#bitfighter IRC Log

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IRC Log for 2013-08-23

Timestamps are in GMT/BST.

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09:40:46raptorgood day!
09:42:01bobdaduckg'mortleman
09:43:18raptorok bobdaduck, your criticism, if you please: http://imagebin.org/268484
09:43:30bobdaduckITS HIDEOUS
09:43:31raptornew rank symbols
09:43:37bobdaduckterrible
09:43:43bobdaducktrash the entire idea
09:43:50bobdaduckan affront to nature!
09:43:54bobdaduckk sec opening link
09:44:12raptorhmm... I can see I need to turn on my sarcasm filters...
09:44:30raptornah.. too much brain power
09:44:44bobdaduckIf I had any idea what the symbols mean
09:44:47bobdaduckthey'd look good
09:45:20raptorso 1 red triangle = rank 1, 1 green square = rank 2
09:45:29raptor1 G + 1 R = 3
09:45:36raptor2 G = 4
09:45:44raptorso that picture is rank 5
09:45:52raptorthere is only ever 1 red
09:46:15raptorhttp://imagebin.org/268477
09:46:45raptorerr.. I guess nothing is rank 1
09:46:51raptorso 1 red tri = rank 2
09:46:54raptorwhatever
09:47:04bobdaduckIts a bit small of a system
09:47:14raptorthere are 9 levels
09:47:17bobdaduckI would go three reds for a yellow, and three yellows for a green
09:47:20bobdaduckor something like that.
09:47:23bobdaduckbut three, not two.
09:48:16raptortha many??
09:48:24raptorthat's like 36 ranks
09:49:05bobdaduckyeah
09:49:14bobdaduckso?
09:50:00raptorthat seems a bit much to me
09:50:07raptorwe were thinking 8-10
09:51:58bobdaducktwo to get one just
09:52:09bobdaduckI dunno, something about it psychologically doesn't fit
09:54:16raptoryou think it needs to fill up all four positions before a green square is awarded?
09:55:04bobdaduckwell its just two reds for a green
09:55:15bobdaduckit needs to be like at least three reds for a green
09:55:45raptorkaen: any input? (and good morning)
10:00:55raptorso the idea is to make it intuitive - but is the representation an improvement? i.e. color/shape/position change for each rank with simple geometric shapes?
10:01:12kaenhmm... tough call
10:01:17kaenand good morning.
10:01:37kaenmy gut feeling was also that there should be more ranks
10:02:32raptori could throw in a yellow diamond in the mix
10:03:18bobdaduckyellow diamond being the king of everything?
10:03:31bobdaduckehhh
10:03:33raptorhowever
10:03:37bobdaduckI dunno, it should be a triangle.
10:03:41raptorbut it could be red -> yellow -> green
10:03:43bobdaduckBips worship the triangle, y'know
10:04:06bobdaduckAND IT SHOULD ROTATE WITH YOUR SHIP.
10:04:08kaenmaybe we could ascend by the number of edges?
10:04:21kaentriangle -> square -> pentagon
10:04:32bobdaduckreverse it
10:04:40raptorit such a small space though..
10:04:43bobdaduckincreasingly refine the shape until we reach the almighty triangle
10:04:52kaenyeah
10:05:04raptora pentagon would look like a circle probably
10:05:20bobdaduckI don't see a problem with that
10:05:41raptori figure any angle greater than tau/4 for a shape is worthless at that size
10:06:04kaenthat's a good point
10:06:25raptorso that leaves variations on triangles (maybe equilateral-ish?) and squares/diamonds, etc
10:07:41kaenis it possible to fit a 3x3 square of triangles in that space
10:07:44kaen?
10:07:57bobdaduckit'll be tough.
10:08:04kaenmaybe we could just arrange some number of identical shapes?
10:08:06kaenlike dice
10:08:09kaenor dragon balls
10:13:32kaenhow long has it been since drspacebar was around?
10:14:02raptorhe comes around every 6 mnths or so, it seems
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11:37:36bobdaduckDUDES
11:37:56bobdaduckI'm trying to think of possible quests for DnD.
11:37:58bobdaduckideas?
12:07:49raptorkill the core!
12:08:02raptorthat randomly spawns turrets around it
12:08:07raptoror...
12:08:17raptorshoots bouncers at you
12:17:54bobdaduckhah, hm...
12:27:01kaenI think it would be cool to make a campaign server
12:27:49kaenlike, script a bunch of coop levels orchestrated by a supervisor
12:28:17kaenespecially with that puppet-bot idea, I think it could have interesting results
12:29:24bobdaduckpuppet-bot?
12:35:02kaenI haven't tested it, but theoretically you can call robot methods from a levelgen
12:35:46kaenso if you made a generic bot, and could devise some way to share state between the bot and levelgen, you could script bot actions from a levelgen file
12:36:31bobdaduckthat's interesting...
12:36:54bobdaduckmaybe you could
12:37:15bobdaduckin the .level file add the robot directly that way "Robot !1 0 0 0 0"
12:37:26bobdaduckand then levelgen:findObjectById(1)?
12:37:39kaen"../resource/levels/puppet.levelgen:2: Currently cannot instantiate a Robot object from Lua. This will be changed in the near future!"
12:38:13bobdaduckyou can't add robots or ships from levelgen
12:38:13kaenso, you could have a little bot pen
12:38:22kaenwhere the bots spawn
12:38:32kaenthen when you need them, just move them to the appropriate place
12:38:40bobdaduckyeah
12:38:43bobdaduckmaybe
12:54:55kaenI can totally make robots instantiable from levelgens
12:55:20bobdaduckyou can?
12:56:45kaenyeah, I just have to wire up the lua constructor real quick
12:57:02kaenlooks like it was just one of those "I'll do it later" type of things
13:03:31bobdaduckships too plz
13:06:36bobdaducklike neutral ships. That would be really nice.
13:06:53bobdaduckrelated: You can't stick an ID to a neutral ship in the level editor (and also, I assume, robots.)
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13:11:45raptorbobdaduck: have you tried in the latest 019?
13:11:55raptorthat seems to be a bug i fixed in the last 2 months or so
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14:24:45kaenwell, drat
15:34:35bobdaduckdratz0rz
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16:39:19YoshiSmb has joined
16:39:42YoshiSmbhi again everybody.
16:40:08raptorhi
16:40:14raptorkaen: ran into a problem with something?
16:41:03YoshiSmb was checking on the trash room, and found an old bitfighter data, and combined it with the new one, all data and project's as been recovered.
16:54:38raptorback later!
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18:57:24BFLogBot Commit: d000e563a408 | Author: buckyballreaction | Message: Fix saving 'Robot' lines in the editor; as well as a bug with duplicating the 'Robot' lines.
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20:26:25raptorthe eliza bot crash bug has been happening for a *long* time...
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20:39:50kaenregarding making robots instantiable from levelgens, I hit the lua_gettop(L) == 0 assert in LSR
20:40:17raptorhmmm...
20:40:29kaenwhen running addItem(r)
20:40:49kaenbecause I thought I'd just call Robot::start() there
20:40:59kaen(in onAddedToGame)
20:42:01raptorI actually don't remember what was remaining to be able to run a robot from a levelgen
20:42:13raptoryou're trying to do it by calling Robot.new() ?
20:42:16kaenthat is literally that last visible step
20:42:19kaenRobot.new works
20:42:33kaenbf:addItem(robot) does not
20:42:57raptorabsolved! the eliza bot crash is in 018a!
20:43:20kaenwhoa
20:43:42raptorthere's some nasty robot setup that needs to happen before adding the object..
20:43:51raptori'm trying to think..
20:44:07raptorit uses it's own Lua context..
20:44:14kaenwell, I'm duplicating everything that happens when /addbot is run
20:44:19kaener, not duplicating
20:44:25kaenumm -- doing
20:44:39kaenstarting with GameType::addBot()
20:44:51kaenso, I build a script + args vector
20:45:33kaenthen moved the robot->start call into its onAddedToGame (server-side part)
20:45:37kaenthat's it, really
20:45:48kaenthe rest of the magic happens in Robot::start
20:45:59kaenincluding LSR::prepareEnvironment
20:46:05kaenwherein this assert resides
20:47:14kaenoh!!!
20:47:30kaenmaybe I can just clean the stack in additem before the addToGame call
20:47:56raptorthat seems dangerous
20:48:46raptorthat'll probably work, but then stuff may be lost back in the levelgen?
20:57:24kaenlua_addItem seems to assume that the only thing on the stack is its argument
20:57:32kaenjudging by this line:
20:57:44kaenBfObject *obj = luaW_check<BfObject>(L, 1);
20:57:53raptorthat may be a bug by me
20:58:02raptorso change to -1 ?
20:58:24raptorwould it be guaranteed the item on the top of the stack?
20:59:46raptoror maybe the stack really is dirty...
21:00:00raptoractually, this eliza bot problem has to do with a messed up stack
21:00:26raptorbut it's been there since 018a: when i add the second eliza bot, the stack already has the message string on it
21:01:36kaen"When Lua calls a C function, the first argument will always be at index 1 of this local stack"
21:01:48raptorok
21:01:53raptorso stack should be clean coming in
21:01:55kaenbut
21:02:09kaenit could be unclean if we call lua_foo from C code some where
21:02:36raptorah
21:02:37kaenin the middle of processing a dirty stack
21:04:24raptorah... that's what's happening in my bug!
21:05:03raptorwe should probably put thost stack dirty asserts in more places...
21:05:59kaenI was thinking
21:06:31kaenwe should have some lua function boilerplate akin to LUA_CONSTRUCTOR_INITIALIZATION
21:06:56kaenmaybe even have runtime check level setting
21:09:34raptorif an event is fired (like onShipEnteredZone) should the stack be clear at that time?
21:09:59raptori mean, before adding the relevant data to the stack to return to Lua from the event in C
21:10:44kaenyes
21:10:52kaenwait
21:11:03raptorbecause
21:11:18kaenmaybe it depends where the EventManager::fire() call happens
21:11:19raptorwhen the event is fired, the only that should be there is for the arguments to the Lua method, right?
21:11:43raptorso I found a few bugs where the fireEvent() is called from a lua_blah() method
21:11:57kaenok
21:12:05raptorand it just *happens* that levelgens are lucky enough to not crash because of unrelated logic
21:12:32kaenwhen *that* happens the stack can certainly be dirty
21:12:43raptoryes
21:13:16raptorso, should we guarantee a clean stack right before pushing the arguments to Lua for an event method?
21:14:14kaenI think so
21:14:32raptorok, me too - i'm going to add a bunch of asserts and see what happens...
21:14:40raptormaybe run it against an old version of dnd
21:14:41raptor:)
21:14:48kaenhehe
21:16:18kaenI think the simplest thing from the coder's perspective is to guarantee and enforce a clean stack
21:16:28kaenit's easy enough to pop and store
21:16:50kaenespecially if you're guaranteed to have a clean stack :P
21:18:00raptoryes!
21:19:14raptorwell s_bot passes
21:23:17kaenstring unused_String;
21:23:26raptorhehe
21:23:29kaenreturn processArguments(argc, argv, game, unused_String);
21:23:53kaenwhat a confused little string :<
21:24:36raptorhaha
21:29:20raptoryay fixed!
21:29:37BFLogBot Commit: be9eea7d5c89 | Author: buckyballreaction | Message: Make sure stack is clean before firing events
21:29:38BFLogBot Commit: 0dc6e0528685 | Author: buckyballreaction | Message: Fix eliza bot crash because of dirty stack. Also fix potential crash with levelgen message event handling
21:42:13kaenumm...
21:42:20raptordid i break you?
21:42:24kaenI don't think I can have a default bot script
21:42:26kaenno, no
21:42:55kaenbut in Robot::Robot there is no mGame, so I can't think of a way to get the IniSettings to pump for the default bot script
21:43:44kaenoh!
21:43:52raptorthere was something weird about the Game..
21:43:57raptori had to do
21:44:08kaenbefore Robot::start it can check to see if no script has been set
21:44:12kaenand look it up *then*
21:44:45kaenthanks raptor!
21:45:29raptoruh... sure!
21:46:52Nothing_Much has joined
22:01:07kaenBWAHAHAHHAHAHAH
22:01:08kaenvictory
22:01:21raptoruh oh
22:01:44raptori wonder... could you add a hostile bot?
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23:25:47raptorgood night!
23:25:56raptor Quit ()

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