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| 00:00:04 | raptor | uh... i bet that would introduce loads of problems |
| 00:02:13 | raptor | i need to sleep |
| 00:02:16 | raptor | good night |
| 00:02:32 | sam686 | night |
| 00:02:37 | | raptor Quit () |
| 00:20:27 | | BFLogBot 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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| 00:45:55 | kaen | /////////////////////////////////////// __ ___ |
| 00:45:55 | kaen | /////////////////////////////////////// /__ _. ._ _ _ | ._ _ |
| 00:45:55 | kaen | /////////////////////////////////////// \_| (_| | | | (/_ | \/ |_) (/_ |
| 00:45:55 | kaen | /////////////////////////////////////// / | |
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| 08:31:18 | | Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/' |
| 08:31:18 | | Set 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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| 09:11:52 | | Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/' |
| 09:11:52 | | Set 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. |
| 09:11:57 | raptor | good morning! |
| 09:17:20 | bobdaduck | Mornin, gentleraptor |
| 09:18:36 | raptor | watusimoto: the Color bug was this: the ABI of the Color class had a layout of: F32, F32, F32 |
| 09:18:59 | raptor | when adding the virtual destructor, it then had a layout of: pointer, F32, F32, F32 |
| 09:19:44 | raptor | many places we pass in Color to opengl like so: glDoSomethingWithColors(&color) |
| 09:20:04 | raptor | so the gl call was expecting the RGB: F32, F32, F32 layout |
| 09:21:16 | watusimoto | hi |
| 09:21:20 | raptor | but 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) |
| 09:21:40 | raptor | (just as a follow up to your e-mail) |
| 09:21:41 | watusimoto | ah |
| 09:21:43 | watusimoto | I see |
| 09:22:05 | watusimoto | maybe we should rename COlor from a class to a struct, as a signal we don't expect it to behave classy |
| 09:22:05 | | Platskies Quit (Remote host closed the connection) |
| 09:22:41 | watusimoto | it should make no difference in the way it works |
| 09:23:02 | raptor | that might be good - as long as we already follow the pattern of not inheriting from struct anywhere.. |
| 09:23:14 | watusimoto | I generally do :-) |
| 09:23:19 | raptor | me too |
| 09:23:34 | watusimoto | I use structs when I want to allow the members to be accessed without getters, and when there are few or no methods involvoed |
| 09:23:38 | raptor | but sometimes I think I don't know this code... |
| 09:24:04 | watusimoto | I 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 |
| 09:24:04 | raptor | yes, me too... although Color has a *lot* of methods |
| 09:24:12 | watusimoto | like in old pascal days |
| 09:24:55 | watusimoto | so the virtual destructor added a pointer to the memory layout? |
| 09:25:03 | raptor | yes |
| 09:25:07 | raptor | and I had no idea |
| 09:25:13 | watusimoto | well no matter, we don't need it anyway |
| 09:25:18 | raptor | and I still don't know how sam686 figured it out.. |
| 09:26:28 | watusimoto | sam finds things |
| 09:27:38 | watusimoto | so... what do you think about the keycaps? |
| 09:27:47 | watusimoto | I am very unsure if I like it |
| 09:28:07 | raptor | the new characters for the help messages? |
| 09:28:11 | watusimoto | (I have new ones that are in some ways better, but it's not a dramatic difference) |
| 09:28:17 | watusimoto | yes |
| 09:28:20 | raptor | I like the idea... but it looks slightly off |
| 09:28:41 | watusimoto | well, help msgs, loadout selector, key remapping screen, help screen |
| 09:28:44 | raptor | I was thinking.. what about drawing a simple rounded-rect around our normal font? |
| 09:28:48 | watusimoto | everywyere we represent a key |
| 09:28:51 | raptor | yes |
| 09:28:58 | watusimoto | I have several options: |
| 09:29:04 | watusimoto | 1) font-based keycap |
| 09:29:26 | watusimoto | 2) rounded square/rect around standard character (in whatver font we agree on) |
| 09:29:44 | watusimoto | 3) textual representation Press [D] to continue |
| 09:30:02 | watusimoto | 3a) could also be used for controller buttons: Press (3) for option |
| 09:30:14 | raptor | hmm... I'm favoring 2 or 3, just because we could keep things thematically consistent |
| 09:30:15 | watusimoto | well, those are the ideas |
| 09:30:57 | watusimoto | 1 has the advantage of being very crisp on our screen -- i.e. is renders at sub 800x600 resolution |
| 09:31:08 | watusimoto | but this may also be a slight disadvantage |
| 09:31:27 | watusimoto | 1 also suffers from looking different than our controller keys, which do look rather homebrew |
| 09:31:47 | raptor | well, i'd like 1.. if it didn't interfere with the look-and-feel of the game so much |
| 09:31:52 | watusimoto | so if we go with a font solution for keys, I'm going to try to make it work with buttons |
| 09:32:00 | raptor | it takes away from the vectory style |
| 09:32:27 | watusimoto | there is a thematic or aeshtetic problem with 1, it's true |
| 09:32:36 | watusimoto | which is why I am expressing my concerns |
| 09:32:50 | watusimoto | maybe I'll try a key in a box and see how that looks |
| 09:33:09 | watusimoto | with the new symbolsStrings that will work fine |
| 09:33:29 | bobdaduck | can I get a screenshot? |
| 09:33:44 | watusimoto | I can get you one when I get home |
| 09:33:49 | raptor | ok bobdaduck, i'll get you one... |
| 09:33:50 | watusimoto | I posted several last night, actually |
| 09:33:55 | raptor | give me a few min to compile |
| 09:33:57 | bobdaduck | okay, check logs |
| 09:34:01 | bobdaduck | *checking |
| 09:34:10 | watusimoto | I think I posted 2 or 3 |
| 09:34:37 | watusimoto | One thing I don't like is our rounded rect rendering |
| 09:34:45 | watusimoto | the corners look all thick and portly |
| 09:34:59 | watusimoto | but that may be a different issue |
| 09:35:09 | raptor | oh 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 |
| 09:35:17 | watusimoto | ok |
| 09:35:29 | raptor | last night, burst explosions happened twice as fast |
| 09:35:34 | raptor | for no reason |
| 09:35:37 | watusimoto | yay! |
| 09:35:43 | raptor | on everyone's machine (windows and Linux) |
| 09:35:49 | raptor | but full recompile fixed it |
| 09:36:32 | bobdaduck | Okay so basically we're going to do an in-game tutorial and we're going to use wingdings to do it? |
| 09:37:27 | bobdaduck | At least, that was my first impression upon seeing this one: http://imgbin.org/index.php?page=image&id=13459 |
| 09:37:51 | raptor | bobdaduck: http://sam6.25u.com/upload/2screenshot_19.png |
| 09:38:06 | raptor | and: http://sam6.25u.com/upload/4screenshot_20.png |
| 09:38:33 | raptor | wow, that first one was a little cluttered.. |
| 09:38:41 | bobdaduck | draw arbitrary boxes around the letters |
| 09:38:57 | raptor | it's actually a different font |
| 09:38:57 | watusimoto | ignore that first image... that was kaen messing about |
| 09:39:50 | watusimoto | the thrid is the best example of what we're talalking about |
| 09:39:58 | bobdaduck | Yeah. |
| 09:40:02 | watusimoto | keys in tutorial and in loadout selector |
| 09:40:13 | bobdaduck | Its good but is it worth the blood, sweat, and tears? |
| 09:40:18 | watusimoto | already shet |
| 09:40:19 | watusimoto | shed |
| 09:40:23 | watusimoto | and yes |
| 09:40:35 | watusimoto | because now we can put the loadout icon into a message! |
| 09:40:44 | bobdaduck | lol |
| 09:40:46 | watusimoto | and we'll be able to simplify a lot of our UI rendering code |
| 09:40:49 | kaen | we did it on accident |
| 09:40:51 | kaen | in fact. |
| 09:40:54 | kaen | morning all |
| 09:40:58 | raptor | hi kaen |
| 09:41:05 | bobdaduck | Morning, gentlekaen |
| 09:41:14 | raptor | we accidentally added support for crazy characters |
| 09:41:16 | watusimoto | anywhere we have strings with multiple colors, for example, can now be rendered as one item rather than a series of statements |
| 09:41:20 | watusimoto | hi kaen |
| 09:41:33 | bobdaduck | Same way kaen accidentally added support for posessing other people's ships. |
| 09:41:53 | watusimoto | actually, looking at this screenshot, I rather do like the keycaps on the loadout menu |
| 09:42:40 | watusimoto | I'll try drawing the boxes and we will see |
| 09:42:43 | raptor | i like them, except for the thicker edges that try to add a depth effect |
| 09:42:58 | raptor | because bitfighter is 2d |
| 09:43:02 | bobdaduck | yeah. |
| 09:44:43 | bobdaduck | kaen on pleiades: I feel like tags should be tiered |
| 09:44:52 | kaen | eh? |
| 09:44:57 | bobdaduck | Like uh |
| 09:45:13 | raptor | word cloudy? |
| 09:45:14 | bobdaduck | Tron is not competitive, and a novelty. Its a competitive novelty |
| 09:45:27 | raptor | no no |
| 09:45:33 | raptor | 1 word |
| 09:46:11 | bobdaduck | Like multiple tags should stack to make one specific tag |
| 09:46:23 | raptor | that's waaay too complex |
| 09:46:30 | kaen | that's what they do conceptually |
| 09:46:35 | raptor | ^^ yes that |
| 09:46:37 | bobdaduck | if I search "competitive novelty" I should get just tron, not every competitve map and every novelty map in the database |
| 09:46:42 | kaen | okay |
| 09:46:52 | kaen | so what you really want is an AND condition on the search |
| 09:46:55 | raptor | so default AND logical ... yes |
| 09:47:21 | bobdaduck | Yeah perfect that's exactly what I couldn't seem to articulate. |
| 09:47:32 | kaen | you're right. will do :) |
| 10:00:07 | bobdaduck | Added two tags to pleiades |
| 10:00:10 | bobdaduck | yes? |
| 10:00:43 | bobdaduck | Perhaps a "joke" tag as well. |
| 10:03:09 | bobdaduck | There are plenty enough joke maps around. |
| 10:03:30 | kaen | well, if we don't make enough tags then some of them will become meaningless through overuse |
| 10:03:40 | kaen | just take care not to make overlapping tags |
| 10:05:14 | kaen | also I think tags should be all lowercase |
| 10:05:19 | kaen | though I have no specific reason |
| 10:05:25 | bobdaduck | lol |
| 10:05:50 | bobdaduck | uh |
| 10:06:02 | bobdaduck | oh nmd you fixed it |
| 10:06:19 | bobdaduck | man pleiades is so cool |
| 10:06:23 | bobdaduck | I can't wait for this to be live |
| 10:06:32 | kaen | thanks dude :) |
| 10:07:18 | kaen | changing subjects: how about a plugin dock for the editor? |
| 10:07:33 | bobdaduck | Expound? |
| 10:07:43 | kaen | and plugin hooks for default entry text and keybinding |
| 10:08:16 | kaen | I'm thinking the current system is not enough because self-discovery is difficult |
| 10:08:47 | bobdaduck | I don't understand the idea |
| 10:09:04 | kaen | like, you have a dock of normal items on the far right |
| 10:09:08 | raptor | tags should also be.. uh... idempotent? |
| 10:09:15 | raptor | like, not have multiple meanings |
| 10:09:22 | kaen | I'm saying we should have another dock for plugins |
| 10:09:36 | raptor | plugin panel! |
| 10:09:39 | kaen | yes |
| 10:09:46 | bobdaduck | oh! |
| 10:09:50 | kaen | I think it'd be slick to have a global "plugin" keybind |
| 10:09:52 | bobdaduck | Okay yeah good idea |
| 10:10:01 | kaen | you hit it, it brings up a panel of plugins (auto-detected) |
| 10:10:21 | kaen | the list is plugin names, keybindings, and brief descriptions |
| 10:10:37 | kaen | that way you can see all the plugins available, and a way to use them quickly in the future |
| 10:11:51 | bobdaduck | My curves tool plugin is broken for some reason. Crashes when I hit the "go" button (or whatever it says) |
| 10:11:58 | kaen | I 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 |
| 10:12:31 | bobdaduck | lol |
| 10:12:50 | raptor | I think the only way people will understand anything anymore is if you give them a big stupid button to click |
| 10:12:52 | kaen | whereas with that panel, it's reasonable someone could see the "polygon subdivision" button and click it and see what happens |
| 10:13:05 | kaen | raptor, exactly :) |
| 10:13:30 | bobdaduck | raptor I need a big stupid button that fixes build errors for 019 |
| 10:13:52 | kaen | it's called #bitfighter :) |
| 10:14:05 | bobdaduck | That's not big or stupid |
| 10:14:08 | bobdaduck | or a button |
| 10:14:34 | bobdaduck | So I can't understand it |
| 10:15:10 | bobdaduck | back on pleiades |
| 10:15:16 | kaen | I also think the description/default keybind hooks would be nice because then you could reasonably drag and drop |
| 10:15:21 | kaen | but okay, back to pleiades |
| 10:15:41 | raptor | would we need an editor script Lua method for loading a specific icon? |
| 10:15:42 | bobdaduck | most gametypes have abreviations (CTF, HTF, etc) but bitmatch and rabbit are spelled out fully. |
| 10:16:07 | kaen | it parses the FooGame line in the level |
| 10:16:17 | kaen | and sets Foo as the gametype, however it appears |
| 10:16:25 | kaen | with special handling for nexus/hunters, iirc |
| 10:16:43 | bobdaduck | Can you make it like, un-abreviate everything? |
| 10:16:50 | kaen | yeah |
| 10:16:56 | raptor | another mapping! |
| 10:17:12 | kaen | do me a favor and put this stuff here: https://github.com/kaen/pleiades/issues?state=open |
| 10:17:19 | kaen | just all the ideas that come to you |
| 10:17:31 | kaen | I don't care if you spam it, I'll just go throught item by item and probably do it |
| 10:17:58 | bobdaduck | okey |
| 10:18:27 | kaen | (I'm working on three bitfighter-related projects at once right now) |
| 10:18:41 | bobdaduck | *appreciation* |
| 10:21:18 | thread_ | 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++? |
| 10:21:45 | bobdaduck | Raptor uses linux, wat uses VC++ 2010 |
| 10:21:48 | bobdaduck | on windows |
| 10:22:36 | bobdaduck | On pleiades could we replace "No Screenshot" with a colored bitfighter ship? |
| 10:22:59 | bobdaduck | OOH we should make it so that the bitfighter ship is colored based on gametype |
| 10:23:25 | bobdaduck | I use VC++ 2010 |
| 10:23:56 | bobdaduck | And I'm not sure do we still use win_include_do_not_distribute? |
| 10:27:16 | raptor | hi thread_ |
| 10:27:36 | raptor | if on windows, visual studio c++ is probably your best bet |
| 10:28:15 | raptor | after you have installed mercurial, checked out the code, and installed vc++ - I can get you to build from there |
| 10:28:30 | raptor | unless you're on Linux (or, *shutter*, OSX) |
| 10:28:46 | bobdaduck | Mercurial is equivelant to my tortoise HG right? |
| 10:28:51 | raptor | bobdaduck: correct |
| 10:28:58 | raptor | actually thread_, ^^ use that |
| 10:29:14 | raptor | tortoise HG may be nicer |
| 10:29:22 | raptor | it provides mercurial + a GUI |
| 10:29:28 | bobdaduck | I dunno nearest I can tell I still have to do everything in command line |
| 10:29:34 | raptor | hah |
| 10:29:38 | raptor | yeah |
| 10:29:46 | raptor | all things reduce to command line eventually... |
| 10:29:59 | bobdaduck | You only believe that because you're from linux |
| 10:30:28 | raptor | I started out on DOS -> Windows |
| 10:30:52 | kaen | same |
| 10:30:56 | raptor | so you could say, *I've* been reduced to command line |
| 10:31:24 | bobdaduck | lol |
| 10:34:29 | raptor | and I have to say... I feel like a prisoner every time I go back to the windows prompt |
| 10:39:57 | thread_ | haha, I know what you mean |
| 10:43:28 | thread_ | On another note, I noticed that if I make walls through levelgens, they are invisible. Has a ticket already been entered for that? |
| 10:43:35 | thread_ | i don't want to make duplicates |
| 10:43:36 | bobdaduck | YOU WHAT |
| 10:43:56 | | bobdaduck pings raptor frantically |
| 10:44:05 | raptor | walls + levelgens not supported |
| 10:44:14 | raptor | walls are very, very *special* |
| 10:44:24 | thread_ | Apparently, I stepped on bob's taboo chord |
| 10:44:37 | raptor | we do hope to resolve this, but it'll take significant engine changes |
| 10:45:09 | thread_ | ah well, it seems you are already aware of it. |
| 10:45:11 | bobdaduck | I've never tried making walls through levelgens because everyone kept telling me not to... |
| 10:45:24 | raptor | they get created server-side semi-OK |
| 10:45:42 | kaen | well, I'm about to dive into that exact code |
| 10:45:44 | raptor | but the client doesn't know about them so they'll run into invisible barriers |
| 10:45:49 | kaen | in an attempt to raise the vertex limit |
| 10:46:15 | raptor | kaen: 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 |
| 10:46:37 | raptor | i don't remember everything about it, watusimoto knows more I think |
| 10:47:06 | kaen | I think the biggest problem would be re-merging all of the walls when that changes |
| 10:47:21 | raptor | that too... |
| 10:47:28 | raptor | oh and botzone recalculation |
| 10:47:31 | bobdaduck | Invisible walls aren't nearly as cool as fake walls were |
| 10:47:56 | kaen | but I think you could feasibly just send the addwalls rpc when you... add a wall |
| 10:48:06 | kaen | anyway, I'll play with it and come back when I know more |
| 10:48:11 | raptor | maybe... I'm not sure |
| 10:48:18 | raptor | bots will be confused for sure |
| 10:48:49 | bobdaduck | S_bot already acts pretty confused |
| 10:49:00 | kaen | yes, bot zone recalculation |
| 10:49:18 | kaen | so adding a wall would basically require the "loading level" screen |
| 10:49:35 | watusimoto | I *think we can add walls to a level, but not modify or delete them |
| 10:49:56 | watusimoto | this has never been tested, except as part of a pre-game levelgen |
| 10:50:11 | watusimoto | zones will not regenerate, however |
| 10:50:25 | watusimoto | is that what I know about? |
| 10:50:33 | raptor | watusimoto: i think so? |
| 10:51:04 | raptor | kaen: we've toyed with the idea of dynamic zone regeneration - just grabbing specific surrounding polygons and regenerating only those |
| 10:51:16 | watusimoto | maybe we select all the adjacent zones and regenerate those |
| 10:51:23 | watusimoto | and rebuild surrounding connectivity |
| 10:51:36 | watusimoto | right, what you said |
| 10:51:52 | thread_ | I have tested it, walls can't be moved or modified |
| 10:53:02 | kaen | that makes sense |
| 10:54:04 | kaen | changing directions a bit, I'm thinking about splitting s2cAddWalls into three RPCs: startWall, addVertex, endWall |
| 10:54:21 | kaen | that way we can build walls without overrunning the packets |
| 10:54:58 | kaen | that's it. any objections? |
| 10:55:38 | bobdaduck | I object! Just not to that specific proposal. |
| 10:55:41 | kaen | err, addVertices |
| 10:55:47 | kaen | not just a single vertex xD |
| 10:55:58 | bobdaduck | vertexii |
| 10:58:04 | raptor | i do not think I have a sufficient grasp of the wall code to say yea or nay; watusimoto would know better |
| 10:59:06 | watusimoto | that's potentially a bit more traffic, no? |
| 10:59:26 | | koda Quit (Ping timeout: 248 seconds) |
| 11:00:01 | watusimoto | what if addVertex could send a vector of vertices, and if the packet had 32 (or whatever) the algo would expect another packet |
| 11:00:33 | watusimoto | (and if the wall had exactly 32 vertices, the next packet would have an empty vector) |
| 11:00:56 | watusimoto | then you could do this: |
| 11:01:03 | watusimoto | send wall (first 32 vertices) |
| 11:01:08 | watusimoto | send wall(next 10) |
| 11:01:18 | watusimoto | and the receiver would know those were the same wall |
| 11:01:31 | watusimoto | send wall(10 vertices) woudl send a complete wall in one call |
| 11:01:40 | watusimoto | send wall(32 vertices) |
| 11:01:47 | watusimoto | send wall(0 vertices) |
| 11:01:53 | watusimoto | would send a 32 vertex wall |
| 11:01:55 | watusimoto | etc. |
| 11:02:53 | kaen | well, 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 |
| 11:03:16 | kaen | you'd still need a member on gametype to track the "current" wall either way |
| 11:03:55 | kaen | both make sense to me, but I'd rather break it up into smaller pieces |
| 11:04:06 | kaen | of course, I'll defer to your judgment though :) |
| 11:05:08 | raptor | doesn't TNL still pack all the RPC into 1 packet if it can? |
| 11:06:10 | kaen | it might, but I don't think so |
| 11:06:20 | kaen | from what I can tell, one rpc gets one packet |
| 11:19:22 | | -adams.freenode.net- *** Looking up your hostname... |
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| 11:19:29 | | BFLogBot has joined |
| 11:19:29 | | Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/' |
| 11:19:29 | | Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 UTC 2013 |
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| 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. |
| 11:19:41 | bobdaduck | Iceberg I could maybe do |
| 11:20:16 | | watusimoto Quit (Quit: Leaving.) |
| 11:22:36 | bobdaduck | Hm yep iceberg it is |
| 11:26:08 | | watusimoto has joined |
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| 11:43:17 | | watusimoto Quit (*.net *.split) |
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| 11:45:04 | | Watusimoto has joined |
| 11:46:18 | | bobdaduck Quit (Ping timeout: 252 seconds) |
| 11:48:06 | kaen | Watusimoto: sending a s2cAddWalls with no vertices is currently how we clear all the walls in a level |
| 11:48:29 | Watusimoto | we could still do that with my proposal |
| 11:48:53 | kaen | oh, empty rpc with NULL mCurrentWall |
| 11:48:53 | kaen | okay |
| 11:48:54 | Watusimoto | because you would never send a packet with no vertices unless you were already in mid-wall |
| 11:49:03 | kaen | right |
| 11:49:19 | Watusimoto | we have other rpcs that work this way (i.e. without fomral begin or end) |
| 11:49:28 | Watusimoto | that send data until there is no more to send |
| 11:58:54 | | Watusimoto is now known as 21WAALH6T |
| 11:59:10 | | watusimoto has joined |
| 11:59:27 | raptor | 21WAALH6T: I think your name changed |
| 11:59:34 | 21WAALH6T | hello? |
| 11:59:38 | 21WAALH6T | oh my, so it did |
| 11:59:48 | 21WAALH6T | sounds kind of roboty |
| 12:00:07 | 21WAALH6T | unit 21WAALH6T: report status to base at once! |
| 12:00:22 | 21WAALH6T | beep whiz beep blurgle boop |
| 12:04:48 | 21WAALH6T | http://img842.imageshack.us/img842/8241/screenshot7jj.png |
| 12:04:48 | 21WAALH6T | http://img96.imageshack.us/img96/4118/screenshot8cx.png |
| 12:04:48 | 21WAALH6T | http://img59.imageshack.us/img59/2387/screenshot9pi.png |
| 12:05:04 | 21WAALH6T | unit 21WAALH6T reporting new keycap designs beep |
| 12:07:02 | raptor | unit 21WAALH6T, is that a font? |
| 12:10:24 | raptor | or did you draw the surrounding line? |
| 12:10:42 | raptor | i think it's getting closer to looking better.. |
| 12:11:03 | raptor | if you drew that, can you draw it without the beveled border? |
| 12:12:44 | 21WAALH6T | 21WAALH6T to Bitfighter Headquarters: that is tenby font with a box drawn around it |
| 12:13:05 | 21WAALH6T | closer to looking better... high praise! |
| 12:13:06 | 21WAALH6T | :-) |
| 12:13:24 | raptor | :) |
| 12:13:29 | | 21WAALH6T is now known as wat |
| 12:13:40 | wat | I was starting to feel dehumanized |
| 12:13:53 | wat | looks like my work machine didn't shut down... again |
| 12:14:11 | wat | so... there is no beveled border |
| 12:14:22 | wat | unless you mean the rounded square |
| 12:14:27 | raptor | ok |
| 12:14:44 | wat | it's just a call to drawroundedrect |
| 12:14:50 | raptor | ah ok |
| 12:15:19 | raptor | try normal rect? |
| 12:15:35 | wat | I think it will look bad, but sure |
| 12:17:06 | raptor | i just figured out why every thing feels off - there are too many curves with the fonts |
| 12:17:19 | raptor | i know, it's silly |
| 12:18:19 | wat | There were just as many with roman, no? |
| 12:19:16 | raptor | probably, but maybe it's the curve radii or thickness? |
| 12:19:43 | wat | http://img195.imageshack.us/img195/5981/screenshot10aq.png |
| 12:19:43 | wat | http://img197.imageshack.us/img197/8880/screenshot11g.png |
| 12:19:43 | wat | http://img248.imageshack.us/img248/1285/screenshot12nx.png |
| 12:20:34 | | watusimoto Quit (*.net *.split) |
| 12:21:04 | raptor | not so bad |
| 12:21:23 | raptor | maybe... fancy boxes! |
| 12:21:47 | raptor | actually - I need to focus on a fire here at work - so i'll stop criticizing |
| 12:21:57 | raptor | maybe ask kaen's opinion |
| 12:22:43 | | bobdaduck has joined |
| 12:24:11 | bobdaduck | wat |
| 12:24:14 | bobdaduck | xD |
| 12:24:28 | raptor | oh bobdaduck may be a better criticizer |
| 12:24:46 | bobdaduck | You forgot punctuation on that sentence and didn't capitalize the first word |
| 12:26:40 | | wat is now known as watusimoto |
| 12:27:04 | bobdaduck | it feels a bit too big |
| 12:27:46 | watusimoto | what feels too big? |
| 12:27:47 | bobdaduck | the boxes |
| 12:27:52 | raptor | make fancy box! |
| 12:28:01 | bobdaduck | the curved box looks best |
| 12:28:18 | bobdaduck | but also feels much larger than the other words. Out of place |
| 12:30:59 | watusimoto | It is in fact 6 pixels larger. Instedad of a bigger box, I could use smaller inner text. Let me try that |
| 12:34:28 | watusimoto | ok, shrunk the font, and adjusted the vertical alignment |
| 12:34:36 | watusimoto | http://img211.imageshack.us/img211/2857/screenshot16y.png |
| 12:34:37 | watusimoto | http://img163.imageshack.us/img163/2120/screenshot17lr.png |
| 12:34:37 | watusimoto | http://img593.imageshack.us/img593/9295/screenshot18e.png |
| 12:35:14 | watusimoto | ok, dinner time, will be back later. |
| 12:35:20 | raptor | looks good! |
| 12:38:10 | bobdaduck | looks good wat |
| 12:38:15 | bobdaduck | I still liked the rounded better |
| 12:38:23 | bobdaduck | but that might be just me |
| 12:38:25 | raptor | but it's not vectory! |
| 12:39:34 | bobdaduck | it was less boring though! |
| 12:39:40 | | watusimoto Quit (Ping timeout: 264 seconds) |
| 12:40:20 | | LordDVG has joined |
| 12:41:17 | raptor | too many curves! |
| 12:41:23 | raptor | 019 has too many curves |
| 12:41:26 | raptor | too many curves! |
| 12:42:15 | bobdaduck | Well I think its sexy! |
| 13:42:56 | | Watusimoto has joined |
| 13:45:37 | Watusimoto | same as before, but with rounded corners |
| 13:45:38 | Watusimoto | http://img41.imageshack.us/img41/9782/screenshot19f.png |
| 13:45:41 | Watusimoto | http://img46.imageshack.us/img46/467/screenshot20v.png |
| 13:45:41 | Watusimoto | http://img812.imageshack.us/img812/6076/screenshot21y.png |
| 13:47:05 | raptor | ii don't like the rounded as much as the smaller rect... but utimately I understand I'm not necessarily the one who decides |
| 13:47:12 | raptor | too much curvy |
| 13:47:55 | bobdaduck | I'm gonna say I like the curves better |
| 13:48:10 | raptor | curves are slightly anti-retro |
| 13:49:00 | bobdaduck | Most of 019 seems "slightly anti-retro" |
| 13:49:41 | raptor | define 'most' |
| 13:49:50 | raptor | slidy menus? |
| 13:49:57 | raptor | probably yes |
| 13:51:22 | bobdaduck | And the new fonts in general and I dunno |
| 13:51:37 | bobdaduck | 019 has so many changes its hard for me to list them |
| 13:51:42 | kaen | vector graphics are inherently retro |
| 13:51:48 | bobdaduck | bitfighter isn't sticking to its roots though. |
| 13:51:49 | kaen | we can be both retro and polished, I think |
| 13:52:02 | kaen | btw 255 vert polywalls working on a 019 server |
| 13:52:15 | bobdaduck | whoo! |
| 13:52:24 | kaen | the limit I'm hitting appears to be in the file saving |
| 13:52:27 | bobdaduck | Still probably won't be enough but I"ll take what I can get |
| 13:52:39 | kaen | well, there is theoretically no limit with the new system |
| 13:52:46 | kaen | just need to change the file handling to reflect that |
| 13:52:54 | bobdaduck | we'd need to define "polished" then. |
| 13:53:04 | kaen | I agree |
| 13:53:15 | bobdaduck | Was Z.A.P. "polished"? |
| 13:53:29 | kaen | from what I've seen of it, yes |
| 13:53:35 | kaen | but the graphics weren't retro obviously |
| 13:53:36 | bobdaduck | (sorry I just like to get extremes out of the way first) |
| 13:55:33 | raptor | i've already mentioned teh whole font is too curvey |
| 13:55:50 | raptor | and i can't seem to know when to use 'y' or 'ey' on the end of words... |
| 13:57:01 | bobdaduck | curvalicious |
| 13:58:51 | kaen | this should be a good test writing exercise |
| 13:59:12 | kaen | I'm going to write a test for adding some arbitrarily complex barrier and ghosting it over tnl to a clientgame |
| 13:59:49 | kaen | (which should fail for the current revision and pass with my commit :) ) |
| 14:00:10 | | koda has joined |
| 14:28:15 | raptor | gotta go! later |
| 14:28:23 | raptor | one word: fancy-box buttons |
| 14:28:29 | | raptor Quit () |
| 14:28:42 | | Watusimoto is now known as 18WADHV0M |
| 14:28:44 | | watusimoto has joined |
| 14:36:58 | kaen | okay, so it is apparent that ClientGame is not yet ready for testing... |
| 14:37:00 | bobdaduck | So who is 18WADHV0M? |
| 14:37:02 | bobdaduck | And why is freenode so crazy today? |
| 14:37:10 | kaen | I think it's wat |
| 14:37:11 | kaen | oh wait... |
| 14:37:11 | bobdaduck | but wat is wat |
| 14:37:16 | bobdaduck | xD |
| 14:37:17 | kaen | I think we're all wat here |
| 14:37:31 | bobdaduck | wat |
| 14:37:46 | kaen | but freenode changes your name to random junk if you use a registered nick without identifying |
| 14:37:52 | | Darrel Quit (Quit: Closed IRC client) |
| 14:45:45 | kaen | 375 vertex barrier works |
| 14:45:50 | kaen | getting closer... |
| 14:47:10 | bobdaduck | In the foreseeable future, I am not likely to make a barrier with any more than 467 vertexii. |
| 14:48:10 | bobdaduck | Just kidding, 200 will be fine |
| 14:48:22 | kaen | pffft |
| 14:48:24 | kaen | not for me |
| 14:48:40 | kaen | I've already got 1024 vert polywalls that I make on accident |
| 14:48:48 | kaen | I had to write a plugin to remove vertices from them... |
| 14:49:21 | kaen | (which works, really, really well btw) |
| 14:49:36 | bobdaduck | lol |
| 14:49:45 | 18WADHV0M | who am I? |
| 14:49:53 | bobdaduck | Yeah who are you. |
| 14:50:11 | bobdaduck | Who are we. |
| 14:50:15 | bobdaduck | Who will we be. |
| 14:50:21 | bobdaduck | Life is so fun. |
| 14:51:29 | 18WADHV0M | there is no conflict between polish and the retro look of the game |
| 14:51:43 | | 18WADHV0M is now known as watusimoto999 |
| 14:52:01 | watusimoto999 | it is different, but no less retro |
| 14:52:11 | kaen | word. |
| 14:52:22 | watusimoto999 | the roman font is not particularly retro; it just looks that way because you are used to it |
| 14:52:42 | watusimoto999 | you never would have seen that on an old asteroids game, for example |
| 14:53:20 | watusimoto999 | the sliding menus and such don't detract from the feeling either, I don't think |
| 14:53:25 | bobdaduck | me either |
| 14:53:28 | watusimoto999 | they just make things seem more intentional |
| 14:53:34 | watusimoto999 | and less half-assed |
| 14:53:41 | kaen | my girlfriend flipped out when I showed her 019 |
| 14:53:48 | bobdaduck | rofl awesome |
| 14:53:55 | kaen | I was showing her a level and she wouldn't stop talking about the ui |
| 14:54:03 | watusimoto999 | flipped out good? |
| 14:54:05 | kaen | yes |
| 14:54:10 | watusimoto999 | good |
| 14:54:32 | bobdaduck | Your girlfriend is cool |
| 14:54:44 | kaen | I agree :) |
| 14:55:03 | kaen | she likes the fact that I'm a developer for an obscure little spaceship game. |
| 14:55:18 | kaen | compatibility is nice. |
| 14:55:54 | bobdaduck | xD |
| 15:00:07 | bobdaduck | I'm just concerned about the point when polish becomes gaudy rather than subtle |
| 15:00:34 | bobdaduck | To avoid that I'd tend to opt to simply stay away from it, because I don't know where that line is. |
| 15:01:29 | | BFLogBot Commit: 212f4e521e63 | Author: kaen | Message: send wall geometry in groups to stay within TNL's packet size (remove wall vertex limit from network code) |
| 15:01:30 | | BFLogBot Commit: e4a0afdf1910 | Author: kaen | Message: merge |
| 15:01:33 | kaen | I really wanted to write a test for this commit, but clientgame still needs some massaging before it's testable. |
| 15:03:19 | watusimoto999 | bobdaduck: if we start trying to jazz up the game objects, for example, that;s a danger sign |
| 15:04:16 | bobdaduck | Yeah I know I don't seriously think that changing some fonts is stepping into dragon ball Z territory |
| 15:04:29 | bobdaduck | Its just something I idly want everyone to be aware of. |
| 15:16:28 | | LordDVG Quit (Remote host closed the connection) |
| 15:19:13 | kaen | any objections to killing the line length and argument count limits? |
| 15:20:38 | kaen | my 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. ♥ |
| 15:27:25 | bobdaduck | A ddos really? Why? |
| 15:35:43 | | bobdaduck Quit (Remote host closed the connection) |
| 15:44:19 | watusimoto999 | go for it |
| 15:45:07 | watusimoto999 | do some tests while your' |
| 15:45:09 | watusimoto999 | re at it! |
| 15:52:19 | kaen | will do :) |
| 15:52:37 | | kaen loves him some unit tests |
| 16:24:02 | kaen | sweet |
| 16:24:17 | kaen | 2048 vertex walls save/load/collide/render properly |
| 16:24:29 | kaen | haven't tested any higher because my machine lags too much... |
| 16:39:07 | watusimoto999 | well that's an insane number anyway |
| 16:43:22 | kaen | agreed |
| 16:43:51 | kaen | writing a test for it is proving somewhat involved... |
| 16:44:21 | kaen | but I've found littleStory to be very helpful |
| 16:44:42 | watusimoto999 | that's why I wrote it. Had to do a lot of research for it |
| 16:44:57 | watusimoto999 | glad it is useful |
| 16:45:11 | watusimoto999 | most of the tests I've written so far have been primarily for documenting the testing |
| 16:45:28 | watusimoto999 | and making sure the code is flexible enough to test |
| 16:46:07 | kaen | it's been flexible enough for my purposes except where I've needed a ClientGame |
| 16:53:56 | watusimoto999 | does it crash? |
| 16:54:15 | watusimoto999 | make sure clientgame has a gametype set |
| 16:54:27 | watusimoto999 | lots doesn't work without one |
| 16:58:22 | kaen | actually it's UI stuff |
| 16:58:41 | kaen | some stuff in the constructor require fontmanager to be intialized |
| 16:58:46 | kaen | and I forget what else |
| 16:59:47 | watusimoto999 | ah, probably some work to do there creating mocks |
| 17:00:23 | kaen | yep, that was my guess too |
| 17:00:41 | kaen | have you seen the docs on FRIEND_TEST ? |
| 17:00:51 | kaen | it will likely be our... friend |
| 17:01:03 | watusimoto999 | no |
| 17:01:26 | kaen | it makes the test fixture a friend class of whatever you put it in |
| 17:01:53 | kaen | so if you say FRIEND_TEST(BfTest) inside of Game, you can access its private members directly from the test case |
| 17:02:16 | kaen | you have to include gtest/gtest_prod.h in game.h first though |
| 17:02:43 | kaen | it's useful for planting mocks instead of doing dependency injection |
| 17:03:07 | kaen | dependency injection doesn't work as well in c++ as it does in interpreted languages :P |
| 17:03:17 | kaen | (I found out the hard way...) |
| 17:18:33 | watusimoto999 | that sounds nice |
| 17:30:58 | | sam686 has joined |
| 17:30:58 | | ChanServ sets mode +v sam686 |
| 17:58:44 | sam686 | try changing from: GAMETYPE_RPC_S2C(GameType, s2cAddWalls, (Vector<F32> verts, F32 width, bool solid), (verts, width, solid)) |
| 17:58:48 | sam686 | to: TNL_IMPLEMENT_NETOBJECT_RPC(GameType, s2cAddWalls, (Vector<F32> verts, F32 width, bool solid), (verts, width, solid), NetClassGroupGameMask, RPCGuaranteedOrderedBigData, RPCToGhost, 0) |
| 17:59:21 | sam686 | the "RPCGuaranteedOrderedBigData" allows sending much bigger data (it chunks into several packets) |
| 18:02:27 | | BFLogBot 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. |
| 18:02:28 | | BFLogBot Commit: 58a4b2d16e03 | Author: watusimoto | Message: Merge |
| 18:05:35 | | raptor has joined |
| 18:05:36 | | ChanServ sets mode +o raptor |
| 18:09:30 | sam686 | is 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. |
| 18:10:01 | raptor | sam686: its smooth to me |
| 18:10:26 | sam686 | good to know thats the best values.. |
| 18:10:38 | kaen | oh :x |
| 18:10:54 | raptor | 2048 vertices! |
| 18:11:03 | raptor | also RPC BIgData? |
| 18:11:10 | kaen | it supports an unlimited amount in theory... |
| 18:12:30 | kaen | so... I'll test BigData and maybe we should revert my earlier commit |
| 18:13:06 | watusimoto999 | night |
| 18:13:11 | raptor | night! |
| 18:13:26 | sam686 | however 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) |
| 18:14:22 | sam686 | or is 1024 * 256 = 256 KB? |
| 18:14:42 | kaen | both are more than anyone could possibly need |
| 18:14:56 | sam686 | whatever the value mTNLDataBufferMaxSize is in tnl/eventConnection.cpp, thats the limit. |
| 18:15:05 | sam686 | you can change it if you want.. |
| 18:16:52 | sam686 | 256 KB / 8 byte per point - some needed TNL data = about 32765 points.. |
| 18:18:13 | | watusimoto999 Quit (Ping timeout: 246 seconds) |
| 18:27:03 | raptor | that's.. more than enough for everyone! |
| 18:32:05 | raptor | am I working on something bitfighter-related? |
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| 19:05:07 | kaen | raptor, I'm writing a unit test with these contents: http://pastie.org/7905117 |
| 19:05:35 | raptor | hi |
| 19:05:39 | kaen | shouldn't newWall be true at the end? It's null when I run the test |
| 19:05:40 | kaen | helllo |
| 19:05:57 | raptor | lookiing. |
| 19:06:22 | kaen | I hate dynamic_cast so much :< |
| 19:06:58 | raptor | I think... WallItem may actually be several different type? |
| 19:06:59 | raptor | types |
| 19:07:16 | kaen | oh my |
| 19:07:32 | kaen | I've checked through assertions that exactly one object is in the db |
| 19:08:05 | kaen | and that there are none before the parseLevelLine call |
| 19:08:24 | kaen | and it claims that its object type number is '\0' |
| 19:08:27 | kaen | (null) |
| 19:08:45 | raptor | oh.. i see... |
| 19:09:06 | raptor | i was thinking that adding a WallItem into the DB actually adds several things.. |
| 19:09:14 | raptor | but if it's all NULL... |
| 19:10:39 | kaen | all I really need is its geometry |
| 19:11:35 | raptor | should I be able to just paste that into a test and go? |
| 19:16:11 | | BFLogBot Commit: 8a125cad13aa | Author: buckyballreaction | Message: Fix compiling |
| 19:16:28 | kaen | no probably not |
| 19:16:34 | kaen | I've refactored some of clientgame |
| 19:16:39 | kaen | should I commit without tests? |
| 19:16:56 | kaen | or with commented broken tests, rather? |
| 19:16:57 | raptor | this looks funny to me: wall.GeomObject::setGeom(geom); |
| 19:17:24 | raptor | I've stayed away from test stuff honestly.. |
| 19:17:44 | raptor | but only because I'm not sure if you and watusimoto can compile together? |
| 19:17:52 | raptor | or is that resolved now with cmake |
| 19:18:27 | kaen | seems so |
| 19:19:11 | raptor | I'm a bit ignorant of the wall code... is wallItem even able to be inserted into the database? |
| 19:20:09 | raptor | does it need to be Barrier or PolyWall? |
| 19:20:17 | kaen | it has a processleveline and triggers on "BarrierMaker" |
| 19:20:28 | kaen | but let me investigate |
| 19:20:37 | raptor | ok, then I know this code even less... |
| 19:20:41 | raptor | less than I thought |
| 19:20:53 | raptor | last time I played with it was when doing botzones for 015a |
| 19:21:04 | raptor | and there weren't so many classes back then.. |
| 19:21:22 | kaen | okay |
| 19:21:28 | raptor | i.e. Barrier and WallItem.. |
| 19:22:01 | kaen | PolyWall <-> "PolyWall", WallItem <-> "BarrierMaker", Barrier has no processArguments |
| 19:26:01 | raptor | what |
| 19:26:08 | raptor | that's totally different than I remember.. |
| 19:26:19 | raptor | I'm sorry I'm not much help.. |
| 19:26:42 | raptor | CentroidObject |
| 19:26:44 | raptor | that sounds odd |
| 19:27:06 | kaen | this whole part of the engine is odd |
| 19:27:48 | kaen | I feel like there are more geometry-related classes than there needs to be... |
| 19:27:58 | raptor | I'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.. |
| 19:28:11 | kaen | those are still there afaict |
| 19:28:15 | kaen | WallSegment, WallEdge |
| 19:28:28 | raptor | oh the segments... |
| 19:28:31 | raptor | yuk |
| 19:28:42 | raptor | i think those are the clipped wall edges |
| 19:28:53 | kaen | my goodness |
| 19:30:09 | kaen | okay |
| 19:30:34 | raptor | sam686: still around? |
| 19:30:52 | kaen | looking at WallItem::processArguments, it looks like a line "BarrierMaker ..." definitely creates an instance of WallItem |
| 19:31:03 | raptor | ok, then that is the class we want |
| 19:31:25 | kaen | hmm, so why would the dynamic_cast fail? |
| 19:31:37 | kaen | there's only one object in the db, it has to be this WallItem |
| 19:33:16 | raptor | what if you cast it as DatabaseObject |
| 19:34:11 | kaen | testing... |
| 19:34:16 | kaen | wtf |
| 19:34:17 | kaen | it passes |
| 19:35:10 | raptor | now go down the line: try BfObject |
| 19:35:27 | kaen | trying to maneuver gdb into a REPL |
| 19:36:12 | kaen | BfObject is good |
| 19:36:19 | kaen | okay let's see |
| 19:36:23 | raptor | lets see what's next.. |
| 19:36:24 | raptor | CentroidObject |
| 19:36:55 | kaen | fails |
| 19:37:01 | raptor | well lovely |
| 19:37:06 | raptor | what's in there then.. |
| 19:37:13 | kaen | TELL ME YOUR SECRETS |
| 19:37:23 | raptor | actually, are you using eclipse cdt? |
| 19:37:26 | kaen | yes |
| 19:37:34 | kaen | not debugging in it though |
| 19:37:37 | kaen | should I be? |
| 19:37:44 | raptor | because latest release will tell you the object type if you put a breakpoint there |
| 19:40:58 | kaen | wow eclipse is kicking my ass |
| 19:41:15 | raptor | troubles? |
| 19:41:26 | kaen | accidentally spawned three build processes trying to debug the test executable... |
| 19:41:35 | raptor | oops |
| 19:43:56 | kaen | got it working |
| 19:43:58 | kaen | let's have a look |
| 19:44:16 | raptor | i like how you can open up vectors now and actually see the contents.. |
| 19:51:57 | kaen | I apparently do not have that version... |
| 19:52:07 | raptor | what really? |
| 19:52:15 | raptor | 3.8.2 |
| 19:53:04 | kaen | 3.8.0 |
| 19:53:14 | raptor | oh yeah, it got lots better |
| 19:53:18 | raptor | (again) |
| 19:53:39 | kaen | let's see if there's updates now that wheezy is stable |
| 19:54:02 | kaen | nope |
| 19:57:05 | raptor | can you use the software updates? |
| 19:57:49 | kaen | yep, I just checked apt-get |
| 19:58:25 | kaen | I'll have to manually install |
| 20:01:27 | | kaen sighs |
| 20:01:30 | kaen | it's a Barrier* |
| 20:01:34 | raptor | ha! |
| 20:01:41 | raptor | no way |
| 20:10:22 | raptor | OK I guess WallItem is the 'worker' class. Barrier is all that the server needs to operate |
| 20:15:32 | kaen | ok |
| 20:15:41 | kaen | wow this is the craziest test I've ever written for anything |
| 20:16:43 | kaen | I add that BarrierMaker line (which I pump from a constructed WallItem) and it actually trims the colinear points |
| 20:16:54 | kaen | you may have noticed I generated a straight line earlier... |
| 20:17:03 | kaen | so my 2048 verts were trimmed down to 2 |
| 20:17:06 | raptor | yes... wait really? |
| 20:17:15 | raptor | hmm.. |
| 20:17:16 | kaen | after generating a zig-zagged line |
| 20:17:32 | kaen | I get not a single 2048 vert object |
| 20:17:39 | kaen | but 2047 2-vert objects |
| 20:17:44 | kaen | Barriers, in fact |
| 20:18:07 | kaen | so... yeah |
| 20:18:10 | raptor | so that means the server sends walls in pieces.. |
| 20:18:12 | raptor | ? |
| 20:18:22 | kaen | there's no server or sending here |
| 20:18:27 | kaen | just parsing level code into a game |
| 20:18:35 | raptor | ohh... |
| 20:18:42 | raptor | well, i'm still scandalized |
| 20:18:48 | kaen | I'm baffled |
| 20:19:12 | raptor | look at the comment above: WallRec::constructWalls |
| 20:19:38 | kaen | ah, good find |
| 20:19:38 | raptor | the first line, floatsToPoints() does the collinear removal |
| 20:20:33 | raptor | and the comment above struct WallRec |
| 20:22:22 | raptor | so it looks like there is no concept of continuous, multi-point walls when transmitting from server to client? only line segments... |
| 20:22:38 | raptor | see GameType::s2cAddWalls |
| 20:27:26 | kaen | I just screwed up s2cAddWalls a couple commits ago |
| 20:27:32 | kaen | needs to be reverted, actually |
| 20:28:19 | kaen | also, it transfers WallRecs rather than segments or anything else. WallRecs have a solid flag for barrier vs. polywall |
| 20:28:31 | raptor | can of worms |
| 20:28:36 | raptor | is what you opened |
| 20:28:40 | kaen | indeed |
| 20:28:51 | kaen | I'm not writing the network test yet though |
| 20:28:54 | kaen | just level code parsing |
| 20:29:11 | kaen | the network test requires a clientgame which requires much work before it can be tested :/ |
| 20:34:39 | kaen | almost have a worthwhile test... |
| 20:35:19 | kaen | okay, everything works except comparing the points for equality |
| 20:35:44 | kaen | it appears the order of the barriers is not the same as the order of the vertices... |
| 20:35:57 | kaen | do you think it would suffice to assert on the number of generated barriers? |
| 20:36:13 | raptor | are you talking about barriers or WallRecs? |
| 20:36:35 | kaen | Barriers |
| 20:36:38 | raptor | i.e. contiguous barriers or the piecemeal sent to client |
| 20:37:04 | kaen | I'm talking about Barrier* generated on a servergame from parsing level code |
| 20:37:27 | kaen | specifically a 2048 point BarrierMaker and the boilerplate level code |
| 20:37:35 | raptor | ok |
| 20:37:38 | raptor | so |
| 20:37:58 | raptor | the order of points is important for the barrier, but you're talking about order of barriers? |
| 20:38:04 | kaen | yes |
| 20:38:14 | kaen | from db->findObjects_fast() |
| 20:38:22 | kaen | i.e. mAllObjects |
| 20:38:49 | raptor | ah, so multiple barriers inserted into the database can be in arbitrary order |
| 20:38:55 | kaen | yes |
| 20:39:02 | raptor | yes |
| 20:39:04 | kaen | I wanted to test if all the barrier start points coincide with the BarrierMaker's points |
| 20:39:17 | raptor | i think the count will suffice |
| 20:39:22 | kaen | but it seems like having exactly the right number is fine |
| 20:39:30 | kaen | okay |
| 20:39:30 | kaen | I'm going to commit and push then |
| 20:39:38 | raptor | ok |
| 20:39:57 | raptor | I'll be back in about 15 min. or so.. |
| 20:40:11 | kaen | testing with 0xFFFF vertices... |
| 20:40:16 | raptor | ha! |
| 20:40:21 | kaen | passes |
| 20:40:25 | raptor | ! |
| 20:40:30 | kaen | I'll push and make a test map |
| 20:40:31 | kaen | and host |
| 20:40:35 | raptor | ok |
| 20:40:51 | raptor | i'll be back in 15.. |
| 20:41:22 | | raptor Quit () |
| 20:54:33 | | BFLogBot Commit: 02dd9ecb5229 | Author: kaen | Message: remove line length limit from level code and add LevelLoaderTest |
| 20:54:34 | | BFLogBot Commit: be11349371dd | Author: kaen | Message: merge |
| 20:55:20 | fordcars | kaen you can commit? |
| 20:55:28 | kaen | indeed :) |
| 20:55:36 | fordcars | since when? |
| 20:55:42 | kaen | umm maybe three months?" |
| 20:55:45 | kaen | maybe longer |
| 20:55:53 | fordcars | ooh sorry I am a retard :3 |
| 20:55:54 | kaen | I just removed the vertex limit for barriers and polywalls :) |
| 20:55:57 | fordcars | yay |
| 20:56:21 | kaen | you can official make levels with enough vertices to use all of your RAM \o/ |
| 20:56:25 | kaen | officially* |
| 20:56:41 | kaen | trying to make 32k vertex wall to test with |
| 20:56:46 | kaen | client freezes... |
| 20:57:17 | sam686 | sadly can only use up to 2 GB on windows 32 bit program (bitfighter is a 32 bit program on windows) |
| 20:57:29 | sam686 | (2 GB of RAM) |
| 20:58:20 | kaen | okay, got the 4k vert wall |
| 20:58:31 | kaen | now for a another round of subdivision... |
| 20:58:34 | fordcars | nice! |
| 20:58:51 | fordcars | well 2gb of vertexes is plenty :P |
| 20:58:52 | | raptor has joined |
| 20:58:52 | | ChanServ sets mode +o raptor |
| 20:59:19 | kaen | lol this is so stupid. |
| 20:59:32 | kaen | bobdaduck should be here |
| 20:59:40 | fordcars | hah |
| 20:59:45 | raptor | hello |
| 20:59:49 | fordcars | hi |
| 20:59:52 | raptor | oh sam686, you're back? |
| 21:00:02 | sam686 | hi |
| 21:00:28 | raptor | if you have a moment, can you try and duplicate this issue?: https://code.google.com/p/bitfighter/issues/detail?id=155 |
| 21:04:07 | kaen | 8k |
| 21:05:24 | fordcars | later guys, off to bed |
| 21:05:32 | | fordcars Quit (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client) |
| 21:05:45 | sam686 | boo, after updating and when compiling, It tells me to reload solution, when I do yes, it reloads solution, but now with zero projects.. |
| 21:09:08 | sam686 | i 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 |
| 21:09:19 | kaen | gah |
| 21:09:21 | kaen | sorry dude |
| 21:09:26 | kaen | forget to add it to the commit |
| 21:09:27 | kaen | one sec |
| 21:10:06 | | BFLogBot Commit: cc3d5efc8e69 | Author: kaen | Message: add LevelLoaderTest |
| 21:10:13 | kaen | okay try now sam686 |
| 21:10:59 | sam686 | works ok.. |
| 21:11:39 | kaen | I'm hosting a 019 server with an 8k vertex wall |
| 21:11:49 | kaen | but it's taking me a few minutes to load the level :P |
| 21:12:05 | kaen | (four minutes and counting...) |
| 21:13:19 | sam686 | \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 |
| 21:13:27 | kaen | gah oops |
| 21:13:28 | sam686 | return true or return false? |
| 21:13:34 | kaen | true I'm sure |
| 21:15:38 | kaen | Recast built 3551 zones! |
| 21:15:38 | kaen | Timings: 425509 163 4994 |
| 21:15:52 | raptor | that second number is my poly2tri code! |
| 21:15:55 | raptor | :) |
| 21:16:04 | kaen | hehe |
| 21:16:21 | raptor | ok, so we can join? |
| 21:16:26 | kaen | you can try |
| 21:16:34 | kaen | still on black screen but I'm past the green bar |
| 21:16:44 | kaen | ah, hosting! |
| 21:16:47 | kaen | go ahead! |
| 21:16:59 | raptor | ok one moment, recompile was triggered.. |
| 21:17:39 | raptor | I see no games to join :( |
| 21:17:48 | kaen | hmm, says I'm connected to master... |
| 21:17:53 | raptor | oh! that's because i'm connected to my local master... |
| 21:17:55 | raptor | oops |
| 21:18:17 | kaen | accepting arranged connection |
| 21:18:20 | raptor | connected... loading.. |
| 21:18:23 | kaen | just the long, long, wait now... |
| 21:18:35 | raptor | i'm in! |
| 21:18:36 | kaen | the wall looks stupid |
| 21:18:43 | kaen | but it's 8k, I promise |
| 21:18:50 | raptor | oh wow |
| 21:18:57 | raptor | no wonder clipper took so long... |
| 21:23:06 | sam686 | umm, 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. |
| 21:24:12 | raptor | ok, i'll look... |
| 21:25:28 | raptor | should it be off on debug? |
| 21:26:03 | sam686 | don't know, only happened to me on RelWithDebInfo.. |
| 21:26:18 | sam686 | haven't happen to me on debug, and incremental linking seems faster too.. |
| 21:26:41 | sam686 | well, faster when editing just one file in debug non-full build |
| 21:27:59 | raptor | huh |
| 21:28:20 | raptor | so a full compile with RelWithDebInfo works? but the linking fails when just changing a few classes? |
| 21:29:12 | sam686 | sometimes it does, not all the time, though, don't know what causes it.. |
| 21:29:47 | sam686 | I rather have incremental linking OFF for RelWithDebInfo, like it is already off for "Release" |
| 21:29:55 | raptor | ok |
| 21:30:33 | sam686 | debug can stay on for faster linking speed.. |
| 21:31:05 | raptor | ok |
| 21:38:52 | sam686 | im running into a crash (game.cpp line 720) delete object.getPointer(); where object is NULL.. |
| 21:42:07 | sam686 | Game::processLevelLoadLine(U32 argc, ...) where argc = 0 ? argc should never be zero... |
| 21:42:39 | raptor | memory bug! |
| 21:43:31 | kaen | eugh |
| 21:43:50 | kaen | that sounds like my fault |
| 21:45:07 | kaen | sam686, I'm getting "Assert: Unpack did not match pack for event of class RPCEV_GameType_s2cAddWalls. in tnl/eventConnection.cpp line 613" |
| 21:45:11 | kaen | using BigData |
| 21:45:43 | kaen | (after reverting and just changing the rpc declaration) |
| 21:46:45 | sam686 | first of all, don't join server, just host, when changing some net stuff.. |
| 21:46:56 | kaen | just launching from editor |
| 21:46:58 | sam686 | maybe full recompile might help;; |
| 21:47:04 | kaen | I'll try that right now |
| 21:48:32 | kaen | so, the argc that function receives is the number of entries in the result of parseString() |
| 21:48:48 | kaen | which is a function watusimoto or raptor suggested using if we remove the line length limits |
| 21:50:27 | sam686 | might want something like if(argc != 0) processLevelLoadLine(...) |
| 21:51:00 | sam686 | sometimes there is empty lines in the level |
| 21:51:19 | kaen | processLevelLoadLine either does or should handle that |
| 21:51:52 | kaen | full recompile gives me the same assert... |
| 21:52:15 | kaen | 512 vertex BarrierMaker |
| 21:52:37 | kaen | so I'll keep the s2cAddWalls stuff for now I think |
| 21:53:22 | sam686 | TNL_IMPLEMENT_NETOBJECT_RPC(GameType, s2cAddWalls, (Vector<F32> verts, F32 width, bool solid), (verts, width, solid), NetClassGroupGameMask, RPCGuaranteedOrderedBigData, RPCToGhost, 0) |
| 21:53:24 | sam686 | works for me.. |
| 21:54:06 | sam686 | what does your code looks like, same as mine for replacing GAMETYPE_RPC_S2C(GameType, ...) in gameType.cpp? |
| 21:54:43 | kaen | well, did you back out 212f4e521e63 ? |
| 21:54:45 | raptor | sam686: this incremental linking one is turning out to be quite difficult.. |
| 21:54:59 | kaen | or revert to the revision before it? |
| 21:55:17 | sam686 | I was doing it on latest commits.. |
| 21:55:55 | kaen | then I'm not surprised it worked :) |
| 21:56:15 | kaen | pasting your code after reverting |
| 21:56:31 | kaen | well, backing out that rev from latest |
| 21:59:27 | kaen | still triggers |
| 21:59:45 | kaen | is the chunker broken? |
| 21:59:53 | sam686 | that crash about level loading really need to fix first for me (zero argc count) |
| 22:00:01 | kaen | the bstream for the RPC is 8204 bytes |
| 22:00:07 | kaen | okay |
| 22:00:12 | kaen | I'm looking at it right now in fact |
| 22:01:42 | kaen | sam686, do you have a repro case? |
| 22:02:03 | kaen | and did you try a full recompile? ;) |
| 22:02:03 | sam686 | just load any level that have empty lines in the level. |
| 22:02:07 | kaen | ok |
| 22:02:08 | kaen | testing |
| 22:02:38 | sam686 | problem may be gameLoader,cpp LevelLoader::parseLevelLine having argc of zero |
| 22:03:10 | kaen | okay got it |
| 22:04:14 | kaen | okay so I'm just going to bail from processLevelLine if argc == 0 |
| 22:04:20 | kaen | nothing crazy about that... |
| 22:04:25 | sam686 | ok |
| 22:04:40 | kaen | testing... |
| 22:04:49 | sam686 | and don't forget to return a value in LevelLoader::loadLevelFromString |
| 22:04:54 | kaen | oh yeah |
| 22:04:56 | kaen | thanks |
| 22:05:07 | kaen | sorry for the trouble... I'll watch the warnings from now on |
| 22:09:43 | sam686 | oh, how many points are you trying to do? |
| 22:10:17 | raptor | there you go sam686 |
| 22:10:18 | | BFLogBot Commit: 87142e18048b | Author: buckyballreaction | Message: CMake, MSVC: Turn off incremental linking in RelWithDebInfo configuration |
| 22:10:55 | kaen | 512 |
| 22:10:59 | kaen | triggers that assert |
| 22:11:29 | | BFLogBot Commit: d22f04ef7463 | Author: kaen | Message: do nothing if argc == 0 when processing a level line in Game |
| 22:11:30 | | BFLogBot Commit: 3b3e445222ea | Author: kaen | Message: fix LevelLoader method signatures and return values |
| 22:11:32 | | BFLogBot Commit: cd572accb682 | Author: kaen | Message: merge |
| 22:11:32 | kaen | there you go sam686 |
| 22:13:16 | sam686 | ok, compiling.. |
| 22:15:28 | sam686 | still get problem loading level, a level have regular data and some empty lines mixed into it.. |
| 22:17:23 | sam686 | or maybe mot. |
| 22:21:42 | kaen | hopefully not... |
| 22:26:36 | sam686 | Unknown object type "#" in level "../../levels/zzzz159.level" ... I sometimes use it as a comment.. (previously it is just ignored, now it displays on console) |
| 22:26:47 | sam686 | when a line have this: |
| 22:26:48 | sam686 | # some comments not shown in-game |
| 22:28:42 | kaen | gah |
| 22:28:56 | kaen | I didn't add it because I thought no one used it |
| 22:29:43 | raptor | back in a few! |
| 22:29:47 | sam686 | I rarely use it, but sometimes use it to comment out the author line for something like level contest.. |
| 22:30:23 | kaen | no problem, I'll put it back |
| 22:30:29 | | raptor Quit () |
| 22:30:34 | kaen | I'm actually writing a test case for that function now |
| 22:47:07 | | raptor has joined |
| 22:47:07 | | ChanServ sets mode +o raptor |
| 22:47:42 | raptor | hello again |
| 22:48:40 | kaen | hello |
| 22:52:32 | | BFLogBot Commit: e6b9e61dfd62 | Author: kaen | Message: add ServerGameTest |
| 22:52:34 | | BFLogBot Commit: 07c7123dc538 | Author: kaen | Message: ignore comments when processing level lines |
| 22:57:04 | raptor | so where are you at with sending walls? using BigData? fixing bugs? |
| 22:57:33 | kaen | BigData doesn't seem to work in this instance |
| 22:57:47 | kaen | actually walls seem to work perfectly fine |
| 22:58:08 | kaen | but I want lineitems to be the preferred method of decoration since they're probably an order of magnitude cheaper than walls |
| 22:58:43 | kaen | no clipper, no effect on bot zones, no render preprocessing, no collision detection, |
| 22:58:44 | kaen | etc. |
| 22:59:09 | kaen | but lineitems send their geom in packupdate, which is not as nice as an RPC |
| 22:59:13 | kaen | so I guess I have to change that |
| 22:59:40 | sam686 | 1>LINK : fatal error LNK1117: syntax error in option 'INCREMENTAL:NO:NO' |
| 22:59:41 | raptor | you can add lineitems dynamically |
| 23:00:12 | raptor | sam686: ha! |
| 23:00:25 | raptor | i must have messed up a regular expression somehow... |
| 23:01:12 | kaen | I know but I want them to support as many vertices as walls |
| 23:01:58 | raptor | then they'll have the same problem as adding walls in Lua? |
| 23:02:35 | kaen | I don't see why |
| 23:02:52 | kaen | because there's no processing needed beyond the simple geom change |
| 23:03:00 | kaen | so you just send an RPC (on LineItem) |
| 23:03:29 | raptor | well walls are only send via RPC at start of level... oh.. maybe it's because walls *don't* have a packUpdate? |
| 23:03:31 | kaen | probably in an onGhostFoo callback |
| 23:03:37 | kaen | maybe |
| 23:05:13 | | BFLogBot Commit: 3ecab8c2986c | Author: buckyballreaction | Message: Fix turning of incremental link on older MSVC projects |
| 23:05:17 | raptor | ok sam686, should be fixed |
| 23:22:33 | | BFLogBot 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. |
| 23:23:07 | sam686 | about RPCGuaranteedOrderedBigData there was a problem I fixed about TNLAssert checking problem (it wasn't a problem with my code after all) |
| 23:23:22 | kaen | oh good :) |
| 23:23:52 | raptor | see... we three can make a nice, straight, easy to bisect commit tree... |
| 23:23:56 | sam686 | partially because of sending only the lower 16 bit of a bit-size.. now we compare only the lower 16 bits instead.. |
| 23:28:57 | | Flynnn has joined |
| 23:31:38 | raptor | sam686: did you get a chance to look at: https://code.google.com/p/bitfighter/issues/detail?id=155 |
| 23:31:39 | raptor | ? |
| 23:34:20 | sam686 | looking at that now.. |
| 23:35:52 | kaen | huh. fixing the memory leaks in HttpRequest causes a crash in the destructor when running tests... |
| 23:35:54 | kaen | oh boy. |
| 23:36:13 | raptor | oh boy! |
| 23:38:16 | kaen | I really hope make clean fixes it... |
| 23:39:04 | kaen | nope \o/ |
| 23:39:30 | sam686 | I 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 |
| 23:40:11 | sam686 | I see my server at: 24.230.184.51, 127.0.0.1, 192.168.3.2 (my local LAN), 192.168.56.1 (huh?) |
| 23:43:03 | sam686 | AlwaysPingList=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... |
| 23:43:05 | raptor | ok, so you cannot duplicate the bug |
| 23:43:24 | raptor | ? |
| 23:43:34 | sam686 | but my local LAN is 192.168.3.2... |
| 23:44:20 | raptor | that is weird... |
| 23:44:21 | sam686 | pinging 192.168.3.255 (my local lan broadcast) lets my see my own server 192.168.3.2 |
| 23:48:19 | sam686 | parhaps 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.. |
| 23:48:37 | raptor | interesting.. |
| 23:57:00 | sam686 | maybe doing some serching, http://www.google.com/search?q=udp+broadcast+address+all+network+interfaces |