#bitfighter IRC Log

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IRC Log for 2013-11-02

Timestamps are in GMT/BST.

00:00:17YoshiSmb_kaen?
00:00:34kaenweekly play time :)
00:00:44kaen8PM eastern every friday
00:01:14YoshiSmb_ahh,
00:01:14YoshiSmb_well, ONE PROBLEM
00:11:24kumulwhat is it YoshiSmb_ ?
00:11:41YoshiSmb_dint sleep after 34hs
00:12:32kumulso you'll sleep later :)
00:12:52YoshiSmb_nope
00:13:16kumuloh well, not like i can play either
00:13:25YoshiSmb_i dint sleep this day and the other
00:13:34YoshiSmb_but i have a energetic habit
00:13:45YoshiSmb_so i can continue playing
00:14:09kumullucky you :)
00:14:34YoshiSmb_yea.
00:14:44kumulis it cocaine?
00:15:06YoshiSmb_nope
00:15:34YoshiSmb_i dont use drugs. what do you think? im a drogadict?
00:16:01YoshiSmb_if you want, im hosting a server right now, you can join.
00:16:06YoshiSmb_Gamemode: asteroids
00:16:13kaenI'm sure he was joking YoshiSmb_ :)
00:16:21YoshiSmb_ahh.
00:39:03kumulliteral person huh? this is gonna be fun :D
00:39:34YoshiSmb_http://es-es.twitch.tv/sirdifferential
00:39:38YoshiSmb_me vs Gekko
01:01:11amgine123 has joined
01:01:17amgine123sup
01:03:15amgine123hello?
01:13:51YoshiSmb_hi
01:15:17amgine123well osmone is here mlamo
01:15:29YoshiSmb_yea
01:19:00amgine123so any word on Bf 19
01:19:15YoshiSmb_nope
01:21:51Skybax Quit (Ping timeout: 246 seconds)
01:23:59amgine123koda you afk?
01:31:08kodayes
01:31:23amgine123any new uilds
01:31:31amgine123builds for debugging
01:32:00Nothing_Much has joined
01:32:46Nothing_Much Quit (Client Quit)
01:33:05Nothing_Much has joined
01:34:06Nothing_MuchHi guys
01:34:39YoshiSmb_hi
01:34:51Nothing_MuchWhat's going on?
01:41:15kaennothing much, one might say :)
01:41:19kaenback already, Nothing_Much ?
01:46:13amgine123hey ken anything new/
01:50:54Nothing_Muchkaen: usin' an old laptop from a college at my aunts
01:51:06kaenah I see
01:51:14Nothing_Muchlags pretty badly with ubuntu 14.04 here
01:51:20Nothing_Muchbut it's all good
01:51:20kaennope, nothing new really, amgine123
01:51:38Nothing_Muchtryin' to figure out why vivaldi fonts aren't working
01:52:13Nothing_Muchdo fonts have to be installed in the OS in order to see them in html?
01:52:36kaenyeah, usually that means font-config has to know about them (on linux)
01:52:42Nothing_Muchoh nice
01:52:54YoshiSmb_well.
01:53:02YoshiSmb_G'nights
01:53:07YoshiSmb_ has left #bitfighter
01:53:12Nothing_Muchl8r
01:53:14raptor has joined
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01:53:23Nothing_Muchhowdy
01:53:48raptorhi
01:54:02kaenhi
01:54:09raptoran odd thing just happened: my parents-in-law gave me a raspberry pi
01:54:26Nothing_Much:O
01:54:29kaenwow
01:54:35Nothing_Muchwow, what a coincidence!
01:54:35kaenwhat divine providence
01:54:41Nothing_Muchor something like that
01:58:26Nothing_Muchthat's fantastic news though!
01:58:37Nothing_Muchbut you might need an hdmi cable
01:59:15raptorhave one
01:59:22raptorso now to install something
01:59:44raptorraspbian is the obvious choice
01:59:48raptorbut then...
01:59:50Nothing_Muchraspbian or just plain debian (armel version)
01:59:55raptorwheezy?
02:00:00Nothing_Muchsure
02:00:07Nothing_Muchwheezy's the latest stable version
02:00:07raptorwhat did fordcars install?
02:00:16Nothing_Muchhe just has raspbian
02:00:19Nothing_Muchwhich has the pistore
02:01:11raptorkaen what do you think I should install?
02:02:09raptormaybe I should try openSUSE!
02:02:56amgine123ehy rptor anything new to testing??
02:03:01Nothing_Muchdoes OpenSUSE have an arm build?
02:03:25koda Quit (Quit: koda)
02:04:10raptoryes, but it's too primitive - better stick with something more mature..
02:04:16raptorwheezy it is
02:04:24raptorkaen: what are you running now? sid?
02:04:37kaenubuntu 13.10
02:04:54kaenwhat would I put on a pi? probably wheezy
02:05:00raptoryeah
02:05:02raptorok
02:05:04raptorwill do
02:07:41Nothing_Much Quit (Remote host closed the connection)
02:10:48Nothing_Much has joined
02:11:36Nothing_Muchraptor: I would recommend using Raspbian for the time being
02:14:26Nothing_Muchfor dependency reasons
02:15:09Nothing_Much(ie, what dev files are needed to be installed for compiling on raspbian)
02:20:04amgine123soni new builds raptor?
02:46:28Nothing_Much Quit (Ping timeout: 240 seconds)
02:52:50Nothing_Much has joined
02:56:10Nothing_Muchwhat'd i miss?
03:01:54Nothing_Muchbrb
03:03:05Nothing_Muchop hang on
03:05:56Nothing_Much Quit (Remote host closed the connection)
03:06:54Nothing_Much has joined
03:07:11Nothing_Muchwoo
03:07:30Nothing_Muchso raptor, ya havin' fun with your Pi?
03:26:58amgine123zzzzzz
03:35:22kumul Quit (Read error: Connection reset by peer)
03:42:26Nothing_Muchwell, good night everyone
03:42:35Nothing_Much Quit (Remote host closed the connection)
03:54:35amgine123asdf
04:01:41raptor Quit ()
04:04:10amgine123uh master down?
04:37:18amgine123never mind
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05:39:48fordcars_pi has joined
05:39:54fordcars_piHi
05:41:58fordcars_piHey kaen, I have some weird javascript bug. When I alert(document.getElementById("acidId").value), everything is fine, but when I do var poo = document.getElementById("acidId"); alert(poo.value);, it says poo is null
05:42:17fordcars_piIt's a text field btw
05:46:16fordcars_pioh, it says poo is undefined when I use var poo = document.getElementById.value
06:07:05fordcars_pinm, I had to run that after the page was loaded, sorry!
06:20:09fordcars_pi Quit (Quit: Page closed)
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12:06:14Nothing_Much has joined
12:10:04Nothing_Muchgood morning
12:24:48kumulmorning
12:25:06kumulwhat are you up to? Nothing_Much ?
12:55:03Watusimoto Quit (Ping timeout: 260 seconds)
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13:20:26Nothing_Muchkumul: myself and probably gonna head out sometime today
13:50:11kumuli thought you were gonna say Nothing_Much
13:50:16kumulwho's probably though?
13:50:44Nothing_Muchuh
13:50:45Nothing_Muchlol
13:50:59Nothing_Much"what am I up to? Myself (nothing much)"
13:51:15Nothing_MuchI'm actually going to go watch a musical in Manhattan today
13:51:22Nothing_Muchor actually a pianist or something
14:04:27YoshiSmbHi.
14:34:43Nothing_Much Quit (Remote host closed the connection)
15:42:47kumulhi YoshiSmb
15:43:47YoshiSmbhi
15:43:57YoshiSmbwhy dint you respond after 45 Min.?
15:44:58kumuli was jerking off?
15:45:58kumulYoshiSmb, why havent you responded after 1 minute?
15:46:22kumul:)
15:46:29YoshiSmb *sigh*
15:46:42kumuli was making an hdd to install freebsd
15:46:51kumulvdi**
15:48:00YoshiSmbahh.
15:48:16YoshiSmbafter 1 min i dint respond??
15:58:18kumulyeah
15:58:22kumulit was timed perfectly
15:58:24kumullook
15:58:31kumul[11:44:42] <kumul> i was jerking off?
15:58:31kumul[11:45:42] <kumul> YoshiSmb, why havent you responded after 1 minute?
15:58:34kumulEXACTLY 1 MINUTE
15:58:37kaen has joined
15:58:42YoshiSmbahh
15:58:53YoshiSmbwell later, my brother want to use the netbook
15:58:55YoshiSmbbye
15:58:58kumulbye
15:58:59YoshiSmb has left #bitfighter
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21:01:15raptorhello!
21:02:41kaenhi!
21:04:04kumulWelcome!
21:06:03kaen"51/51 test methods complete: 20 passes, 7 fails, 48 assertions and 24 exceptions."
21:06:10kaendown from 41 exceptions this morning @_@
21:06:46kaenI'm setting up pleiades onto my new dev machine
21:07:03bobdaduck has joined
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21:08:12bobdaduck has joined
21:08:15bobdaduckEvery time.
21:08:42bobdaduckSomeone got a math second?
21:09:58kaenyep!
21:10:21bobdaduckOkay so when a player casts slow
21:10:30bobdaduckthe enemy ship gets +5 seconds of slow
21:10:44bobdaduckI want their slow to gradually decay in that time, relative to how many seconds of slow they have left
21:11:17bobdaduckKind of almost exactly the same as when I wanted to make gravity affect players more the closer they were to the center of the gravity well.
21:11:40kaenlocal currentSlow = MaxSlow * (slowTimeLeft / StartingSlowTime)
21:11:44bobdaduckWhat I currently have is something like shipVel = shipVel / slowTime
21:12:05bobdaduckbut then the maximum ship speed before it hits normal is .5 and I want that to be bigger
21:12:54kaenok, then you could do
21:13:55kaenlocal shipVel = normalVel * (slowTimeElapsed / MaxSlowTime)
21:14:12bobdaduckThere's no maximum slow time
21:14:14kaenwhich will make it go from unable to move -> normal speed gradually over five seconds
21:14:27bobdaduckor a slowtime elapsed
21:14:44kaenyou'll probably need at least one of those
21:16:51bobdaduckugh
21:17:35bobdaduckwhy?
21:18:22bobdaduckI don't even know how I would make a slowTimeElapsed variable...
21:19:29bobdaduckI swear there is some way to do this using logarithms
21:42:38kaenlocal shipVel = realVel - math.min(math.log(slowTimeLeft * SlowFactor), 1.0)
21:42:41kaenbobdaduck: ^
21:42:47kaensorry I was afk
21:43:49kaenmaybe use realVel instead of 1.0
21:44:40kaenand SlowFactor might need to be less than 1.0 do get a good effect
21:48:23Watusimotohello
21:48:37Watusimotohey raptor, I'm working on the editor geometry problem
21:48:46Watusimotodo remember how to reproduce it?
21:48:57Watusimotothe precision issue
21:50:37bobdaduckwhat is slowfactor kaen?
21:50:56kaenit's a constant you tweak to control the log's curve
21:51:58bobdaduckso I set shipVel to be realVel?
21:54:43kaenit might actually be better to control the ship's thrust
21:54:58bobdaduckor shipVel IS realvel?
21:55:12kaenshipVel is what you set the ship's velocity to
21:55:27kaenrealVel is the real velocity it would have normally
21:55:32bobdaduckokay
21:56:21bobdaduckattempt to perform arithmetic on a point value...
22:01:23kaenok use point.lengthSquared(realVel) instead of realVel
22:01:31kaenor might as well actually be point.length()
22:03:45kaenlocal shipVel = (realVel / point.length(realVel)) * point.length(realVel) - math.min(math.log(slowTimeLeft * SlowFactor), point.length(realVel))
22:04:07kaenobviously point.length(realVel) should be assigned to a variable and used instead
22:04:52kaenand you'll probably need parentheses around everything after the first *
22:12:54raptorhi Watusimoto
22:13:04Watusimotohi
22:13:06raptortwo polywalls
22:13:07WatusimotoI think I fixed it
22:13:17raptorput a corner of one not on snapped grid
22:13:22Watusimototesting with zones, but should work with polywalls
22:13:34raptorput corner of other on the first corner
22:13:36raptorsave file
22:15:01Watusimotowell... not quite fixed, but better
22:15:26Watusimotoprobably as good as we'll get with F32s
22:17:45raptorbetter how?
22:17:55raptorbefore the level file would have differences of up to 0.002
22:18:36Watusimotothis is about the worst case I've found:
22:18:37WatusimotoPolyWall -0.47385 -1.58934 -0.47385 -1.28934 0.42615 -1.28934 0.42615 -1.58934
22:18:37WatusimotoPolyWall -0.473847 -1.589337 -0.473847 -1.289337 0.426153 -1.289337 0.426153 -1.589337
22:18:42bobdaduck Quit (Ping timeout: 246 seconds)
22:20:42raptorthat is better
22:21:07Watusimotoyes... about 10x better
22:21:11Watusimotooften it is perfect
22:21:17raptorwithin 0.00001
22:22:00Watusimotoyou know, I could do this one little bit of math with F64 and I bet we'd be perfect
22:22:12raptorsure, try that
22:22:27raptori think the tostring() rounds at 6 decimal places, right?
22:22:53raptorthese numbers get muliplied by 255000
22:22:57raptorfor clipper
22:24:26WatusimotoI don't think toString rounds at all
22:24:33WatusimotoI think it prints with %f
22:25:11raptorI %f chops after 6, no?
22:25:16raptor*I think
22:25:18Watusimotonot perfect
22:25:18WatusimotoPolyWall -1.255233 -1.530992 -1.255233 -1.230992 -0.355233 -1.230992 -0.355233 -1.530992
22:25:19WatusimotoPolyWall -1.255231 -1.530992 -1.255231 -1.230993 -0.355231 -1.230993 -0.355231 -1.530992
22:25:25Watusimotobut better still
22:25:45WatusimotoI don't know about %f
22:26:00raptorworst case within 0.000002
22:26:09WatusimotoPolyWall -1.148478 -1.138424 -1.148478 -0.838424 -0.248478 -0.838424 -0.248478 -1.138424
22:26:09WatusimotoPolyWall -1.148481 -1.138425 -1.148481 -0.838426 -0.248481 -0.838426 -0.248481 -1.138425
22:26:22raptor0.000003
22:26:29Watusimotonot much better than with F32
22:26:47Watusimotogood to 4 decimals either way
22:27:07Watusimotowell, a little better, perhaps
22:27:15Watusimotobut worth the ugliness?
22:27:24raptormaybe the toString() can S32(F32*10000)/10000
22:27:31Watusimotothe top 2 lines replace the bottom one
22:27:32WatusimotoF64 x = ((F64)obj->getVert(j).x - (F64)obj->getPos().x) + ((F64)mMoveOrigins[i].x + (F64)offset.x);
22:27:32WatusimotoF64 y = ((F64)obj->getVert(j).y - (F64)obj->getPos().y) + (F64)(mMoveOrigins[i].y + (F64)offset.y);
22:27:32Watusimoto//newVert = (obj->getVert(j) - obj->getPos()) + (mMoveOrigins[i] + offset);
22:27:47WatusimotonewVert = Point((F32)x, (F32)y);
22:27:49raptorI think truncation in the toString might be better...
22:28:31Watusimotowith truncation, things will move slightly when saving, no?
22:29:08Watusimotois this really still a problem?
22:30:00raptorit's not a problem wiht poly2tri anymore after my fixes
22:30:02raptorbut
22:30:51raptorit is a problem when putting polywalls together so they're flush, then saving, then loading a level and seeing a thin wall break where you put it as flush
22:31:04Watusimototruncating won't fix that, will it?
22:32:10raptorwell, if we're guaranteed within 0.00001 with F32 then truncatation at 0.0001 (10x) will always work and add consistency
22:32:24WatusimotoI think the fix is to get rid of gridsize
22:32:33Watusimotoand stop dividing the level by 256
22:32:38raptorlevel file version 2!
22:32:40raptorI agree
22:32:45Watusimotowe don't even need that
22:33:49raptorno gridsize + your precision adjustments would guarantee the within 0.001 we need with clipper
22:34:10Watusimotoset gridsize to 1 and draw grid differently on levels with gridsize = 1
22:34:25WatusimotoI think everything else will work as-is
22:34:42raptorserver-side, load values at 1 unless gridsize exists
22:35:01raptorclient-side, have gridsize be an ini option for editor viewing only
22:35:36Watusimotoserver-side is the same as defaulting gridsize to 1
22:35:59Watusimotoand I would say clientside, we just don't add it to levels any more
22:36:05raptoryes
22:36:14Watusimotoor if we do, we say gridsize 1
22:36:41Watusimotothe only thing not putting gridsize in might break are existing levels with no gridsize param that depend on current default of 255
22:37:03Watusimotobut the editor has been adding gridsize param forever that there can't be many such levels out there
22:38:05raptoryeah, i'm not sure those levels exist...
22:38:36Watusimotoset gridsize to 5 (min in editor currently)
22:38:36WatusimotoBarrierMaker 50 -884.180054 1906.580322 -879.580078 1906.980225 -879.380066 1909.280273 -876.580078 1910.180298 -876.480103 1911.380249 -872.78009 1913.080322
22:38:37WatusimotoBarrierMaker 50 -884.180054 1906.580322 -879.580078 1906.980225 -879.380066 1909.280273 -876.580078 1910.180298 -876.480103 1911.380249 -872.78009 1913.080322
22:38:44Watusimotoand that's with F32
22:38:54raptoroh wow
22:38:57raptorthat's great!
22:39:15raptorok, I have 167 levels... all have gridsize in them
22:39:20WatusimotoI can't get any error anywhere
22:40:52Watusimotook, so gridsize = 1 is the full solution
22:41:08Watusimotothe question is is this a 019 or 019a/020 issue?
22:42:08Invisible1 Quit (Ping timeout: 240 seconds)
22:43:04raptordepends on how much we break things...
22:43:35raptorwell, your precision changes should be included for sure
22:45:31bobdaduck has joined
22:45:36WatusimotoI pushed the F32 fix
22:45:45Watusimotothe F64 fix is included as well, but is commented out
22:46:00WatusimotoI closed the current case for this
22:46:01BFLogBot Commit: b8ce14eee855 | Author: watusimoto | Message: Break up big function into smaller parts
22:46:02BFLogBot Commit: a95f31058408 | Author: watusimoto | Message: Remove temp logging
22:46:04BFLogBot Commit: 0798e96b0bae | Author: watusimoto | Message: Improve editor precision when dragging objects
22:46:06WatusimotoI opened a new case about gridsize
22:46:22raptorok
22:46:29WatusimotoI tagged it with 019a
22:46:31Watusimotobut
22:46:55Watusimotoif we are going to do this in 019a, we probably need to change the default gridsize (curr. 255) now, so servers will remain compatible
22:47:18Watusimotoso I'll do that now
22:47:20raptorok
22:47:31raptori'll do the client-side fixes when you're done
22:47:44raptorso the server-side logic is just to change default to 1.0f?
22:47:53raptorno other logic needed?
22:48:17Watusimotointeresting comment:
22:48:18Watusimotostatic const S32 DefaultGridSize = 255; // Size of "pages", represented by floats for intrapage locations (i.e. pixels per integer)
22:49:02Watusimotonot sure :-) But I think so, as grid size is only used when reading/writing levels... I think
22:49:46raptorweird
22:50:24Watusimotodoesn't appear to be used anywhere in the game itself
22:50:32Watusimotoso i think we're safe
22:56:32raptorit's in geomobject saving somewhere
22:56:44raptorthere's a getGridSize method somewhere...
22:58:09Watusimotoactually, I think we should do it all at once -- just get rid of the gridsize, and not change the default earlier
22:58:30raptorwhat about old levels?
22:58:49raptormaybe I misunderstood...
22:59:07Watusimotowe'll still use it if its in the levelfile; multiply all coordinates by the gridsize as always, but save without gridsize
22:59:21raptoractually, we broke GridSize in 017, I think - it was changed to be permanently 255
22:59:29raptoryes
22:59:33raptorok, that sounds good
22:59:33Watusimotoyou can set it in the editor
22:59:50Watusimotoearlier I said we should change the default now so we can alter the editor later
22:59:57Watusimotobut now I think we should just do both at once
23:00:02Watusimotofewer surprises that way
23:00:10raptorI agree
23:00:21Watusimotoso that would mean eitehr for 019 or 020
23:00:24raptor(honestly, I was planning on doing the other half of the work for 019 anyways)
23:00:35Watusimotosounds like you just want to get it done now
23:00:53Watusimotoin which case I'll leave you to it and I'll work on other stuff for the release
23:00:53raptoryes...
23:01:10WatusimotoI know that you and kaen are itching to do the release
23:01:14raptorok, should we truncate to 0.001 in the level file when saving real points?
23:01:25WatusimotoI'd say no
23:01:29raptork
23:01:46WatusimotoI think the gridsize = 1 will fix the issue
23:01:51Watusimotocompletely
23:02:18Watusimotoand truncation won't fix the problem
23:02:19raptorme too, but i was thinking about the increase of level filesize
23:02:28Watusimotoyou'll still get things moving after you save
23:02:39Watusimotobecause their coords will be changed
23:02:42raptoralso, do we have a line length limit?
23:02:45raptorkaen?
23:02:50WatusimotoI think we no longer do
23:03:07WatusimotoI'm not really worried about file size
23:03:11Watusimotoit's all local disk
23:03:34Watusimotoand we're currently saving with 6 decimals anyway
23:03:36LordDVG Quit (Remote host closed the connection)
23:04:23WatusimotoI created a new tag for the bug tracker... gci
23:04:41Watusimotofor tasks that could be appropriate for gci students/others who want to get their feet wet
23:06:05raptorhow is it transmitted then?
23:06:19raptorok, gci, ok
23:07:17Watusimotoit's transmitted as F32, I think
23:07:34Watusimotobut that happens long after points are reconsitituted from the file
23:08:13raptorok good
23:08:31Watusimotoso truncating won't help
23:08:37raptorFYI - my parents-in-law just gave me a raspberry pi
23:08:46raptorso... a new platform to test!
23:10:43WatusimotoI love pie!
23:11:29WatusimotoI'm not sure which I would prefer -- a rasberry pi or a rasberry pie
23:11:51raptorif there's enough whipped cream, then either sounds fine...
23:19:35BFLogBot Commit: fcf5a02203ec | Author: watusimoto | Message: Avoid crashing when the "empty vertex problem" arises... however that happens
23:19:36BFLogBot Commit: 10fe5502f742 | Author: watusimoto | Message: Add some debugging advice to assert
23:19:38BFLogBot Commit: 58638e8b37a2 | Author: watusimoto | Message: Head off an unlikely bug before it happens -- we depend on this being the 0th vert, so let's just be explicit in case getPos() ever gets a different vert.
23:34:28Watusimotokaen: quick question about the mysterious empty vertex assert you reported
23:34:45raptorWatusimoto: that empty vertex problem is related to amgines asserts as well, it hink
23:34:49Watusimotocould you have got that when you were playing with loadout zones that had been scrunched onto one single point?
23:35:03Watusimotoyes, that was where I was going
23:35:07raptorha, exactly
23:35:17WatusimotoI just got that assert playing with the weird geom problme
23:35:31Watusimotoultimately, the fix is probably not to load b0rked geometries
23:35:49Watusimotobut I want to understand what is happening to make the editor more fault tolerant in general
23:37:26raptori've given it some thought... and I don't know what to do when people do things like that..
23:37:37raptori know that it was popular for a while to make 0-point barriers
23:38:48raptoralsi in release mode, the game wouldn't actually crash, would it?
23:39:27Watusimotoyes, it would
23:39:49raptorok, then that's bad
23:39:59Watusimotoyes it is
23:40:11Watusimotothe assert was protecting a crash situation
23:42:10kaenyou know, I think you're right
23:42:27kaenthat it was related to a zero-vertex loadout zone
23:42:35kaenbut only after I had saved the level and reloaded it
23:42:46kaenand it moved back to the origin, too
23:43:33kaenalso, I'm not familiar with the function in question, but if an assert is protecting the program from a crash, we should probably just return when the assert would fail in release mode
23:46:08Watusimotoreturning also causes a crash
23:46:43Watusimotokaen -- you expanded the number of vertices in a wall to infinity, right?
23:46:53kaenyes
23:46:55Watusimotodid you do the same for polywalls and loadout zones?
23:47:04kaenpolywalls, yes
23:47:07kaenzones... I'm not sure
23:47:17WatusimotoI think maybe not
23:47:25kaenI think you're right
23:47:41WatusimotoI think they still have 64 point limit
23:47:50kaenor actually, I know they can *have* infinite vertices, but they only write 64
23:48:04Watusimotoand only read 64
23:48:10kaenthat sounds right
23:48:31raptorkaen: any objects to changing the default gridsize to 1?
23:48:35raptor*objections
23:48:40kaennope
23:48:45kaenbeen a long time coming :)
23:48:51raptoroh goodie
23:49:24Watusimotook, made a case for 019a

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