#bitfighter IRC Log

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IRC Log for 2013-05-13

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00:00:04raptoruh... i bet that would introduce loads of problems
00:02:13raptori need to sleep
00:02:16raptorgood night
00:02:32sam686night
00:02:37raptor Quit ()
00:20:27BFLogBot Commit: 94641551a5a6 | Author: sam8641 | Message: LUAI_GCPAUSE=1 and LUAI_GCMUL=100 together appears to totally elimate 1 second freeze every few seconds from LUA
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00:45:55kaen/////////////////////////////////////// /__ _. ._ _ _ | ._ _
00:45:55kaen/////////////////////////////////////// \_| (_| | | | (/_ | \/ |_) (/_
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00:45:59kaen sighs
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08:31:18Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
08:31:18Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 UTC 2013
08:31:18-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
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09:11:52Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
09:11:52Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 UTC 2013
09:11:52-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
09:11:57raptorgood morning!
09:17:20bobdaduckMornin, gentleraptor
09:18:36raptorwatusimoto: the Color bug was this: the ABI of the Color class had a layout of: F32, F32, F32
09:18:59raptorwhen adding the virtual destructor, it then had a layout of: pointer, F32, F32, F32
09:19:44raptormany places we pass in Color to opengl like so: glDoSomethingWithColors(&color)
09:20:04raptorso the gl call was expecting the RGB: F32, F32, F32 layout
09:21:16watusimotohi
09:21:20raptorbut with the virtual constructor, passing in Color like that would make opengl read the first 3 4-byte chunks which would be: pointer, F32, F32 (or pointer, R, G)
09:21:40raptor(just as a follow up to your e-mail)
09:21:41watusimotoah
09:21:43watusimotoI see
09:22:05watusimotomaybe we should rename COlor from a class to a struct, as a signal we don't expect it to behave classy
09:22:05Platskies Quit (Remote host closed the connection)
09:22:41watusimotoit should make no difference in the way it works
09:23:02raptorthat might be good - as long as we already follow the pattern of not inheriting from struct anywhere..
09:23:14watusimotoI generally do :-)
09:23:19raptorme too
09:23:34watusimotoI use structs when I want to allow the members to be accessed without getters, and when there are few or no methods involvoed
09:23:38raptorbut sometimes I think I don't know this code...
09:24:04watusimotoI think of them as lightweight classes (in fact they're not), but to me they are more a way of globbing values into a convenient... structure
09:24:04raptoryes, me too... although Color has a *lot* of methods
09:24:12watusimotolike in old pascal days
09:24:55watusimotoso the virtual destructor added a pointer to the memory layout?
09:25:03raptoryes
09:25:07raptorand I had no idea
09:25:13watusimotowell no matter, we don't need it anyway
09:25:18raptorand I still don't know how sam686 figured it out..
09:26:28watusimotosam finds things
09:27:38watusimotoso... what do you think about the keycaps?
09:27:47watusimotoI am very unsure if I like it
09:28:07raptorthe new characters for the help messages?
09:28:11watusimoto(I have new ones that are in some ways better, but it's not a dramatic difference)
09:28:17watusimotoyes
09:28:20raptorI like the idea... but it looks slightly off
09:28:41watusimotowell, help msgs, loadout selector, key remapping screen, help screen
09:28:44raptorI was thinking.. what about drawing a simple rounded-rect around our normal font?
09:28:48watusimotoeverywyere we represent a key
09:28:51raptoryes
09:28:58watusimotoI have several options:
09:29:04watusimoto1) font-based keycap
09:29:26watusimoto2) rounded square/rect around standard character (in whatver font we agree on)
09:29:44watusimoto3) textual representation Press [D] to continue
09:30:02watusimoto3a) could also be used for controller buttons: Press (3) for option
09:30:14raptorhmm... I'm favoring 2 or 3, just because we could keep things thematically consistent
09:30:15watusimotowell, those are the ideas
09:30:57watusimoto1 has the advantage of being very crisp on our screen -- i.e. is renders at sub 800x600 resolution
09:31:08watusimotobut this may also be a slight disadvantage
09:31:27watusimoto1 also suffers from looking different than our controller keys, which do look rather homebrew
09:31:47raptorwell, i'd like 1.. if it didn't interfere with the look-and-feel of the game so much
09:31:52watusimotoso if we go with a font solution for keys, I'm going to try to make it work with buttons
09:32:00raptorit takes away from the vectory style
09:32:27watusimotothere is a thematic or aeshtetic problem with 1, it's true
09:32:36watusimotowhich is why I am expressing my concerns
09:32:50watusimotomaybe I'll try a key in a box and see how that looks
09:33:09watusimotowith the new symbolsStrings that will work fine
09:33:29bobdaduckcan I get a screenshot?
09:33:44watusimotoI can get you one when I get home
09:33:49raptorok bobdaduck, i'll get you one...
09:33:50watusimotoI posted several last night, actually
09:33:55raptorgive me a few min to compile
09:33:57bobdaduckokay, check logs
09:34:01bobdaduck*checking
09:34:10watusimotoI think I posted 2 or 3
09:34:37watusimotoOne thing I don't like is our rounded rect rendering
09:34:45watusimotothe corners look all thick and portly
09:34:59watusimotobut that may be a different issue
09:35:09raptoroh watusimoto, word of warning: you may have to do a full recompile after my commits yesterday - when playing with ABI stuff (like the virtual destructors) weird things pop up in the game sometimes
09:35:17watusimotook
09:35:29raptorlast night, burst explosions happened twice as fast
09:35:34raptorfor no reason
09:35:37watusimotoyay!
09:35:43raptoron everyone's machine (windows and Linux)
09:35:49raptorbut full recompile fixed it
09:36:32bobdaduckOkay so basically we're going to do an in-game tutorial and we're going to use wingdings to do it?
09:37:27bobdaduckAt least, that was my first impression upon seeing this one: http://imgbin.org/index.php?page=image&id=13459
09:37:51raptorbobdaduck: http://sam6.25u.com/upload/2screenshot_19.png
09:38:06raptorand: http://sam6.25u.com/upload/4screenshot_20.png
09:38:33raptorwow, that first one was a little cluttered..
09:38:41bobdaduckdraw arbitrary boxes around the letters
09:38:57raptorit's actually a different font
09:38:57watusimotoignore that first image... that was kaen messing about
09:39:50watusimotothe thrid is the best example of what we're talalking about
09:39:58bobdaduckYeah.
09:40:02watusimotokeys in tutorial and in loadout selector
09:40:13bobdaduckIts good but is it worth the blood, sweat, and tears?
09:40:18watusimotoalready shet
09:40:19watusimotoshed
09:40:23watusimotoand yes
09:40:35watusimotobecause now we can put the loadout icon into a message!
09:40:44bobdaducklol
09:40:46watusimotoand we'll be able to simplify a lot of our UI rendering code
09:40:49kaenwe did it on accident
09:40:51kaenin fact.
09:40:54kaenmorning all
09:40:58raptorhi kaen
09:41:05bobdaduckMorning, gentlekaen
09:41:14raptorwe accidentally added support for crazy characters
09:41:16watusimotoanywhere we have strings with multiple colors, for example, can now be rendered as one item rather than a series of statements
09:41:20watusimotohi kaen
09:41:33bobdaduckSame way kaen accidentally added support for posessing other people's ships.
09:41:53watusimotoactually, looking at this screenshot, I rather do like the keycaps on the loadout menu
09:42:40watusimotoI'll try drawing the boxes and we will see
09:42:43raptori like them, except for the thicker edges that try to add a depth effect
09:42:58raptorbecause bitfighter is 2d
09:43:02bobdaduckyeah.
09:44:43bobdaduckkaen on pleiades: I feel like tags should be tiered
09:44:52kaeneh?
09:44:57bobdaduckLike uh
09:45:13raptorword cloudy?
09:45:14bobdaduckTron is not competitive, and a novelty. Its a competitive novelty
09:45:27raptorno no
09:45:33raptor1 word
09:46:11bobdaduckLike multiple tags should stack to make one specific tag
09:46:23raptorthat's waaay too complex
09:46:30kaenthat's what they do conceptually
09:46:35raptor^^ yes that
09:46:37bobdaduckif I search "competitive novelty" I should get just tron, not every competitve map and every novelty map in the database
09:46:42kaenokay
09:46:52kaenso what you really want is an AND condition on the search
09:46:55raptorso default AND logical ... yes
09:47:21bobdaduckYeah perfect that's exactly what I couldn't seem to articulate.
09:47:32kaenyou're right. will do :)
10:00:07bobdaduckAdded two tags to pleiades
10:00:10bobdaduckyes?
10:00:43bobdaduckPerhaps a "joke" tag as well.
10:03:09bobdaduckThere are plenty enough joke maps around.
10:03:30kaenwell, if we don't make enough tags then some of them will become meaningless through overuse
10:03:40kaenjust take care not to make overlapping tags
10:05:14kaenalso I think tags should be all lowercase
10:05:19kaenthough I have no specific reason
10:05:25bobdaducklol
10:05:50bobdaduckuh
10:06:02bobdaduckoh nmd you fixed it
10:06:19bobdaduckman pleiades is so cool
10:06:23bobdaduckI can't wait for this to be live
10:06:32kaenthanks dude :)
10:07:18kaenchanging subjects: how about a plugin dock for the editor?
10:07:33bobdaduckExpound?
10:07:43kaenand plugin hooks for default entry text and keybinding
10:08:16kaenI'm thinking the current system is not enough because self-discovery is difficult
10:08:47bobdaduckI don't understand the idea
10:09:04kaenlike, you have a dock of normal items on the far right
10:09:08raptortags should also be.. uh... idempotent?
10:09:15raptorlike, not have multiple meanings
10:09:22kaenI'm saying we should have another dock for plugins
10:09:36raptorplugin panel!
10:09:39kaenyes
10:09:46bobdaduckoh!
10:09:50kaenI think it'd be slick to have a global "plugin" keybind
10:09:52bobdaduckOkay yeah good idea
10:10:01kaenyou hit it, it brings up a panel of plugins (auto-detected)
10:10:21kaenthe list is plugin names, keybindings, and brief descriptions
10:10:37kaenthat way you can see all the plugins available, and a way to use them quickly in the future
10:11:51bobdaduckMy curves tool plugin is broken for some reason. Crashes when I hit the "go" button (or whatever it says)
10:11:58kaenI think it's needed because I'm about to write installation instructions for the plugins I wrote, and realized that unless someone actually reads the forum post I'll make later or the README itself, the likelihood of just stumbling on their usage is almost nil
10:12:31bobdaducklol
10:12:50raptorI think the only way people will understand anything anymore is if you give them a big stupid button to click
10:12:52kaenwhereas with that panel, it's reasonable someone could see the "polygon subdivision" button and click it and see what happens
10:13:05kaenraptor, exactly :)
10:13:30bobdaduckraptor I need a big stupid button that fixes build errors for 019
10:13:52kaenit's called #bitfighter :)
10:14:05bobdaduckThat's not big or stupid
10:14:08bobdaduckor a button
10:14:34bobdaduckSo I can't understand it
10:15:10bobdaduckback on pleiades
10:15:16kaenI also think the description/default keybind hooks would be nice because then you could reasonably drag and drop
10:15:21kaenbut okay, back to pleiades
10:15:41raptorwould we need an editor script Lua method for loading a specific icon?
10:15:42bobdaduckmost gametypes have abreviations (CTF, HTF, etc) but bitmatch and rabbit are spelled out fully.
10:16:07kaenit parses the FooGame line in the level
10:16:17kaenand sets Foo as the gametype, however it appears
10:16:25kaenwith special handling for nexus/hunters, iirc
10:16:43bobdaduckCan you make it like, un-abreviate everything?
10:16:50kaenyeah
10:16:56raptoranother mapping!
10:17:12kaendo me a favor and put this stuff here: https://github.com/kaen/pleiades/issues?state=open
10:17:19kaenjust all the ideas that come to you
10:17:31kaenI don't care if you spam it, I'll just go throught item by item and probably do it
10:17:58bobdaduckokey
10:18:27kaen(I'm working on three bitfighter-related projects at once right now)
10:18:41bobdaduck*appreciation*
10:21:18thread_raptor: question for you, if I am to help with the code base, what tools should I use? What do you use for compiling the c++?
10:21:45bobdaduckRaptor uses linux, wat uses VC++ 2010
10:21:48bobdaduckon windows
10:22:36bobdaduckOn pleiades could we replace "No Screenshot" with a colored bitfighter ship?
10:22:59bobdaduckOOH we should make it so that the bitfighter ship is colored based on gametype
10:23:25bobdaduckI use VC++ 2010
10:23:56bobdaduckAnd I'm not sure do we still use win_include_do_not_distribute?
10:27:16raptorhi thread_
10:27:36raptorif on windows, visual studio c++ is probably your best bet
10:28:15raptorafter you have installed mercurial, checked out the code, and installed vc++ - I can get you to build from there
10:28:30raptorunless you're on Linux (or, *shutter*, OSX)
10:28:46bobdaduckMercurial is equivelant to my tortoise HG right?
10:28:51raptorbobdaduck: correct
10:28:58raptoractually thread_, ^^ use that
10:29:14raptortortoise HG may be nicer
10:29:22raptorit provides mercurial + a GUI
10:29:28bobdaduckI dunno nearest I can tell I still have to do everything in command line
10:29:34raptorhah
10:29:38raptoryeah
10:29:46raptorall things reduce to command line eventually...
10:29:59bobdaduckYou only believe that because you're from linux
10:30:28raptorI started out on DOS -> Windows
10:30:52kaensame
10:30:56raptorso you could say, *I've* been reduced to command line
10:31:24bobdaducklol
10:34:29raptorand I have to say... I feel like a prisoner every time I go back to the windows prompt
10:39:57thread_haha, I know what you mean
10:43:28thread_On another note, I noticed that if I make walls through levelgens, they are invisible. Has a ticket already been entered for that?
10:43:35thread_i don't want to make duplicates
10:43:36bobdaduckYOU WHAT
10:43:56bobdaduck pings raptor frantically
10:44:05raptorwalls + levelgens not supported
10:44:14raptorwalls are very, very *special*
10:44:24thread_Apparently, I stepped on bob's taboo chord
10:44:37raptorwe do hope to resolve this, but it'll take significant engine changes
10:45:09thread_ah well, it seems you are already aware of it.
10:45:11bobdaduckI've never tried making walls through levelgens because everyone kept telling me not to...
10:45:24raptorthey get created server-side semi-OK
10:45:42kaenwell, I'm about to dive into that exact code
10:45:44raptorbut the client doesn't know about them so they'll run into invisible barriers
10:45:49kaenin an attempt to raise the vertex limit
10:46:15raptorkaen: it's a big problem - it has to do with sending walls together all at once at the start of a level and some special TNL handling
10:46:37raptori don't remember everything about it, watusimoto knows more I think
10:47:06kaenI think the biggest problem would be re-merging all of the walls when that changes
10:47:21raptorthat too...
10:47:28raptoroh and botzone recalculation
10:47:31bobdaduckInvisible walls aren't nearly as cool as fake walls were
10:47:56kaenbut I think you could feasibly just send the addwalls rpc when you... add a wall
10:48:06kaenanyway, I'll play with it and come back when I know more
10:48:11raptormaybe... I'm not sure
10:48:18raptorbots will be confused for sure
10:48:49bobdaduckS_bot already acts pretty confused
10:49:00kaenyes, bot zone recalculation
10:49:18kaenso adding a wall would basically require the "loading level" screen
10:49:35watusimotoI *think we can add walls to a level, but not modify or delete them
10:49:56watusimotothis has never been tested, except as part of a pre-game levelgen
10:50:11watusimotozones will not regenerate, however
10:50:25watusimotois that what I know about?
10:50:33raptorwatusimoto: i think so?
10:51:04raptorkaen: we've toyed with the idea of dynamic zone regeneration - just grabbing specific surrounding polygons and regenerating only those
10:51:16watusimotomaybe we select all the adjacent zones and regenerate those
10:51:23watusimotoand rebuild surrounding connectivity
10:51:36watusimotoright, what you said
10:51:52thread_I have tested it, walls can't be moved or modified
10:53:02kaenthat makes sense
10:54:04kaenchanging directions a bit, I'm thinking about splitting s2cAddWalls into three RPCs: startWall, addVertex, endWall
10:54:21kaenthat way we can build walls without overrunning the packets
10:54:58kaenthat's it. any objections?
10:55:38bobdaduckI object! Just not to that specific proposal.
10:55:41kaenerr, addVertices
10:55:47kaennot just a single vertex xD
10:55:58bobdaduckvertexii
10:58:04raptori do not think I have a sufficient grasp of the wall code to say yea or nay; watusimoto would know better
10:59:06watusimotothat's potentially a bit more traffic, no?
10:59:26koda Quit (Ping timeout: 248 seconds)
11:00:01watusimotowhat if addVertex could send a vector of vertices, and if the packet had 32 (or whatever) the algo would expect another packet
11:00:33watusimoto(and if the wall had exactly 32 vertices, the next packet would have an empty vector)
11:00:56watusimotothen you could do this:
11:01:03watusimotosend wall (first 32 vertices)
11:01:08watusimotosend wall(next 10)
11:01:18watusimotoand the receiver would know those were the same wall
11:01:31watusimotosend wall(10 vertices) woudl send a complete wall in one call
11:01:40watusimotosend wall(32 vertices)
11:01:47watusimotosend wall(0 vertices)
11:01:53watusimotowould send a 32 vertex wall
11:01:55watusimotoetc.
11:02:53kaenwell, the start - vertices - end was just the simplest way semantically. the difference is one UDP packet and it prevents having branched logic in an overworked RPC
11:03:16kaenyou'd still need a member on gametype to track the "current" wall either way
11:03:55kaenboth make sense to me, but I'd rather break it up into smaller pieces
11:04:06kaenof course, I'll defer to your judgment though :)
11:05:08raptordoesn't TNL still pack all the RPC into 1 packet if it can?
11:06:10kaenit might, but I don't think so
11:06:20kaenfrom what I can tell, one rpc gets one packet
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11:19:29Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
11:19:29Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 UTC 2013
11:19:29-adams.freenode.net- [freenode-info] channel flooding and no channel staff around to help? Please check with freenode support: http://freenode.net/faq.shtml#gettinghelp
11:19:29-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
11:19:41bobdaduckIceberg I could maybe do
11:20:16watusimoto Quit (Quit: Leaving.)
11:22:36bobdaduckHm yep iceberg it is
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11:48:06kaenWatusimoto: sending a s2cAddWalls with no vertices is currently how we clear all the walls in a level
11:48:29Watusimotowe could still do that with my proposal
11:48:53kaenoh, empty rpc with NULL mCurrentWall
11:48:53kaenokay
11:48:54Watusimotobecause you would never send a packet with no vertices unless you were already in mid-wall
11:49:03kaenright
11:49:19Watusimotowe have other rpcs that work this way (i.e. without fomral begin or end)
11:49:28Watusimotothat send data until there is no more to send
11:58:54Watusimoto is now known as 21WAALH6T
11:59:10watusimoto has joined
11:59:27raptor21WAALH6T: I think your name changed
11:59:3421WAALH6Thello?
11:59:3821WAALH6Toh my, so it did
11:59:4821WAALH6Tsounds kind of roboty
12:00:0721WAALH6Tunit 21WAALH6T: report status to base at once!
12:00:2221WAALH6Tbeep whiz beep blurgle boop
12:04:4821WAALH6Thttp://img842.imageshack.us/img842/8241/screenshot7jj.png
12:04:4821WAALH6Thttp://img96.imageshack.us/img96/4118/screenshot8cx.png
12:04:4821WAALH6Thttp://img59.imageshack.us/img59/2387/screenshot9pi.png
12:05:0421WAALH6Tunit 21WAALH6T reporting new keycap designs beep
12:07:02raptorunit 21WAALH6T, is that a font?
12:10:24raptoror did you draw the surrounding line?
12:10:42raptori think it's getting closer to looking better..
12:11:03raptorif you drew that, can you draw it without the beveled border?
12:12:4421WAALH6T21WAALH6T to Bitfighter Headquarters: that is tenby font with a box drawn around it
12:13:0521WAALH6Tcloser to looking better... high praise!
12:13:0621WAALH6T:-)
12:13:24raptor:)
12:13:2921WAALH6T is now known as wat
12:13:40watI was starting to feel dehumanized
12:13:53watlooks like my work machine didn't shut down... again
12:14:11watso... there is no beveled border
12:14:22watunless you mean the rounded square
12:14:27raptorok
12:14:44watit's just a call to drawroundedrect
12:14:50raptorah ok
12:15:19raptortry normal rect?
12:15:35watI think it will look bad, but sure
12:17:06raptori just figured out why every thing feels off - there are too many curves with the fonts
12:17:19raptori know, it's silly
12:18:19watThere were just as many with roman, no?
12:19:16raptorprobably, but maybe it's the curve radii or thickness?
12:19:43wathttp://img195.imageshack.us/img195/5981/screenshot10aq.png
12:19:43wathttp://img197.imageshack.us/img197/8880/screenshot11g.png
12:19:43wathttp://img248.imageshack.us/img248/1285/screenshot12nx.png
12:20:34watusimoto Quit (*.net *.split)
12:21:04raptornot so bad
12:21:23raptormaybe... fancy boxes!
12:21:47raptoractually - I need to focus on a fire here at work - so i'll stop criticizing
12:21:57raptormaybe ask kaen's opinion
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12:24:11bobdaduckwat
12:24:14bobdaduckxD
12:24:28raptoroh bobdaduck may be a better criticizer
12:24:46bobdaduckYou forgot punctuation on that sentence and didn't capitalize the first word
12:26:40wat is now known as watusimoto
12:27:04bobdaduckit feels a bit too big
12:27:46watusimotowhat feels too big?
12:27:47bobdaduckthe boxes
12:27:52raptormake fancy box!
12:28:01bobdaduckthe curved box looks best
12:28:18bobdaduckbut also feels much larger than the other words. Out of place
12:30:59watusimotoIt is in fact 6 pixels larger. Instedad of a bigger box, I could use smaller inner text. Let me try that
12:34:28watusimotook, shrunk the font, and adjusted the vertical alignment
12:34:36watusimotohttp://img211.imageshack.us/img211/2857/screenshot16y.png
12:34:37watusimotohttp://img163.imageshack.us/img163/2120/screenshot17lr.png
12:34:37watusimotohttp://img593.imageshack.us/img593/9295/screenshot18e.png
12:35:14watusimotook, dinner time, will be back later.
12:35:20raptorlooks good!
12:38:10bobdaducklooks good wat
12:38:15bobdaduckI still liked the rounded better
12:38:23bobdaduckbut that might be just me
12:38:25raptorbut it's not vectory!
12:39:34bobdaduckit was less boring though!
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12:41:17raptortoo many curves!
12:41:23raptor019 has too many curves
12:41:26raptortoo many curves!
12:42:15bobdaduckWell I think its sexy!
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13:45:37Watusimotosame as before, but with rounded corners
13:45:38Watusimotohttp://img41.imageshack.us/img41/9782/screenshot19f.png
13:45:41Watusimotohttp://img46.imageshack.us/img46/467/screenshot20v.png
13:45:41Watusimotohttp://img812.imageshack.us/img812/6076/screenshot21y.png
13:47:05raptorii don't like the rounded as much as the smaller rect... but utimately I understand I'm not necessarily the one who decides
13:47:12raptortoo much curvy
13:47:55bobdaduckI'm gonna say I like the curves better
13:48:10raptorcurves are slightly anti-retro
13:49:00bobdaduckMost of 019 seems "slightly anti-retro"
13:49:41raptordefine 'most'
13:49:50raptorslidy menus?
13:49:57raptorprobably yes
13:51:22bobdaduckAnd the new fonts in general and I dunno
13:51:37bobdaduck019 has so many changes its hard for me to list them
13:51:42kaenvector graphics are inherently retro
13:51:48bobdaduckbitfighter isn't sticking to its roots though.
13:51:49kaenwe can be both retro and polished, I think
13:52:02kaenbtw 255 vert polywalls working on a 019 server
13:52:15bobdaduckwhoo!
13:52:24kaenthe limit I'm hitting appears to be in the file saving
13:52:27bobdaduckStill probably won't be enough but I"ll take what I can get
13:52:39kaenwell, there is theoretically no limit with the new system
13:52:46kaenjust need to change the file handling to reflect that
13:52:54bobdaduckwe'd need to define "polished" then.
13:53:04kaenI agree
13:53:15bobdaduckWas Z.A.P. "polished"?
13:53:29kaenfrom what I've seen of it, yes
13:53:35kaenbut the graphics weren't retro obviously
13:53:36bobdaduck(sorry I just like to get extremes out of the way first)
13:55:33raptori've already mentioned teh whole font is too curvey
13:55:50raptorand i can't seem to know when to use 'y' or 'ey' on the end of words...
13:57:01bobdaduckcurvalicious
13:58:51kaenthis should be a good test writing exercise
13:59:12kaenI'm going to write a test for adding some arbitrarily complex barrier and ghosting it over tnl to a clientgame
13:59:49kaen(which should fail for the current revision and pass with my commit :) )
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14:28:15raptorgotta go! later
14:28:23raptorone word: fancy-box buttons
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14:28:42Watusimoto is now known as 18WADHV0M
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14:36:58kaenokay, so it is apparent that ClientGame is not yet ready for testing...
14:37:00bobdaduckSo who is 18WADHV0M?
14:37:02bobdaduckAnd why is freenode so crazy today?
14:37:10kaenI think it's wat
14:37:11kaenoh wait...
14:37:11bobdaduckbut wat is wat
14:37:16bobdaduckxD
14:37:17kaenI think we're all wat here
14:37:31bobdaduckwat
14:37:46kaenbut freenode changes your name to random junk if you use a registered nick without identifying
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14:45:45kaen375 vertex barrier works
14:45:50kaengetting closer...
14:47:10bobdaduckIn the foreseeable future, I am not likely to make a barrier with any more than 467 vertexii.
14:48:10bobdaduckJust kidding, 200 will be fine
14:48:22kaenpffft
14:48:24kaennot for me
14:48:40kaenI've already got 1024 vert polywalls that I make on accident
14:48:48kaenI had to write a plugin to remove vertices from them...
14:49:21kaen(which works, really, really well btw)
14:49:36bobdaducklol
14:49:4518WADHV0Mwho am I?
14:49:53bobdaduckYeah who are you.
14:50:11bobdaduckWho are we.
14:50:15bobdaduckWho will we be.
14:50:21bobdaduckLife is so fun.
14:51:2918WADHV0Mthere is no conflict between polish and the retro look of the game
14:51:4318WADHV0M is now known as watusimoto999
14:52:01watusimoto999it is different, but no less retro
14:52:11kaenword.
14:52:22watusimoto999the roman font is not particularly retro; it just looks that way because you are used to it
14:52:42watusimoto999you never would have seen that on an old asteroids game, for example
14:53:20watusimoto999the sliding menus and such don't detract from the feeling either, I don't think
14:53:25bobdaduckme either
14:53:28watusimoto999they just make things seem more intentional
14:53:34watusimoto999and less half-assed
14:53:41kaenmy girlfriend flipped out when I showed her 019
14:53:48bobdaduckrofl awesome
14:53:55kaenI was showing her a level and she wouldn't stop talking about the ui
14:54:03watusimoto999flipped out good?
14:54:05kaenyes
14:54:10watusimoto999good
14:54:32bobdaduckYour girlfriend is cool
14:54:44kaenI agree :)
14:55:03kaenshe likes the fact that I'm a developer for an obscure little spaceship game.
14:55:18kaencompatibility is nice.
14:55:54bobdaduckxD
15:00:07bobdaduckI'm just concerned about the point when polish becomes gaudy rather than subtle
15:00:34bobdaduckTo avoid that I'd tend to opt to simply stay away from it, because I don't know where that line is.
15:01:29BFLogBot Commit: 212f4e521e63 | Author: kaen | Message: send wall geometry in groups to stay within TNL's packet size (remove wall vertex limit from network code)
15:01:30BFLogBot Commit: e4a0afdf1910 | Author: kaen | Message: merge
15:01:33kaenI really wanted to write a test for this commit, but clientgame still needs some massaging before it's testable.
15:03:19watusimoto999bobdaduck: if we start trying to jazz up the game objects, for example, that;s a danger sign
15:04:16bobdaduckYeah I know I don't seriously think that changing some fonts is stepping into dragon ball Z territory
15:04:29bobdaduckIts just something I idly want everyone to be aware of.
15:16:28LordDVG Quit (Remote host closed the connection)
15:19:13kaenany objections to killing the line length and argument count limits?
15:20:38kaenmy plan is to wire that std::string parsing code into LevelLoader
15:25:56-mrmist- [Global Notice] Sadly the DDoS attacks are still ongoing and that it is affecting major parts of our infrastructure resulting in timeouts and loss of some service (at least, but not limited to webchat, support ticket system and hidden tor service). A special thank you to our sponsors, whom we love so much. ♥
15:27:25bobdaduckA ddos really? Why?
15:35:43bobdaduck Quit (Remote host closed the connection)
15:44:19watusimoto999go for it
15:45:07watusimoto999do some tests while your'
15:45:09watusimoto999re at it!
15:52:19kaenwill do :)
15:52:37kaen loves him some unit tests
16:24:02kaensweet
16:24:17kaen2048 vertex walls save/load/collide/render properly
16:24:29kaenhaven't tested any higher because my machine lags too much...
16:39:07watusimoto999well that's an insane number anyway
16:43:22kaenagreed
16:43:51kaenwriting a test for it is proving somewhat involved...
16:44:21kaenbut I've found littleStory to be very helpful
16:44:42watusimoto999that's why I wrote it. Had to do a lot of research for it
16:44:57watusimoto999glad it is useful
16:45:11watusimoto999most of the tests I've written so far have been primarily for documenting the testing
16:45:28watusimoto999and making sure the code is flexible enough to test
16:46:07kaenit's been flexible enough for my purposes except where I've needed a ClientGame
16:53:56watusimoto999does it crash?
16:54:15watusimoto999make sure clientgame has a gametype set
16:54:27watusimoto999lots doesn't work without one
16:58:22kaenactually it's UI stuff
16:58:41kaensome stuff in the constructor require fontmanager to be intialized
16:58:46kaenand I forget what else
16:59:47watusimoto999ah, probably some work to do there creating mocks
17:00:23kaenyep, that was my guess too
17:00:41kaenhave you seen the docs on FRIEND_TEST ?
17:00:51kaenit will likely be our... friend
17:01:03watusimoto999no
17:01:26kaenit makes the test fixture a friend class of whatever you put it in
17:01:53kaenso if you say FRIEND_TEST(BfTest) inside of Game, you can access its private members directly from the test case
17:02:16kaenyou have to include gtest/gtest_prod.h in game.h first though
17:02:43kaenit's useful for planting mocks instead of doing dependency injection
17:03:07kaendependency injection doesn't work as well in c++ as it does in interpreted languages :P
17:03:17kaen(I found out the hard way...)
17:18:33watusimoto999that sounds nice
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17:58:44sam686try changing from: GAMETYPE_RPC_S2C(GameType, s2cAddWalls, (Vector<F32> verts, F32 width, bool solid), (verts, width, solid))
17:58:48sam686to: TNL_IMPLEMENT_NETOBJECT_RPC(GameType, s2cAddWalls, (Vector<F32> verts, F32 width, bool solid), (verts, width, solid), NetClassGroupGameMask, RPCGuaranteedOrderedBigData, RPCToGhost, 0)
17:59:21sam686the "RPCGuaranteedOrderedBigData" allows sending much bigger data (it chunks into several packets)
18:02:27BFLogBot Commit: f717aa75882f | Author: watusimoto | Message: Mucking about with symbol strings; moved rendering to squares, trying to see what it would take to convert something like instruction screen over to SymbolStrings. Currently not quite right.
18:02:28BFLogBot Commit: 58a4b2d16e03 | Author: watusimoto | Message: Merge
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18:09:30sam686is the robots really smooth performance without the freezing problem anymore? (changed luaconf.h to LUAI_GCPAUSE=1 and LUAI_GCMUL=100) that values is somehow very fast for my windows computer.
18:10:01raptorsam686: its smooth to me
18:10:26sam686good to know thats the best values..
18:10:38kaenoh :x
18:10:54raptor2048 vertices!
18:11:03raptoralso RPC BIgData?
18:11:10kaenit supports an unlimited amount in theory...
18:12:30kaenso... I'll test BigData and maybe we should revert my earlier commit
18:13:06watusimoto999night
18:13:11raptornight!
18:13:26sam686however I placed a limit of 256 MB on RPCGuaranteedOrderedBigData from when I added it long time ago (don't want the master to crash from eating too much RAM)
18:14:22sam686or is 1024 * 256 = 256 KB?
18:14:42kaenboth are more than anyone could possibly need
18:14:56sam686whatever the value mTNLDataBufferMaxSize is in tnl/eventConnection.cpp, thats the limit.
18:15:05sam686you can change it if you want..
18:16:52sam686256 KB / 8 byte per point - some needed TNL data = about 32765 points..
18:18:13watusimoto999 Quit (Ping timeout: 246 seconds)
18:27:03raptorthat's.. more than enough for everyone!
18:32:05raptoram I working on something bitfighter-related?
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19:05:07kaenraptor, I'm writing a unit test with these contents: http://pastie.org/7905117
19:05:35raptorhi
19:05:39kaenshouldn't newWall be true at the end? It's null when I run the test
19:05:40kaenhelllo
19:05:57raptorlookiing.
19:06:22kaenI hate dynamic_cast so much :<
19:06:58raptorI think... WallItem may actually be several different type?
19:06:59raptortypes
19:07:16kaenoh my
19:07:32kaenI've checked through assertions that exactly one object is in the db
19:08:05kaenand that there are none before the parseLevelLine call
19:08:24kaenand it claims that its object type number is '\0'
19:08:27kaen(null)
19:08:45raptoroh.. i see...
19:09:06raptori was thinking that adding a WallItem into the DB actually adds several things..
19:09:14raptorbut if it's all NULL...
19:10:39kaenall I really need is its geometry
19:11:35raptorshould I be able to just paste that into a test and go?
19:16:11BFLogBot Commit: 8a125cad13aa | Author: buckyballreaction | Message: Fix compiling
19:16:28kaenno probably not
19:16:34kaenI've refactored some of clientgame
19:16:39kaenshould I commit without tests?
19:16:56kaenor with commented broken tests, rather?
19:16:57raptorthis looks funny to me: wall.GeomObject::setGeom(geom);
19:17:24raptorI've stayed away from test stuff honestly..
19:17:44raptorbut only because I'm not sure if you and watusimoto can compile together?
19:17:52raptoror is that resolved now with cmake
19:18:27kaenseems so
19:19:11raptorI'm a bit ignorant of the wall code... is wallItem even able to be inserted into the database?
19:20:09raptordoes it need to be Barrier or PolyWall?
19:20:17kaenit has a processleveline and triggers on "BarrierMaker"
19:20:28kaenbut let me investigate
19:20:37raptorok, then I know this code even less...
19:20:41raptorless than I thought
19:20:53raptorlast time I played with it was when doing botzones for 015a
19:21:04raptorand there weren't so many classes back then..
19:21:22kaenokay
19:21:28raptori.e. Barrier and WallItem..
19:22:01kaenPolyWall <-> "PolyWall", WallItem <-> "BarrierMaker", Barrier has no processArguments
19:26:01raptorwhat
19:26:08raptorthat's totally different than I remember..
19:26:19raptorI'm sorry I'm not much help..
19:26:42raptorCentroidObject
19:26:44raptorthat sounds odd
19:27:06kaenthis whole part of the engine is odd
19:27:48kaenI feel like there are more geometry-related classes than there needs to be...
19:27:58raptorI'm remembering now that watusimoto did some major refactor work with walls: mostly I think because client-side walls have several parts, like wall edges, etc..
19:28:11kaenthose are still there afaict
19:28:15kaenWallSegment, WallEdge
19:28:28raptoroh the segments...
19:28:31raptoryuk
19:28:42raptori think those are the clipped wall edges
19:28:53kaenmy goodness
19:30:09kaenokay
19:30:34raptorsam686: still around?
19:30:52kaenlooking at WallItem::processArguments, it looks like a line "BarrierMaker ..." definitely creates an instance of WallItem
19:31:03raptorok, then that is the class we want
19:31:25kaenhmm, so why would the dynamic_cast fail?
19:31:37kaenthere's only one object in the db, it has to be this WallItem
19:33:16raptorwhat if you cast it as DatabaseObject
19:34:11kaentesting...
19:34:16kaenwtf
19:34:17kaenit passes
19:35:10raptornow go down the line: try BfObject
19:35:27kaentrying to maneuver gdb into a REPL
19:36:12kaenBfObject is good
19:36:19kaenokay let's see
19:36:23raptorlets see what's next..
19:36:24raptorCentroidObject
19:36:55kaenfails
19:37:01raptorwell lovely
19:37:06raptorwhat's in there then..
19:37:13kaenTELL ME YOUR SECRETS
19:37:23raptoractually, are you using eclipse cdt?
19:37:26kaenyes
19:37:34kaennot debugging in it though
19:37:37kaenshould I be?
19:37:44raptorbecause latest release will tell you the object type if you put a breakpoint there
19:40:58kaenwow eclipse is kicking my ass
19:41:15raptortroubles?
19:41:26kaenaccidentally spawned three build processes trying to debug the test executable...
19:41:35raptoroops
19:43:56kaengot it working
19:43:58kaenlet's have a look
19:44:16raptori like how you can open up vectors now and actually see the contents..
19:51:57kaenI apparently do not have that version...
19:52:07raptorwhat really?
19:52:15raptor3.8.2
19:53:04kaen3.8.0
19:53:14raptoroh yeah, it got lots better
19:53:18raptor(again)
19:53:39kaenlet's see if there's updates now that wheezy is stable
19:54:02kaennope
19:57:05raptorcan you use the software updates?
19:57:49kaenyep, I just checked apt-get
19:58:25kaenI'll have to manually install
20:01:27kaen sighs
20:01:30kaenit's a Barrier*
20:01:34raptorha!
20:01:41raptorno way
20:10:22raptorOK I guess WallItem is the 'worker' class. Barrier is all that the server needs to operate
20:15:32kaenok
20:15:41kaenwow this is the craziest test I've ever written for anything
20:16:43kaenI add that BarrierMaker line (which I pump from a constructed WallItem) and it actually trims the colinear points
20:16:54kaenyou may have noticed I generated a straight line earlier...
20:17:03kaenso my 2048 verts were trimmed down to 2
20:17:06raptoryes... wait really?
20:17:15raptorhmm..
20:17:16kaenafter generating a zig-zagged line
20:17:32kaenI get not a single 2048 vert object
20:17:39kaenbut 2047 2-vert objects
20:17:44kaenBarriers, in fact
20:18:07kaenso... yeah
20:18:10raptorso that means the server sends walls in pieces..
20:18:12raptor?
20:18:22kaenthere's no server or sending here
20:18:27kaenjust parsing level code into a game
20:18:35raptorohh...
20:18:42raptorwell, i'm still scandalized
20:18:48kaenI'm baffled
20:19:12raptorlook at the comment above: WallRec::constructWalls
20:19:38kaenah, good find
20:19:38raptorthe first line, floatsToPoints() does the collinear removal
20:20:33raptorand the comment above struct WallRec
20:22:22raptorso it looks like there is no concept of continuous, multi-point walls when transmitting from server to client? only line segments...
20:22:38raptorsee GameType::s2cAddWalls
20:27:26kaenI just screwed up s2cAddWalls a couple commits ago
20:27:32kaenneeds to be reverted, actually
20:28:19kaenalso, it transfers WallRecs rather than segments or anything else. WallRecs have a solid flag for barrier vs. polywall
20:28:31raptorcan of worms
20:28:36raptoris what you opened
20:28:40kaenindeed
20:28:51kaenI'm not writing the network test yet though
20:28:54kaenjust level code parsing
20:29:11kaenthe network test requires a clientgame which requires much work before it can be tested :/
20:34:39kaenalmost have a worthwhile test...
20:35:19kaenokay, everything works except comparing the points for equality
20:35:44kaenit appears the order of the barriers is not the same as the order of the vertices...
20:35:57kaendo you think it would suffice to assert on the number of generated barriers?
20:36:13raptorare you talking about barriers or WallRecs?
20:36:35kaenBarriers
20:36:38raptori.e. contiguous barriers or the piecemeal sent to client
20:37:04kaenI'm talking about Barrier* generated on a servergame from parsing level code
20:37:27kaenspecifically a 2048 point BarrierMaker and the boilerplate level code
20:37:35raptorok
20:37:38raptorso
20:37:58raptorthe order of points is important for the barrier, but you're talking about order of barriers?
20:38:04kaenyes
20:38:14kaenfrom db->findObjects_fast()
20:38:22kaeni.e. mAllObjects
20:38:49raptorah, so multiple barriers inserted into the database can be in arbitrary order
20:38:55kaenyes
20:39:02raptoryes
20:39:04kaenI wanted to test if all the barrier start points coincide with the BarrierMaker's points
20:39:17raptori think the count will suffice
20:39:22kaenbut it seems like having exactly the right number is fine
20:39:30kaenokay
20:39:30kaenI'm going to commit and push then
20:39:38raptorok
20:39:57raptorI'll be back in about 15 min. or so..
20:40:11kaentesting with 0xFFFF vertices...
20:40:16raptorha!
20:40:21kaenpasses
20:40:25raptor!
20:40:30kaenI'll push and make a test map
20:40:31kaenand host
20:40:35raptorok
20:40:51raptori'll be back in 15..
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20:54:33BFLogBot Commit: 02dd9ecb5229 | Author: kaen | Message: remove line length limit from level code and add LevelLoaderTest
20:54:34BFLogBot Commit: be11349371dd | Author: kaen | Message: merge
20:55:20fordcarskaen you can commit?
20:55:28kaenindeed :)
20:55:36fordcarssince when?
20:55:42kaenumm maybe three months?"
20:55:45kaenmaybe longer
20:55:53fordcarsooh sorry I am a retard :3
20:55:54kaenI just removed the vertex limit for barriers and polywalls :)
20:55:57fordcarsyay
20:56:21kaenyou can official make levels with enough vertices to use all of your RAM \o/
20:56:25kaenofficially*
20:56:41kaentrying to make 32k vertex wall to test with
20:56:46kaenclient freezes...
20:57:17sam686sadly can only use up to 2 GB on windows 32 bit program (bitfighter is a 32 bit program on windows)
20:57:29sam686(2 GB of RAM)
20:58:20kaenokay, got the 4k vert wall
20:58:31kaennow for a another round of subdivision...
20:58:34fordcarsnice!
20:58:51fordcarswell 2gb of vertexes is plenty :P
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20:59:19kaenlol this is so stupid.
20:59:32kaenbobdaduck should be here
20:59:40fordcarshah
20:59:45raptorhello
20:59:49fordcarshi
20:59:52raptoroh sam686, you're back?
21:00:02sam686hi
21:00:28raptorif you have a moment, can you try and duplicate this issue?: https://code.google.com/p/bitfighter/issues/detail?id=155
21:04:07kaen8k
21:05:24fordcarslater guys, off to bed
21:05:32fordcars Quit (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
21:05:45sam686boo, after updating and when compiling, It tells me to reload solution, when I do yes, it reloads solution, but now with zero projects..
21:09:08sam686i guess its a cmake error... CMake Error at zap/CMakeLists.txt:330 (add_executable): Cannot find source file: C:/OTHER/Bitfighter/HG019/bitfighter_test/LevelLoaderTest.cpp
21:09:19kaengah
21:09:21kaensorry dude
21:09:26kaenforget to add it to the commit
21:09:27kaenone sec
21:10:06BFLogBot Commit: cc3d5efc8e69 | Author: kaen | Message: add LevelLoaderTest
21:10:13kaenokay try now sam686
21:10:59sam686works ok..
21:11:39kaenI'm hosting a 019 server with an 8k vertex wall
21:11:49kaenbut it's taking me a few minutes to load the level :P
21:12:05kaen(four minutes and counting...)
21:13:19sam686\hg019\zap\gameloader.cpp(119) : error C4716: 'Zap::LevelLoader::loadLevelFromString' : must return a value\hg019\zap\gameloader.cpp(line 119) : error C4716: 'Zap::LevelLoader::loadLevelFromString' : must return a value
21:13:27kaengah oops
21:13:28sam686return true or return false?
21:13:34kaentrue I'm sure
21:15:38kaenRecast built 3551 zones!
21:15:38kaenTimings: 425509 163 4994
21:15:52raptorthat second number is my poly2tri code!
21:15:55raptor:)
21:16:04kaenhehe
21:16:21raptorok, so we can join?
21:16:26kaenyou can try
21:16:34kaenstill on black screen but I'm past the green bar
21:16:44kaenah, hosting!
21:16:47kaengo ahead!
21:16:59raptorok one moment, recompile was triggered..
21:17:39raptorI see no games to join :(
21:17:48kaenhmm, says I'm connected to master...
21:17:53raptoroh! that's because i'm connected to my local master...
21:17:55raptoroops
21:18:17kaenaccepting arranged connection
21:18:20raptorconnected... loading..
21:18:23kaenjust the long, long, wait now...
21:18:35raptori'm in!
21:18:36kaenthe wall looks stupid
21:18:43kaenbut it's 8k, I promise
21:18:50raptoroh wow
21:18:57raptorno wonder clipper took so long...
21:23:06sam686umm, Enable Incremental linking should be off on release (it is), but I want to change it to off for "RelWithDebInfo", because I been getting weard linking errors until Enable Incremental linking is changed to no.
21:24:12raptorok, i'll look...
21:25:28raptorshould it be off on debug?
21:26:03sam686don't know, only happened to me on RelWithDebInfo..
21:26:18sam686haven't happen to me on debug, and incremental linking seems faster too..
21:26:41sam686well, faster when editing just one file in debug non-full build
21:27:59raptorhuh
21:28:20raptorso a full compile with RelWithDebInfo works? but the linking fails when just changing a few classes?
21:29:12sam686sometimes it does, not all the time, though, don't know what causes it..
21:29:47sam686I rather have incremental linking OFF for RelWithDebInfo, like it is already off for "Release"
21:29:55raptorok
21:30:33sam686debug can stay on for faster linking speed..
21:31:05raptorok
21:38:52sam686im running into a crash (game.cpp line 720) delete object.getPointer(); where object is NULL..
21:42:07sam686Game::processLevelLoadLine(U32 argc, ...) where argc = 0 ? argc should never be zero...
21:42:39raptormemory bug!
21:43:31kaeneugh
21:43:50kaenthat sounds like my fault
21:45:07kaensam686, I'm getting "Assert: Unpack did not match pack for event of class RPCEV_GameType_s2cAddWalls. in tnl/eventConnection.cpp line 613"
21:45:11kaenusing BigData
21:45:43kaen(after reverting and just changing the rpc declaration)
21:46:45sam686first of all, don't join server, just host, when changing some net stuff..
21:46:56kaenjust launching from editor
21:46:58sam686maybe full recompile might help;;
21:47:04kaenI'll try that right now
21:48:32kaenso, the argc that function receives is the number of entries in the result of parseString()
21:48:48kaenwhich is a function watusimoto or raptor suggested using if we remove the line length limits
21:50:27sam686might want something like if(argc != 0) processLevelLoadLine(...)
21:51:00sam686sometimes there is empty lines in the level
21:51:19kaenprocessLevelLoadLine either does or should handle that
21:51:52kaenfull recompile gives me the same assert...
21:52:15kaen512 vertex BarrierMaker
21:52:37kaenso I'll keep the s2cAddWalls stuff for now I think
21:53:22sam686TNL_IMPLEMENT_NETOBJECT_RPC(GameType, s2cAddWalls, (Vector<F32> verts, F32 width, bool solid), (verts, width, solid), NetClassGroupGameMask, RPCGuaranteedOrderedBigData, RPCToGhost, 0)
21:53:24sam686works for me..
21:54:06sam686what does your code looks like, same as mine for replacing GAMETYPE_RPC_S2C(GameType, ...) in gameType.cpp?
21:54:43kaenwell, did you back out 212f4e521e63 ?
21:54:45raptorsam686: this incremental linking one is turning out to be quite difficult..
21:54:59kaenor revert to the revision before it?
21:55:17sam686I was doing it on latest commits..
21:55:55kaenthen I'm not surprised it worked :)
21:56:15kaenpasting your code after reverting
21:56:31kaenwell, backing out that rev from latest
21:59:27kaenstill triggers
21:59:45kaenis the chunker broken?
21:59:53sam686that crash about level loading really need to fix first for me (zero argc count)
22:00:01kaenthe bstream for the RPC is 8204 bytes
22:00:07kaenokay
22:00:12kaenI'm looking at it right now in fact
22:01:42kaensam686, do you have a repro case?
22:02:03kaenand did you try a full recompile? ;)
22:02:03sam686just load any level that have empty lines in the level.
22:02:07kaenok
22:02:08kaentesting
22:02:38sam686problem may be gameLoader,cpp LevelLoader::parseLevelLine having argc of zero
22:03:10kaenokay got it
22:04:14kaenokay so I'm just going to bail from processLevelLine if argc == 0
22:04:20kaennothing crazy about that...
22:04:25sam686ok
22:04:40kaentesting...
22:04:49sam686and don't forget to return a value in LevelLoader::loadLevelFromString
22:04:54kaenoh yeah
22:04:56kaenthanks
22:05:07kaensorry for the trouble... I'll watch the warnings from now on
22:09:43sam686oh, how many points are you trying to do?
22:10:17raptorthere you go sam686
22:10:18BFLogBot Commit: 87142e18048b | Author: buckyballreaction | Message: CMake, MSVC: Turn off incremental linking in RelWithDebInfo configuration
22:10:55kaen512
22:10:59kaentriggers that assert
22:11:29BFLogBot Commit: d22f04ef7463 | Author: kaen | Message: do nothing if argc == 0 when processing a level line in Game
22:11:30BFLogBot Commit: 3b3e445222ea | Author: kaen | Message: fix LevelLoader method signatures and return values
22:11:32BFLogBot Commit: cd572accb682 | Author: kaen | Message: merge
22:11:32kaenthere you go sam686
22:13:16sam686ok, compiling..
22:15:28sam686still get problem loading level, a level have regular data and some empty lines mixed into it..
22:17:23sam686or maybe mot.
22:21:42kaenhopefully not...
22:26:36sam686Unknown object type "#" in level "../../levels/zzzz159.level" ... I sometimes use it as a comment.. (previously it is just ignored, now it displays on console)
22:26:47sam686when a line have this:
22:26:48sam686# some comments not shown in-game
22:28:42kaengah
22:28:56kaenI didn't add it because I thought no one used it
22:29:43raptorback in a few!
22:29:47sam686I rarely use it, but sometimes use it to comment out the author line for something like level contest..
22:30:23kaenno problem, I'll put it back
22:30:29raptor Quit ()
22:30:34kaenI'm actually writing a test case for that function now
22:47:07raptor has joined
22:47:07ChanServ sets mode +o raptor
22:47:42raptorhello again
22:48:40kaenhello
22:52:32BFLogBot Commit: e6b9e61dfd62 | Author: kaen | Message: add ServerGameTest
22:52:34BFLogBot Commit: 07c7123dc538 | Author: kaen | Message: ignore comments when processing level lines
22:57:04raptorso where are you at with sending walls? using BigData? fixing bugs?
22:57:33kaen BigData doesn't seem to work in this instance
22:57:47kaenactually walls seem to work perfectly fine
22:58:08kaenbut I want lineitems to be the preferred method of decoration since they're probably an order of magnitude cheaper than walls
22:58:43kaenno clipper, no effect on bot zones, no render preprocessing, no collision detection,
22:58:44kaenetc.
22:59:09kaenbut lineitems send their geom in packupdate, which is not as nice as an RPC
22:59:13kaenso I guess I have to change that
22:59:40sam6861>LINK : fatal error LNK1117: syntax error in option 'INCREMENTAL:NO:NO'
22:59:41raptoryou can add lineitems dynamically
23:00:12raptorsam686: ha!
23:00:25raptori must have messed up a regular expression somehow...
23:01:12kaenI know but I want them to support as many vertices as walls
23:01:58raptorthen they'll have the same problem as adding walls in Lua?
23:02:35kaenI don't see why
23:02:52kaenbecause there's no processing needed beyond the simple geom change
23:03:00kaenso you just send an RPC (on LineItem)
23:03:29raptorwell walls are only send via RPC at start of level... oh.. maybe it's because walls *don't* have a packUpdate?
23:03:31kaenprobably in an onGhostFoo callback
23:03:37kaenmaybe
23:05:13BFLogBot Commit: 3ecab8c2986c | Author: buckyballreaction | Message: Fix turning of incremental link on older MSVC projects
23:05:17raptorok sam686, should be fixed
23:22:33BFLogBot Commit: fa8ef16be9e9 | Author: sam8641 | Message: For RPCGuaranteedOrderedBigData: Turns out there was a problem with mDebugObjectSizes on limited bits checking, also increased max size allowed to 4 MB.
23:23:07sam686about RPCGuaranteedOrderedBigData there was a problem I fixed about TNLAssert checking problem (it wasn't a problem with my code after all)
23:23:22kaenoh good :)
23:23:52raptorsee... we three can make a nice, straight, easy to bisect commit tree...
23:23:56sam686partially because of sending only the lower 16 bit of a bit-size.. now we compare only the lower 16 bits instead..
23:28:57Flynnn has joined
23:31:38raptorsam686: did you get a chance to look at: https://code.google.com/p/bitfighter/issues/detail?id=155
23:31:39raptor?
23:34:20sam686looking at that now..
23:35:52kaenhuh. fixing the memory leaks in HttpRequest causes a crash in the destructor when running tests...
23:35:54kaenoh boy.
23:36:13raptoroh boy!
23:38:16kaenI really hope make clean fixes it...
23:39:04kaennope \o/
23:39:30sam686I run my server at port 28002, bitfighter.ini AlwaysPingList=IP:Broadcast:28000,IP:Broadcast:28002,IP:127.0.0.1:28000,IP:127.0.0.1:28002,IP:192.168.3.255:28002
23:40:11sam686I see my server at: 24.230.184.51, 127.0.0.1, 192.168.3.2 (my local LAN), 192.168.56.1 (huh?)
23:43:03sam686AlwaysPingList=IP:Broadcast:28000,IP:Broadcast:28002, only lets me see 192.168.56.1 and the internet 24.230.184.51, don't know why broadcast is weard...
23:43:05raptorok, so you cannot duplicate the bug
23:43:24raptor?
23:43:34sam686but my local LAN is 192.168.3.2...
23:44:20raptorthat is weird...
23:44:21sam686pinging 192.168.3.255 (my local lan broadcast) lets my see my own server 192.168.3.2
23:48:19sam686parhaps IP:Broadcast is only pinging only one network interface (192.168.56.1 is actually my VirtualBox Host-Only Ethernet Adapter, as you guessed it, to let virtualbox network to your local computer..
23:48:37raptorinteresting..
23:57:00sam686maybe doing some serching, http://www.google.com/search?q=udp+broadcast+address+all+network+interfaces

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