1234567890hi
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00:15:52raptor has joined
00:15:52ChanServ sets mode +o raptor
00:16:02amgine1234567890hi rapror
00:16:17amgine1234567890lol im still making as many typos as ever XD
00:16:20raptorhello
00:16:41amgine1234567890maybe its jsut me but it seems to me hte bots are getting dumber =p
00:17:17amgine1234567890like in ctf the bot grab the oppenets flag but doesnt score somtimes or if flag is droped it doesnt try to pick it up
00:18:27amgine1234567890bots not knowing to enter teles to get flags -_-
00:20:04amgine1234567890ugh i got this stupid non malicous virus and i cant get it removed =p
00:20:30fordcarslater, huge storm!!!!
00:21:08amgine1234567890bye
00:22:36amgine1234567890ive been trying to remove it all day no luck
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00:45:12raptorit's done!
00:45:19BFLogBot Commit: 44cafe6aa80d | Author: buckyballreaction | Message: Replace Triangle with poly2tri as our botzone triagulation engine. We'll miss you Triangle..
00:45:21raptorall you windows devs out there...
00:45:25raptorplease test
00:51:14bobdaducktest whaty
01:00:19raptorbobdaduck: if you ever find the time, please compile the latest code and see if the bot zones show up OK when testing from the editor (use the /showzones command)
01:03:37raptoractually, your compile will fail..
01:03:40raptorso nevermind
01:14:27BFLogBot Commit: b9286436e083 | Author: buckyballreaction | Message: A bit more Triangle-related stuff to clean-up
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02:36:49BFLogBot Commit: 4c8cf41b46ec | Author: buckyballreaction | Message: Because Windows *still* doesn't support C99
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02:59:10BFLogBot Commit: 2f8f6096da92 | Author: buckyballreaction | Message: Fix vc++ project with the new poly2tri classes
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03:03:42Fordcarshi raptor, what's the command for replacing my clone completely? restore...
03:04:05Fordcarsman this was a harsh day
03:04:49raptorhi Fordcars
03:05:04raptordo the following: hg revert -a
03:05:11raptorthen: hg clean
03:05:19Fordcarsah thanks :)
03:05:30raptoryou will lose all changes!
03:05:46Fordcarsthat's my point :P
03:05:49raptorok
03:12:52Platskies has joined
03:45:10raptorbug list is growing!
03:45:21raptorearly good night!
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10:12:27Watusimoto has joined
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11:59:03raptorsomeone in the forums brought up an idea: instructions on how to use the game/editor on our website
12:11:24koda has joined
12:20:42raptorWatusimoto: should we make the scoreboard fancy like the level info screen?
12:20:59Watusimotoyes
12:21:09Watusimotoit's on my mental list :-)
12:21:20raptoroh hi!
12:21:32Watusimotohi
12:21:52WatusimotoI'm not sure instructions on a website would be an effective way to help people use the game
12:22:02Watusimotothat's just not the way people operate
12:22:16WatusimotoI think we need to aid in-game discovery
12:22:17raptorapparently instructions in the game aren't working.. :(
12:22:21raptoryes
12:22:22WatusimotoI plan to start on that pretty soon
12:22:41WatusimotoI'm just finishing up a rather brainless refactor I started last night
12:22:51Watusimotowhen I was too tired to work on something more complex
12:23:10raptoryay
12:23:24raptormindless tasks are sometimes good to rest the brain
12:26:23raptorhuh - TTF fonts still have artifacts even after I made a fix.....
12:39:58Watusimotothat's unfortunate
12:40:21raptorwe only need on stash for all fonts, correct?
12:40:23raptor*one
12:52:36WatusimotoI think so
12:52:48raptorjust confirmed, only one is needed..
12:53:10Watusimotoyou mean judging by the number of fonts/sizes/characters we use?
12:53:17raptorif you do alt + enter a few times to change screen mode while in a game, do you see the artifacts (like around the game clock)?
13:22:50Watusimotosorry -- have to run, and I can't compile now... was lost in an edit
13:23:00WatusimotoI can test later if you still need it
13:23:20Watusimotofor now, assume no -- I've tried toggling once or twice into full screen mode, and have never seen relics
13:23:23Watusimotoartifacts
13:23:27Watusimotook, back later
13:26:06koda Quit (Quit: koda)
13:26:44BFLogBot Commit: 77a5628697e3 | Author: buckyballreaction | Message: Make FontManager manage the stash. Seems cleaner
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15:18:03raptorhuh, so the fontstash that is recreated with each screen mode change uses the exact same memory address
15:18:29raptorbut it registers as null before it's created
15:20:15Watusimoto Quit (Read error: Connection reset by peer)
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15:29:41raptorok, fed up with the font issue...
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16:06:59raptor whacks fordcars
16:19:35BFLogBot Commit: 978ae251b020 | Author: buckyballreaction | Message: Move findObjects to LuaScriptRunner
17:43:33BFLogBot Commit: 03081cd9b918 | Author: buckyballreaction | Message: Add global object finding to levelgen
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20:33:35Watusimotohi
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20:34:36YoshiSmbhello
20:42:01bobdaducksup
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20:52:16raptorhowdy folks
20:54:23bobdaduckhowdy!
20:54:57Watusimotoman, I have spent the better part of today simply moving the ship rendering out of ship.cpp
20:55:01Watusimotoit looked so easy
20:55:06Watusimotoand has become so complex
20:55:07Watusimotough
20:56:42raptorwhat, really??
20:56:54raptoris that even possible/
20:56:55raptor?
20:57:21Watusimotoyes, it's possible
20:57:31Watusimotoand the whole thing will make more sense once its done
20:57:42YoshiSmb_ has joined
20:57:43raptorI remember shying away when I saw how interlinked it was with like sparks
20:57:45Watusimotothere is some logic intertwined with the rendering that I need to pull out
20:57:53Watusimotothe sparks are all finished
20:59:23Watusimotobtw, since I omitted it in the checkin notes, there is now an autologin option on the options menu
20:59:50Watusimotowhen activated, you skip the first screen
21:00:04Watusimotowhen deactivated, you are presented with the first screen
21:00:20YoshiSmb Quit (Ping timeout: 245 seconds)
21:15:38raptori saw that
21:16:03raptorWatusimoto: I think you should lower the name entry menu a bit to make it feel more centered
21:16:12Watusimotoyes
21:16:36Watusimotoit is centered, but with the logo there it probably looks wrong
21:17:16raptoryep
21:21:29raptora triple for loop!...
21:21:34raptormeans I'm doing something wrong..
21:22:52Watusimotousually
21:23:11Watusimotoespecially if your inner loop looks suspiciously like your outer loop!
21:23:19raptori'm trying to speed up poly2tri (even though it doesn't need it)
21:23:26bobdaduck Quit (Remote host closed the connection)
21:23:28raptorit does!
21:25:06YoshiSmb has joined
21:25:53raptoroh man... and now I might need a 'goto'!
21:26:35YoshiSmb_ Quit (Ping timeout: 245 seconds)
21:27:49raptorblast, my algo has a flaw
21:27:53raptorreject!
21:31:41Watusimotoa well placed goto is not a bad thing
21:31:58Watusimotodon't believe the propaganda
21:33:27raptorwhy am I obsessed with this
21:33:36raptorwe don't need to make it better, it's already fast
21:33:48raptorbut it's not *optimal*
21:37:30Watusimoto:-)
21:37:33WatusimotoI know the feeling
21:37:40Watusimotolook at my text alignment on the game timer
21:37:59Watusimotothis has got to be the longest method sig I've ever written:
21:38:00Watusimotovoid renderShipDoodads(S32 layerIndex, const Point &renderPos, const Point &actualPos, const Point &vel, F32 angle, ShipShapeType shape,
21:38:00Watusimoto const Color *color, F32 alpha, U32 renderTime,
21:38:00Watusimoto const string &shipName, F32 warpInScale,
21:38:00Watusimoto bool isLocalShip, bool isBusy, bool isAuthenticated, bool showCoordinates, F32 health, F32 radius, S32 team,
21:38:00Watusimoto bool boostActive, bool shieldActive, bool repairActive, bool sensorActive, bool hasArmor, bool engineeringTeleport, F32 cloakFraction)
21:38:17Watusimotoand that's the simplified version; it used to have 4-5 more params
21:38:33raptorDoodads! I've heard that technical term before!
21:38:41Watusimotothat's a working title
21:38:53Watusimotoit used to be doodads, now it renders everything
21:38:54raptorI love it
21:47:00raptorhmm... my new algo works, but slows it down by a factor of 6
21:47:12raptorsoo... maybe I should stop being obsessed...
21:49:32raptoralright, I give up trying to be a computational geometrist
21:51:02Watusimotothank goodness for performance testing
21:51:35raptoryeah, brings me back to the real world..
21:53:16raptoroooo... found a way to optimize..
21:54:41raptorit's 10% faster than Triangle on CelticArena!
21:54:44raptoryay
21:54:50raptortesting other whack levels
22:07:29Darrel Quit (Read error: Connection reset by peer)
22:11:05raptorWatusimoto: this bug is starting to annoy me: host game, restart level before F2 level info disappears
22:12:33Watusimotocan't at the moment!
22:12:36Watusimotowhat happens
22:12:41raptorcrash
22:12:42Watusimoto?
22:12:44Watusimotocrash
22:12:45raptorevery time
22:12:48Watusimotook
22:12:54Watusimotoyou can leave that to me if you like
22:12:56raptorit just appeared..
22:13:03raptorwrote it down on the list..
22:13:06Watusimotook
22:13:18Watusimotojust appeared, or was just never noticed before?
22:14:11raptorjust appeared - found it last night..
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22:15:16raptorsadly my algorithm for hierarchal holes is faster in some cases, slower in others... so that means time to discard because the complexity isn't worth it...
22:19:12Watusimotoyes
22:19:24Watusimotois it faster in the typical case
22:19:34Watusimotowe really don't need to worry too much about strange edge cases
22:20:03raptorhard to tell, i've been testing atypical levels...
22:20:12raptorbut let me try against ctf4
22:20:37Watusimotoand if we ever get threading working, we can thread zone generation while the clients are downloading the level
22:20:55raptoroh yeah... did kaen tell you his thoughts on that?
22:21:18raptorhe suggested we could make everything a publish/subscribe model
22:21:31raptorgraphics/sound/input etc.
22:21:44raptorbut it would be no small task..
22:24:02raptorok yes, it is slightly faster on the standard case
22:24:21raptori'd say 10-20% but when we're talking 20ms... that's not much
22:26:04WatusimotoI'm not ready for a whole architecture refactor
22:26:08Watusimotono, not too much
22:26:09YoshiSmb_ Quit (Ping timeout: 245 seconds)
22:26:55raptormaybe average 10% faster
22:27:01raptorbut it's much, much more complex
22:27:17YoshiSmb-Netbook has joined
22:27:40raptorand the fast recast times more than make up for any difference in speed from Triangle
22:28:51YoshiSmb-android has joined
22:29:33YoshiSmb-Netbookgreat. my android device is lagging a lot
22:35:50YoshiSmb-Netbookit's must be a bug.
22:35:50YoshiSmb-Netbook:D
22:36:14YoshiSmb-Netbookfor you.
22:37:22YoshiSmb-Netbook has left
22:41:16raptoroh wait, it did ctf3 about 40% faster
22:41:29raptorthan the previous, but still not quite as fast as Triangle
23:16:59YoshiSmb-android Quit (Ping timeout: 245 seconds)
23:25:19BFLogBot Commit: 2abe9f4c2080 | Author: watusimoto | Message: Get rid of a log of OpenglUtils includes -- one step for getting rendering code out of places it doesn't belong
23:25:20WatusimotoI'm kind of shocked I was able to merge this without conflict
23:25:21BFLogBot Commit: fa284fcdb7d4 | Author: watusimoto | Message: Merge
23:25:22BFLogBot Commit: 7452b87c8fb9 | Author: watusimoto | Message: More removal of OpenglUtils includes
23:25:24BFLogBot Commit: 781b6989b787 | Author: watusimoto | Message: Removal of OpenglUtils includes for Teleporter
23:25:25BFLogBot Commit: f2572343e6a6 | Author: watusimoto | Message: Move ship rendering code out of ship. This was a major undertaking.
23:25:27BFLogBot Commit: 02b05af5b9c8 | Author: watusimoto | Message: Merge
23:25:29raptoryay!
23:25:35Watusimotothis is a HUGE collection of checkins
23:25:40raptormore coming?
23:25:44raptoror just lots of files changed
23:27:13Watusimotothat's it
23:27:19Watusimotolots of files changed
23:27:19raptorok
23:27:26Watusimotomajor amount of rendering code moved
23:27:39raptorI'll review after my next algorithm proves worse again..
23:27:54raptoroh good
23:38:51Fordcars_ has joined
23:56:13Watusimotobed time
23:56:16Watusimotogood night!
23:56:20raptornight
23:59:18Fordcars_night!

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