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| 09:40:46 | raptor | good day! |
| 09:42:01 | bobdaduck | g'mortleman |
| 09:43:18 | raptor | ok bobdaduck, your criticism, if you please: http://imagebin.org/268484 |
| 09:43:30 | bobdaduck | ITS HIDEOUS |
| 09:43:31 | raptor | new rank symbols |
| 09:43:37 | bobdaduck | terrible |
| 09:43:43 | bobdaduck | trash the entire idea |
| 09:43:50 | bobdaduck | an affront to nature! |
| 09:43:54 | bobdaduck | k sec opening link |
| 09:44:12 | raptor | hmm... I can see I need to turn on my sarcasm filters... |
| 09:44:30 | raptor | nah.. too much brain power |
| 09:44:44 | bobdaduck | If I had any idea what the symbols mean |
| 09:44:47 | bobdaduck | they'd look good |
| 09:45:20 | raptor | so 1 red triangle = rank 1, 1 green square = rank 2 |
| 09:45:29 | raptor | 1 G + 1 R = 3 |
| 09:45:36 | raptor | 2 G = 4 |
| 09:45:44 | raptor | so that picture is rank 5 |
| 09:45:52 | raptor | there is only ever 1 red |
| 09:46:15 | raptor | http://imagebin.org/268477 |
| 09:46:45 | raptor | err.. I guess nothing is rank 1 |
| 09:46:51 | raptor | so 1 red tri = rank 2 |
| 09:46:54 | raptor | whatever |
| 09:47:04 | bobdaduck | Its a bit small of a system |
| 09:47:14 | raptor | there are 9 levels |
| 09:47:17 | bobdaduck | I would go three reds for a yellow, and three yellows for a green |
| 09:47:20 | bobdaduck | or something like that. |
| 09:47:23 | bobdaduck | but three, not two. |
| 09:48:16 | raptor | tha many?? |
| 09:48:24 | raptor | that's like 36 ranks |
| 09:49:05 | bobdaduck | yeah |
| 09:49:14 | bobdaduck | so? |
| 09:50:00 | raptor | that seems a bit much to me |
| 09:50:07 | raptor | we were thinking 8-10 |
| 09:51:58 | bobdaduck | two to get one just |
| 09:52:09 | bobdaduck | I dunno, something about it psychologically doesn't fit |
| 09:54:16 | raptor | you think it needs to fill up all four positions before a green square is awarded? |
| 09:55:04 | bobdaduck | well its just two reds for a green |
| 09:55:15 | bobdaduck | it needs to be like at least three reds for a green |
| 09:55:45 | raptor | kaen: any input? (and good morning) |
| 10:00:55 | raptor | so 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? |
| 10:01:12 | kaen | hmm... tough call |
| 10:01:17 | kaen | and good morning. |
| 10:01:37 | kaen | my gut feeling was also that there should be more ranks |
| 10:02:32 | raptor | i could throw in a yellow diamond in the mix |
| 10:03:18 | bobdaduck | yellow diamond being the king of everything? |
| 10:03:31 | bobdaduck | ehhh |
| 10:03:33 | raptor | however |
| 10:03:37 | bobdaduck | I dunno, it should be a triangle. |
| 10:03:41 | raptor | but it could be red -> yellow -> green |
| 10:03:43 | bobdaduck | Bips worship the triangle, y'know |
| 10:04:06 | bobdaduck | AND IT SHOULD ROTATE WITH YOUR SHIP. |
| 10:04:08 | kaen | maybe we could ascend by the number of edges? |
| 10:04:21 | kaen | triangle -> square -> pentagon |
| 10:04:32 | bobdaduck | reverse it |
| 10:04:40 | raptor | it such a small space though.. |
| 10:04:43 | bobdaduck | increasingly refine the shape until we reach the almighty triangle |
| 10:04:52 | kaen | yeah |
| 10:05:04 | raptor | a pentagon would look like a circle probably |
| 10:05:20 | bobdaduck | I don't see a problem with that |
| 10:05:41 | raptor | i figure any angle greater than tau/4 for a shape is worthless at that size |
| 10:06:04 | kaen | that's a good point |
| 10:06:25 | raptor | so that leaves variations on triangles (maybe equilateral-ish?) and squares/diamonds, etc |
| 10:07:41 | kaen | is it possible to fit a 3x3 square of triangles in that space |
| 10:07:44 | kaen | ? |
| 10:07:57 | bobdaduck | it'll be tough. |
| 10:08:04 | kaen | maybe we could just arrange some number of identical shapes? |
| 10:08:06 | kaen | like dice |
| 10:08:09 | kaen | or dragon balls |
| 10:13:32 | kaen | how long has it been since drspacebar was around? |
| 10:14:02 | raptor | he comes around every 6 mnths or so, it seems |
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| 11:37:36 | bobdaduck | DUDES |
| 11:37:56 | bobdaduck | I'm trying to think of possible quests for DnD. |
| 11:37:58 | bobdaduck | ideas? |
| 12:07:49 | raptor | kill the core! |
| 12:08:02 | raptor | that randomly spawns turrets around it |
| 12:08:07 | raptor | or... |
| 12:08:17 | raptor | shoots bouncers at you |
| 12:17:54 | bobdaduck | hah, hm... |
| 12:27:01 | kaen | I think it would be cool to make a campaign server |
| 12:27:49 | kaen | like, script a bunch of coop levels orchestrated by a supervisor |
| 12:28:17 | kaen | especially with that puppet-bot idea, I think it could have interesting results |
| 12:29:24 | bobdaduck | puppet-bot? |
| 12:35:02 | kaen | I haven't tested it, but theoretically you can call robot methods from a levelgen |
| 12:35:46 | kaen | so 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 |
| 12:36:31 | bobdaduck | that's interesting... |
| 12:36:54 | bobdaduck | maybe you could |
| 12:37:15 | bobdaduck | in the .level file add the robot directly that way "Robot !1 0 0 0 0" |
| 12:37:26 | bobdaduck | and then levelgen:findObjectById(1)? |
| 12:37:39 | kaen | "../resource/levels/puppet.levelgen:2: Currently cannot instantiate a Robot object from Lua. This will be changed in the near future!" |
| 12:38:13 | bobdaduck | you can't add robots or ships from levelgen |
| 12:38:13 | kaen | so, you could have a little bot pen |
| 12:38:22 | kaen | where the bots spawn |
| 12:38:32 | kaen | then when you need them, just move them to the appropriate place |
| 12:38:40 | bobdaduck | yeah |
| 12:38:43 | bobdaduck | maybe |
| 12:54:55 | kaen | I can totally make robots instantiable from levelgens |
| 12:55:20 | bobdaduck | you can? |
| 12:56:45 | kaen | yeah, I just have to wire up the lua constructor real quick |
| 12:57:02 | kaen | looks like it was just one of those "I'll do it later" type of things |
| 13:03:31 | bobdaduck | ships too plz |
| 13:06:36 | bobdaduck | like neutral ships. That would be really nice. |
| 13:06:53 | bobdaduck | related: You can't stick an ID to a neutral ship in the level editor (and also, I assume, robots.) |
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| 13:11:45 | raptor | bobdaduck: have you tried in the latest 019? |
| 13:11:55 | raptor | that seems to be a bug i fixed in the last 2 months or so |
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| 14:24:45 | kaen | well, drat |
| 15:34:35 | bobdaduck | dratz0rz |
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| 16:39:42 | YoshiSmb | hi again everybody. |
| 16:40:08 | raptor | hi |
| 16:40:14 | raptor | kaen: ran into a problem with something? |
| 16:41:03 | | YoshiSmb 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. |
| 16:54:38 | raptor | back later! |
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| 18:57:24 | | BFLogBot 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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| 20:26:25 | raptor | the eliza bot crash bug has been happening for a *long* time... |
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| 20:39:50 | kaen | regarding making robots instantiable from levelgens, I hit the lua_gettop(L) == 0 assert in LSR |
| 20:40:17 | raptor | hmmm... |
| 20:40:29 | kaen | when running addItem(r) |
| 20:40:49 | kaen | because I thought I'd just call Robot::start() there |
| 20:40:59 | kaen | (in onAddedToGame) |
| 20:42:01 | raptor | I actually don't remember what was remaining to be able to run a robot from a levelgen |
| 20:42:13 | raptor | you're trying to do it by calling Robot.new() ? |
| 20:42:16 | kaen | that is literally that last visible step |
| 20:42:19 | kaen | Robot.new works |
| 20:42:33 | kaen | bf:addItem(robot) does not |
| 20:42:57 | raptor | absolved! the eliza bot crash is in 018a! |
| 20:43:20 | kaen | whoa |
| 20:43:42 | raptor | there's some nasty robot setup that needs to happen before adding the object.. |
| 20:43:51 | raptor | i'm trying to think.. |
| 20:44:07 | raptor | it uses it's own Lua context.. |
| 20:44:14 | kaen | well, I'm duplicating everything that happens when /addbot is run |
| 20:44:19 | kaen | er, not duplicating |
| 20:44:25 | kaen | umm -- doing |
| 20:44:39 | kaen | starting with GameType::addBot() |
| 20:44:51 | kaen | so, I build a script + args vector |
| 20:45:33 | kaen | then moved the robot->start call into its onAddedToGame (server-side part) |
| 20:45:37 | kaen | that's it, really |
| 20:45:48 | kaen | the rest of the magic happens in Robot::start |
| 20:45:59 | kaen | including LSR::prepareEnvironment |
| 20:46:05 | kaen | wherein this assert resides |
| 20:47:14 | kaen | oh!!! |
| 20:47:30 | kaen | maybe I can just clean the stack in additem before the addToGame call |
| 20:47:56 | raptor | that seems dangerous |
| 20:48:46 | raptor | that'll probably work, but then stuff may be lost back in the levelgen? |
| 20:57:24 | kaen | lua_addItem seems to assume that the only thing on the stack is its argument |
| 20:57:32 | kaen | judging by this line: |
| 20:57:44 | kaen | BfObject *obj = luaW_check<BfObject>(L, 1); |
| 20:57:53 | raptor | that may be a bug by me |
| 20:58:02 | raptor | so change to -1 ? |
| 20:58:24 | raptor | would it be guaranteed the item on the top of the stack? |
| 20:59:46 | raptor | or maybe the stack really is dirty... |
| 21:00:00 | raptor | actually, this eliza bot problem has to do with a messed up stack |
| 21:00:26 | raptor | but it's been there since 018a: when i add the second eliza bot, the stack already has the message string on it |
| 21:01:36 | kaen | "When Lua calls a C function, the first argument will always be at index 1 of this local stack" |
| 21:01:48 | raptor | ok |
| 21:01:53 | raptor | so stack should be clean coming in |
| 21:01:55 | kaen | but |
| 21:02:09 | kaen | it could be unclean if we call lua_foo from C code some where |
| 21:02:36 | raptor | ah |
| 21:02:37 | kaen | in the middle of processing a dirty stack |
| 21:04:24 | raptor | ah... that's what's happening in my bug! |
| 21:05:03 | raptor | we should probably put thost stack dirty asserts in more places... |
| 21:05:59 | kaen | I was thinking |
| 21:06:31 | kaen | we should have some lua function boilerplate akin to LUA_CONSTRUCTOR_INITIALIZATION |
| 21:06:56 | kaen | maybe even have runtime check level setting |
| 21:09:34 | raptor | if an event is fired (like onShipEnteredZone) should the stack be clear at that time? |
| 21:09:59 | raptor | i mean, before adding the relevant data to the stack to return to Lua from the event in C |
| 21:10:44 | kaen | yes |
| 21:10:52 | kaen | wait |
| 21:11:03 | raptor | because |
| 21:11:18 | kaen | maybe it depends where the EventManager::fire() call happens |
| 21:11:19 | raptor | when the event is fired, the only that should be there is for the arguments to the Lua method, right? |
| 21:11:43 | raptor | so I found a few bugs where the fireEvent() is called from a lua_blah() method |
| 21:11:57 | kaen | ok |
| 21:12:05 | raptor | and it just *happens* that levelgens are lucky enough to not crash because of unrelated logic |
| 21:12:32 | kaen | when *that* happens the stack can certainly be dirty |
| 21:12:43 | raptor | yes |
| 21:13:16 | raptor | so, should we guarantee a clean stack right before pushing the arguments to Lua for an event method? |
| 21:14:14 | kaen | I think so |
| 21:14:32 | raptor | ok, me too - i'm going to add a bunch of asserts and see what happens... |
| 21:14:40 | raptor | maybe run it against an old version of dnd |
| 21:14:41 | raptor | :) |
| 21:14:48 | kaen | hehe |
| 21:16:18 | kaen | I think the simplest thing from the coder's perspective is to guarantee and enforce a clean stack |
| 21:16:28 | kaen | it's easy enough to pop and store |
| 21:16:50 | kaen | especially if you're guaranteed to have a clean stack :P |
| 21:18:00 | raptor | yes! |
| 21:19:14 | raptor | well s_bot passes |
| 21:23:17 | kaen | string unused_String; |
| 21:23:26 | raptor | hehe |
| 21:23:29 | kaen | return processArguments(argc, argv, game, unused_String); |
| 21:23:53 | kaen | what a confused little string :< |
| 21:24:36 | raptor | haha |
| 21:29:20 | raptor | yay fixed! |
| 21:29:37 | | BFLogBot Commit: be9eea7d5c89 | Author: buckyballreaction | Message: Make sure stack is clean before firing events |
| 21:29:38 | | BFLogBot Commit: 0dc6e0528685 | Author: buckyballreaction | Message: Fix eliza bot crash because of dirty stack. Also fix potential crash with levelgen message event handling |
| 21:42:13 | kaen | umm... |
| 21:42:20 | raptor | did i break you? |
| 21:42:24 | kaen | I don't think I can have a default bot script |
| 21:42:26 | kaen | no, no |
| 21:42:55 | kaen | but 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 |
| 21:43:44 | kaen | oh! |
| 21:43:52 | raptor | there was something weird about the Game.. |
| 21:43:57 | raptor | i had to do |
| 21:44:08 | kaen | before Robot::start it can check to see if no script has been set |
| 21:44:12 | kaen | and look it up *then* |
| 21:44:45 | kaen | thanks raptor! |
| 21:45:29 | raptor | uh... sure! |
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| 22:01:07 | kaen | BWAHAHAHHAHAHAH |
| 22:01:08 | kaen | victory |
| 22:01:21 | raptor | uh oh |
| 22:01:44 | raptor | i wonder... could you add a hostile bot? |
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| 23:25:47 | raptor | good night! |
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