#bitfighter IRC Log

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IRC Log for 2013-08-11

Timestamps are in GMT/BST.

06:08:21LordDVG has joined
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09:02:09raptor has joined
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09:22:33raptor!latest
09:22:33BFLogBothttp://buildbot.bitfighter.org:8010/latest/
09:33:08Skybax has joined
09:41:30raptorconfirmed no game-clock in the windows build
09:42:00raptoralso bitfighter runs wonderfully in WINE... :)
09:53:17raptorkaen: can I trigger a clean rebuild of the windows build in the buildbot?
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14:10:14raptorbeen looking on github for any references to bitfighter
14:10:17raptorfound this: https://github.com/joaompinto/tux4win/blob/master/data/products/bitfigther.xml
14:37:00SkybaxNeato
15:29:30LordDVG Quit (Remote host closed the connection)
15:31:26BFLogBot Commit: 2de577378b18 | Author: buckyballreaction | Message: Modify some FF helper messages to have correct team search
15:32:11raptorSkybax: you still around?
15:32:26BFBuildBotbuild containing revision(s) [2de5773] on bitfighter-w32-cross is complete: Failure [failed shell_1] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/256 blamelist: buckyballreaction@gmail.com
15:34:10raptorkaen: did you ever figure out how to offset the builders? I think that one died because two were going at the same time
15:38:32BFBuildBotbuild containing revision(s) [2de5773] on bitfighter-w32-cross is complete: Success [build successful] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/257
15:39:33raptorok that was a full rebuild..
15:39:42raptornow to see if we have a game timer
15:46:48raptorstill no... hmm...
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17:44:05raptorwe have memory leaks..
17:44:16raptor Quit ()
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21:31:19raptor has joined
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22:04:53kaenevening, raptor
22:05:10kaenI looked at the memory leaks
22:05:13raptorhello!
22:05:25raptorah yes, i got pulled away before I could post those..
22:05:53raptorwhat did you find?
22:06:29kaenI believed I fixed the uninitialized data in sendto (TNL) but the rest of leaks I found appeared to be in sdl
22:06:46raptorah
22:06:54raptorwell...
22:07:15raptorwhere can I post a .gz for you..
22:07:22raptorsam's site is down again..
22:08:58raptornevermind, i'll just use ftp from work :)
22:09:49raptorkaen: ftp://ftp.novell.com/outgoing/memcheck.log
22:10:34raptorI did a quick runthrough of various things: hosting, editing, testing, levelgens, bots, random menus
22:10:41raptorand came up with quite a bit it seemed
22:11:17raptoralso, if you got those TNL uninitialized value errors, then I'm impressed - they've stumped me at least 3 times so far..
22:13:11kaenvalgriiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiind
22:13:35raptorhaha
22:14:32kaenyou were much more thorough than I was!
22:19:03raptoryeah, honestly I don't know where these all came from
22:19:30raptorThere's some big ones with TNL::StringTable
22:19:40raptornear the end, but most are menus??
22:19:53kaeninteresting.
22:20:59raptorit's almost like none of the editor objects are being cleaned up?
22:21:11raptorI see a nexusitem.. wallitem
22:21:19raptorthos were all objects I played with
22:21:22raptor*those
22:22:23raptoroh whoa
22:22:39raptormaybe they all appeared when just switching gametypes from the editor menu...
22:29:17kaenoh, I forgot
22:29:27kaenBfObject::lua_removeFromGame
22:29:35kaenis wrapping deleteObject
22:29:44raptoryes
22:29:56kaencalling removeFromGame on a goalzone in a plugin triggers an assert
22:30:04kaencan not delete ghosting object
22:30:17kaenI switched it from deleteObject to removeFromGame(true)
22:30:23kaenplugin works fine now
22:30:28kaendoes that sound right?
22:30:32kaen(haven't pushed yet)
22:30:43raptorwhat does the boolean do?
22:30:50raptorcall deleteObject or not?
22:30:54kaenyes
22:31:26raptoris that assert even necessary?
22:31:45kaenumm you probably should not delete an object with active ghosts
22:32:00kaenthe editor's delete key call removeFromGame(true)
22:32:10raptorhuh
22:32:12kaencalls*
22:33:04raptorhow come i'm not finding that in UIEditor..
22:34:09raptoroh
22:34:17raptoris it because of removeFromDatabase
22:34:28kaenah, yes, that's rikght
22:34:29kaenright.
22:34:32kaenit's deep in there
22:34:55raptorok, I think it's a good change
22:34:58kaenok
22:35:05kaenI'm pushing that and the tnl sendto fix
22:35:14kaenjust retested with valgrind
22:35:15raptorgreat!
22:35:16raptorok
22:35:37raptorI narrowed down one memory leak: open editor on any level, switch gametypes, close
22:35:43BFLogBot Commit: 8524621d370b | Author: kaen | Message: use BfObject::removeFromGame rather than deleteObject in lua_removeFromGame
22:35:45BFLogBot Commit: f158d77d5ba7 | Author: kaen | Message: initialize internal buffer in TNL::PacketStream
22:36:56raptorno adverse effects with that TNL change? (I like to double/triple check with anything regarding TNL...)
22:37:12kaenI hosted and connected through the public ip
22:37:32raptorok
22:37:44raptorit's just... TNL seems scary to change sometimes
22:38:11kaenwell, it's from the dark ages
22:38:39kaena modern network library would presumably have a test battery
22:41:13raptorwill that change of yours slow down the stream much?
22:41:41kaennot at all
22:42:04kaenactually, now I'm doubting myself
22:42:24kaenit depends how often those get constructed. I assume once per connection
22:42:35BFBuildBotbuild containing revision(s) [f158d77] on bitfighter-w32-cross is complete: Failure [failed shell_1] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/259 blamelist: kaen <bkconrad@gmail.com>
22:42:42kaennoooooooooooooooooooooo
22:42:53kaenmemset
22:43:00kaenI probably need a header.
22:43:23raptorheh
22:43:25raptormaybe...
22:43:28raptoruhh
22:43:30raptorhmmm
22:43:36kaen/home/bitfighter/slave/bitfighter-w32-cross/build/zap/config.cpp:170: error: expected unqualified-id before �;� token
22:43:44raptorwhat!
22:45:04kaenBFBuildBot, force bitfighter-w32-cross
22:45:04BFBuildBottry 'force build [--branch=BRANCH] [--revision=REVISION] [--props=PROP1=VAL1,PROP2=VAL2...] <WHICH> <REASON>'
22:45:27raptorwell that looks simple...
22:45:44raptorneed reason?
22:46:11kaenI tried in pm and it's not configured right anyway
22:46:22kaenI just used the web interface
22:46:38kaenhttp://buildbot.bitfighter.org:8010/builders/bitfighter-w32-cross/builds/260/steps/shell_1/logs/stdio
22:47:06kaenlooks like it'll go
22:48:15BFBuildBotbuild containing revision(s) [] on bitfighter-w32-cross is complete: Success [build successful] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/260
22:49:36kaenman ...
22:49:54kaenPacketStreams get constructed for every sent packet
22:49:59raptoryuk
22:50:08kaenI wonder how big that buffer is
22:50:25raptori think we should keep the uninitialized values... and maybe solve it at it's source
22:50:33raptorif it gets constructed so much
22:50:41raptoror ignore it for another release
22:52:07kaensounds good to me
22:52:20kaenno reason to risk a performance regression for a valgrind message :P
22:53:15raptorhaha
22:53:32kaenyeah that buffer is 1500 bytes
22:53:51raptorsadness
22:54:24kaenI didn't think of just not reading the buffer though
22:55:44BFLogBot Commit: 69d89679d1dd | Author: kaen | Message: Backed out changeset f158d77d5ba7
22:55:49raptorha!
22:56:03raptorthe memory leak on gametype switching was in 018a
22:56:10raptordon't feel so bad now..
22:56:34bobdaduck has joined
22:58:35SkybaxMerp!
22:58:41raptoroh good
22:58:47SkybaxLeaving lol
22:58:47raptorpeoples have arrived
22:58:52Skybax Quit (Quit: Skybax)
22:58:55raptorwait!
22:58:57raptorargh
22:59:03raptorneeded an osx beta tester...
22:59:15bobdaducklol
22:59:34raptorhi bobdaduck
22:59:49bobdaduckSup
23:00:02raptorI worked on your list: http://beta.etherpad.org/p/bf_019_polish
23:00:19raptorexcept that game-clock one has me baffled at the moment...
23:00:45bobdaduckprobably just missing a font?
23:01:00bobdaduckwhat font is it?
23:01:05raptorhmmm.... maybe, but the lines should be drawn - it's completely gone
23:02:05bobdaduckyeah?
23:03:02bobdaduckWere you able to replicate it?
23:03:18raptoryes, in the windows build
23:03:21raptorbut not in LInux
23:03:30raptoryou have that font installed already
23:03:41raptorit uses the same one as the scoreboard
23:05:17bobdaduckyeah and the scoreboard shows up
23:05:46raptoryou should see the new nexus symbol
23:06:10raptortell me if it's even half-passable
23:06:16bobdaducklatest?
23:06:20raptoryup
23:06:29bobdaduckk
23:10:18bobdaduckhah, you used that idea
23:10:21bobdaduckI like it, actually
23:10:26raptor:)
23:10:41raptorok good..
23:10:53kaenraptor, where is the code for rendering that thing?
23:10:58raptorit feels good to be validated as a plaigaristic artist...
23:10:58kaenthe game clock
23:11:04raptoruhh
23:11:11kaenno, no. in art it's called "inspiration"
23:11:12raptorthat one took me a while to find...
23:11:21raptori was doing fruit loops in the code
23:11:31kaenhehe
23:11:36raptorTimeLeftRenderer.cpp
23:11:40raptorrender() method
23:11:44raptorcalled from... UIGame?
23:11:45kaenyuck
23:11:47raptorsomething like that
23:13:03kaenalso when require()ing a lua file with a syntax error, stacktracer seems to infinitely recurse
23:13:18raptoryuk
23:13:41kaenI had some success wrapping the entry point in pcall
23:14:49kaenI even got it to dump some internal errors, but after fixing them, something about the syntax error just makes it hang
23:15:16kaenand then I got flustered when I realized it's just a hodgepodge lua parser
23:15:23kaenit's actually choking on my IIFE
23:15:54kaenhttp://pastie.org/8228592
23:16:21kaenit's failing to parse it in a very bad way, apparently
23:16:42kaen(that link is the code it's choking on)
23:17:28raptoroh wow, that whole think it running immediately
23:17:31raptor*thing
23:17:34kaenyeah
23:17:50kaenit's so that you can include it without polluting the global namespace
23:18:01kaenand also allows "private" variables
23:18:17raptorvery tricky...
23:18:21kaenprivate in the sense that there's no externally accessible reference to them
23:18:26kaenwish I could say I thought it up :P
23:18:36kaenlearned that one from the jquery source code
23:19:28kaenincidentally, I'm writing a sort of library for writing plugins (or something)
23:19:34raptorsneaky jQuery
23:19:55kaenit's just a bundle of code shared throughout my plugins but it's generally useful
23:20:06kaenI've just started factoring it out of the plugins ...
23:21:05raptorleaky solved
23:21:12BFLogBot Commit: 3d3661422a2f | Author: buckyballreaction | Message: Fix long-standing memory leak with switching gametypes in the editor level parameters. This one was found in at least as early as 015a!
23:21:37kaennice work!
23:21:46raptorso far no real memory leaks (definitely lost) in our code that is not SDL or OpenAL related..
23:22:40raptorbobdaduck: do you still like the goal icon?
23:23:10bobdaducknot really
23:23:13kaenI really dislike it
23:23:27raptorexcellent
23:23:32raptori like honest feedback
23:23:33bobdaduckxD
23:23:44bobdaduckits a symbol for the sake of having a symbol
23:23:46kaenI think it would be good
23:23:50kaenwithout the testitem
23:23:53bobdaducklol
23:24:08kaenbut flag in a circle is a flagspawn in the editor ...
23:24:08raptorhaha
23:24:29raptorso maybe change flagspawn in the editor?
23:24:34raptorto have... a square!
23:24:38kaenperfect!
23:24:46raptorreally? (because I'll do it...)
23:24:54kaenyeah sounds fine
23:25:02kaenthat's really the ideal goalzone icon right?
23:25:03bobdaduckeh
23:25:11raptorbobdaduck: speak your mind
23:25:18raptorI think so..
23:25:19bobdaduckthe ideal goalzone icon is a checkered flag or maybe a trophy.
23:25:30kaencheckered flag sounds good to me too
23:25:39bobdaduckthe current icon in no way indicates "goal" or "zone" or even "this is a special spot on the map"
23:25:45kaenhow about
23:25:51bobdaduckand it looks really ugly on my goalzone swords
23:25:55bobdaduckthe star was better
23:26:09kaenI've been a big star supporter from the beginning
23:26:23bobdaduckthe star didn't fit thematically
23:26:32kaencheckered flags either ...
23:26:33bobdaduckmaybe there would be a different star design though
23:26:50bobdaduckI mean the art scheme
23:26:57bobdaduckour stars are white pixels
23:27:09raptor goes to draw...
23:27:11bobdaducknot things you put on your second-grader's essay
23:28:15kaenok, so is a ball/flag better or worse than the star?
23:28:24kaenand is the checkered flag viable?
23:28:38raptorsomething as ugly as this: http://www.twiddla.com/1266734
23:28:49bobdaduckhttp://t0.gstatic.com/images?q=tbn:ANd9GcQrqyBIrsbDPrYilD9sHAnXog9VxaU5h_IdITIQQGbOXnhhHs5Arw
23:29:17raptori made it ugly
23:29:27bobdaduckhttp://images.wikia.com/smbz/images/6/6f/Star.jpg
23:29:46raptorbobdaduck: i'm starting to not take you so seriously...
23:30:02bobdaduckOURS IS A KIDS GAME.
23:30:13raptorthat is almost as bad as the heart!
23:30:42bobdaducklol
23:30:56kaen<kaen> ok, so is a ball/flag better or worse than the star?
23:30:56kaen<kaen> and is the checkered flag viable?
23:31:19raptorthe star as it was seemed out of place, but only slightly, to me
23:31:37kaenI think I agree after all
23:31:38raptorthe checkered idea always seemed... not vector-y enough
23:31:58bobdaduckmake it vectory
23:31:59kaenthat's a good point, too
23:32:11kaento make it vectory would be pretty expensive too
23:32:16raptoryes
23:33:04kaenso, ball/flag?
23:33:12raptorlet me get a screenie...
23:33:13kaenor revise the star?
23:33:22bobdaduckI dunno
23:33:29bobdaduckstar doesn't seem any more vectory than a checkered flag
23:33:41kaenstars a totally vectory
23:33:44bobdaduckbut seems quite a bit more ambiguous
23:33:45raptorvery vectory
23:33:49raptoryes
23:33:53raptordoesn't quite fit..
23:33:57bobdaduckokay, but it looked like that mario star I posted
23:34:11kaentrue, it did
23:34:26kaencould narrow the spines
23:34:32bobdaduckAnd if we're going to go that direction we should at least give it eyes.
23:35:00raptorhttp://imgur.com/8YeBmkw
23:35:03bobdaduckhttp://pcaddick.com/mentoring%20pics/flag%20icon.png
23:35:14bobdaduckthat looks a lot better, actually
23:35:16raptorooo flames
23:35:21kaencircled flag is pretty good
23:35:23kaenI like it
23:35:27raptorconcentric circles?
23:35:47kaeneh I like it with just the one
23:36:04bobdaducklooks a lot better
23:36:15bobdaduckwho knows what it would do to my swords though
23:36:43raptorhttp://imgur.com/lxg9cPW
23:37:05bobdaduckjust the one
23:37:14kaenI still say one
23:37:44bobdaduckyeah
23:38:08raptorwith full width: http://imgur.com/89erunE
23:38:23bobdaduckbest
23:39:45kaentime to break out the stereograms
23:40:16raptorcan't tell the difference?
23:40:44kaenI could once I lined them up side-by-side
23:40:57kaenI did immediately feel the balance shift though
23:41:01kaenjust couldn't spot it
23:41:09raptorlike the bigger or smaller?
23:41:17raptorwider or narrower, i mean
23:41:25raptorerr, larger radius
23:41:26kaenI like the most recent one best
23:41:30raptorheh ok
23:50:10bobdaducknighit
23:50:12bobdaduck Quit (Remote host closed the connection)
23:52:57raptorok kaen, this shows all the relevant bits: http://imgur.com/7fYiNnK
23:53:04raptori changed the spawns to squares
23:53:08raptorwhat do you think?
23:53:31raptornot as friendly I think...
23:53:35raptorthe squares
23:53:52kaenhmm... you're right
23:54:18kaenlooks like they're selected
23:54:30raptoryeah.. :(
23:54:46raptorwell, I need to sleep, i'll think on it a bit more
23:54:50kaenok
23:54:54raptorhave a good night
23:55:23raptor Quit ()

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