#bitfighter IRC Log

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IRC Log for 2013-07-31

Timestamps are in GMT/BST.

00:11:01raptorever since we coded it so debug-build users don't show up in the player list, I never know if a comrade is coding as well...
00:15:30kaenheh
00:15:46kaenI've been integrating bootstrap into pleiades
00:16:15raptorok, i got the bug where i can't move...
00:16:19raptorwhat should i do?
00:16:31raptoroh rats, i'm not debugging.. stink
00:16:38raptorbootstrap??
00:17:25kaenyeah, twitter's js/css boilerplate
00:17:34raptoroh cool
00:17:40kaenit has a bunch of junk that I found myself reimplementing
00:17:51kaenplus it will make the design more flexible
00:18:14raptoroh good
00:18:41raptoron another note - if you load a capture the flag level, does it say "Could not create a GameType" in stdout?
00:19:43raptorand then, of course, with no gametype, it becomes bitmatch
00:21:03raptorthis is a bad bug...
00:28:16raptoroh no kaen, your CMake change introduced it...
00:28:25raptorcc5977274d87
00:28:30raptorafter a bisect...
00:28:33kaenwhoa
00:28:39kaenthat's really weird...
00:35:16raptorthat's really weird...
00:35:29raptori don't even understand how that could happen..
00:38:09kaenI don't get it...
00:38:15kaenit's doing all sorts of crazy junk
00:38:20raptorso...
00:38:27raptorthe only thing i can think of..
00:38:28raptorhmm
00:39:04raptorno...
00:39:13raptorsee i thought gServerGame was in main.cpp...
00:39:20raptorbut it's not anymore..
00:39:33raptorit's gotta be something with the separation of main.cpp, though
00:39:33kaenI think you're on the right track though
00:39:45kaenperhaps some static initialization fiasco
00:41:45raptorso it doesn't have a gametype at that time?
00:41:51raptormGameType is null?
00:42:13raptorin game.cpp:710
00:42:24kaen138 TNL::Object *theObject = TNL::Object::create(GameType::getGameTypeClassName((GameTypeId)gtIndex));
00:42:24kaen139 GameType *gt = dynamic_cast<GameType *>(theObject);
00:42:35kaengt is apparently NULL here as well
00:42:54raptorhuh
00:42:56kaen(crash when changing a level's game type)
00:44:45kaenseems like another indication of a global data problem
00:45:08raptormaybe your change brought out a monster from under the bed..
00:51:24raptorok, i'm too tired to think on this at the moment
00:51:28raptorheading to bed...
00:51:36raptoroh wait, i have to close the contest poll
00:53:04kaenok, good night
00:53:21raptorsorry i'm gettin' fuzzy in the head
00:54:35raptor Quit ()
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03:06:31kaenwatusimoto, I took a crack at sharing .o files between test and client builds
03:06:54kaenbut it manifested some crazy bug where the game can't construct a CTF gametype
03:07:01kaenso it probably needs to be reverted...
03:07:10kaenbut it seems like it has to do with some global state
03:07:21kaenand the initialization order thereof
03:36:06watusimoto1 has joined
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07:54:43ChanServ sets mode +o
07:54:51raptorbuenos!
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08:35:56bobdaduck has joined
08:40:52raptorI should reveal map authors..
08:44:15bobdaducknah
08:44:18bobdaduckEveryone already knows
09:04:51raptorresults are up!
09:11:37raptorbadge awarded!
09:15:45bobdaduckyayyy
09:19:26watusimotogreat!
09:19:32watusimotodid I win?
09:20:30bobdaduckno
09:20:32bobdaduckFootloose did
09:23:33thread_ has joined
09:23:47thread_alright... what can I break today?
09:24:12raptorgood day
09:39:39bobdaduckI already did goalzone swords....
09:42:08raptor Quit (Read error: Connection reset by peer)
09:47:19raptor has joined
09:47:19ChanServ sets mode +o
10:07:31raptorok, we have the method bot:hasLosPt
10:07:44raptorcan that be renamed to something more intelligible?
10:12:48bobdaduckbot:hasLineOfSight(point)
10:12:58raptorthat's much better
10:14:32bobdaduckbot:hlsp()
10:14:36bobdaducklets use that.
10:14:54LordDVG has joined
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10:33:05thread_hey raptor, can I ask you to point some community members to a thread for me?
10:33:17thread_I am hoping to try making a patchwork level http://bitfighter.org/forums/viewtopic.php?f=41&t=1982&p=20204
10:33:49thread_I just need input from the community
10:34:21raptorI saw that
10:34:50raptorQuartz started something like that, sort of, too
10:34:53bobdaduckIn similar news, Quartz posted this http://www.bitfighter.org/forums/viewtopic.php?f=6&t=1979&p=20198#p20198
10:34:57bobdaducklike two days before you
10:34:58bobdaduckxD
10:36:10thread_:/ seems like he and I have a lot of similar ideas at about the same time
10:36:29kaenyou guys should totally hang out
10:36:55bobdaduckWell, I was talking to Quartz about him coming up to Utah....
10:37:14thread_nah. I think he dislikes the fact that I do similar things. (see his responce to my bubblegum level)
10:38:01thread_sorry, not to be spiteful.
10:39:44kaenhe's kind of rough around the edges, don't take it too hard
10:40:29bobdaduckJust like his namesake
10:44:18kaenraptor, don't release the version of dough I submitted, please
10:44:25kaenI'm going to put it on github and make a thread.
10:46:07watusimoto Quit (Ping timeout: 246 seconds)
10:48:55bobdaduck019 is gonna be cool
10:49:32bobdaduckBe able to write scripts that work without people having to code
10:49:56bobdaduckturn asteroid spawns into... I dunno, flag spawners in hold the flag or something
10:50:04bobdaduckand just findallobjects asteroid spawns
10:52:06raptorok kaen
10:57:53BFLogBot Commit: f8101714c5a1 | Author: buckyballreaction | Message: Lua API: Rename and move object finding methods: - bot:findObjects is now bot:findVisibleObjects - findGlobalObjects is now bf:findAllObjects - bf:findAllObjects does not apply a cloaked ship filter any more - bot:findVisibleObjects still does - bf:pointCanSeePoint is available to all scripts now
10:59:57kaenI still can't figure out this CTFGametype bug
11:00:03thread_when you guys say the name of 019 do you say it "oh-nine-teen"? that's how i've been saying it
11:00:16kaenI say oh-one-nine
11:00:22raptorzero-one-niner
11:00:39kaenwhen we postfix a letter, I stop pronouncing the zero
11:00:45thread_what is the purpose of the 0 anyway?
11:00:48kaenfor instance, one-eight,ey
11:00:53kaenay?
11:00:56kaenphonetics, man.
11:01:38raptorwatusimoto's number scheme
11:01:47kaenversion numbers are arbitrary in general
11:01:49raptori think he didn't like using 0.1 0.2, etc..
11:02:05raptoryeah
11:02:39kaenbut I do prefer having the flexibility to do a major OR minor OR patch-level bump
11:02:52thread_speaking of oh-one-niner-teen,ey. Any idea when the rest of us can use it?
11:03:00kaenyou can use it today
11:03:01thread_My compiler is broken, so I'm stuck waiting
11:03:07kaenI have a build bot :)
11:03:13bobdaduckI always just refer to it as "zero twenty minus one"
11:03:21kaenit makes fresh builds after every commit
11:03:33kaenalthough I think the dev tree is broken atm... (my fault)
11:03:36raptorno guarantee that it won't crash and burn your hard drive!
11:03:42thread_lol
11:04:06thread_I will have to ask how stable the build is is before I use it every time.
11:04:25raptorit might be better to assume that something might be broken at any time instead
11:04:38raptorthen when you run across a broken something, ask us
11:04:41thread_naturally. but I don't want to burn a hard drive
11:04:48raptorand tada! you're a beta tester
11:05:28thread_anyway, kaen, how do I access your bot to get the latest build?
11:05:48kaenhttp://buildbot.bitfighter.org:8010/latest/
11:05:52raptorBFBuildBot_:
11:05:53kaenyou want the w32 version
11:06:08kaenthose links get updated after each successful build
11:06:10raptorexcept this: http://buildbot.bitfighter.org:8010/grid
11:06:56raptorwhat the crazy: http://buildbot.bitfighter.org:8010/grid
11:07:00raptoroops: /home/bitfighter/slave/bitfighter-w32-cross/build/zap/gameObjectRender.cpp:1: error: stray ‘\357’ in program
11:07:07kaenyeah ...
11:07:16kaenI've been looking over that for several minutes
11:07:23kaenlast working build: https://code.google.com/p/bitfighter/source/detail?r=a6ece25f07fd7cb0ccf4774e362b3990fce1ea00
11:07:26kaenfrom the 9th...
11:08:10thread_so, buildbot points to a broken build?
11:08:21kaenno
11:08:24raptorno
11:08:25kaenthe build it points to work
11:08:27kaenworks
11:08:30koda Quit (Ping timeout: 268 seconds)
11:08:31thread_oh, alright
11:08:38kaenit's just from the 9th instead of from earlier this morning
11:09:07kaenso, raptor, should I make BFBuildBot_ complain *every* time a build fails?
11:09:16kaenright now it only complains when a build goes from passing to failing
11:09:24kaenand is silent thereafter
11:09:36raptorhmmm
11:09:41raptormight be good
11:09:47kaenmight be spammy
11:09:57kaenmaybe I should just remember to check the build grid :P
11:09:59bobdaduckWhat's the problem with spam?
11:10:31raptorit makes good campout food
11:10:57kaen99% sure this is unicode stuff
11:11:57thread_I wish I could help with the code, but I still don't know why my compiler is not working :/
11:12:04thread_been trying to figure that out for a while
11:13:36bobdaduckWhy do the forums still not have a "thank" system?
11:25:24thread_Because we are all selfish and view everyone else as in the way?
11:25:30thread_:P
11:25:48raptoryou m ean a reputation module?
11:26:20bobdaduckNo, I mean something to say "I appreciated this post" without having to post saying "I appreciated this post"
11:28:58bobdaduckheck maybe it could just say "lol"
11:30:07thread_there can be "meh", "hehe", "lol", and "OMLOLIJDMT!!!!" defending on how you feel
11:30:48bobdaduckyes exactly
11:30:50thread_"OMLOLIJDMT!!!!" = Oh My Lol I Just Dropped My Taco!!!!
11:30:56bobdaduckor maybe
11:31:06bobdaduckWe could do smily faces
11:31:12bobdaducksuperimposed onto bitfighter ships
11:33:40thread_Unrelated, but random idea: raptor how hard would it be to make player ships vary in appearance?
11:33:42thread_I was just thinking how minecraft allows skins for registered players. Would it be feasable to players to change their polygon ship if they are registered online?
11:34:04thread_like a square or pentagon instead of triangle
11:34:17kaenhahaha
11:34:58kaenhere's the most recent discussion on that: http://bitfighter.org/forums/viewtopic.php?f=4&t=1721&hilit=ship+shapes
11:35:09kaenI've actually kind of come around -- I'd like to see it, too
11:35:21thread_AAARRRGH! need.... not... taken.... idea....
11:37:08kaenIt's nice to come up with something truly novel that's never been seen before, but most creativity is actually just the clever juxtaposition of existing ideas.
11:37:29kaencoming up with something good that's *never* been thought of before is extremely rare.
11:37:38thread_My life's mission is now to find one of those ideas
11:37:40bobdaduckEven DnD
11:38:04bobdaduckThough I dunno jury is still out on some of the crap in levelgen carnival....
11:39:47thread_What if there's a level with a virtual deck of playing cards in the middle. Players can pick up cards and use them to chat in various ways
11:40:00raptorhave to go! back later
11:40:02raptor Quit ()
11:40:02kaenlater
11:40:08kaenfile encodings man ...
11:40:30thread_Raptor left...
11:40:35thread_I propose a game
11:40:53kaenlol MODS ARE ASLEEP GOGOGO
11:40:57thread_when he comes back, we pick up mid conversation
11:41:06thread_on a really strange subject
11:41:21thread_like licking icecream monsters
11:41:51thread_or golfing toothbrushes
11:45:31bobdaduck Quit (Remote host closed the connection)
11:50:35thread_yes? no?
12:02:27BFLogBot Commit: f672b2d81305 | Author: kaen | Message: convert gameObjectRender.cpp back to ASCII from UTF-8 encoding with BOM
12:02:30kaenfile encodings man ...
12:02:42kaenNOW BUILD, BFBuildBot_
12:02:47kaenLIKE YOU HAVE NEVER BUILT BEFORE
12:03:41BFBuildBot_build containing revision(s) [f672b2d] on bitfighter-w32-cross is complete: Success [build successful] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/195
12:03:46kaenWOOOOOOOO
12:03:50kaenfile encodings man ...
12:04:13kaenthread_, I fixed the buildbot latest builds
12:04:20kaenshould be up to date -- but the tree is still broken
12:04:30kaenalso, raptor checks the log bot :)
12:04:48thread_hrmmm....
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13:08:56Watusimoto has joined
13:21:24Watusimotohello
13:21:41Watusimotohi kaen -- I saw your earlier message but did not fully understand
13:22:15Watusimotohowever... my project got rather screwed up so I think I (now) understand enough
13:23:26kaenyeah...
13:23:41kaenprobably best just to revert because I haven't gained any ground on it
13:23:51Watusimotomost of the .cpp files got removed from the project
13:24:01kaenmost?
13:24:04Watusimotomost
13:24:08Watusimotoall but about 10
13:24:18Watusimotoand not the 10 I wanted to use :-)
13:24:40kaenthe only sources that should be in the "bitfighter" target is main.cpp
13:24:46kaenbitfighter-client should have all the rest :x
13:24:46Watusimotoso it looks like 7824 was the offending commit
13:24:55Watusimotoon this machine, I am still at 7823
13:25:11Watusimotoah, ok
13:25:18WatusimotoI'll need to look more closely
13:25:44Watusimotoso I can continue to work based on 7823, but I can't checkin without merging your commits
13:25:54Watusimotoor doing the thing I promised raptor I would never do again
13:26:01kaenheh
13:26:24Watusimotoone time I ended up creating several heads in the repo
13:26:32kaenumm I actually don't know how to undo that commit safely myself
13:26:32Watusimotoand left raptor to clean up the mess
13:27:09kaenheh. not sure if you remember the time I pushed 100+ experimental shader commits to the tree ...
13:27:14Watusimotowe could use backout
13:27:17kaenok
13:27:20Watusimotonot sure what that actually does
13:27:24Watusimotobut it sounds neat
13:27:48Watusimotomaybe there's a way to prune that commit from the tree
13:27:49kaenoh I think I get it
13:27:56kaenno, we shouldn't prune it
13:28:02kaenthat will mess up our history
13:28:09kaenwe should apply an inverse changeset
13:28:17Watusimotowell, given my history on this subject, I'm not going to do anything without careful supervision
13:28:31WatusimotoI don't want to get my wrist slapped again
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13:31:20BFLogBot Commit: 047ac0c89e4a | Author: kaen | Message: backout cc5977274d87 due to crashes when instantiating CTFGameType
13:31:26kaenphew
13:33:41bobdaduckCURSE YOUUUUUU
13:33:52bobdaduckLevelgen error: Cannot modify a wall that has already been added to the game!
13:34:08kaenbtw, Watusimoto: buildbot was failing on the w32 build for like three weeks because of a utf encoded file
13:34:21Watusimotoutf!
13:34:48kaenI'm stuck with that version of gcc for cross-compiling, unfortunately :/
13:34:58Watusimotoutf has been my bane at work the last couple of weeks... servers sending me files without specifying their encoding, and they turn out ot have utf cars
13:34:59kaenI think there's a vc++ option to always use ascii encoding?
13:35:01Watusimotochars
13:35:13kaenfile encodings man ..
13:36:28WatusimotoI'll see if I can find it
13:36:55kaenif not, buildbot will just choke and I can convert the files if any more crop up
13:37:09kaen:w ++enctype=ascii
13:37:12kaen:q
13:37:18kaen<3 vim
13:38:00Little_Appleutf was my old username!
13:38:22kaenit suits you :P
13:38:52Little_Applec:
13:41:40bobdaduckWELL THAT'S USELESS.
13:41:50bobdaduckHow am I supposed to break everything
13:41:55bobdaduckif I can't modify walls in-game?
13:42:12bobdaduckALL I WANTED TO DO WAS SETWIDTH()
13:48:05Little_Appleyea!
14:05:56thread_bobdaduck: I dare you to call removeFromGame() on a player
14:06:09bobdaduckkkk
14:06:21bobdaduckWait, double-dog-dare
14:06:23bobdaduckor just regular dare?
14:06:39thread_uuhhh... let me check
14:06:56thread_it's just regular dare
14:07:13bobdaduckoh okay
14:07:17bobdaduckI'll do it in a minute then
14:07:38bobdaduckwriting a scirpt to make all the people affected by gravity towards all the other people
14:08:22thread_ooh, like the bakery wars level in the competition, but players instead of rescourceItems?
14:08:41thread_That will get humerous fast
14:08:51bobdaduckyeah
14:08:53bobdaduckexactly.
14:08:54bobdaduckxD
14:11:37kaenwait wait wait
14:11:44kaenyou're gonna make a softbody simulation
14:11:46kaenout of people?
14:11:59bobdaduck.....
14:12:00bobdaduckYes.
14:12:30bobdaduckWell actually for now I'm just using a gravity effect rather than anything fancy. I'll upgrade it later.
14:12:32bobdaduck"later"
14:12:49Little_AppleAPPLE WANT SEE
14:16:53thread_Also, I would really like to be able to make web-requests from my levelgens. anyone have ideas on how this could be done?
14:17:04kaencan I get some feedback on the design changes at http://bitfighter.org/pleiades/ ?
14:17:40bobdaduckAnyone want to make a stupid levelgen for me?
14:17:42kaenin 018a you can install a lua socket library on your system and load it
14:17:46thread_Looks good to me, but I haven't seen the old version :)
14:17:47bobdaduckWow that font
14:17:52kaenyeah ...
14:17:55bobdaduckIs outrageous
14:18:01kaenit's the actual bitfighter font
14:18:03bobdaduckI would not use that for titles like that
14:18:06bobdaduckI would use it for
14:18:14bobdaduckRecently updated, Highest rated, random, etc
14:18:35bobdaduckLove the font but its too hard to read to use so often
14:18:52bobdaduckalso in "highest rated" 019 is all weird
14:19:18Little_Applecheckbook font!
14:20:45kaenbobdaduck, screenshot?
14:20:47kaenlooks fine here
14:20:50Little_Appleokbye
14:20:52Little_Apple Quit (Quit: Page closed)
14:20:54kaenalso switching the fonts looks way better
14:21:03bobdaduckoh
14:21:06bobdaduckI was just too zoomed
14:21:26bobdaduckswitching what fonts?
14:22:00kaendeploying... you can see in just a sec
14:22:18kaenok deep refresh
14:24:01bobdaduckah yes nice
14:24:20bobdaduckYou only need to go through the effort to read it once, to understand the sections
14:24:36bobdaduckand from then on it becomes decorational but doesn't inhibit functionality.
14:24:37bobdaduckWas my thought.
14:25:32kaenyeah. the titles are too important and varied to have a crazy font like that
14:25:43Watusimoto_ has joined
14:26:33bobdaduckQUICK
14:26:38bobdaduckSOMEONE TELL ME NOT TO PSYCH MYSELF OUT
14:27:09kaendon't pysch yourself out!
14:27:42Watusimoto Quit (Ping timeout: 264 seconds)
14:29:57bobdaduckThanks
14:30:10bobdaduckI'm essentially doing the same thing as zoneswords here
14:30:24bobdaduckExcept I'm not using the zoneswords code, I'm doing it myself
14:30:30bobdaduckits a little scary
14:38:42thread_I should make a levelgen that will periodically and randomly remove or add objects of whatever type it feels like.
14:39:11thread_playing CTf and it deletes the enemy's flag... :/ then it makes a core for your team :o
14:41:49bobdaduckAlso does anyone want to make a silly levelgen for me?
14:42:14thread_I might
14:42:15bobdaduckShould be *fairly* simple but I couldn't get it working on my first shot at it
14:42:33thread_ok what sillyness must ensue?
14:43:03bobdaduckI want all the ships in the level to leave a lineitem trail behind them.
14:44:08thread_ah. that would only me moderately challenging. does this just happen forever? Isn't that going to break once the LineItem has over 32 points?
14:44:39bobdaduckYes, yes.
14:45:47bobdaduckI swear these arrays
14:45:58thread_I could actually handle the two many points issue. I'm more worried about making another DnD
14:46:11thread_*eg crashing the game
14:46:11bobdaduckwhat
14:46:14bobdaduckxD
14:46:17bobdaduckoh lol
14:46:31bobdaduckNah DnD never crashed from too much going on
14:46:33thread_LET'S DO IT
14:46:37bobdaduckthere was a memory leak and stuff....
14:46:38bobdaduckxD
14:47:04bobdaduckDoes anyone have some tips for helping me conceptualize an array of arrays of arrays?
14:47:27bobdaduckbecause I just totally lost myself in trying to figure out how to actually access the things xD
14:47:36thread_I might be able to if I could draw you a picture...
14:49:16thread_Think of a stack of drawers, like you would find in your kitchen. Each one has a silverware divider in it. In turn, each divider is full of silverware
14:49:45thread_you could address a spoon by variable[1][2][3]
14:50:09thread_where [1] is drawr number. [2] is divider section. [3] is item number in that divider
14:50:24thread_maybe... That was a random explination
14:50:33bobdaducklol
14:50:45bobdaduckno not quite
14:51:40thread_not helpful? I expect as much. I can't follow my own train of thought
14:51:49bobdaduckI just threw all this code together
14:52:06bobdaduckThis is my process for programming anything:
14:52:14thread_A picture would be the best way to explain multi-dimensional arrays.
14:52:27bobdaduckThrow all the code together until I have a jumbled mess that vaguely resembles food
14:52:39bobdaduckAnd then I just run the script and fix all the errors that come up
14:52:57bobdaduckAnd sort of figure it out by hammering out errors
14:53:03bobdaduckand trial and error my way to the script working.
14:53:05bobdaduckIs this normal?
14:53:14thread_just to be sure: kaen, lineItems can be created and modified on the fly right?
14:53:21bobdaduckyes
14:53:33bobdaduckI do it in DnD.
14:53:39thread_bobdaduck: yes and no. most programmers will work that way, but projects turn out better if planned first
14:54:23thread_for example, my bitBuilder is hard to expand on, because I didn't plan for it to be able to do more than walls
14:55:08thread_also, planning tends to result in cleaner code, which is easier to debug
14:56:37thread_But I digress... waffles!
14:56:40kaenbobdaduck, it's normal for beginners to write that way
14:57:07kaenbut as you get more and more advanced your programming muscles get stronger, so you can imagine how you'll structure code before you write it
14:57:34kaennot with great detail, but just generally planning the components, their interactions, and how those become meaningful processes
14:58:03kaenwhen I start out a new script, I just write tons of comments for each "piece" I think I'll need
14:58:15kaenI always start at the last piece and work backwords
14:58:20kaenbackwards*
14:58:29kaena requires b requires c ...
14:58:38kaenall before I even start coding
14:58:38bobdaduckI just broke my script
14:58:54bobdaduckAnd need help
14:59:15thread_what broke? what script?
14:59:23bobdaduckyeah the one I'm writing
14:59:33thread_which one is that?
14:59:48bobdaduckthe all-players-gravity one
14:59:57thread_ah
15:00:02bobdaduckI'm trying to make it so everyone has a line connecting each player to each other player
15:00:26bobdaduckand when the players get close enough to be affected by gravity then their connecting lineItem changes from neutral team to team 1
15:00:28bobdaduckbut uh
15:00:50bobdaduckI have ended up with code like this:
15:00:51bobdaduckfor i, v in ipairs(lineItemsArray)
15:00:51bobdaduckdo
15:00:51bobdaduckfor dex, val in ipairs(v)
15:00:51bobdaduckdo
15:00:51bobdaduckfor index, value in ipairs(val)
15:00:52bobdaduckdo
15:01:32thread_ok. that isn't too evil
15:02:29bobdaduckDo you want to take a look? My brain is currently too pretzeled to understand anything I just coded
15:02:48thread_sure. how do you want me to look? Pm?
15:03:09bobdaduckhttp://pastie.org/8194757
15:03:41bobdaduckThere's no level-specific gunk so running it on a blank level should still work.
15:04:02thread_You ceirtainly like a clean console
15:04:07bobdaduckxD
15:05:06thread_so where is it broken?
15:05:12bobdaduckI have no idea.
15:05:22bobdaduckSomewhere in ontick
15:05:24thread_it doesn't give a line number?
15:05:28bobdaduckNo error
15:05:37bobdaduckBut no working either
15:07:34thread_Are you testing with more than one player? nothing happens with one person
15:07:55bobdaduckyeah
15:08:12bobdaduckThe lineitems don't seem to be being added at all in the first place though
15:08:19bobdaduckwhich happens in registerNewUsers()
15:09:13thread_ok, I'll look there...
15:09:32bobdaduckThat's where all the sloppy logic is.
15:09:43bobdaduckEverything else is just me trying to pull apart the sloppy logic xD
15:10:57thread_what is the line "for i = 1, #playersArray" doing? I'm not farmiliar with use of # in Lua
15:11:07bobdaduck# is the length of the array
15:11:12thread_oh, ok
15:11:26kaenI defy you to find a better implementation of spring/damper tethering in lua ...
15:11:43thread_Thats your problem
15:12:10thread_"for i = 1, #playersArray" iterates from 1 until 1. meaning it doesn't do that loop
15:12:29thread_for i = 1, #playersArray+1"
15:12:38bobdaduckOh there we go
15:12:43bobdaduckfor i = 0 fixes it
15:12:48bobdaduckuntil its actually broken!
15:13:01thread_lol
15:13:12bobdaduckThe lines show up
15:13:18bobdaduckbut now they aren't modulating
15:13:26bobdaduckand the gravity isn't working
15:13:32bobdaduckand everything in ontick is obviously very broken
15:13:40thread_do you get errors now?
15:13:54bobdaduck...no.
15:13:54bobdaduckxD
15:14:56thread_I wonder if it could be realated to object id's changing on tick
15:15:43kaenum
15:15:43bobdaduckNo I'm pretty sure the problem is, in fact, that I have no idea what I'm doing.
15:15:46kaenfor i = 1, #playersArray
15:15:55kaenshould get you one iteration for each element of playersArray
15:16:28bobdaduckWell... Changing it to i = 0, #playersArray makes it work suddenly somehow
15:16:37thread_no, that goes until i equals the second parameter. Lua is not 0 indexed, thus it starts at one and terminates once it is one
15:16:48thread_so it doesn't run
15:17:18kaenfor i = 1, 1 do print('hi') end
15:17:21kaenprints 'hi'
15:17:35thread_what? weird
15:17:38kaenyeah
15:17:42kaeni = start, finish
15:17:50thread_i put a logprint in bob's code and It wasn't printing
15:17:54bobdaduckWell... Changing it to 0 makes it add the lineItem
15:18:02kaenis for( i = start; i <= finsih; i++) in js
15:18:03thread_but... why?
15:18:16kaenindicative of some other of-by-one error
15:18:25thread_I now am curious what is going on really
15:19:09thread_oooohhh...
15:19:22thread_got it
15:20:18thread_playersArray doesn't get the new object added until after you iterate through it, so it has size 0 the first time
15:20:18bobdaduckIs it that I have no idea what I'm doing? That's still what has my vote...
15:23:18thread_issue #2 that I think I see
15:23:30thread_changeLineGeoms
15:24:25thread_lineItemsArray holds -> arrayOfLines holds -> line
15:24:34kaenI just realized that I accidentally learned lua by helping bobdaduck
15:24:51bobdaducklol what
15:25:03bobdaduckalso normal what @ thread
15:25:15kaenI had literally no intention of ever using except that I couldn't bear to watch him scripting without aid like that
15:25:31thread_sorry, i mean you have one too many for loops methinks
15:25:52thread_wait, nm
15:26:37thread_so you want the line to be from the origin to the player on every tick?
15:26:59bobdaduckno
15:27:05bobdaduckorigin is just the start point
15:27:14bobdaduckas a test for when there's not more than one player
15:27:21bobdaduckshould be from player to player to player
15:27:24bobdaduckall players
15:28:13thread_I'm looking at lines 52-55. that will set geom to the same spot over and over forever
15:28:40thread_because you aren't reassigning the variables
15:29:06bobdaduckI try to reassign the variables
15:29:08bobdaduckat line 94
15:29:20bobdaduckand 79
15:35:05thread_on line 75, I keep getting lineItemsArray[name] with a size of 0
15:35:47bobdaduckis lineItemsArray[name] even an array? I CAN'T TELL.
15:36:17thread_yes, thats the array full of lines
15:36:27bobdaduckline 35 is the only time I do anything with it
15:49:05koda has joined
15:50:17thread_new thing thats acting weird: line 33-ish. line is a table, and you just assigned it values... but when I log its length is get 0
15:51:22bobdaduckI'm gonna head home
15:51:26bobdaduckback in ~15
15:51:28bobdaduck Quit (Remote host closed the connection)
15:54:53thread_ Quit (Ping timeout: 250 seconds)
15:58:02LordDVG Quit (Read error: Connection reset by peer)
16:11:33bobdaduck has joined
16:17:35Little_Apple has joined
16:17:53Little_Applehello hello
16:20:51kaengreetings
16:22:14bobdaduckGREETIN'S
16:26:34BFBuildBot_ Quit (Remote host closed the connection)
16:29:02BFBuildBot has joined
16:29:29kaen!r for i = 1, 3 do print('hi bob!') end
16:29:33kaenhmm
16:29:44kaenBFBuildBot, r for i = 1, 3 do print('hi bob!') end
16:30:00kaenworks as well as I expected ...
16:31:42BFBuildBot Quit (Remote host closed the connection)
16:32:39BFBuildBot has joined
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16:45:59BFBuildBot has joined
16:47:13Little_Applewhy is my family watching animated japanese folk tales on crunchy roll...
16:51:35bobdaduck Quit (Remote host closed the connection)
16:54:07raptor has joined
16:54:07ChanServ sets mode +o
16:54:16raptorraptor the wristslapper has arrived
16:54:48kaenlol
16:54:57BFLogBotThank you. before I begin, I'd like everyone to notice that my report is in a professional, clear plastic binder... When a report looks this good, you know it'll get an A. That's a tip kids. Write it down. -- Calvin
16:55:00kaenI made buildbot repl lua:
16:55:05kaenBFBuildBot, lua print("hi")
16:55:06BFBuildBothi
16:55:15raptorha!
16:55:30kaenI'm going to make it auto-print return values
16:55:43kaenand also trim output ...
16:56:40raptorBFBuildBot: lua print ("I am the terror that flaps in the night")
16:56:41BFBuildBotI am the terror that flaps in the night
17:04:13BFBuildBot Quit (Remote host closed the connection)
17:04:21BFBuildBot has joined
17:04:35kaenBFBuildBot, lua for i = 1, 1000 do print("hi") end
17:04:35BFBuildBotSomething bad happened (see logs)
17:04:40kaenhm
17:04:56raptor1000???
17:05:41raptorI need ot build in resiliency into BFLogBot - there's gotta be a way to have it restart itself from within python, maybe look the master loop with try/except
17:05:42BFLogBotWhat do you get when you cross a cantaloupe with lassie? A melon-collie baby! Get it?? HA HA HA OH OH HA HA! -- Calvin
17:06:01kaenthat's what I would do
17:07:59raptoroh good - you fixed the file encoding problem?
17:07:59BFBuildBot Quit (Remote host closed the connection)
17:08:06BFBuildBot has joined
17:08:10raptorwhich seems... weird
17:08:18kaenhmm. it's probably time to start testing buidlbot on another channel...
17:08:21raptorwhy can't I just have all source files as utf8 encoded text?
17:08:30raptori always use #botwar
17:09:20kaensome compilers choke on utf8
17:09:31raptorhmmm
17:09:35kaene.g. this old version mingw
17:09:39raptorah ok
17:10:17kaenbasically it saw the three-byte BOM indicator and tried to parse it as a token
17:11:27kaenBFBuildBot, lua for i = 1, 1000 do print("hi") end
17:11:28BFBuildBotkaen, hihihihihihihihihihihihihihihihihihihihi
17:11:37kaenBFBuildBot, lua while true do end
17:11:38BFBuildBotkaen, Process killed
17:11:57raptorha
17:12:21kaenI wrote a dinky little python module for it
17:12:28kaenif you wanted to wire into logbot instead
17:16:38kaenhttps://github.com/kaen/luaex
17:17:08raptorlooks good
17:17:19raptorman, python is so great for readable, small code
17:17:40kaenagreed
17:19:09kaenuh I just pushed again thirty seconds ago to remove some old junk
17:20:13kaenruby is my go-to scripting language, but python is my go-to prototyping language
17:20:24raptorruby, huh?
17:20:30kaenyep
17:20:38kaenI love not having to type parentheses
17:20:48raptorhaha
17:20:55kaenalso predicates have ? appended
17:21:19kaenso, empty(), empty!(), and empty?() all have distinct but related meanings
17:21:35raptorwhat?
17:21:55raptornow i have to research
17:21:57kaen? and ! are valid in variable names
17:22:05kaenwithout prefix means you get a new one
17:22:10kaenwith a bang means to modify in place
17:22:18kaenwith a question mark is a test
17:22:19raptoroh interesting..
17:23:02kaenit's really great for just knocking out a quick script to process some data
17:23:16kaenI usually go back to bash for file I/O or process spawning though
17:23:37kaenguess I'm just a sucker for syntax
17:25:03Little_Apple*poof*
17:25:04Little_Apple Quit (Quit: Page closed)
18:08:40Little_Apple has joined
18:08:41raptorquestion
18:08:52Little_Appleanswer!
18:08:56raptorif I add a findAllObjectsInArea() method:
18:09:00raptor1. should it be named that?
18:09:19raptor2. what should arguments be? two points that are turned into a Rect?
18:09:40raptorhi Little_Apple
18:09:46raptorI suppose I should release the maps...
18:10:07Little_Applerelease the kracken!
18:11:46raptorlast chance for anyone to object to releasing the maps!
18:12:03Little_Applegogogo!
18:13:37Watusimoto_ Quit (Ping timeout: 245 seconds)
18:17:52raptorposted!
18:18:00Little_Applehooray!
18:25:59Little_Appleraptor: why is it that the winners for the last two level design contests havent been related to the theme in any way other than the team names?
18:29:29kaenricochet was related more than anybody will every understand...
18:29:35kaenit just wasn't obvious enough
18:32:59raptorLittle_Apple: I don't know, ask the voters!
18:33:15Little_AppleI AM THE VOTERS
18:33:19Little_Appleer.. voter..
18:33:27kaenraptor, I put Checkbook in pleiades :)
18:33:35Little_Appleheck yea!
18:33:44kaendid you check it out yet LA?
18:33:50kaenany feedback?
18:33:51Little_Appleyes :P
18:33:56Little_Appleerm..
18:34:03Little_Applemore levels?
18:34:10raptorphaser field
18:34:13raptorlovely bobdaduck
18:34:13kaenlol
18:34:22Little_Applemaybe include the level desc?
18:34:33raptorkaen: how did you actually load a font like that?
18:34:42kaen@font-face
18:34:48thread_ has joined
18:34:54raptorwhat is that, CSS?
18:34:56kaenI think it's part of CSS2
18:34:59kaenyeah
18:35:04raptorcool
18:35:19thread_anybody up for helping playtest a level?
18:35:25Little_Appleyes!
18:35:28kaenhmm css3 :<
18:35:41kaenbut it just falls back the sans-serif font if it's not supported
18:35:50thread_My server is "speaker for the thread" and pass is "nope"
18:37:07raptorkaen: i just downloaded phaser field
18:37:15raptorand the level itself didn't have a .level extension
18:38:45kaenwhoa thanks
18:39:33kaenugh. I can't write a test case for the download action because cake bugs out if you use output buffering in tests...
18:39:52kaenI actually *did* write one that should work. I just can't run it...
18:40:09kaenit's sitting there, staring at me, commented out ...
18:40:19kaen"why don't you uncomment me, kaen?"
18:40:21kaen"WHY?!"
18:40:28kaenI'm so sorry little test case ...
18:40:36kaenI have ... failed you
18:42:51koda Quit (Quit: koda)
18:46:04bobdaduck has joined
18:46:44Little_AppleHELLO DUCK
18:47:51bobdaduckHELLOW
18:48:12thread_you just missed my awesome level
18:48:22thread_that I've told you, like, fifty times about
18:49:18bobdaduckxD
18:49:32thread_"slot Machine" is finally finished
18:49:37bobdaduckwhoo!
18:49:45bobdaduckDid you ever figure out my code?
18:49:51thread_not entirely
18:49:55Little_Applewhat code?
18:51:18bobdaduckhow not-entirely is not-entirely?
18:53:01Little_Apple Quit (Quit: Page closed)
18:53:23Little_Apple has joined
18:54:17thread_ Quit (Ping timeout: 250 seconds)
18:55:26fordcars has joined
19:05:07fordcars Quit (Ping timeout: 250 seconds)
19:24:56Little_Appleraptor: bug!
19:26:14bobdaducknew kid in bitfighter just joined my server
19:26:42bobdaduckOH NO
19:39:02raptorhi
19:39:06raptora bug you say?
19:46:31Little_Appleif a soccer ball goes into a goal without being touched by a player it wont count the score even though it makes the noise and stuff
19:46:39Little_Applei think.
19:46:54Little_Applesomething like that.
20:02:46raptoroh yeah
20:02:53raptorthat's actually built in...
20:19:01Little_Appleorly?
20:27:17Flynnn has joined
20:30:51Flynnn Quit (Client Quit)
20:44:10raptoryep..
20:44:21raptordo you have a different idea of what shoul dhappen in that case?
20:49:17bobdaduckuh
20:49:22bobdaduckif it goes into reds goal
20:49:24bobdaduckblue should get a point
20:49:25bobdaduckperiod
20:50:16kaenwhat about green?
20:50:26bobdaduckgreen should get a point to, if nobody touched it
20:50:53kaenso then
20:51:21kaenI dunno I guess I don't have an objection
20:51:29kaenI'm wondering about like a blue turret shooting it
20:51:39kaenbut I guess it's just blue's point then
20:51:47kaenwhatever sounds fine to me
20:56:03Little_Apple Quit (Ping timeout: 250 seconds)
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21:35:40Flynnn Quit (Quit: Leaving)
22:12:59bobdaduck Quit (Remote host closed the connection)
22:18:57raptorha
22:19:30raptori just tried compiling on android again and it crashes with: SIGSEGV... fault addr deadbaad
22:22:13kaenlol
22:22:30raptorand i can't help but think of sheep...
22:37:28kaenI was using this online noise-background image generated, and it had the weirdest pastel-lime-green color as the default and I was like 'wtf?' so I looked at the source to see the hex code
22:37:33kaen0xBADA55
22:37:44raptorhahahaha
22:38:39raptor Quit ()
22:38:46raptor_ has joined
22:38:46raptor_ has left #bitfighter
22:39:03raptor has joined
22:39:03ChanServ sets mode +o
22:39:20raptorok, ready for many commits...
22:39:55raptormerging in koda's iOS fixes...
22:40:44raptorhere goes..
22:41:06BFLogBot Commit: 40b587ff6b59 | Author: koda | Message: update libSDL2.a for iOS
22:41:08BFLogBot Commit: be7a85701070 | Author: koda | Message: update iOS project file
22:41:09BFLogBot Commit: 82d4f621ce93 | Author: koda | Message: respect BF_NO_SCREENSHOTS
22:41:11BFLogBot Commit: be9c6560f793 | Author: koda | Message: respect BF_NO_CONSOLE
22:41:12BFLogBot Commit: 6907c9d114d5 | Author: koda | Message: fixup a few header includes OpenGL functions, OpenGL types, marco redefinition
22:41:14BFLogBot Commit: 2ffbd4a96cb7 | Author: koda | Message: glColor4f is more compatible with mobile
22:41:15BFLogBot Commit: 54634e93c53c | Author: buckyballreaction | Message: Revert plist file for desktop compatibility. koda, you may have to use/create a separate one for iOS
22:41:17BFLogBot Commit: 4750ec961519 | Author: buckyballreaction | Message: Revert header change with fontstash
22:41:18BFLogBot Commit: 485f6d5c8d7a | Author: buckyballreaction | Message: Make fontstash know of our current mobile preferences without TNL
22:41:20BFLogBot Commit: 8ea8a24b839d | Author: buckyballreaction | Message: GLES compatibility
22:41:21BFLogBot Commit: 5d92453f3a70 | Author: buckyballreaction | Message: Fix android project to *almost* compile. It will fail at areas that need system paths, which can be worked around by adding TNL_OS_ANDROID alongside the TNL_OS_LINUX tests. Otherwise, it compiles fine and crashes when tested!
22:41:23BFLogBot Commit: f3bc3455b6d5 | Author: buckyballreaction | Message: Reverse be9c6560f793. koda, I think BF_NO_CONSOLE should already be respected as there is a dummy class to handle any OGLConsole calls so we don't have to add these #defines everywhere
22:41:24BFLogBot Commit: 034bce0054bf | Author: buckyballreaction | Message: Merge in koda's iOS fixes and my Android fixes
22:42:41BFBuildBotbuild containing revision(s) [40b587f] on bitfighter-w32-cross is complete: Failure [failed shell_1] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/197 blamelist: koda
22:42:51raptorhahaha
22:42:59kaenrofl
22:43:14kaenI got a pm from buildbot
22:43:16kaendid you?
22:43:20raptornope
22:43:23kaenok good
22:43:30raptori have in the past, though... i wasn't sure why
22:43:31kaenI must have told it to watch the builder earlier
22:43:35kaenoh
22:43:36kaenhuh.
22:43:56kaenoh man and my port 80 redirect stopped working again
22:44:06kaenI think my iptables rules are getting clobbered...
22:44:36kaenfile encoding again
22:45:48kaenweird
22:46:01kaenI just pulled and it says the gameObjectRender.cpp is properly encoded as ascii
22:46:19raptoroh
22:46:20raptoruhh
22:46:24raptoryeah, make it build the latest
22:46:34raptorbecause that was on a branch that had the issue still
22:46:41kaenohhh I see
22:46:49kaenit's trying to build each commit along the way
22:47:05raptoryeah, it'll fail for quite a few...
22:47:12kaenso actually the fails should cascade until it passes
22:48:00kaenI actually don't know how to make it skip ...
22:50:46BFBuildBotbuild containing revision(s) [be7a857, 82d4f62, be9c656, 6907c9d, 2ffbd4a, 54634e9, 4750ec9, 485f6d5, 8ea8a24, 5d92453, f3bc345, 034bce0] on bitfighter-w32-cross is complete: Success [build successful] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/198
22:51:27kaenwhoa
22:51:37kaenwhy did it just build them all at once?!
22:51:44kaenBFBuildBot, you're pretty smart!
22:51:44BFBuildBotWhat you say!
22:51:57kaenexcept when you talk like that...
22:53:28raptorhaha
22:54:03raptorbuildbot is cool
22:54:12raptorso it built the first, then failed? then skipped to the end?
22:54:32kaenthat's what it looks like
22:54:47raptorhuh
22:54:58kaenI'd guess the logic is: take a batch of commits, build each until one fails, then skip to the last one
22:56:41raptorkaen: did you see my questions above regarding findAllObjectsInArea?:
22:56:48kaenwow. after the w32 build failed, it didn't even try the linux or mac build on that commit
22:56:51kaenno I did not
22:56:56kaenreading
22:57:51raptorissue 208: https://code.google.com/p/bitfighter/issues/detail?id=208
22:59:31raptorso I plan on creating that method, but i'm curious what the signature should look like: find...(fillTable, point, point, objectType...)
23:00:39kaenI'm not a big fan of the fillTable meme
23:00:49raptoryeah...
23:01:00raptori don't like it either, but it sure does increase performance
23:01:01kaenI created and dropped literally hundreds of tables per tick in dough
23:01:08kaenreally?
23:01:09raptorreally??
23:01:16kaenthat whole binning system
23:01:38kaenis dropping and rebuilding a 3D table
23:01:41kaenevery frame
23:01:51kaenfor every resource item
23:02:20kaenokay, this settles it
23:02:20raptorinteresting
23:02:24kaenI'm adding a benchmark target
23:02:42raptorwell, in s_bot, there are loads of findObject calls per tick
23:02:47kaenI wrote one a couple weeks ago but never polished it off
23:03:08raptorand I remember watusimoto saying that a fillTable solved a lot of performance problems
23:04:02kaeninteresting
23:04:04kaenI never tested
23:04:23kaenbut at the same time, I never had the need to use it
23:04:38kaenso I'd hate to make a wonky API to support it
23:05:00kaenfindAllObjectsInRect(p1, p2) sounds so nice
23:05:14raptoryes, I agree
23:05:28kaenI guess could just tag it on the end
23:05:28raptorwell (p1, p2, objtype...)
23:05:31kaenright
23:05:31raptorright?
23:05:33kaensure
23:05:34raptorright
23:05:36raptork
23:06:03kaenok that looks good to me
23:06:25raptorok, i'll forget the table for that metho
23:06:30raptorfindAllObjectsInRect ?
23:06:39raptoror findAllObjectsInArea or findAllObjectsAtLocation
23:06:44kaenArea
23:06:53raptorok i like that one too
23:06:54kaenRect is an abbreviation, which means its bad
23:21:08Flynnn has joined
23:28:04raptor Quit (Ping timeout: 240 seconds)

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