#bitfighter IRC Log

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IRC Log for 2013-06-28

Timestamps are in GMT/BST.

00:04:15fordcarsoh yeah bob said that
00:15:08amgine1234567890raptor theres a mysterois crash im the plugins department
00:15:22raptorhi
00:15:24raptori believe it
00:15:39amgine1234567890i have to go now but it seems to be happening randomly with no patterne
00:16:00raptorhmm..
00:16:09raptorok, well, if you can duplicate it, let us know
00:16:18amgine1234567890this might be a clue not sure sometimes plugins fail but no crash http://pastie.org/8090128
00:16:37amgine1234567890anyways i have to go its past midnight here
00:16:43raptoroh, that is a plugin crash or game crash?
00:16:58raptorok
00:17:01raptorgood night
00:17:05amgine1234567890night
00:17:17amgine1234567890btw its a plugin fail but it may be causing the plugin crashes
00:17:22amgine1234567890goodnight
00:19:03amgine1234567890the plugin problem is cauing BF to crash epicly
00:19:06amgine1234567890 i htink
00:19:09amgine1234567890see ya
00:19:13amgine1234567890 Quit (Quit: Page closed)
00:28:50raptornight!
00:28:54raptor Quit ()
00:52:23fordcarsnight guys!
00:56:52fordcars Quit (Ping timeout: 250 seconds)
01:04:28koda has joined
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01:13:01koda Quit (Read error: Connection reset by peer)
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01:45:43watusimoto has joined
01:45:43ChanServ sets mode +o watusimoto
03:07:42ozbitfighter has joined
03:09:42koda has joined
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03:26:17ozbitfighterhttps://www.cubeslam.com/srshri anyone for a casual game of ping pong with video chat?
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04:40:01watusimoto1kaen: burning the midnight oil?
05:55:52ozbitfighter Quit (Ping timeout: 250 seconds)
09:18:25Watusimoto has joined
09:22:11bobdaduck has joined
09:37:06kaenWatusimoto, nope just a quick fixup before work :)
10:00:12raptor has joined
10:00:13ChanServ sets mode +o raptor
10:00:18raptorbuenos!
10:00:34raptorwe already have a map submission!
10:03:11kaenwhoa
10:03:39raptorhi
10:03:43kaenhi
10:03:55kaenraptor, any idea how to move forward on this: https://code.google.com/p/bitfighter/issues/detail?id=98&sort=-id
10:03:55kaen?
10:04:20kaenin case you can't tell, I'm trying to whittle down the issues list(s)
10:04:31kaenalso, if we empty the RBL can we get rid of it please?
10:04:47raptorheh
10:05:08kaenI'll commit to doing issue triage
10:05:21raptorI thought the RBL was great for bugs we've introduced when developing..
10:05:38raptoryou say they should *all* go to google code?
10:05:42kaenyeah
10:06:01kaenI feel like we'd ultimately spend less effort just using the little forms
10:06:03kaenif nothing else
10:07:34raptorthat may be true
10:09:14raptorWatusimoto / watusimoto1, what do you think?
10:09:57watusimoto1about what, the issue kaen listed above?
10:10:09bobdaduckgetting rid of the RBL
10:10:13watusimoto1it starts out bluntly
10:10:33watusimoto1what is rbl? the league?
10:10:33raptorgetting rid of the 'Running Bug List'
10:10:40watusimoto1oh, that
10:10:57watusimoto1why get rid of the rbl?
10:11:21watusimoto1the problem with gc is that it is cumbersome to add a quick fix item
10:11:25bobdaduckBeurocracy
10:11:43watusimoto1and the small bug fixes get mixed in with larger long term issues
10:12:29watusimoto1the way I see it working (and thought it was working) is that the rbl is sort of a high priorty list, whereas gc was a bigger issue longer horizon type of list
10:12:37watusimoto1we would take items from there and add them to the rbl
10:12:57watusimoto1but... kaen, you see it differently?
10:13:03kaenquite
10:13:35kaeneffort wise, it's new issue -> add title -> add description -> submit
10:13:55watusimoto1gc, you mean
10:14:07kaenvs. edit page -> find issue in oddly formatted list -> enter description -> submit
10:14:17kaenso gc is in my opinion either equal or easier
10:14:26watusimoto1maybe I should set up some shortcuts
10:14:35bobdaduckAnd with both we have to go through both processes
10:14:41bobdaduckper issue almost
10:14:51watusimoto1if I had a link for quickly submitting, and another for filtering on high priori8ty issues, it might work better for me
10:15:02kaenbookmark a search
10:15:04watusimoto1I don't actually *like* the wiki thing
10:15:06kaenand the new issue page
10:15:11watusimoto1yes
10:15:12kaenI *hate* the wiki thing :/
10:15:22kaenplus adding <del> tags...
10:15:23watusimoto1ok, well we have some common ground there
10:15:31watusimoto1I find that oddly satisfying
10:15:34kaenheh
10:15:42kaenI prefer status -> closed :)
10:16:01kaenon github the "close" button is big and green
10:16:03watusimoto1ok, I'll try figuring out which links I can use to quicly access the gc list, and try adding new items there
10:16:08kaenok
10:16:11kaenthat's what I've been doing
10:16:18watusimoto1that's unfortunate
10:16:21kaenif we get in the swing of it I'll triage it
10:16:34watusimoto1I thought the rbl was getting shorter, not that it was getting split into a short list and a long list
10:16:44raptorit is gettign shorter
10:16:45watusimoto1ok, I'm game
10:16:47kaenwell, the things I've added weren't fit for the rbl anyway
10:17:06watusimoto1I have come around to cmake, even though i was opposed at first
10:17:11watusimoto1I ...almost... like it
10:17:21watusimoto1admittedly, beating make was a pretty low bar
10:17:26kaenI'm glad to hear that
10:17:28kaenhaha yeah
10:17:47kaenmake is a good tool for a build system to use
10:17:52kaenbut not a very good build system...
10:17:53watusimoto1btw, raptor, I think vc++ rereads the cmake stuff when you try to build
10:18:08kaenyes
10:18:11watusimoto1I didn't actually try that when I wrote to you about it last night
10:18:20kaenit checks if the CML was edited
10:18:28raptorahh... that's how it works
10:18:29kaenand regenerates as needed
10:18:33raptori thought it did somehow..
10:18:35watusimoto1I thought it would detect changes whenever the cml was changed
10:18:40watusimoto1but maybe only on build
10:18:49kaenthat's why we shouldn't use file globbing
10:18:52watusimoto1but that's fine
10:19:23kaenbecause cmake won't detect a change in the CML, and so it won't regenerate the build files as needed until you manually clear the cache
10:19:25watusimoto1gloobing wasn't the issue for me last night... it was that I didn't have faith and just try to build even though I knew the project was wrong
10:19:34kaenright, right
10:19:39bobdaduckI have inspiration for the contest!
10:19:40watusimoto1or touch the cmake file
10:19:49kaensure
10:20:04raptorwe need globbing to show the .h files in vc++...
10:20:11kaenbut it would thwart cmakes automagic (for lack of a better word)
10:20:14raptorbut other than that.. it's great!
10:20:15kaenfor .h it's fine
10:20:30raptoryes, thwart, good word
10:20:30kaensince gcc doesn't need an explicit list of those
10:21:00kaenI was referring to "automagic"
10:21:08kaenwhich is a word that makes me roll my eyes
10:22:09raptoris BFLogBot not spitting out the commits again??
10:22:29-wolfe.freenode.net- *** Looking up your hostname...
10:22:29-wolfe.freenode.net- *** Checking Ident
10:22:29-wolfe.freenode.net- *** No Ident response
10:22:29-wolfe.freenode.net- *** Couldn't look up your hostname
10:22:35BFLogBot has joined
10:22:35Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
10:22:35Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 UTC 2013
10:22:35-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.
10:29:09bobdaduckOh man
10:29:11bobdaduckMaking this level
10:29:15bobdaduckmaking me so hungry
10:31:38raptornom nom nom
10:32:02raptorbobdaduck: can you tell me all the ways you can hurt ships from afar that you have found in 018a levelgens?
10:32:16raptorbecause I am saddened I cannot add velocity to projectiles...
10:32:19bobdaduckLike, hurt ships via levelgens?
10:32:26raptoryes
10:32:30bobdaduckYou either spawn a phaser or a burst right on the ship.
10:32:34bobdaduckThose are the only ways.'
10:32:39raptorhmm
10:32:50bobdaduckOr you could spawn a turret right next to them and delete the turret after it shoots but um
10:32:57raptorha
10:33:02bobdaduckTurrets and forcefields tend to crash levelgens
10:35:51watusimoto1you could add a levelgen method to maniopuate ship health and energy
10:36:54bobdaduckNo you couldn't because there aren't lua methods for setHealth() or setEnergy()
10:37:02bobdaduck...Hopefully that will be in 019
10:37:10watusimoto1hence adding the method!
10:38:16raptorwatusimoto1: i thought you were opposed to those?
10:38:24raptor(which is why I haven't added them yet)
10:39:25kaenwell, basically we can manipulate health with projectiles and health packs, and spawn energy items
10:39:31Watusimoto Quit (Ping timeout: 248 seconds)
10:39:50kaenso I'd say it's better to add a formal interface for it at least :P
10:41:11bobdaduckNo way man. If I want to reduce a ship to 75% health I should spawn four phasers and a health pack
10:41:15bobdaduckits way more efficient
10:41:55raptorsnark meter... rising!
10:42:11watusimoto1maybe I am opposed to them... who knows?
10:42:22raptorit's a new day, anything is possible!
10:42:41bobdaducklol
10:43:12watusimoto1I agree with kaen, I think. Since it can be done messily, why not make it neat?
10:43:18bobdaduckThe only problem is getting the ship from 50% health to 25% health because four phasers would kill it
10:43:19watusimoto1even if I am opposed
10:43:26bobdaduckI'm sure I can just handle that arbitrarily though
10:43:43bobdaduckWait I have a snark meter?
10:43:55bobdaduckWait raptor has a snark meter calibrated to me?
10:43:55bobdaduckxD
10:43:57kodab has joined
10:44:15kodab Quit (Read error: Connection reset by peer)
10:44:23raptorkoda / kodab / kodabb - your increasing our channel count yay!
10:44:35raptor*you're
10:44:42raptor hides in shame for his bad grammar
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10:50:03Skybax has joined
10:50:16SkybaxGoodmorning all
10:50:55bobdaduckgmroning
10:50:58raptorkaen: i've been kicking at your heals in GC issue comments...
10:51:09raptoralso if anyone hasn't seen this: http://code.google.com/feeds/p/bitfighter/issueupdates/basic
10:51:18raptorit's the most recent 20 issue changes
10:51:30kaenah cool :)
10:51:31raptormornin' Skybax
10:56:19watusimoto1ok, back later
10:56:45watusimoto1 Quit (Quit: Leaving.)
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10:56:57ChanServ sets mode +o watusimoto
10:57:19SkybaxThat was fast
10:57:54raptorhe's fighting himself from two different computers...
10:58:10SkybaxSeems legit
11:00:51watusimoto Quit (Read error: Operation timed out)
11:02:18kaenraptor, mGameTimer is the synchronized game clock?
11:02:21kaenis it counting down?
11:02:29raptoryes
11:02:31raptoruhh
11:02:36raptorit's counting somehow...
11:02:40kaenheh
11:02:58raptori'm not sure how it's transmitted, but it's interpreted in several ways in gameTyp
11:03:01raptor*gameType
11:03:24kaenwhat's this about mTotalGamePlay ?
11:03:48kaenit gets incremented by deltat in gametype::idle
11:04:21raptorthat might be server-side only
11:04:54kaenokay, I believe you that it's mGameTimer
11:05:49kaenokay I'm reasonably sure it's counting down...
11:05:54kaenwow that sucks.
11:15:37raptorkaen: are you trying to fix something?
11:16:00kaenjust trying to round off my fix for RBL#2
11:16:21raptorah
11:16:30kaenwat brought up a case where we need to extrapolate a timestamp to reset the fast recharge timer
11:16:57raptorok
11:20:44Watusimoto has joined
11:29:18BFLogBot Commit: 6950d0128ce3 | Author: kaen | Message: resynchronize fast recharge timer on failed engineered item deployment
11:29:31bobdaduck*high fives*
11:29:43kaen reciprocates
11:35:13kaenraptor, I think you fixed #5
11:35:19raptorkaen: there were already methods in GameType to return the game time...
11:35:31raptorgetRemainingGameTime() and getRemainingGameTimeInMs()
11:35:37raptori did?
11:35:50kaenI just tested and ship, playerinfo, and zone all return the same userdata
11:36:11raptoroh yeah, I did... but... if you die, the ship and playerInfo are now different
11:36:12kaenokay, sorry about that oversight :x
11:36:32raptorI hope I'm not an overbearing code reviewer...
11:37:56kaennot at all :)
11:38:14kaenand I just verified, that the ship UD is different after dying :/
11:38:24kaenbecause ship gets deleted, right?
11:38:54LordDVG Quit (Remote host closed the connection)
11:40:14raptoryes
11:40:36kaenanother interesting trait: the ship's ID is different after dying too :P
11:40:46raptorbobdaduck: does the ship:getPlayerInfo() stay the same after a ship dies in 018a?
11:40:59bobdaduckProbably
11:41:19bobdaduckI would think everything would break if it didn't.
11:41:35SkybaxWhat are the ID's and why can I change them in the level editor?
11:41:36bobdaduckincidentally, the ship ID being different after dying is the reason I can't hack the game to make myself have infinite health
11:42:04kaenSkybax, it's for manipulating pre-set objects via levelgens
11:42:10bobdaduckSkybax: Ids are used in levelgens. You change them using shift+1. Level made items have negative number IDs, user changed IDS are positive
11:42:34kaenI think you mean shift+3
11:42:35SkybaxOkay
11:43:47bobdaduckshift 1 works
11:43:49kaenthe playerinfo stays the same for me on 019
11:43:53kaenoh weird
11:44:24kaenso I think that we should just tell users to compare that
11:44:38kaensince you really mean the same *player*, not the same ship
11:45:16kaeneven in the game world, your old ship is "destroyed" when you die
11:45:30bobdaduckIS IT?
11:45:34kaenI guess I'm being really abstract, but I'm saying "bug solved!"
11:45:34bobdaduckor is it just deresolutionized
11:45:51raptorwait
11:45:59raptorkaen: you verified playerInfo stays the same?
11:46:04kaenyep
11:46:23kaenhttp://pastie.org/8091997
11:47:12kaenthis is the result: http://pastie.org/8092001
11:47:37kaen"userdata: 0x26cba38" being the relevant address
11:47:48kaensorry for the lame test output :x
11:48:54raptorit works!
11:49:15raptorfor some reason I had this idea that playerInfo was changing and I had another nightmare of a bug to fix again...
11:49:21raptorso fixed!
11:49:35raptoralso Watusimoto's help stuff is driving me made
11:49:41kaensix left...
11:49:50Watusimototurn it off!
11:49:58WatusimotoI tested it last night, and it works!
11:49:58raptorI did!
11:50:01kaenamgine reports that doesn't work
11:50:08kaenlet me try...
11:50:09Watusimotoworks for me!
11:50:24WatusimotoI can look again after dinner
11:50:25raptorITS BACK
11:50:38raptori restarted teh game in the interim
11:51:05kaendoesn't work for me either
11:51:08raptoralthough I like the new lines that show things...
11:51:13kaenme too
11:52:52kaenokay, my guess is that it doesn't read the config file for its initial value
11:52:52raptorso if you restart the game, the options menu still says it's off, but they come back
11:52:56kaenright
11:53:01kaenduped with that exact behavior
11:53:15raptorso that means something is being read..
11:53:27kaenmaybe incompletely?
11:53:41Watusimotook, so you can disable in game, but the disabling undisables when you restart?
11:53:47WatusimotoI did not test saving of disabled state
11:53:52Watusimotobecause, sadly, I have to have it on
11:54:11Watusimotothough believe me, gentlemen, no one is sicker of it than I am
11:54:16kaen" mEnabled = true;"
11:54:23kaenin the constructor
11:54:33raptorI believe you!
11:55:03Watusimotoit works!
11:55:06raptorI will stop complaining so your task is more unbearable than it already is...
11:55:28kaentesting a fix
11:55:30bobdaducklol
11:56:04kaenit works!
11:56:36BFLogBot Commit: 8e33b35490e2 | Author: kaen | Message: read in-game help settings when constructing the help manager
11:57:11Watusimotowho added this>\?
11:57:13Watusimotoclass AbstractTeam : public RefPtrData
11:57:20Watusimotowhat is RefPtrData?
11:57:40Watusimotowait
11:57:42Watusimotocancel
12:02:21raptorI'm sure it was sam686
12:02:52WatusimotoI'm getting weird delete errors with RefPtrData
12:03:00Watusimotoin tests
12:05:35raptoruhh
12:05:42raptorthat's a smart pointer, right?
12:05:53raptorso don't delete it manually...
12:12:24Watusimoto Quit (Ping timeout: 252 seconds)
12:13:17kaenraptor, regarding #10 on the RBL
12:13:27kaenI set a breakpoint in luaW_gc
12:13:32kaenit's getting called regularly
12:13:39kaenlike once every second or two
12:14:12raptorif you host a game
12:14:17kaenyes
12:14:22raptorit's getting called during that?
12:14:25kaenyes
12:14:28raptorhuh
12:14:32raptorOK then...
12:14:46kaenI broke on LuaWrapper.h:542
12:15:07raptorok
12:16:08raptorwell I wrote that down because for some reason it wasn't being called on the obejcts I was testing with...
12:16:25raptoroh and it wasn't being called after plugins run
12:16:59kaenoh I'll check that
12:17:25raptorit may be related to the dangling proxy pointer issue though...
12:17:35raptor(which I'm still trying to figure out how to solve)
12:21:35kaenoh boy...
12:21:46kaenluadoc.pl is choking on the readFile doc
12:21:53kaenreadFromFile*
12:22:09raptorwell that's my fault then...
12:22:15raptormaybe
12:22:24kaenwell luadoc should probably handle that
12:22:33kaensince I'm digging around in here anyway I'll try to sort it out
12:22:35raptori had made changes to luadoc.pl to be more robust...
12:24:10bobdaduck Quit (Ping timeout: 256 seconds)
12:26:42raptorforewarning: it's a mean PERL script...
12:26:54kaenmean indeed
12:27:05kaenI thought I fixed the choke but instead it's exiting with no output
12:27:20raptorhaha
13:12:32Watusimoto has joined
13:28:07fordcars has joined
13:55:05fordcarsyou can't add bots on a huge level
13:55:53raptorcorrect, if the level is larger than 65535 grid units, bot zones can't be generated
13:56:17fordcarsawww
13:56:39fordcarsok, well ok then
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14:37:34raptorok
14:37:37raptorgetTeamIndx()
14:37:39raptorreally?
14:37:53raptor(In our Lua API...)
14:38:11raptordid that final 'e' offend someone?
14:46:35bobdaduckI brought that up a while ago
14:46:42bobdaduckthe consensus is "we were really tired"
14:47:11fordcarsheh
14:54:09bobdaduckgetTeam() makes a lot more sense...
14:54:38bobdaduckThough I wouldn't be eager to go through and fix all my levelgens
14:56:32Little_Apple has joined
14:56:57Little_Applehello hello
14:57:18raptorhi
14:57:32raptorbobdaduck: yeah we want to keep API changes to a minimum
14:57:43raptorbut it's also good to fix silly things as soon as possible...
14:57:48bobdaducklol
14:57:56bobdaduckIt wouldn't be too bad of a change though
14:58:01bobdaduckjust find+replace all
14:58:27raptorit might be good to do an API review before we release...
14:58:31bobdaducknot as weird as changing "getGameInfo()" to "local game = gameInfo.new()"
15:02:52raptorit's now 'local game = levelgen:getGameInfo()'
15:03:08raptorand actually, that whole GameInfo object is goofy -
15:06:42bobdaduckxD
15:06:49bobdaduckI CAN SEE THAT.
15:07:02bobdaduckI've specifically avoided using it in any of my levels because of that xD
15:14:15SkybaxBlerb
15:17:42Watusimotough... still hung up on this team deletion thing. I don't like magic
15:17:56SkybaxMe neither
15:30:13Watusimototrying to figure out how to add a robot to a client game in the test suite
15:30:22Watusimotolots of hoops!
15:32:37bobdaduck Quit (Ping timeout: 276 seconds)
15:32:49raptorof the basketball or hula variety?
15:34:35SkybaxOr obstacle course
15:34:42Watusimotothis kind: http://3.bp.blogspot.com/-Os_BM_uQQ1s/TnZRu7SQqjI/AAAAAAAAAcc/nNGKcypHVno/s320/flaming+hoop.jpg
15:34:55SkybaxI was right. Obstacle course
15:35:33raptorhaha
15:36:32bobdaduck has joined
15:39:35bobdaduck11 users
15:39:46bobdaduck...If this many people were lurking bitfighter can you imagine
15:40:06bobdaduckjust redo logbot and buildbot to use the bitfighter global lobby
15:40:30WatusimotoLittleApple is lurking online!
15:40:37bobdaduckMight work better if there were lobby channels (which we'll need if we ever get big anyway) but still.
15:41:15Watusimotowhen we get big, bro
15:41:19fordcarslater guys, going to pi
15:42:06SkybaxDoes Bitfighter makes noises when someone logs onto the F5 menu?
15:43:16SkybaxIt would be cool if it made a specific sound when someone logged on to the chat (including lobby chat) so that everyone else connected to Bitfighter will know
15:43:33SkybaxLike if someone's making a level or testing a level or something, it'll ding if someone logs on
15:44:06SkybaxSome sort of chat notifications
15:45:37fordcars Quit (Ping timeout: 250 seconds)
16:01:08LordDVG Quit (Remote host closed the connection)
16:02:37Watusimotowe have a sound for players joiing a game... perhaps we could play that in the lobby as well
16:02:57Watusimotoput in a bug request at our google code bug tracker (if you know where that is)
16:03:04bobdaduckthat would work. A serperate sound might be ideal
16:03:07bobdaduck!bug
16:03:07BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List
16:03:40bobdaduckThanks, logbot!
16:03:42bobdaduck!bot
16:03:42BFLogBotI'm a real boy!
16:03:53Skybaxlol
16:04:42amgine1234567890 has joined
16:04:48amgine1234567890hi everyone
16:05:12amgine1234567890so any new info on the strange plugins cuasing Bf to crash problem?
16:19:25Little_Apple Quit (Ping timeout: 250 seconds)
16:38:15SkybaxI just finished my TESOL Course! Certificate has been ordered and I got 91.85%!
16:38:18SkybaxYaaaaaaaaay
16:40:02bobdaduckgratz
16:43:03SkybaxI'm an English teacher now. Certified internationally xD
16:43:15bobdaducknice!
16:49:28bobdaduck Quit (Remote host closed the connection)
17:15:50bobdaduck has joined
17:17:53kaenspot the PCRE bug:
17:18:00kaen.*?\@luafunc\s+(\w+\s+)?(?:(\w+)[.:])?(.+?)\((.*)\)
17:18:14kaenagainst
17:18:14kaen@luafunc Geom.transform(geom, tx, ty, sx, sy, angle)
17:18:31raptorthe second \s+
17:18:34raptorshould be \s*?
17:18:39kaenactually I botched it
17:18:40kaenderp
17:18:47kaen.+?\@luafunc\s+(\w+\s+)?(?:(\w+)[.:])?(.+?)\((.*)\)
17:18:54kaenI posted the fixed version first :P
17:18:58raptorhahaha
17:19:02raptori was close-ish
17:20:08raptorit's funny because that's the same type of change I made to other regex in there..
17:21:11kaenI also had to make a another tweak to make it support floating functions
17:21:29kaenthat non-capturing group is for the class + separator
17:23:36raptorhuh
17:26:01amgine1234567890kaen did you ever solve the plugins cauing BF to crash problem
17:26:09kaennope
17:26:23kaenfixed disabling the help text though.
17:26:27amgine1234567890did you look at that log i gave you?
17:26:36kaenyep
17:26:56amgine1234567890the plugin failed but didnt crash thought that might of been a clue
17:27:32raptoryay help fix!
17:28:08amgine1234567890well ill do some more crashes see if i can cause a cause for the crash
17:28:12kaenI think raptor is doing something with the lua engine (fixing hanging proxies?) which might fix the crash
17:28:42raptoryeah... umm
17:28:46amgine1234567890i would say 99% of lua crashes are caused by lua wrapper XD
17:28:48raptordoing something...
17:28:55raptorletting ideas curn in my head
17:28:59raptor*churn
17:29:54Skybaxr and n together look like m
17:30:13kaennot in a fixed width font :P
17:30:25SkybaxI'm using a different style
17:30:31amgine1234567890raptor would 2 plugins for the following be possible? 1 you input coordinites and the object moves to that location 2 you input coordinites and you camera moves to that location for BF?
17:30:47amgine1234567890in the editor?
17:31:29raptorthe 'object moves' one, yes
17:31:37raptoreditor camera - no
17:32:03raptorthere is no API for manipulation of the editor. I do not even know if that is wanted.. what do you think Watusimoto?
17:32:20amgine1234567890well you can currently move the camera with teh arrows keys so i was wondering if it was possible and i was thinking that as well if there was api for it.
17:32:41amgine1234567890cause the box in teh lwoer left corner tracks the coodintes of your camera
17:32:58Watusimotomaybe -- if we had a plugin that could reasonably make use of them. But I don't think we should impelment an api just because
17:34:20amgine1234567890camera i can see being somwhat usefull on massive maps but the move object to a coordinate could be extemly helpfull for level presicions
17:34:40BFLogBot Commit: 66f3b437e07f | Author: watusimoto | Message: Implemented help item for adding robots... this was a huge pain and required lots of random refactoring. Also includes full test support for newly implemented logic which was, I would say, the most painful part of this work. Bah!
17:34:42BFLogBot Commit: 684102b6987f | Author: watusimoto | Message: Merge
17:34:45Watusimotoif anyone actually knows the coordinates they want to move to
17:35:00amgine1234567890anyways jsut a thought if you wont do it ill teach myself lua and do it myself XD
17:35:06Watusimotoyou should!
17:35:38amgine1234567890know any good lua teaching programs books or manuels?
17:35:59raptorstart with http://luatut.com
17:36:21raptorthen, when you can do the basics, start experimenting with the bitfighter API at: http://bitfighter.org/luadocs/index.html
17:36:49amgine1234567890just curoius why wont it let me select some things in luatut
17:37:45raptorprobably those tutorials aren't complete
17:38:05amgine1234567890well then theres only like 4 tutorials i can use there
17:38:10raptoryep!
17:38:46amgine1234567890ugh now plugins are failing alot for me in my BF version (which is outdated i think any new buildsbots?)
17:38:46raptordo the two big ones: the 'Indroduction' and 'Crash Course'
17:40:09amgine1234567890i htink everyone should satart puting every file in zips XD
17:40:20amgine1234567890online XD
17:40:35raptor7z and tar.xz is the future! (and the present)
17:41:22amgine1234567890i think tar.xz is sl;ighly better then 7z
17:41:53raptorit is for *nix machines, yes, because it keeps file permissions...
17:42:31amgine1234567890if only there was one universal file type that could be opened on every system wihout needing to zip
17:42:45amgine1234567890maybe im just dreaming though Xd
17:43:38raptorok, heading home!
17:43:46raptorsend me levels for the contest!
17:43:49raptor Quit ()
17:44:06amgine1234567890BFBuildBot, A2L 0x7f5f64
17:44:08BFBuildBotLuaWrapper.h:321
17:45:59bobdaduck Quit (Remote host closed the connection)
17:59:11Watusimotogood night folks!
17:59:15SkybaxSubmitted the bug report
17:59:17SkybaxNight!
17:59:43Watusimoto Quit (Remote host closed the connection)
18:52:09koda Quit (Quit: koda)
18:57:59amgine1234567890kaen you there?
18:58:07kaenyep
18:58:56amgine1234567890i think i may have a cause for the plugin crahs im going to experiment more
19:00:26raptor has joined
19:00:26ChanServ sets mode +o raptor
19:04:36kaenraptor, I'm scooping up all the static functions and printing them to a file (like this http://pastie.org/8093040) but doxygen won't generate docs for them
19:05:01kaenI've set EXTRACT_ALL, EXTRACT_STATIC and EXTRACT_ANON to yes, but still no dice
19:05:02raptorno?
19:05:21raptoris it the !
19:05:33raptorneeds to be ** instead of *! ?
19:05:54kaenI'll check, but I think it should extract them without documentation
19:06:06kaenlike it does for robot::*
19:06:33raptorand documentation goes in the .cpp right?
19:06:40raptorat least that's how we've been doing it..
19:07:05kaenright
19:07:31raptorohh... that's the output..
19:07:52raptorok, so the parser is working, but doxygen is being dumb
19:08:29kaenright
19:08:40kaen/** had no effect
19:10:35raptorand it looks good when compared to another output .h?
19:13:24kaento me...
19:13:34raptorkaen: if that is the entire output.. it's missing the class declarations?
19:13:45kaenthose functions are static
19:14:00kaenthey aren't defined on a class, write?
19:14:08kaen*right?
19:14:28raptoruhh..
19:14:55kaenif they are then I actually didn't need to do any work ^^;
19:15:00kaenare not*
19:15:02kaenwow typos
19:15:12raptoroh interesting...
19:15:28raptori'm not sure we have normal static classes like that working anywhere else..
19:15:51kaenalso, getGameInfo is showing up as Robot::getGameInfo and LuaLevelGenerator::getGameInfo
19:16:29kaenoh derp nevermind
19:16:34kaenthat's intentional :P
19:22:36Skybax Quit (Quit: Skybax)
19:31:25raptoryeah actually
19:31:32raptorI've been wondering about that...
19:32:14raptormaybe all things shared between Robot and LuaLevelGenerator should go into a Parent class?
19:32:50kaenI think you're right
19:32:50raptorwe have those static functions...
19:32:56kaenlike GameScript or something
19:33:00raptoryes
19:33:40kaenI can not get doxygen to display namespaces for the life of me...
19:34:07kaenI think that's the menu that docs for floating functions show under...
19:35:28raptoroh, uhh
19:35:54raptorthere's some LUA.. macros in the cpp that it's looking for..
19:37:14kaenwell, I added a @staticfuncs array
19:37:45kaenand modified the luafunc parser to not choke on staticfuncs, and push to @staticfuncs if no class is included in the definition
19:37:53kaenand that all works as evidenced by the file being output
19:38:00raptoryay
19:38:16kaenI have to cook dinner
19:39:12raptorok, I release you.. :)
20:45:35kaenokay, has to be some configuration thing
20:46:03kaencreating a default doxyfile and setting EXTRACT_ALL and EXTRACT_STATIC to yes results in the functions being output
20:46:12kaenfrom the temp-doxygen files
20:55:27raptorhi
21:15:29amgine1234567890well i havent found the cause of the plugin crash
21:42:56kaenokay, finally got it to work
21:43:01kaenbut only if I enable the file list...
21:45:00kaenokay I can wrap them in a namespace block and it seems to work
21:56:52raptorIf I pulled common methods between 'bot' and 'levelgen' what would the new namespace be?
21:57:07raptorpulled them into a Parent class..
21:57:32kaenhow about GameScriptRunner ?
21:57:45raptorooo, that's a good idea
21:57:46kaensince it's a specialization of LuaScriptRunner
21:58:17raptorwould I make the methods static also? or have an exposed class like 'bot' or 'levelgen'
21:58:25raptorso gsr:findObjects()
21:58:30raptoror something..
21:59:36kaenumm can't you make them inherit from gsr?
21:59:51kaenthen you could just do levelgen:foo or robot:foo
22:00:38kaenI guess these aren't necessarily member functions...
22:01:32kaenbut if you put them on a parent class then the functions will have convenient visibility rules
22:01:55kaeni.e. only available through that class's subclasses
22:02:03raptoroh yeah, that can be done...
22:04:19kaenyes!
22:04:22kaengot the docs working
22:20:14raptoryay!
22:32:41Skybax has joined
22:33:13BFLogBot Commit: 6a3df6300e2d | Author: kaen | Message: add luadoc support for global functions
22:33:21kaenhg rebase has won my heart.
22:33:46kaenI just figured out that if I do `hg pull; hg rebase` and nothing needs merging, then I'm done
22:34:15kaenI think I'm going to give the luadocs a once-over
22:34:23kaenthe lualevelgen docs are broken for instance...
22:34:50kaenthere's brief doc for most or all of the methods, but the @luafunc line is just slightly wrong
22:36:18BFLogBot Commit: c9ffddacbc79 | Author: kaen | Message: remove errant debug print() in luadoc
22:36:28raptorok
22:36:33SkybaxHiya
22:36:46kaenhello
22:37:06raptoractually kaen, i'm thinking that I should create a namespace directly in LuaScriptRunner
22:37:20raptorcall it: script:findObjects()
22:37:30raptorand in the lua_robot_helpers.lua
22:37:44raptorjust to findObjects = script:findObjects
22:37:47raptor*do
22:38:16kaenok, but then won't you still have to write to sets of docstrings?
22:38:27kaentwo sets*
22:38:42raptoryou mean in bot: and levelgen: ?
22:38:53kaenyes
22:39:08kaensince it will be doc'd on script
22:39:19raptorhmm...
22:39:20kaenit won't show up on levelgen and robot unless they inherit
22:39:26kaenor you manually doc it
22:40:17raptormaybe they shouldn't show up in levelgen: and bot: ?
22:41:05raptormaybe we should do it 'right' and make bot: and levelgen: only have things that are specific to them..
22:41:26kaenthat makes sense
22:41:34raptorfor certain definitions of 'right'..
22:41:39kaenlet's change the name of the host class though
22:41:50kaen"script" would semantically include plugins
22:41:57raptorhmm yeah...
22:42:05kaencan we call it "game"?
22:42:23kaenare the functions predicated on an active game being available?
22:42:29raptoryes
22:42:58raptorit's always tricky for me to come up with a good name...
22:43:22raptorright now people use 'game' for keeping track of GameInfo()
22:43:32raptorwhich is another object that needs cleaning up..
22:43:49SkybaxI have a nine day streak on codecademy haha
22:44:04raptordon't streak! blech...
22:44:22kaenif they're using locals it shouldn't be a problem
22:44:25raptoroh that kind of streak...
22:44:26SkybaxBut it's so much funnn
22:44:42amgine1234567890look what u found XD http://www.youtube.com/watch?v=pMAtL7n_-rc
22:44:44raptorkaen: really?
22:44:44kaenif they are not using locals or properly namespaced globals, then shame on them
22:45:02raptorso local game = blah() would still work?
22:45:07kaenas far as I know
22:45:11amgine1234567890btw why not put a class checker for each class in the BF code to help debug?
22:45:17kaenI'll write a quick test
22:45:41SkybaxDoes Lua have modulos?
22:46:02raptorI think... maybe?
22:46:15raptoroh yes - %
22:46:16SkybaxLike 14 % 3 === 2
22:46:17kaenhttp://pastie.org/8093423
22:46:20raptorit was added in Lua 5.1
22:46:25SkybaxCool
22:46:27kaenthis prints "foo" then "test"
22:46:31SkybaxThey're interesting
22:46:36kaenon http://www.lua.org/cgi-bin/demo
22:47:03kaenQED
22:47:06kaen:)
22:47:45raptorha
22:47:49raptorgood!
22:49:18raptorwow kaen, good job on the PERL..
22:49:43raptori mean... you *actually* edited another man's PERL script
22:54:27kaenthat is the first perl I've ever written...
22:54:37kaenalthough I've read a healthy dose of it before
22:54:57raptorhehe.. 'read'.... haha
22:55:12raptori prefer the word 'decipher'
22:57:11kaenthe thing about perl (especially exacerbated with PCREs) is the extent to which it uses punctuation
22:58:04raptori must concede it is a very powerful language, despite it's write-once nature
22:58:14kaenit makes me obsess over whether I need a $, #, @, etc. and when I'll need braces to interpolate that variable and oh do I need to escape this language character in the re...
22:58:15kaenetc.
22:58:24kaenbut yes I agree it's perfect for what it's meant to do
22:58:25raptorhahaha
22:58:46kaenthis perl script is much shorter than my equivalent python script would be
22:58:53kaenand it has braces :P
22:58:59raptorhaha
22:59:06raptorbut python is readable!
22:59:10kaenyes
22:59:24raptori've really started to like python - too bad I don't code in it for work
22:59:31Skybax Quit (Quit: Skybax)
22:59:31kaenand also well-suited for *maintainable* parsers/generators
22:59:58kaenbut that's all relative I guess
23:00:27kaenif I were experienced in perl and found a luadoc.py I'd probably just as inconsolable.
23:00:56kaen"Exceptions when accessing undefined keys!?"
23:01:06kaen"what madness!"
23:01:15raptorhaha
23:11:20raptorHmmm... maybe I should make the GameScript class. There are several things that don't belong with editor plugins..
23:33:54raptori'm doing too much thinking and not enough coding...
23:33:57raptorbut time for bed
23:33:58raptornight!
23:34:20raptor Quit ()
23:39:37BFLogBot Commit: da5c507d45e0 | Author: kaen | Message: first pass at lua doc cleanup for LuaLevelGenerator
23:40:50amgine1234567890 Quit (Quit: Page closed)

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