#bitfighter IRC Log

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IRC Log for 2013-05-14

Timestamps are in GMT/BST.

00:09:25sam686will need to go..
00:10:14sam686 has left
00:19:45koda Quit (Quit: koda)
00:25:01kaenstarting to think that these TNL objects aren't meant to be deleted by me...
00:25:11raptoroh no!
00:25:13raptoryeah..
00:25:15raptoruh
00:25:18raptordon't mess with TNL
00:25:18kaen slaps forehead
00:25:32kaenso that really wasn't a memory leak to begin with
00:25:43kaenwow
00:26:04kaenso much wow right now... I spent like the last week trying to think of ways to fix it
00:26:37kaenI even experimented with writing an InjectablePointer template class
00:26:44raptoroh yikes
00:26:50kaenso anyway
00:27:03kaenI just new() these in the constructor and don't touch them?
00:27:24raptorwhich ones?
00:27:26kaenSocket
00:27:29kaenand Address
00:28:19raptorhmm
00:28:28raptorcan you use them without 'new' ?
00:29:09kaenwell, they need to be pointers so I can inject a pointer to a derived class
00:29:21kaenfor Mocks
00:30:43raptorhmmm
00:31:41kaenvalgrind doesn't complain when I run it against the test executable with full leak checking
00:31:47kaenusing new() and no delete...
00:31:55raptoractually
00:32:01raptorthose should probably be deleted..
00:32:04raptorbut
00:32:25raptorI guess I don't understand how Mocks is supposed to work
00:32:41raptorall other TNL usage of those classes doesn't invoke 'new'
00:33:09kaenhmm. I tried with non-pointer members
00:33:18kaenand I wasn't able to fully mock them somehow
00:33:39kaenI was wrong anyway about valgrind
00:33:47kaentotally complains
00:33:57raptorhah
00:34:41raptorare you just putting it in the destructor: delete mSocket; ?
00:35:15kaenyep
00:39:45kaenokaayyy.....
00:39:53kaenrunning in valgrind doesn't segfault
00:39:58kaenrunning without valgrind it does
00:40:38BFLogBot Commit: cc14b32adcc8 | Author: buckyballreaction | Message: Clean-up master commands. This is slightly less insane: - add /pm command that replaces old / private message command - fixed sending private messages (they were sending to everyone else but recipient) - cleaned up some of the logic
00:43:07kaenwow
00:43:15kaenDebian has vim highlighting for valgrind output
00:43:27raptorwhoa
00:43:32kaenI'm so linux right now
00:43:33Flynnn Quit (Quit: Leaving)
00:48:39kaenokay...
00:48:51kaenso valgrind complains about double free if I delete
00:48:55kaenand leaks if I don't
00:49:08raptorso
00:49:22raptoris that class cleaning it up twice? maybe because of inheritance?
00:50:10kaenHttpRequest has no ancestors or descendents
00:51:28raptormaybe..
00:51:37raptormaybe remove the virtual destructor?
00:51:43raptorthe 'virtual' keyword
00:55:15BFLogBot Commit: b3211a102be9 | Author: buckyballreaction | Message: Fix come compiler warnings with master
00:56:48kaenno luck.
00:57:16raptormaybe the next option is to sleep on it..
00:57:31kaenyep
00:57:37kaenmy thoughts exactly :)
00:58:07BFLogBot Commit: 23245e85ad02 | Author: buckyballreaction | Message: Fix another master compile warning
00:58:20raptorok then.. good night for me too
00:58:47kaennight
00:58:52raptor Quit ()
01:05:24koda has joined
04:42:40Watusimoto_ has joined
06:31:44Watusimoto_ Quit (Ping timeout: 256 seconds)
09:20:22watusimoto Quit (Quit: Leaving.)
09:23:25raptor has joined
09:23:25ChanServ sets mode +o raptor
09:23:47kaenmorning
09:23:53raptormorning!
09:24:50raptorthe forums feel quiet...
09:24:59raptormaybe there's off-topic stuff I don't know about..
09:25:22kaenI've noticed that too
09:25:26kaenbut not as far as I know...
09:25:45raptoreveryone is enjoying good weather maybe..
09:26:12kaenI hate good weather so much...
09:26:40raptorit tempts me to get away from computers!
09:27:37kaenmostly just because I have really bad allergies
09:27:49kaenI like hiking and stuff in like late fall
09:27:55kaenwhen everything isn't blooming
09:28:02raptoraww man - that's no fun... yeah autumn is probably a better season
09:31:03kaenhmm.... not sure if I broke uploads on the server or if I'm just timeing out...
09:32:37bobdaduck has joined
09:33:07BFLogBot Commit: 5f5dc4f49b9c | Author: kaen | Message: fix memory leaks in HttpRequest and HttpRequestTest
09:33:09BFLogBot Commit: 808dc8d61d47 | Author: kaen | Message: merge
09:33:24kaenhappily I was just timing out
09:33:25kaenmaybe I should raise the default
09:35:01raptoryou fixed the leaks?
09:35:11raptorwas it just late-night-syndrome?
09:35:50kaenyes
09:36:00kaenand also valgrind is foreign territory to me
09:36:22kaenbut now I love it
09:36:27raptori see you delete and recreate mRemoteAddress one after the other?
09:37:25kaenin setUrl?
09:37:35raptoryes
09:38:09kaenoops, didn't realize it had a mutator
09:38:54kaenwell, actually
09:39:06kaenthat function is called in the constructor and also in the tests
09:39:15kaenso it may or may not have a mRemoteAddress
09:39:34kaenso I delete the pointer just in case (it's initialized to NULL) and then reallocate
09:40:07raptorand you're sure you can use normal members, instead of pointers?
09:40:18raptor(I don't understand Mocks)
09:40:19kaenI'm sure I can't
09:40:30raptor*can't, yes
09:40:59raptorwhat about a smart pointer?
09:41:10kaennot sure exactly how those work
09:41:36raptorto me they're sort of like a bandaid for when you actually need to use pointers
09:42:15raptorI know the TNL smart pointers are quite useful, but they only work on TNL::Object classes
09:42:53raptorthe TNL::SafePtr guarantees the data is NULL when the pointer is deleted
09:42:57kaenSocket and Address are POD I think
09:43:43kaenwell, not POD but they have no ancestors
09:44:02kaenso therefore are not TNL::Objects :/
09:44:11kaenlooking at boost shared pointer stuff now
09:44:33kaen(it would be really nice to have an easy solution because this will be a recurring problem in testing)
09:44:57raptorTNL::RefPtr and boost::shared_ptr are objects that auto-delete themselves once it detects all usages of itself are over
09:45:15raptorso you don't need to do 'delete'
09:45:56kaenas far as mocks: for example a MockSocket lets me set what the error codes will be returned by the Socket methods whereas a real socket is subject to the actual network conditions.
09:46:24kaenand so I set the object I'm testing to use Mocks instead of its real dependencies, and I'm able to test successes and failures without physically recreating them
09:47:13kaen(the mock does nothing except respond however I tell it to)
09:50:32kaenokay, testing some shared_ptr stuff now
09:50:36kaenhi bobdaduck
09:50:43bobdaduckSADHJUILFOVQHWU;VNASDFfdal
09:50:55kaenwe tested an 8k vertex wall last night in 019
09:50:59bobdaduckrofl
09:51:04bobdaduckhowd that go
09:51:05kaenworks like a champ
09:51:16kaencharm?
09:51:23kaenanyway, it's functional
09:51:37raptorkaen: did you try BigData after sam686's fix?
09:51:42kaennot yet
09:51:49kaenglad you mentioned, I would have forgotten
09:52:28BFLogBot Commit: 948ba5550da3 | Author: kaen | Message: fix memory leak in parseLevelLine
09:54:26raptorkaen: some interesting insight into pointers: http://stackoverflow.com/questions/1931126/is-it-good-practice-to-null-a-pointer-after-deleting-it
09:54:36raptorran into that last week, in fact
09:55:18raptorbecause deleting the data to which a pointer points, will not set the pointer to NULL
09:56:07raptorthen if you use the pointer again, there's no telling what data you'd get
09:56:26kaenindeed
09:56:28raptor(which you probably already know, but this bugged me for a while)
10:21:02kaenwow shared_ptr is amazing.
10:21:16raptoryeah - it actually is part of c++11
10:21:49kaenI saw that :)
10:22:20kaenvalgrinding right now. the tests pass at least
10:23:26raptorI have two issues with shared_ptr:
10:23:33raptor1. a pointer is being used
10:23:46raptor2. boost is being used
10:23:53raptor:)
10:25:21BFLogBot Commit: 88274845c0ee | Author: kaen | Message: use shared_ptr in HttpRequest and HttpRequestTest
10:30:03raptoryay no more deletes
10:30:14BFLogBot Commit: 88d514b7adfd | Author: kaen | Message: really fix parseLevelLine memory leak
10:30:34kaendelete[] vs. delete is news to me
10:30:41raptoroh yeah
10:30:51raptorthat evil has struck before
10:31:27kaenonly one valgrind error left in the test exe
10:32:53BFLogBot Commit: 2e6f0176daba | Author: buckyballreaction | Message: Make FindMySQL cmake module more robust
10:32:55BFLogBot Commit: 728131b06bb7 | Author: buckyballreaction | Message: Actually allow master to compile with MySQL. Also provide a cmake option MASTER_MINIMAL to force master be built without MySQL
10:33:49raptorI'm officially sick of the master code now..
10:33:57kaenheh
10:33:58raptoroh and cmake..
10:34:09raptorman, I learned more than I ever wanted to..
10:34:10kaenI would be too
10:34:22raptorbut at least we 2 build platforms unified!
10:34:24raptor*have
10:35:05raptorIf watusimoto comes back, I'll ask if I can start cleaning up the old msvc project files..
10:37:22raptori apologize ahead of time
10:37:28raptorwhat do astronaut's eat for dinner?
10:37:38kaendo tell.
10:37:38raptorlaunch meat
10:37:46kaen:|
10:38:00kaenI'm chuckling a little bit though
10:38:48raptorsome of these jokes have attribution
10:39:01raptori'm not sure I'd want my name on them..
10:40:14bobdaducklol
10:40:25kaenlol
10:41:22raptoroh my goodness, someone is playing the first map I ever made on kaen test
10:41:30bobdaducklol
10:41:33bobdaduckWhich is that?
10:41:56bobdaduckoh right
10:44:16raptori made several amateurish mistakes on the map
10:44:22raptor(which I still make, I'm sure)
10:44:39raptorlike huge map, random mines, annoying regenerating hostile turrets
10:45:06raptori think it was for the 'no right angles' contest
10:55:24bobdaduckYou don't really make maps
10:55:42raptornope, I make pictures
10:55:43bobdaduckSo still making ameturish mistakes isn't really relevant
10:55:45bobdaducklol
11:12:39koda Quit (Ping timeout: 264 seconds)
11:36:18BFLogBot Commit: cb1f06350f64 | Author: kaen | Message: backout 212f4e521e63 and use RPCGuaranteedOrderedBigData for s2cAddWalls
11:36:21kaenBigData is awesome
11:36:31kaensam is like a soft-spoken genius
11:36:48raptortell me about it
11:36:54raptorso it works
11:37:03kaenfor at least 1024
11:37:12kaenpresumably for all lengths greater than that as well
11:37:44kaen2048 vertices takes me like five minutes to get through clipper
11:37:52raptorha
11:38:03watusimoto has joined
11:38:03ChanServ sets mode +o watusimoto
11:39:15raptordoes it take that long if the vertices aren't so close together? (I'm thinking about last nights 'sine' wave)
11:42:22kaenactually I'm testing on a proepr sine wave now :)
11:42:34kaenbut let me try increasing its size
11:44:23kaenokay
11:44:32kaenit does seem to take less time if the vertices are further apart.
11:44:37kaenwhich I did not expect
11:44:52Watusimoto_ has joined
11:45:03kaenoh, I see
11:45:30kaennope, I don't
11:45:32kaennevermind.
11:46:25raptorI think the closer together they are, the mor the chance of overlap (due to width of wall) and therefore clipper has to handle more clipping
11:49:33kaenwell, anyway I made a really good tool for removing unneeded vertices from objects
11:49:45kaenso no one should ever actually need 2048 verts in a wall
11:50:23raptori wouldn't put it past quartz or bobdaduck
11:50:37kaenme either
11:50:47bobdaduckThe bigger problem is max object limit
11:51:00kaenisn't that like 2k objects?
11:51:04bobdaduckyeah
11:51:04raptor1024
11:51:08kaenoh
11:51:12bobdaduckThat's the one we keep hitting
11:51:15raptorits a network ghosting id limit
11:51:24kaenoh my
11:51:29bobdaduckI don't care what it is, its annoying.
11:51:37kaenyou seriously hit that?
11:51:48kaenwell, I guess with projectiles and levelgens
11:51:51bobdaduckonce a month or so
11:51:55kaenturrets
11:51:58bobdaduckEasy example is rave party]
11:52:04bobdaduckIf you look at the screenshot on pleiades
11:52:10kaenare you generating objects there?
11:52:11bobdaduckyou notice half the forcefields are just... Missing?
11:52:14bobdaduckno
11:52:17kaenoh
11:52:22kaenyou just pasted a bunch?
11:52:27bobdaduckno?
11:52:37kaenhow did you make 1024 things?!
11:52:41bobdaduckUh
11:52:52bobdaduckVery carefully.
11:52:57bobdaduckI dunno
11:53:03bobdaduckI just hit it
11:53:19kaenokay
11:53:27raptorlook at: tnlGhostConnection.h
11:53:28bobdaduckRave party was actually going to be way bigger than this but we had to stop early because we hit the object limit ten minutes in
11:53:32raptorGhostIdBitSize = 10
11:53:49raptorthis would involve some major TNL changes..
11:54:40bobdaduckjust remove all arbitrary limits in the game
11:54:55kaenyou are an arbitrary limit :P
11:55:07bobdaduckNo I'm an arbitrary unlimit
11:55:11raptorso basically what happens is once the client has more than 2^10 ghosted objects, the ID will wrap around and some objects will disappear when others come into view
11:55:14kaenwell stated.
11:55:20raptoralso
11:55:28raptorthis is actually not arbitrary
11:55:46raptorsince bit size increase would increase packet size
11:56:11bobdaduckWhich would make things laggier
12:01:02kaenI'm seeing what happens at 16
12:01:58raptoryou should turn on network logging
12:02:17raptorat least, I think there was some way to turn on displaying packet sizes
12:03:12kaenokay, so I was able to increase the number of objects that could stay in scope
12:03:17kaenI hit a tracepoint though
12:03:31kaenbut only once I was past the previous limit...
12:04:03Watusimoto_ Quit (Ping timeout: 256 seconds)
12:04:29raptoryou should get bobdaduck to get you a crazy level, turn on packet-size logprinting and compare with old value
12:05:10raptoror even just make a level with thousands of non-moving resource items
12:11:03bobdaduckI have a level with thousands of always-moving resource items
12:11:05bobdaduckdoes that count?
12:11:26kaenI just made one
12:11:35kaenhooray for exponential growth \o/
12:11:38raptorit's easier to see the problem when they're not moving because all the objects then stay in scope on the c-map
12:11:44kaenyes
12:11:46bobdaduckOr you could just make blizzard control make 1000 resources
12:11:47raptorso you can see when you hit the limit
12:12:17bobdaduckAight I'ma go find some food to drink
12:12:21bobdaducklaters
12:12:27bobdaduck Quit (Remote host closed the connection)
12:14:07kaenso I hit the assert
12:14:16kaenbut if I hit 'c' in gdb everything works fine
12:14:55kaenoh, until I start moving the resources
12:15:42kaenand them some invalid packet
12:15:43kaenokay
12:15:47kaennontrivial.
12:16:21kaen1024 is a reasonable limit to me anyway
12:16:37raptori remember now that's what happened when i upped the limit to 12 (over a year ago)
12:20:56raptor"invalid packet" tends to make me abandon the current course
12:28:03kaenindeed I ahve
12:28:03kaenhave
12:53:04bobdaduck has joined
13:06:22kaenI've got BigData working with lineitems
13:11:31bobdaduckyey
13:21:04LordDVG has joined
13:21:26raptorooo
13:21:29raptorshow me show me
13:22:07kaeneh... hold on
13:22:41kaenI guess can commit without fixing the lua function for just a minute
13:23:08raptorthat's ok, i'll be patient
13:25:31bobdaduckYou guys can't join a game hosted from my work computer right?
13:29:12raptornope
13:29:21raptorin other news, is this infographic correct?: https://lh5.googleusercontent.com/-XIAciaq2Aa0/UD1-O3GKSkI/AAAAAAABXFU/DMvlxmr64WI/w671-h629-no/imgpress.jpeg
13:29:58bobdaduckhuh.
13:30:10bobdaduckI'm not sure.
13:30:32bobdaduckI'll have to check with some people
13:44:01bobdaducklevel finished!
13:44:03bobdaducknow for the fun part
13:44:28bobdaduckReadjusting the position of every single forcefield projector and turret on the map
13:44:40raptorhooray!
13:48:03BFLogBot Commit: 994003a6b0a9 | Author: kaen | Message: fix ID parsing
13:48:04BFLogBot Commit: 3aba672fdc0e | Author: kaen | Message: use BigData RPC for LineItem geometry
13:49:13kaentest server is up
13:49:25kaengoal zone should flip the lineitem vertically
13:49:44raptorok compiling
13:49:51kaenback in a few
13:49:56raptorside question - what are the changes you've been making to gameLoader?
13:50:00raptorok
13:50:17raptorserver password?
13:51:23kaen oops
13:51:36kaenrehosting sorry
13:53:45kaennevermind raptor
13:53:53kaenI added an editor bug >.<
13:54:14kaenthose changes to gameLoader were to remove the line and file length limits
13:54:27kaenwhich also removed that parser junk
13:59:49BFLogBot Commit: 13c61853af7a | Author: kaen | Message: only use s2cSetGeom when needed
13:59:58kaenfixed the crash; tested an 8kv LineItem
14:00:04kaenworks great
14:00:56raptorgreat!
14:20:28Watusimoto_ has joined
14:25:50kaenautogenerated polywall decorations: http://imgbin.org/index.php?page=image&id=13511
14:26:39kaenthanks to the newly lifted vertex limit :P
14:27:04raptorneat!
14:27:06bobdaduckcool
14:27:36bobdaduckI need three more weapons for DnD...
14:28:03bobdaduckMaybe just one.
14:28:09bobdaduckWhat goes with "sensor + armor" thematically?
14:29:10raptora clairevoyent turtle
14:29:11kaenthrowing axes
14:29:30kaenoh wait, yeah clairevoyent turtles
14:29:33bobdaduckrofl
14:29:49bobdaduckGreat! So... What weapon do clairvoyant turtles use again?
14:33:42kaenyou should make it so they get the weapon of whoever's nearest to them
14:33:43kaenin recognition of the fact that it's the worst possible loadout
14:33:57raptorhahaha
14:33:59raptori like it!
14:34:20koda has joined
14:39:13bobdaduckLevelgens can't do that
14:40:29raptorlevelgen can do anything!
14:40:40bobdaduckNot until 019 they can't
14:41:10bobdaduckOkay nevermind I see a way to make it work. AND I'M NOT PROGRAMMING THAT.
14:42:25bobdaduckOkay maybe I will.
14:42:25bobdaduckMAYBE.
14:42:27bobdaduckNo promises.
14:45:43bobdaduckOkay problem
14:45:45bobdaduckSo
14:45:54bobdaduckWhat happens if two mimics are near each other?
14:52:52raptorthey get all swords? or no swords
14:55:02bobdaducklol
14:55:35bobdaduckUgh this hard
14:58:54bobdaduckIT DIDN'T CRASH
14:59:00bobdaduckIT JUST INFINITE LOOPED AND FROZE.
14:59:06bobdaduckProgress!
14:59:20bobdaduckoooh shiny
14:59:33bobdaducklevelgen error: In method onTick(): Not enough memory
15:03:56bobdaduck Quit (Remote host closed the connection)
15:04:57kaengratz!
15:11:40LordDVG Quit (Remote host closed the connection)
17:04:27koda Quit (Quit: koda)
17:18:16Watusimoto_ Quit (Ping timeout: 246 seconds)
17:33:03raptor Quit ()
18:14:38fordcars has joined
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18:15:09fordcarshttp://bitfighter.org/node/46
18:15:25fordcarsI think qwebirc is down
18:16:16fordcarsyes it is, ok
18:19:46Platskies Quit (Ping timeout: 256 seconds)
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18:35:45Platskies has joined
18:41:17sam686 has joined
18:41:17ChanServ sets mode +v sam686
18:46:24SolumnMushroom has joined
18:47:14SolumnMushroomHello all!
18:48:42fordcarshi
18:48:59fordcarswasssup
19:05:09fordcarsso SolumnMushroom , did you get your operating system working?
19:05:13fordcarsWhatever it is
19:05:19SolumnMushroomNot yet
19:05:40fordcarswhat are you using?
19:09:28bobdaduck has joined
19:11:34bobdaduck Quit (Remote host closed the connection)
19:34:32bobdaduck_ has joined
20:00:45kaendoes anyone want to... play bitfighter?
20:04:02fordcarsI have to work :(
20:04:15fordcarsI might be on in around 5 minutes ;)
20:05:17fordcarsor maybe you can lure raptor, bobdaduck_, Platskies or SolumnMushroom by typing their names or something ;)
20:06:40PlatskiesYou lured me
20:06:55PlatskiesI can't play tho too, sorry
20:07:01fordcarsawww ok ;)
20:07:42fordcarsWe need to play Bitfighter some day though
20:08:19PlatskiesOh I can play a few games actually :P
20:08:40fordcarskaen
20:08:52fordcarsnow or later?
20:08:58kaenI'm ready now
20:08:59Platskiesnow
20:09:01fordcarsok
20:09:04fordcarsthen :P
20:09:11fordcarslet's play
20:09:11Platskiesjoin LittleMonkey :P
20:26:15Platskies Quit (Remote host closed the connection)
20:33:28SolumnMushroomWell, that was fun
20:33:30fordcarstime for Timbits! (munchkins)
20:33:35fordcarsyeah it was!
20:34:25SolumnMushroomUntil I got spawnkilled by bots
20:34:36SolumnMushroomThat was just rude
20:51:31bobdaduck_okay guys
20:51:32bobdaduck_who's here
20:51:41bobdaduck_map unveiling?
20:52:40fordcarsreally? by the way your bot is reeealy complicated
20:52:47bobdaduck_Excellent
20:52:48bobdaduck_so is the level
20:53:15fordcarsBut I managed to make it work, nearly. I still have to make the bot go to the loadout (the actual movement)
20:53:32fordcarswhich bugs for now
20:54:09bobdaduck_actually
20:54:11bobdaduck_you can skip that part
20:54:17bobdaduck_join my server I'll show you
20:54:18fordcarswha
20:55:28fordcarscrash
20:55:29bobdaduck_kaen would you be willing to troubleshoot my DnD code?
20:55:31bobdaduck_yeah sorry
20:55:33bobdaduck_forgot about that
20:55:37fordcarshaha
20:55:42fordcarsanyway, thanks
21:03:06bobdaduck_fordcars, kaen, want to test my new map?
21:03:33fordcarsok, I was just modifing your bot 0.0
21:21:00BFLogBot Commit: 7432f983ada4 | Author: sam8641 | Message: increase object limit from 1024 to 4096
21:23:37fordcarsbrb
21:23:42fordcars Quit (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
21:40:18SolumnMushroomTime for bed
21:40:22SolumnMushroom Quit (Quit: Leaving)
21:44:22kaensam686, !
21:51:15raptor has joined
21:51:18ChanServ sets mode +o raptor
21:51:47kaenand it works, too!
21:53:52raptorwhoa sam686
21:53:58raptordid you just do what I think you did?
21:54:04bobdaduck_lol
21:54:12kaenhe did indeed
21:54:15bobdaduck_raptor kaen come see my new level?
21:54:27raptorok
21:55:38kaenraptor, I made this level to test the object limit: http://sam6.25u.com/upload/limit.level
21:55:53kaeninteresting behavior when you cross the threshold, as a side note
21:58:41sam686g
22:14:47Platskies has joined
22:17:54raptorkaen: good test!
22:19:28Platskies Quit (Ping timeout: 256 seconds)
22:23:08kaenthanks :)
22:23:51raptorwell, 4096 should be enough for anybody!
22:24:19raptornow the question is if 2 extra bits everytime an object moves is going to be a lot...
22:26:34kaena good question indeed
22:30:59bobdaduck_raptor
22:31:06bobdaduck_lua function for making something case insensitive?
22:51:09sam686tnl ghost writepacket actually sends 4 bit once which is number of bits to send for index, then the index size data might be 5 bit if 32 objects is active or 11 bits if 1025-2048 objects is active..
23:10:27bobdaduck_footloose says tell rapto I bully her
23:12:59raptorbobdaduck_: lowercase everything then compare
23:13:08bobdaduck_yeah, how
23:14:09raptorlike this: local lowerCaseMessage = string.lower(message)
23:14:24raptor(I think)
23:15:11raptorthen you can always compare the message to a predefined string that is lowercase
23:15:58raptorsam686: oh, so it's dynamic?
23:16:02raptorthat's neat!
23:16:20raptorbobdaduck_: don't bully footloose
23:17:35bobdaduck_lol
23:29:45bobdaduck_function arguments expected near 'local'
23:29:46bobdaduck_ local modName = string.lower(valName)
23:31:05kaensyntax error before that?
23:31:13kaenyou should start using vim...
23:31:50raptoryeah... i don't see why that is brok
23:31:56kaenit highlights syntax errors in red as I type, and when I highlight and hit the equals key and it auto formats my code
23:33:49kaenis there any chance we could remove the license stuff from the headers? and just put it in LICENSE?
23:34:06raptori was just thinking about that the other day...
23:35:10kaenI mean, we're definitely not legally obligated to have it there
23:35:47raptoryeah, here's how naev does it: https://github.com/bobbens/naev/blob/master/src/ai.c
23:36:06kaenboom
23:36:09kaensounds good to me
23:39:53raptoryeah - i say we run it be watusimoto, then start culling
23:39:58raptor*by
23:44:51sam686 Quit (Ping timeout: 245 seconds)
23:46:27raptori'm heading to bed early... good night folks!
23:47:05raptor Quit ()
23:49:08bobdaduck_lol

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