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IRC Log for 2013-06-27

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07:45:41kaenand now, for my latest trick:
07:45:47kaenBFBuildBot, a2l 0x0000000000514a48
07:45:47BFBuildBotHttpRequest.cpp:235
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08:57:16raptorkaen: did you just type in an offset and BFBuildBot responded with the source location?
08:59:25kaen_ has joined
08:59:53kaen_On my phone, but yes
09:00:18kaen_It runs against the last mingw build
09:01:56kaen_Also, had to monkey patch buildbot from the config file to add it... Lots of duct tape
09:02:32raptoroh, so it is a feature you added?
09:02:36raptor(not built in)
09:02:48kaen_Yes
09:04:01raptorcool!
09:04:45bobdaduckDoes lua support spaghetti code?
09:05:01raptorof course it does
09:05:11bobdaduckExcellent thanks
09:05:28raptorin fact, i remember one dnd.levelgen that had *7* control blocks...
09:05:37raptor7 nested ones, i meant
09:05:56bobdaduckThat's not spaghetti code
09:06:03bobdaduckThat's just nested control blocks!
09:11:04raptorwell actually - the 'goto' statement wasn't added until Lua 5.2 (we use 5.1) so.. maybe it doesn't have spaghetti code?
09:12:16bobdaduckDang
09:12:20bobdaduckI needed that
09:13:56raptorwait wait wait... Lua has the 'break' statement?
09:14:01raptorhow did I not know this??
09:14:21bobdaduckHow did you not know that?
09:14:33bobdaduckEven I knew that and I don't even know what it does
09:14:54raptorit lets you maximize performance
09:14:58raptorin loops
09:15:14raptorso for instance, in your spawn-checking loop you made the other night
09:15:25raptorafter setting the variable, foundSpawn = true
09:15:31raptoryou put a 'break'
09:15:56raptorand that way it won't search the rest of the loop (and save a few CPU cycles)
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09:51:40Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
09:51:40Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 UTC 2013
09:51:40-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.
10:15:56koda Quit (Ping timeout: 256 seconds)
10:37:18raptori've found what looks like an eyelash in a package of smarties
10:39:28raptorneatly pressed into one of one of the candies
10:39:49bobdaduckcool
10:40:50raptorwith our bots, we have more people in IRC than #xpilot !
10:42:26bobdaducklol
10:42:50bobdaduckwhat's this xpilot?
10:44:52raptorit's a game, not unlike bitfighter
10:44:55raptorbut much, much older
10:44:59raptorand uglier
10:45:10raptorhttp://www.xpilot.org/
10:46:14bobdaduckLooks like a crappier version of bitfighter
10:46:32bobdaduckWith the major difference of them having a wikipedia page and we don't.
10:46:46raptori found a windows port: http://xpilot.sourceforge.net/
10:47:03raptorWOW, the windows port has textured walls!!
10:47:25raptorit has loads of different weapons...
10:48:11bobdaducklol
10:49:27raptorsomeone even ported it to iOS: https://itunes.apple.com/app/id322114791
10:54:13raptorhuh
10:54:34bobdaduckBack when we had a wikipedia article it was our greatest source of traffic xD
10:54:43watusimoto Quit (Read error: Connection reset by peer)
10:54:57raptori wonder if we could solve our dual-axis-on-mobile problem by just forcing relative controls and just using the ship aim that way
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10:55:09bobdaduck...yeah?
10:55:17raptordoes that make sense?
10:55:28bobdaduckI thought we'd already established that we'd have to do that
10:55:40raptoronly allow movement: forward/backward spin left, right
10:55:48raptorbut only shoot where you're pointing
10:55:52bobdaduckyeah
10:56:07raptorwhy did that just click in my head now??
10:57:01bobdaduckBecause xpilot has a iphone port.
10:57:10raptorkind of a hybrid between our dual axis and relative mode...
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11:05:54raptorCpt. Cool is online!
11:07:13bobdaduckThat's cool.
11:10:34raptorkaen test - oh how I miss thee...
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11:36:13bobdaduckraptor
11:36:55bobdaduckare you aware that on footlooses facebook page, her political views are as follows: "raptor for president."
11:36:56Watusimotohi
11:36:57bobdaduck?
11:37:02Watusimotoquestion for raptor or kaen
11:37:21Watusimotoif I add a new class to the project, I need to list it in cmakefiles.txt in the zap folder, right?
11:37:35Watusimotoand if so, it's supposed to some how get picked up by VC++, right?
11:38:46raptorbobdaduck: what!?
11:38:59raptorWatusimoto: correct
11:39:03bobdaduckJust sayin'
11:39:23raptorvc++ will detect a change in CMakeLists.txt, rerun cmake, and slurp in the new class file
11:39:30Watusimotohmmmm.... it seems to be not working...
11:39:31raptorbut it may force you to reload the project...
11:40:55raptorbobdaduck: well... I'm not good at talking politics... i'd offend too many people
11:41:13WatusimotoI tried restarting vc++. Ok, well, for the moment I'll add it manually and see if the auto build kicks in later. maybe it's a scheduled thing
11:41:44raptorWatusimoto: you can always (via command line, in the 'build' folder) rerun: cmake -G "Visual Studio 10" ..
11:41:59Watusimotook, will try that
11:42:06bobdaduckI don't believe it. I don't think you've offended anyone in your life.
11:42:46Watusimotothat certainly worked!
11:43:31raptorfor example - my mother-in-law was in town and recently talked about convincing one of her daughters (not my wife) to pluck her eyebrows; I then responded by saying "why would anyone inflict self-torture upon themselves"
11:44:13raptorshe kindly evaded my question and I then realized that she probably plucked her eyebrows...
11:44:18bobdaduckxD
11:44:47raptorbut she likes my kids enough that I think she'll let it pass...
11:45:03raptortada! offended someone
11:45:50raptorWatusimoto: good!
11:46:00bobdaduckI'm not sure that counts as "offended" xD
11:46:59bobdaduckShe'd probably vote for you anyway
11:47:25Watusimotook, dinner!
11:49:01raptorand just the other day, I told a neighbor girl to not get me sick (she was hacking up a lung as I was fixing her bike) because I have a newborn at home..
11:49:41raptorand she promptly disappeared from view with a downtrodden look...
11:49:56raptorI think I'm just bad at social niceties...
11:50:49bobdaduckShe'd probably still vote for you too
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12:57:47kaen raptor, Watusimoto, regarding #8 on http://bitfighter.org/wiki/index.php/Running_Bug_List , looking at sam's "workaround" makes me think that's a legitimate fix
12:57:54kaendoesn't it clear out the environment?
12:58:15raptoryes
12:58:20kaenI'm pretty sure that needs to happen in case the user pollutes it
12:58:38raptorI didn't fully understand what was going on which is why I made a note
12:58:38kaenin short I think #8 is solved if that stops the leak :P
12:59:19raptorwell - I sort of agree :)
12:59:28kaendon't the bots use some crazy global table for performance?
12:59:39raptorbut I want to understand what's going on... and I think Watusimoto knows how the bots are set up better..
13:00:12kaenif they do use globals, this would explain the leak *and* why clearing the environment fixes it
13:00:42raptorthe LUA_REGISTRYINDEX is the global table
13:01:13raptorit would be nice to document that area a little better I think..
13:01:30kaenI mean a global within a lua script (hanging on the environment table)
13:01:46WatusimotoI used to know how the bots are set up better :-)
13:01:47kaenand by global table I mean for findobjects or something
13:02:37Watusimotoso each bot should have its own private environment
13:02:46Watusimotoany globals set therein should be local to that bot
13:02:52kaenyes, that's what I mean
13:02:56raptori *think* what it's doing is creating an environment and putting it in the Lua global registry under the scriptId
13:02:58Watusimotothere are some universal objects, however, such as the registry
13:03:10Watusimotothat bots shouldn't pollute, but I suppose potentially could
13:03:32Watusimotobecause we (I anyway) have done verly little hardening of things agains malicious bots
13:03:46kaenokay, what I'm referring to is the locally global (per-script) table that bots use to cache findobjects queries
13:03:48raptorah... so our leak was because we kept creating an environment for the bot, but never cleared it?
13:04:01Watusimotoso sam's fix is just two lines?
13:04:10Watusimotolua_pushnil(L);
13:04:11Watusimotolua_setglobal(L, "e");
13:04:18raptoryes
13:04:20kaenraptor, I think specifically by not clearing the reference to it we inhibited gc
13:04:30kaenbut yes, what you said
13:04:58raptorah
13:05:06kaenI think the findObjects table x 50 over and over again
13:05:19kaencould grow rather large.
13:05:26Watusimotoso probably something was causing the environment not to be deleted when the script was finished; setting it to nil would free the memory it was holding
13:05:35raptorkaen: are you talking about something else?
13:05:38kaenyes, that's my hypothesis wat
13:06:02Watusimotoso yes, it seems a reasonable fix
13:06:04raptorWatusimoto put in a warning somewhere with findObjects() about putting in a table..
13:06:12Watusimotofor a problem that shouldn't really be happening
13:06:27raptorso you don't incur the overhead of creating one each tick...
13:06:34kaenright.
13:06:39Watusimotooh yes, that
13:06:44Watusimotonow I know what you are talking about
13:06:49kaenokay :)
13:06:55kaenthought I was going crazy for a moment...
13:06:57raptorhe's having two conversations with us at once!
13:07:28WatusimotoI may have written a passthrough in lua_functions (or whatever it's called) that provides the table
13:07:37Watusimotobut I may have also removed it... not sure
13:08:43Watusimotothat memory visualizer is way cool
13:10:37Watusimotoso... are we deciding something, or is everything cool at the moment?
13:11:10raptoruhh
13:11:25raptorI guess I'll concede the bug is fixed...
13:11:38raptorbut i wanted to discuss it, which has now been done
13:11:47Watusimotook!
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13:15:32SolumnMushroomNow on MintPPC 9.3
13:17:11kaen"Disable fast regen when standing still trying to build something with engineer"
13:17:24raptoryeah, i wrote that but i don't remember what that means
13:17:31raptorcame from Quartz, I think
13:17:34kaendoes it regen too fast?
13:17:37kaenok
13:18:05kaenI'll take a look, but I feel like we should apply normal fast regen rules even when you're mid-engineer
13:18:21raptori think it means if you: 1 have engineer equiped, 2 are near a wall with the marker-square looking to place, then don't do fast energy regen
13:18:41raptorbut implementing that seems like more of a hassle for something that might not really matter...
13:19:07kaenloadout animations are so awesome
13:19:21raptormaybe bobdaduck has an opinion (of course he does)
13:20:00bobdaduckhi
13:20:01bobdaduckwhat?
13:20:33bobdaduckWhat quartz is saying he doesn't like is if you're standing next to a wall with two resource items, you can pretty much build two things immediately because of fast regen
13:20:47bobdaduckI don't see what the big deal is
13:21:09bobdaduckbut then I hate engineer anyway and I'm like "of course its broken! Its supposed to be broken!"
13:21:26kaenokay
13:21:36kaenplacing an engineer item doesn't reset fast regen
13:21:46kaensimple fix...
13:22:36bobdaduckyeah just make it so when you place an engineered item that it stops fast regen, the same way activating shield would
13:22:42bobdaduckWhat am I having an opinion on?
13:22:47kaenthat.
13:23:05bobdaduckOh.
13:23:06bobdaduckYeah
13:23:08bobdaduckum
13:23:12bobdaduck"delete engineer".
13:23:16bobdaduckThat's my official statement.
13:25:38raptori have this crazy idea
13:25:50raptorwhat if we did a SERVER OF THE DAY
13:26:19raptorhave a list of some themed servers that would rotate in and out each day
13:27:00raptoreach might only have 10 or so levels (or however many)
13:27:15raptorsome might have gimmicks - like bobdaduck's gladiators script
13:27:52raptoror even a dungeon server...
13:28:16bobdaduckDO YOU KNOW WHAT TIME IT IS?
13:28:21bobdaduckITS DUNGEON MONDAY
13:28:30raptoryeah, that's the spirit!
13:30:48bobdaduckWe don't have very many themed servers though.
13:31:11raptorwe'd come up with some...
13:31:24raptorwe could even use old level contest themes, etc...
13:31:35bobdaduckWe only have like four tags on pleiades
13:31:55bobdaduck(Which is really coming along, btw)
13:32:03bobdaduckstars are missing again
13:32:33kaenlooks fine to me
13:32:35kaendeep refresh
13:32:57raptorbobdaduck: run into a door, then you'll see stars
13:33:08bobdaducklol
13:33:36raptorstars are only on the edges
13:34:49bobdaduckthere's a black background covering the stars
13:34:54SolumnMushroomWant a compile fail log? http://pastie.org/8087158
13:35:22kaencouple of things:
13:35:31kaenuse the cmake build system
13:35:50kaenand actually that's the only thing.
13:36:01kaenppc isn't really supported yet (I think it's broken in cmake too)
13:36:28kaenbobdaduck, that's intentional
13:36:34kaenI welcome superior ideas
13:37:02raptorSolumnMushroom: you also need this if you're compiling 018a: https://code.google.com/p/bitfighter/source/detail?r=bb17908ca7d8
13:37:16kaenoh didn't even notice that
13:37:30kaenI thought it was from latest for some reason :P
13:37:31bobdaduckThe screenshots are falling off their thumbnails
13:37:44kaenbobdaduck, are at < 100% zoom ?
13:37:55bobdaduckoh, yep.
13:37:58kaenokay
13:38:00kaenstill a bug
13:38:08raptorI also got an openSUSE 12.2 build for ppc/ppc64: http://download.opensuse.org/repositories/home:/dbuck/openSUSE_12.2_PowerPC_standard/
13:44:22SolumnMushroomhttp://pastie.org/8087178 The openSUSE build won't really help on a MintPPC system
13:45:06raptorsure it will - get the src rpm
13:45:18raptortake a look at the patches applied and how it's compiled
13:50:12SolumnMushroomI'm getting alien
13:50:22raptorheh
13:50:35raptorisn't mintppc 9.3 old?
13:51:15kaenI think mintppc is old
13:51:20SolumnMushroomNot really. MintPPC is based on Debian 6.0. MintPPC 11 is based on Debian 7.0
13:51:44SolumnMushroom*MintPPC 9.3
13:51:54SolumnMushroomis based on 6
13:53:22raptorohhh
13:53:24raptordebian 6
13:53:25raptorok
13:53:31raptoryeah, that should compile fine..
13:53:35raptorwith the patches
13:53:42koda has joined
13:53:55kaenman... that cmake bug
13:54:00kaenI feel awful
13:54:05raptorin fact here: https://build.opensuse.org/package/show?package=bitfighter&project=home%3Adbuck
13:54:16raptorall three patches that you need are there
13:54:38SolumnMushroomwarning: bitfighter-018a-5.1.src.rpm: Header V3 DSA/SHA1 Signature, key ID 3a793e11: NOKEY
13:54:46raptoryep
13:54:54raptorI didn't sign the RPMs
13:55:19raptorso you don't really *know* that it's from me, a very well-known, trusted individual... :)
13:55:48Skybax has joined
13:56:01raptorkaen: no worries... we've released with much worse problems before...
13:56:03SkybaxI'm back. Halla
13:56:08raptorhi Skybax
13:56:53kaenwhoa
13:56:56kaenhold the phone
13:57:20kaenwe don't send the current recharge rate from server to client?
13:57:47SolumnMushroomDo I need the .desktop file?
13:58:01raptori'm not sure anymore - I think Watusimoto dabbled in that code last, and I think it just sends whether to credit energy or not
13:58:12raptori think the recharge rate might also be client-side predicted..
13:58:18raptorSolumnMushroom: no
13:58:21kaenthat's what it looks like...
13:58:56kaenin short, if I just set the recharge rate on the server side, the client is off
13:59:15kaen"simple fix"
13:59:16raptori think both client/server call the same method, right?
13:59:26Watusimotoit doesn't matter if the client is off because you hacked it...
13:59:51bobdaduckAh
14:00:03SkybaxOh, bobdaduck, you asked me what the "points" were for. It's just a way to keep track of how many exercises you've done. You can see how much you've ever done in a day and try to beat your record. For example my best is 70. Your best is 6 x)
14:00:06bobdaduckprobably a good idea
14:00:15kaenWatusimoto, actually I'm adding a fix :P
14:00:16bobdaduckoh okay.
14:00:33kaenfor #2 on the RBL
14:00:35SkybaxThe "Day Streak" is the same thing
14:00:56Watusimotogreat!
14:01:17kaenI tried in deployEngineeredItem, but that's only applying server side
14:01:32raptorSolumnMushroom: i think i can build a debian 6.0 build for you...
14:02:06SolumnMushroomThat would be very appreciated
14:02:18kaenyou have a debian 6.0 ppc machine raptor ?
14:02:29raptorOBS!
14:02:32kaenwhoa
14:02:34raptorhttps://build.opensuse.org/package/show?package=bitfighter&project=home%3Adbuck
14:02:36kaenthat's awesome
14:02:46raptorjust enabled it, let's see what happens...
14:03:17kaen"unresolvable" looks promising :P
14:03:22raptorsigh
14:03:34raptorlooks like they never actually imported the ppc architecture for debian
14:03:38raptorso... nevermind
14:06:37kaenokay... so can't we just send the client his recharge rate and energy level every so often instead of doing CSP with RPC calls to synchronize it?
14:07:54raptornot sure - Watusimoto spent a *lot* of time with it, if I recall, so he may have determined that our current solution worked best..
14:08:35Watusimotowhen would you send it? every few seconds?
14:08:49kaenmaybe add a mask?
14:09:12WatusimotoThe thing about the rpcs is they are 1) event driven and 2) guaranteed to reach the client
14:09:47WatusimotoI suppose we could include recharge rate with every packet we send to the client...
14:09:56Watusimotobut those packets are not guaranteed to arrive
14:10:11raptorand expensive!
14:10:16WatusimotoI think we have a generalized flaw in the game design because we sometimes send critical info via these packts
14:10:26Watusimotowhen I think it should proabbly be done via rpc
14:10:44SolumnMushroomAnyone have any idea how to get sound working on a Powerbook 6,7 (iBook G4 12") with MintPPC
14:10:46SolumnMushroom?
14:10:50Watusimotowhat is the issue you are trying to solve?
14:11:02SkybaxTurn up the volume
14:11:12WatusimotoSolumnMushroom: I have been wrestling with sound on mint forever; I have no solutions to offer
14:11:17SolumnMushroomIt is up
14:11:33Watusimototurn it up more?
14:11:38SkybaxMore louder
14:11:48kaenI'm trying to make the recharge timer reset when you deploy an engineered item, but that was more of an architectural observation
14:11:53SolumnMushroomIt was up to the maximum
14:11:58SolumnMushroomNo sound
14:12:19kaenI hadn't considered packet loss, but I was suggesting having an EnergyMask bit for pack/unpack update
14:12:35Watusimotook, refresh my memory -- server maintinas the official recharge rate timer; does the client do the same in parallel?
14:12:41kaenyes
14:12:48Watusimotobut they are unsynced?
14:12:55kaenwell, not now
14:13:04kaenbut when I change energy stuff I have to synch them
14:14:08kaenspecifically I duplicate the resetting logic in deployEngineeredItem and the client engineer response callback
14:14:57Watusimotoso the client resets the clock when it engineers something, and then gets a confirmation message from the server
14:17:01SolumnMushroomNevermind, sound works. Nothing was playing is all.
14:17:25SkybaxHahahaha, haha
14:18:02kaenwell it doesn't do anything right now...
14:18:16kaendeploying engineer only costs energy, but doesn't reset the recharge rate
14:18:42SolumnMushroomProbably because I went through my default blacklists and deleted all instances of my audio drivers...
14:19:44Watusimotobut you are changing that, right?
14:19:48kaencorrect.
14:20:06Watusimotodo you think there is a danger the client and server will get out of sync?
14:20:21kaenwell, I only did the server side at first
14:20:48Watusimotoone way they might is if client thinks it can engineer, but for some reason it is blocked; then timer needs to be unreset
14:21:13bobdaduckOh that already happens
14:21:18kaenwell, on the client I'll wait for a success response from the server
14:21:31Watusimotothat probably makes sense... except
14:21:35kaenoh man...
14:21:43kaendefeats the purpose of CSP
14:22:25Watusimotoif the timer is about to kick into high recharge speed when the client engineers, and does so while waiting for the server response, the energy bar will need to be rewound to reflect that it never went into high speed
14:23:01kaenanyway, manual synching energy level and consumption/recharge rate with csp seems like more trouble than it's worth
14:23:26SolumnMushroomOnly problem, there's that Mac Audio weirdness.
14:23:32Watusimotoso, maybe stream low-resolution energy levels from the server?
14:23:57kaenthat makes sense
14:24:21Watusimotoor perhaps a series of rcps that set the recharge rate and sync the level, that can be called only as needed
14:24:22kaenor just add an EnergyMask and only send the rate and current value when it's set
14:24:42raptorbut that's one more bit every packed update!
14:24:43Watusimotoand hope that packet doesn't get dropped :-)
14:25:04kaenif it does it should get fixed next time you move/shoot do anything/
14:25:14kaenwow bad slashes...
14:25:27kaenif your packet loss is that bad... well
14:25:50Watusimotoso the client and server has synchronized clocks
14:26:38Watusimotowhat if when the energy mask is set, you also sent the time at which you expect the energy meter to be full, then the client could back-calculate the appropriate energy level it should have when the packet is recieved and count from there?
14:27:19raptorquestion to the channel: Level design contest?
14:27:24Watusimotosure!
14:27:29raptortheme?
14:27:30WatusimotoFancy Desserts
14:27:39raptorhahaha, i love it!
14:27:43kaenyes.
14:27:44SkybaxxD
14:27:54kaenso it's decided!
14:28:03Watusimotoreally?
14:28:10kaenI vote yes.
14:28:11raptorsure
14:28:31kaenwell... that escalated quickly.
14:29:57Watusimotogenerally energy increases at one of two rates until it hits a maximum at which it will "self-synchronize"
14:30:18Watusimotoenergy also decreases in response to specific events, which the client (usually) knows about
14:30:34SolumnMushroom Quit (Ping timeout: 252 seconds)
14:30:40WatusimotoI say usually because there aer some cases where the client thinks it is spending energy when it really isn't
14:31:14Watusimotobut the client knows when the recharge rate is reduced (usually) because it will be in response to an action it takes
14:31:42Watusimotoand the client knows when the recharge rate increases, because it will be after a set time since the last reducing event
14:31:42SolumnMushroom has joined
14:32:05SolumnMushroomSleep works
14:32:15Watusimotoso it seems that csp is quite simple for this case
14:32:53Watusimotothere are no events (currently) that come from the server that will reduce energy
14:33:03Watusimotoand only one (hitting an energy item) that increase it
14:33:18Watusimoto(and a small delay there seems non-problematic)
14:33:40raptor2 weeks OK for the contest?
14:33:44kaenyep
14:33:45raptorentry deadline
14:33:46Watusimotoso aside from a few edge cases, there is very little syncronization required
14:33:47raptorok
14:33:55Watusimotoraptor: sure
14:35:01Watusimotothe only real edge cases relaet to the client thinking it has more energy than it really does and trying to lay a mine or something that makes a big change in energy (which the server then needs to roll back)
14:35:33Watusimotoa false attempt to engineer is another (client thinks it can, but it can't) -- again, server needs to roll back
14:35:58Watusimotoso really, it seems what we need is this rollback mecahanism, which seems well suited to an rpc, and I think we already have it
14:36:42Watusimotohow else can the client and server desync?
14:39:53raptorcontest post up
14:40:54SolumnMushroom______________________________________
14:40:54SolumnMushroom| get it fixed" |
14:40:54SolumnMushroom| |
14:40:54SolumnMushroom\ Husse Oct 8 2007 /
14:40:55SolumnMushroom --------------------------------------
14:40:56SolumnMushroom \
14:40:59SolumnMushroom \
14:41:01SolumnMushroom .--.
14:41:03SolumnMushroom |o_o |
14:41:07SolumnMushroom |:_/ |
14:41:09SolumnMushroom // \ \
14:41:11SolumnMushroom (| | )
14:41:13SolumnMushroom /'\_ _/`\
14:41:19SolumnMushroom \___)=(___/
14:41:29Skybax><)))•>°˚
14:41:34SolumnMushroomThat looked better in Terminal...
14:41:41raptorplease no spamming the channel
14:41:48SolumnMushroomSorry
14:41:56kaenokay, how about this: we create an energyinfo rpc which sends a timestamp, rate, and value for the energy. Every time we modify energy we use a wrapper which calls the rpc and performs the same operation locally.
14:42:16SolumnMushroom Quit (Quit: Leaving)
14:42:26Watusimotoand the client just counts up from these events?
14:42:47kaenwe use that "rollback" (i.e. extrapolation) you describe on the client side and then we one have logic in one place and complete, reasonably accurate CSP
14:43:08kaen*we have logic in one place
14:43:13Watusimotoso when I fire, I have to wait for the server to tell me my energy has been reduced?
14:43:49kaengah.
14:43:58Watusimotobut that's ok
14:44:07WatusimotoI know my energy has been reduced
14:44:27Watusimotoso I reduce it locally, and when the message from the server arrives, I make any adjustments necessary
14:44:50Watusimotobut one thing to be careful of... it is easy to get into a situation where the energy meter appears to stutter
14:44:55Watusimotoand it looks crazy bad
14:45:09kaenwhat if we interpolated it?
14:45:48Watusimotowell, I keep thinking that there are very few ways to get out of sync
14:46:04Watusimotoso when I fire, why do I even need to hear from the server?
14:46:19Watusimotowhat will the server tell me I don't already know?
14:47:06kaenthat's a good question
14:47:38kaenwell, for one your movements have a delay
14:48:02kaenso things could deviate from your predictions based on network conditions
14:48:21Watusimotoyour movements happen locally immediately
14:48:40kaenlike maybe if an energy item respawns in between when you send the move and when it's received
14:48:53Watusimotoand even if you are up against a wall, but don't realize that, and you move into the wall, you are still using energy the same way you would flying into space
14:48:53kaenmaking an invalid action now valid?
14:49:05Watusimototurn on turbo, and fly into a wall, you are still using turbo
14:49:18Watusimotoso energy is not impacted by any server side movement related issues I can see
14:49:24kaenhow about my last hypothetical?
14:49:45Watusimotoyou get the powerup when the server sends it ot you
14:49:52WatusimotoI think energy items should not be predicted client side
14:49:58Watusimotothey are hard to roll back
14:50:13Watusimotoso I would say for energy items, wait for a packet from the server
14:50:32Watusimotoin the same way health packs wait for server message
14:50:47kaenyou don't have enough energy to do something (client-side), but you send the rpc and before it actually arrives there's an energy pack that respawns under you, when the server receives your rpc your move is now valid. your client disagrees with the server about what just happened.
14:51:12Watusimotoso can we make that a little more concrete?
14:51:24Watusimotoyou lay a mine, but don't have the enregy to do it
14:51:24kaenhmm. I thought I just did :x
14:51:28kaenok
14:51:40kaendoes that get inhibited client side?
14:51:45Watusimotoyou hit a energy pack, pick it up
14:51:51WatusimotoI think it does get inhibited
14:51:54kaenwow
14:52:15Watusimotoso actually, I'm not sure the server would ever know you were trying to lay that mine
14:52:22kaenwell, worthless example them :P
14:52:25kaenok
14:52:29Watusimotono a good one
14:53:27WatusimotoI can't see any situation where an energy pack credit delay would make things screw up
14:53:44Watusimoto(aside from not letting you do something you technically could do)
14:54:09Watusimotobut (I think) the client will decide you don;t have the energy to do something and it ends there
14:54:19Watusimoto(though I should probably check that)
14:56:20Watusimotoso processWeaponFire() looks like it gets run on client
14:56:55Watusimotothat checks time since last fire, and checks for sufficient energy
14:58:02SkybaxI'm learning APIs. I already did YouTube and now I'm learning Mandrill..
14:58:04SkybaxWTH is Mandrill
14:59:21Watusimotoyeah, so I think that the client will just ignore a fire request if local energy is insufficient
15:04:17Nothing_Much Quit (Read error: Connection reset by peer)
15:04:28Watusimotoso there are events that will lead the client to think it has too little energy, but very few that will lead it to think it has too much
15:05:13Watusimotoand thinking you haev less energy than you do leads to very few problems from the POV of keeping things in sync
15:05:47Watusimotoso I think we should identify those situations, and send a message to the client, but otherwise let the client manage its energy itself
15:05:47kaenok, I think you've convinced me
15:06:25Watusimotoall we really need is a energy crediting system, which we should have
15:06:27kaenand I agree that we need this extrapolation mechanism you've described
15:06:31kaenoh
15:06:42Watusimotoraptor was right... I have thought about this alot!
15:06:55Watusimotothere is no real extrapolation needed
15:07:06kaenhmm, maybe I should just leave #2 to you :)
15:07:19Watusimotothe client simply increments at one of two rates
15:07:34Watusimotothat rate is chosen by how recently it did soemthing that would reset the rate
15:08:02raptori'm right about something!
15:08:05kaenthat's what I'm referring to: timer reset extrapolation
15:08:40Watusimotothere is only one server side action that can affect recharege rate, and that is a msitaken firing/engineering that will artificially supress client side energy
15:09:10Watusimotothe timer simply resets every time the client fires or moves
15:09:32Watusimotoexcept when the client thinks it is firing and the server disagrees
15:09:40Watusimotowhich is rare but possible
15:09:43raptorI think I'll even enter a level for this contest...
15:10:08SkybaxIt is just Fancy Desserts ? No other specs?
15:10:17raptornope
15:10:35Watusimotoso in the normal case, there is no need for any extrapolation
15:10:57Watusimotobecause the client knows immediately that the fast-recharge timer has been reset
15:11:21Watusimotoin the case of a disagreement, the server probably will need to tell the client, and maybe then the extrapolation would be useful
15:12:41Watusimotothough in those cases, energy will almost alwyas be in slow recharge mode
15:12:57Watusimototo get into fast recharge mode, you need to have acquired a fair bit of energy just sitting
15:13:41Watusimotoprobably enough to do most things (except perhaps lay a mine or engineer something)
15:13:44Watusimotoany expenditure of energy will reset fast recharge timer* (* I think)
15:17:46BFLogBot Commit: 61ec0433f8cd | Author: kaen | Message: reset fast recharge timer when deploying engineered objects
15:17:58kaenWatusimoto, does that look right?
15:18:38Watusimotowell...let's ahve a look
15:19:43kaenit seems to function properly
15:20:39Watusimotothat looks fine; the only problem is... hold on... looking
15:21:39SkybaxHow do I have... one of Little_Apple's levels in my levels folder
15:21:50Nothing_Much has joined
15:21:57raptorhe snuck it in somehow..
15:23:01SkybaxWeird..
15:23:40Watusimotothe only problem comes in where client thinks it deployed item, but server says no
15:23:52WatusimotoI thought we had an energy credit for that, but I don't see it
15:25:00kaenweird
15:25:06kaenI didn't notice that...
15:25:47SkybaxAnyone wanna reminisce through my levels folder with me lol
15:25:57Watusimotowe have the s2cCreditEnergy() method
15:25:58kaenClientInfo.cpp:472 Watusimoto
15:26:08bobdaduckskybax: Sure in like 30 min
15:26:11bobdaduckwhen I get home from work
15:26:16SkybaxOkay
15:26:22Watusimotohere:
15:26:23Watusimoto // Else deployment failed and we need to credit some energy back to the client
15:26:24Watusimoto S32 energyCost = ModuleInfo::getModuleInfo(ModuleEngineer)->getPrimaryPerUseCost();
15:26:24Watusimoto getConnection()->s2cCreditEnergy(energyCost);
15:26:27kaen:)
15:26:38kaentoo fast for you
15:26:40Watusimotothat looks like.... line 472!
15:27:20Watusimotoso the only loose end is that if we are crediting back the energy, we really should be creditning back the fast recharge timer time
15:27:32Watusimotootherwise server will go into fast recharge mode and client will still be in slow
15:27:58kaenohh
15:28:07Watusimotonot the end of the world, but perhaps we could change the c2scredit energy to pass a message about when it thinks fast energy should start
15:28:20Watusimotoand there we could do the extrapolation we discussed waaaay earlier
15:28:32kaenso we do need extrapolation!
15:28:41Watusimoto!!! yes
15:28:51Watusimotoin a very rare case
15:29:05kaentechnically correct: the best kind of correct
15:29:08kaen:P
15:29:35Watusimotothe absolute best
15:32:03Watusimotokaen: I went through this same exact thought process with myself a few months ago
15:32:16WatusimotoI started right were you did -- ready to impelemtn an energy mask
15:32:52Watusimotomy fingers were itching to type...
15:37:16raptorheading home! need to think of a fancy desert...
15:37:24raptorwith oasis and camels
15:37:36Skybaxlolwut
15:37:39kaenthings like this are what I wanted to understand when I started network game programming. I love experiences like this that result in practical realizations
15:37:50raptor Quit ()
15:37:52kaenlike pushing a boulder up a mountain.
15:42:01Watusimotoor having your eyes pecked out by crows
15:42:38Watusimotoenergy is great because even if things get off a bit, it self-syncronizes when you max out
15:44:00Darrel Quit (Quit: IRC client killed.)
15:45:17kaenlike stumbling through the dark for a lightswitch in a cluttered room you've never been in but which as been vaguely described to you by other people
15:46:14Watusimotosounds like my house
15:46:20Watusimotoafter my kids get home from soccer
15:46:27kaenhehe
15:47:43Watusimotoman, even C++ has significant whitespace
15:48:05Watusimotothat's a good trivia item... where does whitespace matter?
15:48:16Watusimotowhere can an errant space break a build?
15:48:21SkybaxI don't even know what that is
15:48:24Watusimoto(not counting f or)
15:49:57WatusimotoI mean where a space or tab can make a program not compile
15:50:17Watusimotolike Python, which requires a certain number of spaces to work
15:50:32Watusimotoor old school Fortan in which things had to line up or not run
15:51:54WatusimotoI strongly oppose languages where invisible characters are important to a program running or not
15:52:10SkybaxMakes sense
16:01:24LordDVG Quit (Remote host closed the connection)
16:07:03amgine1234567890 has joined
16:07:12amgine1234567890hello everyone
16:08:01amgine1234567890and new buildbots (if i test as we go i htink it would cut debugging time down and allow faster relases.
16:12:56bobdaduckHeading home
16:12:58bobdaduck Quit (Remote host closed the connection)
16:14:06amgine1234567890lol
16:14:19amgine1234567890wattisimo kaen anything new?
16:29:32raptor has joined
16:29:32ChanServ sets mode +o raptor
16:31:29koda Quit (Quit: koda)
16:31:41Watusimotohi amgine1234567890
16:31:45Watusimotonothing new
16:31:51Watusimotoexcept that it's bedtime
16:31:55amgine1234567890ok so the db was fixed
16:32:02amgine1234567890for me thats good
16:32:32amgine1234567890strange bug occurs somtiems whne you start a level you cant move cause unkown confirmed by the other adminds
16:32:44Watusimotoso... good night everyone!
16:33:32amgine1234567890goodnight
16:34:19amgine1234567890raptor you there?
16:35:53bobdaduck has joined
16:36:10bobdaduckkback
16:36:15bobdaduckwhat'd I miss?
16:38:55raptorgood night
16:38:57raptorhi, i'm here
16:39:33raptorI have an idea for the contest!
16:39:35raptoroh boy oh boy
16:41:14SkybaxHi!
16:41:37SkybaxI have a name for my level but still no idea what it's gonna look like lol
16:41:48amgine1234567890so whats the idea care to share ;)
16:42:42amgine1234567890I have a idea for a map but im struggeling to build it cause im having issues with hte curve tool
16:43:14SkybaxMy level creation techniques seem so primitive compared to what I've seen in the last few days lol
16:43:25bobdaducklol
16:43:40SkybaxI don't even know how to use the curve tool x)
16:43:52SkybaxI just eyeball all my curves
16:44:03bobdaducklol
16:44:11bobdaduckmy curve tool crashes bitfighter...
16:44:15SkybaxFun xD
16:44:26SkybaxHey, ready to reminisce?
16:45:05bobdaduckyeha!
16:45:29SkybaxHosting
16:45:57amgine1234567890i dont have the old 18a i deleted it but i want to join ;)
16:46:25SkybaxOkay?
16:47:02amgine1234567890eyah im cluless on getting the right curves on the curve tool
16:47:15amgine1234567890 also teh crve tool cant do polywalls lol
16:47:57amgine1234567890I mean i have th3e perfect idea for a map but i cant buuild it -_-
16:49:02amgine1234567890as its nothing but curves wish i could get some help on the curve tool
16:49:46amgine1234567890hmm maybe if I do staight lines then cruve them it would be easier.....
16:54:13amgine1234567890ugh this is impossible if only somone could jsut make the level for me but then they would take credit for it -_-
16:54:57amgine1234567890ok i jsut got a idea for a new plugin the *bend tool* alows you to add curves to already sritght lines
16:55:22amgine1234567890you pull that part of the join outt and the tool curves it
16:57:45amgine1234567890also there should be length setting on teh curve tool
17:00:08amgine1234567890ok i got my project to wrok on ;)
17:03:20amgine1234567890oh wait duh lol
17:07:28amgine1234567890ugh this level is goign to take weeks to build stupid arc tool so unessicarily difficult
17:16:19Watusimoto Quit (Ping timeout: 245 seconds)
17:26:40amgine1234567890raptor are you there?
17:27:15raptorhi
17:34:14amgine1234567890so raptor i had a idea for bf a bend/strech tool it will take the walls and bend it at the point you grab and you can pull the curves out and also strech them this would make the curve plugin obsolete
17:34:49raptora bezier curve-like tool
17:35:02amgine1234567890moreso hte bending tool as teh current plugin is a hassle to use currently i cant figure out what does what
17:36:20amgine1234567890anwyas seems hard enough you jsut grab the point oy uwant to cruve and drag it.
17:40:42amgine1234567890lol afk ratpro ill discuss this with oyu later whne your not forever afk XD\
17:47:47Nothing_Much Quit (Changing host)
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18:39:00kaenraptor, wat mentioned synchronized game clocks
18:39:05kaenis that mCurrentTime ?
18:39:08kaenon Game?
18:43:11fordcars has joined
18:44:01fordcarshaha my brother is taking all of the internet, it takes like 4 seconds to send one message on IRC
18:46:24raptorhi
18:46:26raptoruh
18:46:27raptorhmmm
18:46:40raptorit's used to keep the Core panel in sync..
18:48:26raptorkaen: mGameTimer
18:48:47raptorserver makes sure client is in sync every few seconds
18:49:03raptorpart of gameType.cpp
19:20:19amgine1234567890hi
19:31:55kaenhi
19:33:56amgine1234567890so kaen heres a idea a bend too you grab the point of hte wall oyu want and pull it to curve the wall
19:34:02amgine1234567890bend tool
19:34:53kaenyeah, that'd be a bunch of work and I couldn't do it lua
19:34:58kaenI wrote a curve fitter
19:54:54amgine1234567890whats that do?
19:56:41amgine1234567890but a bending tool would be more then worth it as it would make cruve plugins alsmot absolete problem is it being so danr difficult
19:56:59raptoramgine1234567890: kaen's curve fitter is probably exactly what you want
19:57:21raptoryou can draw a rough outline of something with barriers, then run his plugin and it'll smooth it out for you
19:57:52amgine1234567890wow that sounds cool
19:58:00amgine1234567890is it operational?
19:58:04raptoryes
19:59:27amgine1234567890is there a link to test it?
20:00:20raptoryeah, here: https://github.com/kaen/kaentools
20:00:25raptori think it's the 'subdivide' one
20:05:03amgine1234567890raptor silly qeustion i clikc on it and i can see the code but how do i downlaod it or do i need to copy anbd paste it
20:09:43kaensorry amgine1234567890 I was afk
20:09:51kaenI can help you install the plugins in 019
20:10:10amgine1234567890ok interesed on the curve fitter
20:10:40kaenokay, download this: https://github.com/kaen/kaentools/archive/master.zip
20:10:57kaenand unzip it so that the .lua files are in the "plugins" directory of the bitfighter folder
20:11:04kaenand start 019
20:11:10raptorback later..
20:11:15kaenthen hit F9 (or F8, I forget)
20:11:21kaenand you'll have the whole list of plugins :)
20:11:56kaensorry, "editor_plugins" directory
20:12:16kaenerm, did that make sense?
20:14:14amgine1234567890uhh kinda
20:14:43kaenokay, what step do you need help with?
20:17:39amgine1234567890ok so i unzipped the files and im looking at the folders
20:18:15amgine1234567890but its not unzipeped into the plugins
20:18:21kaenthat's okay
20:18:28kaeninside the folder that say kaentools-master
20:18:34kaencopy all of the lua files
20:18:51kaenand paste them in the editor_plugins folder of the latest buildbot zip you downloaded
20:19:12amgine1234567890ok now?
20:19:17kaenshould be it
20:19:23kaenjust run bitfighter
20:19:29kaenand hit F9 in the editor
20:19:34kaenyou should see a list of them
20:21:47amgine1234567890cool so do the walls have to preexist to smooth them oir does it create a "oyutline like a barrier maker tool then smooth it"
20:22:09kaencorrect, create a barrier maker
20:22:15kaenSelect it
20:22:21kaenrun the "bezier curve fitter"
20:22:43kaenadjust subdivision and bezier fitting factor as needed
20:22:58amgine1234567890you lost me XD
20:23:37kaenjust run the plugin and you'll see :)
20:25:56amgine1234567890ugh i keep getting wacky curves with the beizer curve fitter not sure what im doing lol
20:28:36amgine1234567890found a crash lol pressing f9 then clikcing blank space on the blue crashes Bf i think
20:28:57kaenare you on the latest buildbot?
20:29:02amgine1234567890yes
20:29:03kaenand can you give me the address?
20:29:10amgine1234567890and i jsut confirmed teh crash
20:29:34amgine1234567890ill see what i can do but i clicked the blank blue splace after pressing f9 crashes
20:29:36kaenI just need the address
20:30:11kaenhaha nevermind
20:30:14kaenjust duped
20:32:54amgine1234567890lol funny what i can find whne you give me random stuff eh XD
20:33:10kaenwere you able to get an address by chance?
20:33:14kaenI want to test something...
20:33:21amgine1234567890ill get it hold on a sec
20:35:12amgine1234567890adress is 0x000000000082a8c1
20:35:35kaenBFBuildBot, a2l 0x82a8c1
20:35:38BFBuildBottnlVector.h:147
20:35:42kaenyes!
20:36:32amgine1234567890cool let me try that for no use what soever XD
20:37:40amgine1234567890BFBuildBot, a21 0x83a8c1
20:37:53amgine1234567890nope XD
20:38:48kaenit's A2L
20:40:52amgine1234567890ok
20:41:12amgine1234567890noted so whne your not around i can trace crashes and give you the info
20:42:29amgine1234567890BFBuildBot, a2l 0x83a8c1
20:42:29BFBuildBotSomething bad happened (see logs)
20:42:35bobdaduck Quit (Remote host closed the connection)
20:42:44kaenprobably not a valid address
20:43:41kaenoh haha
20:43:47amgine1234567890ok noted for further use to help you with bug tracing
20:43:59amgine1234567890stuff like that or bflogbot stuff would help also
20:44:00kaenI just pushed so the buildbot wiped out the old exe...
20:44:18kaenI think you just want cool #bitfighter tricks :P
20:44:42amgine1234567890wanna bet if i find a bug ill tace it and log it ;)
20:44:53kaenheh
20:45:00kaenanyway that's all I've added so far
20:45:17amgine1234567890thats fine the llugins need renaming XD
20:45:29amgine1234567890if they will be relased as offical
20:46:00amgine1234567890hopefully that crash i found isnt to troublesome to fix
20:46:21kaenI already fixed it actually ;)
20:47:21amgine1234567890good
20:47:22kaenhttp://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/76
20:48:27amgine1234567890ill let oyu know if i find any crashes with your plugins but since they are weridly named still trying to figure out what some of them do
20:49:07amgine1234567890lol i got like 12 old BF builds on my computer
20:49:30kaenI'm trying to figure out how to write help info...
20:49:58amgine1234567890for what? (just wondering)
20:50:05kaenfor the plugins
20:50:18kaenso that they're easier to use :P
20:50:41amgine1234567890i found a old C++ for dummies in my dads comptuer room but its the second volume not very helpfull XD
20:51:36fordcarshehe
20:51:44fordcarswrite help info?
20:51:52kaenyeah
20:52:02kaenlike some system so that I could write instructions for my plugins
20:52:07fordcarsmake a plugin that makes text itmes :P
20:52:12kaen:P
20:52:17kaenoh!
20:52:26kaenI think I can add a menu item with only text
20:52:32fordcarsbut, there is green text when in plug-ins, under the plug-in window
20:52:37fordcarsreally?
20:52:47kaenmaybe
20:52:57kaenor I could add such a menu entry
20:53:01kaentype
20:53:10kaenor, like you said, better apply the green text
20:53:29fordcarsyeah, but I think it only works for a few types of menus
20:54:08kaenwell
20:54:16kaenI think my green text is fairly good
20:54:46kaenalthough I see some of the plugins are mislabeled or have typos
20:56:35fordcarsheh
20:57:26raptoraww stink - my contest idea won't work because it depends on some Lua fixes I've made for 019...
20:57:35fordcars? it will?
20:57:41fordcarsoh level
20:57:44fordcarssorry
20:57:53fordcarsI thought you made some dessert changes in 019
20:58:12fordcarsI have no idea what I am going to make
21:01:27kaenme either
21:01:32kaenI really like the theme though
21:02:04fordcarsyeah
21:02:52SkybaxWeeeeew
21:12:50fordcars Quit (Ping timeout: 250 seconds)
21:25:24amgine1234567890b raptor you should do a theme for a contest that will fit "tjhat level i showed you the idea for
21:27:54Skybaxlol
21:29:02amgine1234567890kaen are you there?
21:35:19amgine1234567890BFBuildBot, A2L 0x6ca256
21:35:21BFBuildBotUIEditor.cpp:2933
21:39:25amgine1234567890raptor crash found
21:40:22amgine1234567890BFLogBot, UIEditor.cpp:2933
21:40:34amgine1234567890lol woth a guess
21:40:39amgine1234567890 noted crash
21:44:23amgine1234567890hmm how do duplicate it weird
21:47:03kaenamgine1234567890, where you dragging an item?
21:47:12kaenwere*
21:47:28amgine1234567890how i selectd teh object i was using
21:47:32amgine1234567890noi
21:47:45amgine1234567890duplicated it
21:48:42amgine1234567890 try this make a large 6 point star select al the parts with ctrl a (mine was a hexagon with vs on teh end ) then sleect subdivison to 500 and beizer streght to 50
21:48:58kaenumm
21:49:06kaencan you pastie the level code?
21:49:24amgine1234567890wait what lol new crahs or the the same crash with the pplugin wierd
21:49:24kaenthe very last step before the crash, please
21:50:20amgine1234567890 BFBuildBot, A2L 0x7f6664
21:50:44amgine1234567890how aould i pastie you the code?
21:51:04amgine1234567890 BFBuildBot, A2L 0x7f6664
21:51:09kaenBFBuildBot, A2L 0x7f6664
21:51:12BFBuildBotLuaWrapper.h:304
21:51:15kaenuhoh
21:51:30amgine1234567890lua wrapper
21:51:49amgine1234567890did you duplicate it?
21:52:04kaenno
21:52:21kaenI need the level code that you used to cause the crash
21:52:30kaenopen the level file in a text editor
21:52:34kaenand paste it to pastie.org
21:52:53amgine1234567890we ll ity crashed with no save but create a 6 point star by makeing a hexagopn then adding vs to the end
21:53:38kaenjust save it right before the last step that makes it crash :)
21:54:15amgine1234567890hmm ill get back to you on this gltich ok
21:54:19kaenok
21:56:40amgine1234567890lol i duplicate it twice and now its not working XD
22:03:27fordcars has joined
22:03:55amgine1234567890lol try this select all object on screen then drag onto the align stuff plugin Xd
22:05:42fordcarsAppName: bitfighter.exe AppVer: 0.0.0.0 ModName: bitfighter.exe ModVer: 0.0.0.0 Offset: 0043055c
22:05:50fordcarsquitting bitfighter
22:05:53fordcars019
22:06:25amgine1234567890lol
22:06:46amgine1234567890 BFBuildBot, A2L 0x43055c
22:07:02fordcarsheh
22:07:09amgine1234567890 BFBuildBot, A2L 0x0043055c
22:07:15kaenno space
22:07:23kaenat the beginning
22:07:25fordcarsI don't use buildBot
22:07:47amgine1234567890BFBuildBot, A2L 0x0043055c
22:07:48BFBuildBotconfig.cpp:1713
22:08:01fordcarsand by the way the editor instructions are a little messy
22:08:04fordcarsahh nnice
22:08:34amgine1234567890kaen how mersoius i have ben unable to cuplicate the gltich since duplicating it XD
22:08:52kaenheh
22:08:59kaenmysterious indeed :)
22:09:23amgine1234567890somthing with either the beizer curve maker ot teh subdivide
22:10:25kaenboth of those do really loopy things to the objects they work on...
22:11:05amgine1234567890ratpro im thinking of a simple easy plugin that you put teh coordinates in and it goes there (no shift to raise or lower would take to long with large nums)
22:11:08amgine1234567890er kaen
22:11:33amgine1234567890example x -1 y = -2
22:11:44amgine1234567890 it goes to -1 -2
22:12:00kaensounds easy
22:12:07kaenmakes sense
22:12:17amgine1234567890lol im waiting forthe worlds longest lag XD i did a pwoer of 255 on the beizer with 7500 divisions XD
22:12:37amgine1234567890just testing limits
22:12:58amgine1234567890so far its been 10 minuts
22:13:08fordcarsyikes
22:13:20fordcarslol
22:13:25kaenI've done a 0xFFFF vertex wall before
22:13:34kaenwith subdivide I think.
22:13:57amgine1234567890how long did it take XD
22:14:07kaenabout 15 minutes I believe
22:14:18kaenon 2.8Ghz
22:14:27amgine1234567890btw would it be hard for the goto plugin on BF
22:14:44kaenprobably not
22:14:50kaenI wrote a note for myself about it.
22:15:01amgine1234567890ok
22:15:17fordcarsplug-ins can move camera?
22:15:49amgine1234567890well the duplcating the bug is unsucesful ill shelf it for now
22:16:09kaenI think he means a "move object to x, y" plugin
22:16:12kaenright amgine1234567890 ?
22:16:29fordcarsyou put teh coordinates in and it goes there
22:16:29amgine1234567890actully no i ment a move camera to x y plugin but bolth would be nice
22:16:33kaenoh
22:16:34fordcarsyeah ok
22:16:36kaenhaha
22:16:46kaenno api for that yet
22:17:00amgine1234567890i could see uses for bolth being massivly helpfull
22:17:23fordcarswe need triggers in plug-ins :D
22:17:32kaendid you see the align/distribute plugins, amgine1234567890 ?
22:17:36amgine1234567890btw why doesnt pressing f9 again close the plugin window on my computer?
22:17:37kaenfordcars, interesting idea
22:17:44kaenit's not supposed to
22:17:50kaenhit F8 to back to normal items
22:17:55amgine1234567890oh ok
22:18:03kaenmaybe that's a better idea though
22:18:03amgine1234567890 f9 again would make more sense but ok
22:18:21kaenhowever I was thinking we might add more, so one button to toggle would be a hassle
22:18:41amgine1234567890but what if we go over 12 tabs XD
22:18:50kaendoesn't seem likely
22:18:57kaenbut who knows
22:19:16amgine1234567890half the plugins i still have yet to fiure out how to use them like the plogon ones
22:19:38kaenyeah...
22:19:49kaenthe polygon plugins probably don't make a lot of sense
22:20:06fordcarswhere are these plug-ins anyway?
22:20:19kaenhttps://github.com/kaen/kaentools/archive/master.zip
22:20:25fordcarsooohh ok
22:20:40kaenthey're very WIP
22:20:54kaenI still haven't written a readme yet :/
22:21:15amgine1234567890lol the distubute plugin seems useless
22:21:30amgine1234567890CRASH!
22:21:34kaenunless you want to evenly distribute a group of objects :P
22:22:08kaenall of the plugins I wrote because I found a need for them
22:22:09amgine1234567890used distrubute on x and got this 7f5f64
22:22:20kaenon "x" ?
22:22:37kaenBFBuildBot, a2l 7f5f64
22:22:37BFBuildBotLuaWrapper.h:304
22:22:38amgine1234567890 BFBuildBot, A2L 0x7f5f64
22:22:46kaentoo fast for you friend
22:22:50amgine1234567890XD
22:22:59kaenagain with the push_nil
22:23:02amgine1234567890illlet me dupe it
22:23:12amgine1234567890jsut to confirm
22:23:29fordcarsseriously, nice job on BFBuildBot
22:23:36kaenwell, you have to give me exact steps to reproduce it amgine1234567890
22:23:40kaenthanks dude :)
22:24:00kaenI only wrote a very little part of it myself, the rest of what I did is duct tape other people's work together
22:24:01amgine1234567890yes its like vg
22:24:13fordcarshehe
22:24:45amgine1234567890lol wtf no crash on x but i got it on y this time
22:24:54amgine1234567890weridness
22:25:20amgine1234567890same adress 7f5f64
22:25:42kaenwhat are you doing to make it crash though?
22:26:01amgine1234567890i think it has to do with me use distuvbute on x undoing then doing distibure on y or vice versa
22:26:01kaenput the level code on pastie.org and give me directions
22:26:14kaenhas to do with undoing?
22:26:17kaenthat makes sense
22:26:41kaenthere's been recent changes there.
22:27:43amgine1234567890of course once again i cant dupe it why do you hate me BF XD
22:28:55kaenunfortunately this is a fairly subtle bug
22:29:26kaenand as you've noticed, it's probably somewhat random
22:29:35amgine1234567890crashes with plugins will not be wanted in BF
22:29:48amgine1234567890if its broke fix it XD
22:30:43amgine1234567890horay beizer curve crashed!
22:30:54amgine1234567890this really is random -_-
22:31:07amgine1234567890how do you fix a random bugp
22:31:13kaenbehold: lua wrapper
22:31:27kaenthe ultimate source of subtle, difficult to track bugs
22:31:37amgine1234567890you were right lua wrapper h 323
22:32:28amgine1234567890BFBuildBot, A2L 0x7f5f64
22:32:28BFBuildBotLuaWrapper.h:304
22:32:34amgine1234567890XD
22:33:00amgine1234567890im dupe this bug if its the last thing i do Xd
22:34:32amgine1234567890ok i think i found a possible cause somtimes the program wont run at all and i get this error log in the debug build box.....
22:35:42fordcarshey kaen, random question, but do you know a really horrible compiling error that is across most platforms?
22:37:20amgine1234567890error in method main(): editor_plugins/beizer.lua:90: attempt to index a ply ( a point value)
22:37:44amgine1234567890may be the cause i got a error beizer didnt run but no crash
22:38:48amgine1234567890theres also a nice stack trace
22:39:48kaenpastie that please
22:40:03kaenfordcars, I'm not sure exactly what you mean?
22:40:14amgine1234567890windows wont let me cop and paste the ings in the BF debug window
22:40:43kaenoh, run it from a terminal
22:40:59kaenI mean a command prompt
22:41:01amgine1234567890never midn checked teh BF test document and found it
22:41:13amgine1234567890text
22:41:18kaenok
22:41:21kaenthat's right, the logfile
22:41:38amgine1234567890 what was that pastie osmthing
22:42:16kaenpastie.org
22:42:16amgine1234567890never mind got it
22:42:31amgine1234567890http://pastie.org/8090128
22:42:38amgine1234567890thats my BF log file
22:43:38amgine1234567890now thats beizer what about the distibute problem hmm
22:45:36kaenI'm going to bed.
22:45:40kaenbut I'll read the logs
22:46:30kaengood night
22:46:30SkybaxNight!
22:46:30amgine1234567890goodnight
22:46:30amgine1234567890raptor are you here?
22:47:32fordcarshah sorry
22:48:07Nothing_Much Quit (Quit: l8r)
22:48:21Nothing_Much has joined
22:48:26Nothing_Much Quit (Changing host)
22:48:27Nothing_Much has joined
22:54:20amgine1234567890hi nothing?
22:58:38amgine1234567890raptor kaen skybax?
22:58:51Skybax?
22:59:30Skybax Quit (Quit: Skybax)
23:18:07fordcarsbarf's home
23:28:16fordcarsheh
23:28:36raptorstay away from barf's home!
23:35:39fordcars:P
23:40:30raptoraww man... i can't set velocity projectile in 018a

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