#bitfighter IRC Log

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IRC Log for 2013-11-23

Timestamps are in GMT/BST.

00:05:53raptorerror: UnicodeDecodeError: 'ascii' codec can't decode byte 0xe2 in position 140: ordinal not in range(128)
00:07:24tomek_bstokHey, maybe You know why i have an Error 403: Forbidden when i want to do a hg push ?
00:07:42raptortomek_bstok: are you pushing to your own clone?
00:07:55raptoror trying to upload to our main repo?
00:08:25sam686hg push https_path_to_your_clone
00:08:46tomek_bstokhttps://tomzal97@code.google.com/r/tomzal97-gci2013/
00:08:53tomek_bstokis it this path ?
00:09:00sam686if pushing to google code, you need to have write/push permission or create a clone, and use https to push
00:09:16raptortomek_bstok: looks good
00:09:28raptoroh!
00:09:41raptortomek_bstok: I think google gives you a special upload password in your Google Code profile
00:09:47tomek_bstokoh i see, there is a generated password
00:09:49raptorit's different than you Google account password
00:09:52raptoryes
00:09:54tomek_bstoki think that is a password for my account
00:10:18sam686profile -> settings -> googlecode.com password is some random letters
00:10:34sam686use that for push
00:10:42tomek_bstokok i got it
00:11:06tomek_bstokso, now i think i completed my task
00:11:35tomek_bstokso i must copy my https for clone yes?
00:12:19raptorif you commited to your clone, just upload the revision url to the task page
00:12:26raptorwe can take a look and pull from it
00:13:59Canseco Quit (Remote host closed the connection)
00:15:05tomek_bstokwhere i can find that url ?
00:15:33raptorgrab the latest revision here: https://code.google.com/r/tomzal97-gci2013/source/list
00:16:05tomek_bstokhttps://code.google.com/r/tomzal97-gci2013/source/detail?r=9737e49c3369926e1bad911e19de3bed4f2f95c0
00:16:06tomek_bstok?
00:19:11raptorthat' looks, right, yes
00:19:18raptor*that looks right
00:19:49tomek_bstokok i sent this on task site
00:19:58raptorthanks!
00:20:41raptorok folks, i'm heading home!
00:20:45raptor Quit ()
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00:22:41Platskies has joined
00:26:10sam686bitfighter.org website seems not working for me as of now
00:26:17sam686oh now it works
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01:31:54BFLogBot raptor says he is transferring large database backups from bitfighter.org because they are about to move the server again
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03:34:41raptorkaen: sam686: should mines hurt other green players in Rabbit?
03:34:50raptorbecause we found out they don't...
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03:35:42sam686then it will cause -5 points for killing yourself a more obvious problem, which probably should be fixed too.
03:36:06raptorit already kills yourself, just not others... which is a break from our standard
03:36:28raptorhmm... yes
03:36:36sam686thats -5 for not holding a rabbit, and for strange reason, no -5 if you holding a flag
03:36:41raptorwhat should the penalty be for suicide in Rabbit?
03:36:55sam686probably because you get +5 for killing a rabbit (yourself) and -5 for suicide
03:36:57raptor-1 or 0?
03:37:27sam686probably 0
03:37:40sam686after all what if no one can get the rabbit?
03:37:51Platskies has joined
03:38:22sam686probably from broken levels, not many of those around.
03:38:41raptorhmm... ok
03:39:30sam686and make sure you don't get any points for killing yourself while holding a rabbit.
03:39:45raptorlet me write down these bugs...
04:03:27Flynnn has joined
04:11:09BFLogBot Commit: b3452e8a4fd8 | Author: buckyballreaction | Message: Don't repair team-mates in single-team games
04:12:20kaenaww I liked that :<
04:12:34raptorreally?
04:12:47raptorso like - repairing the person you're shooting in bitmatch?
04:12:54raptor(someone complained recently)
04:13:40kaenmostly because I'm usually the guy getting repaired :P
04:16:05kaensam686, raptor, can one of you try this patch on windows? http://pastie.org/8502540
04:16:25kaenit removes the redundant compiling between test and bitfighter by making a shared libbf
04:21:11sam686ok got the patch imported to my clone
04:22:40sam686umm, my visual studio lost all my projects, its now just an empty solution
04:24:55sam686http://sam6.25u.com/upload/text1311/131123_04-24-42.txt looks like CMAKE ERROR
04:25:50sam686Where is main_functions.cpp? forgot to include that in a patch?
04:27:25sam686kaen? read my messages yet?
04:40:00kaenoh man I did
04:40:01kaensorry
04:46:45kaensam686, http://hastebin.com/gomanicone.diff
04:49:45sam686ok, patch imported, running cmake
04:52:56sam686fatal error LNK1181: cannot open input file 'Debug\bf.lib' bitfighter
04:55:11sam686there also some errors compiling dedicated, undefined "Ship
04:56:10sam686The build: http://sam6.25u.com/upload/text1311/131123_04-55-47.txt
04:56:13sam686The errors: http://sam6.25u.com/upload/text1311/131123_04-56-05.txt
04:57:11sam686dedicated build errors usually easy fix, #include "ship.h"
05:03:17Skybax_ has joined
05:03:39sam686build\zap\Debug has bf.dll bf.idb bf.ilk bf.pdb but its missing bf.dll
05:03:45Skybax Quit (Ping timeout: 246 seconds)
05:03:51sam686i mean it missing bf.lib not dell
05:03:56raptorhello again
05:03:56sam686dll
05:04:59sam686and why should we built as dll, it can be built as maybe a static .lib like TNL libtomcrypt and other stuff
05:13:25raptorok, what should the 'proper' behavior be for mines in Rabbit?
05:13:37raptorright now you damage yourself
05:13:47raptorbut not others, unless it's the carrier
05:14:09raptorwhich seems in-the-middle of what would be consistent
05:14:13raptoreither:
05:14:23raptor1. damage everyone, like in all other game types
05:14:34raptor2. damage no-one, because Rabbit is special
05:14:49raptor*single-player Rabbit, that is
05:17:43sam686Kaen patch works better after I set "bf" Project, properties, comfiguration, general, Comfiguration Type: to "Statid Library (.lib)" instead of .dll.
05:17:58sam686maybe the .lib won't get generated, maybe because there is no exports
05:19:11sam686(i mean .lib not being generated with .dll with no exports)
05:20:00Skybax_ Quit (Ping timeout: 245 seconds)
05:20:09sam686in team games, you can die from even from your team's mine
05:20:16sam686(but only mines)
05:21:30sam686just make mines able to kill anyone, like in team games, while bullet and other weapons cannot kill your own team
05:29:40Skybax has joined
05:30:07SkybaxI think mines should be universal
05:30:25SkybaxBut I think the penalty for team-kills and suicides should be taken away in Rabbit
05:32:00sam686on 018a you get -5 points from killing yourself in rabbit game, only if you don't have the flag, probably because rabbit get +5 for killing yourself (since the game says you killed rabbit)
05:32:20sam686and that cancels out the -5 so no point change
05:33:55raptorhi Skybax, O
05:34:10raptor*I'm working in the Rabbit code now, which is why we're talking about it...
05:35:35SkybaxShouldn't the flag carrier have different rules than everyone else? Obviously you shouldn't get points for killing yourself, but you shouldn't lose any for getting killed
05:37:23sam686I guess the latest 019 is currently -5 doesn't matter if you carry flag or not, one difference from 018a
05:37:37sam686but may soon change..
05:39:20sam686nevvermind, its some earliear version maybe 017 that does +5 -5 for suiciding while holding rabbit flag
05:39:42sam686but the negative gets annoying, especially in a multi-team rabbit
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05:52:21SkybaxYes
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06:05:02fordcars has joined
06:05:21fordcarsdoes getName work in levelgens in 018??
06:05:31Skybax Quit (Ping timeout: 272 seconds)
06:07:53fordcarslocal shipName = ship:getName()
06:07:57fordcarsDoesn't work for me
06:09:46sam686looking
06:10:08raptorgetClientInfo():getName() (and do nil checks)
06:10:59fordcarswhat??
06:11:31fordcarssip;getClientinfo():getname()?
06:11:38fordcarsshipo
06:11:41fordcars*ship
06:11:52sam686I dont think such a getName or getClientInfo exists on 018a, does it? Im not finding it on 018a source code
06:12:02fordcarsuh it works for bots
06:12:17sam686for LUA to access that is..
06:12:33fordcarsif senderPlayerInfo:getName() ~= nil then -- that works is a bot
06:12:53sam686I see a Robot::runGetName() but not in ship
06:13:00sam686in C++ code
06:14:47fordcarsnah there is no getClientInfo()
06:15:00Skybax_Hi Ford!
06:15:02fordcarsis there any other way to identify a ship?
06:15:03Skybax_ is now known as Skybax
06:15:05fordcarshi sky!
06:15:49fordcarsSky, there is a way to make your bot work
06:15:58SkybaxYay!
06:16:19fordcarskaen, any idea how to get name in levelgen?
06:17:41SkybaxI hope you realize I'm going to be bugging you constantly about Skybot until it's done... I can't help it I have OCD lol
06:18:01fordcarshttp://pastie.org/8502651
06:18:10fordcarshaha sure Sky, I need to rewrite though
06:18:27fordcarsLike really, Quartz's love bot doesn,t work anymore for some reason
06:18:37SkybaxUh oh
06:18:55fordcarskaen is not there I guess
06:19:39fordcarshttp://pastie.org/8502651 is the code raptor or sam
06:19:54fordcarsMaybe onShipSpawned doesn't return a ship
06:23:44sam686turns out there is LuaPlayerInfo in 018a, its located in playerInfo.cpp .h
06:24:05sam686there is a getName getShip
06:24:51fordcarsuh
06:24:54fordcarsweird
06:25:49sam686try anyship:getPlayerInfo()
06:26:07sam686try anyship:getPlayerInfo():getName()
06:50:41fordcars Quit (Ping timeout: 250 seconds)
06:53:57raptoroh yes, getPlayerInfo() that seems more like it...
07:01:50HylianSavior Quit (Read error: Connection reset by peer)
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07:06:29sam686need to go, later..
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07:25:15raptorbursts don't seem to blow up mines anymore...
07:25:24raptornot sure how that happened...
07:25:51raptorwe desperately need a test for all the weapon/object interactions...
07:33:11BFLogBot Commit: cefdaeee9241 | Author: buckyballreaction | Message: Apply normal team-damage rules in single-team Rabbit
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07:38:46raptorBursts don't damage mines anymore?
07:42:24raptortime to bisect!
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10:17:36alex_veleaCan someone share the past chat discussions on pastebin with me, please?
10:21:53Johnaudi has joined
10:22:09Johnaudihey kaen mind if you enlarge the time for my task?
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11:51:23JohnaudiHey watusimoto you there?
11:52:20Watusimotohi
11:52:34JohnaudiMalay I ask a favor
11:52:39Watusimotosure
11:52:44JohnaudiMay i*
11:53:20JohnaudiCould you please extend the time by 24 hours again? I had a sleepover last night and only viewed and fixed a part of the code
11:53:41Watusimotosure, no problem
11:53:52JohnaudiThanks a bunch
11:54:17Watusimotoplease send me the url of your task
11:54:46Watusimotowe have a lot of people doing a lot of things, and its hard for me to keep track!
11:54:54JohnaudiOkay
11:55:13JohnaudiYou're also responsible/mentor for Pysoy?
11:55:35Johnaudi Quit (Client Quit)
11:55:37alex_veleaCan you extend my time by 24h too, please? :(
11:55:46Watusimotosure -- please send me your url!
11:55:53alex_veleathink i will finish it by monday
11:55:56alex_veleahttp://www.google-melange.com/gci/task/view/google/gci2013/6701157762203648
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11:56:03JohnaudiSorry dc'ed
11:56:20JohnaudiLook there's still 6 hours left think I can finish it and you approve it in this 6 hrs?
11:56:20alex_veleaI don't know exactly how to test it, but i'll figure it out somehow
11:57:28JohnaudiWithout having to extend the timeline
11:58:16WatusimotoJohnaudi: probably not -- I am heading out in a bit. I really have no problems extending the deadline
11:58:26Johnaudihttp://www.google-melange.com/gci/task/view/google/gci2013/6603341224214528
11:58:29Watusimotoalex_velea: extended
11:58:51Johnaudi Quit (Client Quit)
11:58:59Watusimotoalex_velea: I'm not sure how to test it either... actually that's an interesting point, as how can you test without ipv6?
11:59:16Watusimotosam686 _might_ have ipv6, but I'm not sure
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11:59:33JohnaudiiPad 1 doesn't multitask - sorry
11:59:46WatusimotoJohnaudi: extended
11:59:52JohnaudiTyvm
12:01:31Watusimotoalex_velea: is your latest work uploaded anywhere? I'm curious about what you did
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12:22:23Invisiblehi
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12:25:56Watusimotohttp://stackoverflow.com/questions/10574255/ipv6-network-programming-without-ipv6
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12:48:21Watusimotoback later, gentlemen!
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14:03:30Johnaudihi
14:20:37alex_veleawhy somewhere are // comments and in other places /// comments?
14:21:27Johnaudifor /// this stands for XML
14:21:35Johnaudiwhereas // is for normal comments
14:21:48Johnaudibut /// can also be considered as comments
14:22:06Johnaudie.g: ///<summary>This is a function</summary>
14:23:22alex_veleaso which of them should i use?
14:23:31alex_veleaMy header contains both of em
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14:48:03Johnaudiuse //
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15:03:35Johnaudiyo hey
15:03:43Johnaudiwatusimoto I finished the task
15:03:54Johnaudihttp://www.google-melange.com/gci/task/view/google/gci2013/6603341224214528
15:04:11Johnaudiplease review it ASAP so I can get started in the task I had in mind these few days - hoping nobody took it
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15:28:52tomek_bstokWatusimoto, could You check my task ?
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15:34:11Johnaudihey sam
15:35:23kaen_ has joined
15:37:33kaen_Sam686, I tried building as static in my first attempt, but raptor and I were unable to play a ctf game because the game type definitions were messed up.
15:38:17kaen_Does playing a ctf/zc/soccer game work for you if you make it static?
15:40:00sam686hi
15:40:39Johnaudi Quit (Ping timeout: 250 seconds)
15:42:31kaen_Hi
15:45:10sam686I can't even place a breakpoint anywhere in CTFGame.cpp with kaen changes (and static lib), it appears like if CTFGame failed to compile into .lib at all
15:46:53kaen_That was my experience too
15:47:25kaen_Any idea? The weird thing is the shared lib works fine
15:47:38kaen_For me at least
15:48:01kaen_I'd much rather do it statically of course
15:51:17sam686weard, having { CTFGameType game1; } in main.cpp main() makes CTF game now work?
15:51:47sam686must be a problem with output exe compiler, not the .lib I guess
15:53:02kaen_Hmm. I wonder if it thinks the game type cclasses are unused so it strips the symbols from the lib?
15:53:31kaen_That would explain why the dynamic version works, too
15:54:19kaen_So maybe we can force the compiler to include all symbols regardless of whether they're used in the code.
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16:11:47tomek_bstokHi
16:12:21tomek_bstoksam686, i finished my task, could you check it ?
16:13:11sam686which task, I may be able to look
16:13:27tomek_bstokhttp://www.google-melange.com/gci/task/view/google/gci2013/6705944503255040
16:14:30sam686looking
16:15:55sam686theres nothing in your work in your clone at https://code.google.com/p/bitfighter/source/list
16:16:20sam686oh wait, that not a cline
16:16:46sam686https://code.google.com/r/tomzal97-gci2013/source/list thats looks better
16:21:44sam686it will be better if using a struct PlayerStats (in gameStats.h), it has pretty much everything in that class.
16:23:02sam686but otherwise its kindof good
16:23:59alex_velea Quit (Ping timeout: 250 seconds)
16:24:45sam686kdr and points_per_game can be manually calculated, like F32 kdr = F32(kills) / deaths;
16:25:12sam686same goes with percent
16:26:30tomek_bstokRaptor ( i think Raptor) said that You will get stats from your servers so i think that vars isn't so important
16:26:42sam686ok
16:27:15sam686so I guess it don't matter a lot, maybe we can wait for what raptor says
16:27:37sam686raptor may come in about 1 hour, I think.
16:28:02tomek_bstokok, i think it's no problem
16:28:50sam686oh and make kdr a F32, not S32 (7 kills and 8 deaths?)
16:30:18tomek_bstokoh, my mistake
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16:56:39Watusimotohello -- I was away, just reading over the messages
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17:02:30grypoBhi watusimoto, i improved my code to assaciate music to a level, but i don't understand how the functorDecl works (to had a s2cSetLevelMusic)
17:03:43Watusimotowhy did you need to add a new s2c? (i.e. why not just add a parameter to the function I pointed you to in the notes?)
17:03:56grypoBi'll try
17:04:43Watusimotothat would be easiest. Generally, we try to avoid adding new s2cs and c2ss because if we get too many we need to increase the size of all of them
17:04:58Watusimotoit's not a big deal, but we only add new ones when they are actually needed
17:05:04grypoBright
17:05:05WatusimotoI *think* in this case it is not needed
17:05:08Watusimotohowever
17:05:46Watusimotoone advantage to creating a new method is that in future, if we wanted to let a levelgen change the music in the middle of the game, we could use that same method
17:06:46Watusimotothough I'm not sure if that would be a good feature or not
17:09:00Watusimotobut from your perspective, building on the existing method would be easier
17:09:27Watusimotoin any event, you don't need to worry about how the macros behind the s2c and c2s work
17:09:44Watusimotojust accept them as "magic" (unless you are interested)
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17:18:03tomek_bstokWatusimoto, thanks for accept my task ;)
17:20:30raptor has joined
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17:28:55Watusimotothanks for doing it
17:29:35grypoBwatusimoto : the problem is that if i add a parameter in the function, it is not regonized anymore by the tnlMethodDispatch.h
17:29:45Watusimotoah, ok
17:29:51Watusimotothat's easily resolved
17:30:07kaenjust got off work, morning all
17:30:42Watusimotodo a global search for s2cwhatever
17:30:42Watusimotoand you will see where the fn is delcared (two or three places, I think, might make sense when you look at it)
17:30:51Watusimotoyou'll need to change those places as well
17:31:02Watusimotohi kaen
17:31:46raptorgood morning!
17:31:46grypoBok
17:32:04Watusimotohi raptor
17:32:20WatusimotoI am going to propose we add the star/poly generator to the 019 release
17:32:48raptorseems OK to me
17:32:57kaenagreed
17:32:59raptorI did actual coding last night!
17:32:59Watusimotoit's not perfect, but it's pretty neat, and I think it is a great demo of how to create editor plugins
17:33:05Watusimotowow
17:33:08raptor pats himself on the back
17:33:18raptorobviously, I'm avoiding my bigger project...
17:33:30kaendo you want me to take a crack at it?
17:33:55WatusimotoI have been avoiding my last 019 project too... been keeping busy here
17:34:02Watusimotoalso... what about jimmythesquid?
17:34:28raptori can always tell when Watusimoto is avoiding a project - there's days and days of minor fixes... :)
17:34:38raptorcode style changes...
17:34:57Watusimotoin this case I have not really had the opportunity... but good eye!
17:35:36Watusimotoare any of you guys out there really Phill the plugin guy with another nick?
17:36:25raptorkaen: it's the Lua sandbox stuff...
17:36:33raptorI have like 60% of it done...
17:36:48raptorinterested in taking a look?
17:36:53kaendefinitely!
17:37:00raptorlet me get you the patch..
17:37:02kaenI love lua stuff
17:37:21kaenalso, I've got a semi-working patch to share compiling between test and bitfighter
17:37:35kaenjust need to chase down how to make it work with a static rather than shared lib
17:37:53raptori saw that in the logs - seems really odd...
17:38:04kaenwhich, with the help of sam, I discovered probably has to do with a linker flag
17:38:04raptorstatic initialization stuff?
17:38:14kaenactually I think the symbols just aren't being included in the final exe
17:38:40kaenbecause they aren't explicitly used (I think)
17:38:52sam686could be the linker flags in final exe..
17:39:02kaenI think that's what it is, sam686
17:39:05Watusimotokaen: of you love lua stuff, I have a great project for you!
17:39:14kaenWatusimoto, fire away :)
17:39:23Watusimotolooking for my notes...
17:39:24raptorno no! he's mine!
17:39:38sam686because main.cpp is not on bf.lib, and if it does a new CTFGameType it that class no longer get omitted completely
17:40:21Watusimotokaen: well, it's adding a real lua debugger
17:40:32Watusimotothere's a couple of things to build off of
17:40:33kaenawesome!
17:41:02Watusimotothis is one: https://github.com/pkulchenko/MobDebug
17:42:20Watusimotothis is another: https://github.com/slembcke/debugger.lua
17:42:25kaenI've got one too: use lua_sethook with the LUA_MASKCOUNT flag to catch and kill infinite loops
17:42:37kaenanother lua project, I mean.
17:42:58Watusimotoanother: https://github.com/airtrack/lua-debugger
17:43:30Watusimotothere is another one I'm looking for, but it would be very cool if there were a way to hook one fo these into the console
17:44:01Watusimotothis last one specifically mentions embedding in c++
17:44:20Watusimotoanyway, somehting to think about
17:44:21tomek_bstok Quit (Quit: Page closed)
17:45:11raptorkaen: here is my patch: http://sam6.25u.com/upload/lua_sandbox.diff
17:45:18kaenthis one is looking really good to me: https://github.com/slembcke/debugger.lua
17:46:42raptorthe sandbox works, but the problem is that it is being loaded on every script load
17:46:50raptorand the previous environment sticks around
17:46:59raptorwhich i think is a bug in 018a
17:47:21Watusimotohttps://code.google.com/p/bitfighter/issues/detail?id=311&thanks=311&ts=1385228832
17:47:59Canseco Quit (Remote host closed the connection)
17:48:00Watusimotook one other question for everyone... alex_velea has done some work in ipv6, but is unsure how to test it
17:48:06raptorkaen: wrong one! this is the right one (that has the actual sandbox): http://sam6.25u.com/upload/1lua_sandbox.diff
17:48:36Watusimotoand it ocurred to me that (I think) none of us has ipv6, so how could we test it?
17:48:52Watusimotoso... any ideas on that front would be welcome
17:49:05sam686I only have ipv6 for my LAN, not my internet
17:49:28sam686I have like 3 computers: one is linux, one is windows 7, and one is windows xp
17:49:35Watusimotoalso, alex_velea is looking for some optimization projects. so if you have any ideas there, we could create something interesting for him
17:49:43sam686I don't think I have windows xp setup as ipv6 though
17:50:05Watusimotosam686: that's great
17:50:07raptorS_Bot AI improvement
17:50:42Watusimotowhat's a specific improvement we could use?
17:51:10raptoralso kaen, that sandbox I implemented I took from here (and it has loop protection which i didn't add yet): https://github.com/kikito/sandbox.lua
17:51:45raptorturn S_Bot into more of an event engine and add 'personalities'
17:54:46Watusimotos_bot has become angry!
17:54:59Watusimotos_bot is feeling lazy...
17:55:25Watusimotos_bot is curious?
17:55:25raptorno no - aggressiveness, accuracy
17:55:25raptorumm... favorite weapon?
17:55:36raptorcampiness?
17:55:38Watusimotobanked shots with bouncer!
17:55:51raptorooo
17:55:55raptornot that would be a challenge
17:55:58raptor*now
17:56:07Watusimotostandoff and launch seekers
17:59:23WatusimotoI have started some s_bot improvement notes
18:00:11WatusimotoI have the bouncer and seeker ideas in there
18:00:11Watusimotooh, another issue ath came up with the add-music-to-levels case
18:00:46Watusimotodo we want to support levelgens changing music mid-game?
18:09:12grypoBoh, i searched s2cSetLevelInfo, but it only gave result in gameType.h and .cpp. And the error in the compilation appears because in tnlMethodDispatch there are no match
18:09:43Watusimoto Quit (Ping timeout: 240 seconds)
18:10:24grypoBbut otherwise the code seems fine to me
18:16:05Nothing_Much has left #bitfighter
18:16:07Nothing_Much has joined
18:16:59sam686it can very well be you did something wrong within the defines, like wrong arguments
18:17:35sam686or that you trying to use a type not supported, like string
18:23:56grypoBdoes it support Vector<string> ?
18:24:26sam686it doesn't support string, and neither Vector<string>
18:25:01sam686at least not TNL RPC stuff
18:25:25grypoB...
18:25:25grypoBthen i need to change this
18:25:54sam686theres other option, like stringPtr(char *) i think, or StringTableEntry(char*)
18:29:27grypoBStringTableEntry works, but can i manipulate them as such : object[0] // for the first string ; object.size() // to know how many "string" there are
18:30:29sam686StringPtr(char*) (capitalize, sory) will work too you can use .getString() to get char* and then convert to string when needed..
18:31:44sam686you can use the plain Vector<anything> zz; zz.size() to get the size of Vector
18:33:27grypoBi need to think about this. Thanks for the informations
18:34:13grypoBraptor : i need more time to work on my task, as half of what i did doesn't work (https://google-melange.appspot.com/gci/task/view/google/gci2013/5317616994353152)
18:34:13raptorhello!
18:34:13raptori'll extend
18:34:13grypoB1 day should be enough (i hope so)
18:34:13raptorno worries - I did two :)
18:34:16grypoBok, thanks
18:37:11Johnaudi has joined
18:37:40JohnaudiHi
18:37:51Kiryx Quit (Ping timeout: 252 seconds)
18:38:35JohnaudiRaptor I finished
18:38:45grypoB Quit (Ping timeout: 250 seconds)
18:39:29raptorhi
18:40:23raptorok, I'll have to look a bit later - I've got kid-duty at the moment..
18:45:42Johnaudi Quit (Ping timeout: 250 seconds)
18:49:36phillreeder has joined
18:50:07phillreederhey raptor can you elaborate on the music widget?
18:56:56sam686i think raptor will be back soon...
18:57:29sam686have you at least got bitfighter to compile from source?
18:57:49phillreederyea I have the source, this is my second bitfighter task
18:58:03sam686ok
19:02:09Watusimoto has joined
19:02:29phillreederhey watusimoto
19:02:40Watusimotohi phillreeder
19:02:57phillreederdo you have a sec?
19:03:01Watusimotoyou did the star/polygon project, right?
19:03:05Watusimotosure
19:03:10phillreederyep that was me
19:03:20Watusimotowant your name on it? if so, tell me your name
19:03:21phillreederI'm starting the song selector
19:03:35Watusimotosong selector?
19:03:38Invisible has joined
19:03:44phillreederthe widget
19:03:45phillreederum
19:03:52Watusimotogot a url?
19:03:58phillreederhttp://www.google-melange.com/gci/task/view/google/gci2013/5477441317371904
19:04:19Watusimotook
19:05:22Darrel Quit (Ping timeout: 246 seconds)
19:05:25phillreederwell I'm just looking for some advice on where to start
19:05:47destroyerimo Quit (Ping timeout: 272 seconds)
19:05:52phillreederelaboration, if you will
19:05:52Watusimotook
19:06:08Darrel has joined
19:06:11Watusimotoyou'll be adding an item to the "F3" menu
19:06:18Skybax has joined
19:06:29SkybaxGoodmorning!
19:06:41WatusimotoGameParamUserInterface
19:06:45phillreedergood afternoon
19:07:03Watusimotogood evening!
19:07:12Watusimotoyou'll probably be adding a togglemenuitem
19:07:31Watusimotoso you'll need to enumerate all the files in the bitfighter music folder
19:07:40phillreedersimple enough
19:07:40Watusimotoand use those to populate a togglemenuitem
19:07:51kaenmorning :)
19:07:55Watusimotothen set some variable to remember what the user selected
19:08:07Watusimotothen write that to the level file when the level is saved
19:08:16phillreedergot it
19:08:20phillreederso
19:08:27Watusimotoit's all really easy, the only complexity is figuring out where stuff is
19:08:30phillreederyea
19:08:39phillreederthat's what I'm having trouble with
19:08:41phillreederfinding stuff
19:08:43Watusimotoof course!
19:08:49kaenI still have trouble with that :<
19:08:55Watusimotoso do I
19:08:59Watusimotoso don't worry about it
19:09:09Watusimotoglobal search does wonders
19:10:46Skybax_ has joined
19:11:35Skybax_Roast beef is an amazing thing
19:11:45Watusimotonot for the cow!
19:12:00Skybax_Can't please everyone!
19:12:16Watusimotokaen, quick question
19:12:18Watusimotosee http://hastebin.com/qevanukuji.lua
19:12:32Watusimotois there any way to further simpify the right side of the bottom line?
19:12:55Skybax Quit (Ping timeout: 245 seconds)
19:12:59WatusimotoI feel like I should be able to say blah... = arg
19:13:00Watusimotoor soemthing
19:13:04Skybax_ is now known as Skybax
19:13:07Watusimotobut I can't figure it out
19:17:43phillreederok I found it and I'm seeing the logic
19:17:53phillreeder(this is beatiful code by the way)
19:18:36phillreedersince song selection is across all game types, can I just put the item under the filename?
19:19:43phillreederthat way I don't have to make it a dynamic option across all modes
19:22:28Watusimotoyou can put it under levelgen script
19:22:54phillreederwait. what?
19:23:58phillreederI thought I had to add a menu item in the GameParams stuff
19:24:22kaenhe means the entry under levelgen script, phillreeder
19:24:41phillreeder...
19:24:42phillreederoh
19:24:57kaen:)
19:25:11kaenok, applying updates
19:25:19kaenback soon (I hope)
19:26:40Watusimotophillreeder: ok?
19:26:40kaen Quit (Read error: Connection reset by peer)
19:26:50phillreederhaha yea I got it thanks
19:26:56Watusimoto:-)
19:27:30kaen has joined
19:30:41kaenWatusimoto, I think you could do = unpack(arg)
19:30:48kaennot positive, though
19:30:55Watusimotofound a better solution
19:31:12Watusimotohttp://hastebin.com/gexemowehe.lua
19:31:28Watusimotothe power of formatting!
19:32:58kaenI'm not sure I like that better ...
19:33:28kaenI'd prefer individual assignments, one per line to either of the first two :P
19:33:46kaenpersonally I use local someVar = table.remove(arg, 1)
19:34:00kaeneasy to reorder, that way
19:38:29Watusimotoreverted to this
19:38:29Watusimotohttp://hastebin.com/dawexenexo.lua
19:38:50WatusimotoI don't know if we want it too easy to reorder the args
19:38:57Watusimotoas they have to align with the menu defs
19:39:35Watusimotoactually, not sure how this could work, but it would be cool if you could put the lua var direclty in the menu def
19:39:48Watusimotoand have it all magically get assigned
19:40:28kaenyou could supply a key in the menu item and access it as arg.keyName
19:40:41Watusimotoregardless, I am really enjoying the simplicity of this plugin
19:41:00kaenthe polystar one?
19:41:40Watusimotoyes
19:41:52Watusimotoit is very simple, but interesting
19:42:05Watusimotowith an easily understandable purpose
19:42:05kaenanyway, the most recent formatting is my favorite by far
19:42:12kaenyes, great example plugin
19:42:13Watusimotook, will leave that
19:47:38Invisible Quit (Ping timeout: 245 seconds)
19:48:09phillreederI got a couple of questions after poking around
19:48:43phillreeder1) I don't know of any way outside of thrid-part libraries to read file names, how should this be handled?
19:49:33phillreeder2) I forgot
19:49:52raptorhi again
19:50:05raptorphillreeder: take a look at the utilities in the stringUtils class
19:50:06phillreederoh wait bitfighter uses boost
19:50:13phillreederhey raptor
19:50:14raptoryou won't need boost
19:50:20phillreederwill do
19:51:24Watusimotothere should be a function in stringUtils
19:51:33kaengetFilesInFolder I believe
19:52:11kaenyou might need a list of valid extensions, there's one in soundsystem.cpp I think
19:52:12phillreedergetFilesFromFolder
19:52:24kaenthat's the one
19:53:25sam686include stringUtils.h if needed to use getFilesFromFolder that is already made
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20:17:08kumool has joined
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20:48:49phillreederis there a way to feed a null callback to the ToggleMenuItem
20:50:24Flynnn has joined
20:52:54BFLogBot Commit: cd9c186730aa | Author: watusimoto | Message: More CR/LF
20:52:56BFLogBot Commit: 350718f7a892 | Author: watusimoto | Message: Nice intervals!
20:52:57BFLogBot Commit: 62004833dce4 | Author: watusimoto | Message: Add phill's gci star plugin to the project -- will be distributed with 019
20:52:59BFLogBot Commit: be283f52fc67 | Author: watusimoto | Message: Merge
20:54:39raptorNOBODY PULL UPDATES
20:56:23sam686callback can be NULL if you aren't going to use it,
20:56:50phillreedergives me an error, type of NULL is int
20:57:08phillreederwait what
20:57:14phillreederof course it works now
20:57:34raptorREPEAT - kaen, sam686, Watusimoto, raptor PLEASE DO NOT PULL UPDATES
20:57:39raptorI need to reinit the repo...
21:00:32kaengotcha
21:01:31sam686already polled... whatever I can just strip or. like I been doing, push only a specific revision I want to push.
21:01:56raptorstrip those last 4 please
21:02:38sam686I have hundreds of unpushed revisions mostly from my testing that didn't go so well or unfinished
21:03:02raptorah ok
21:03:12raptorstrip just Watusimoto's latest 4 please
21:03:20sam686ok
21:03:28raptorfrom cd9c186730aa onwards
21:04:09WatusimotoI could back it out :-)
21:05:14sam686is it too many CR to LF conversion causing the problem? or is it causing so much data to pull/push?
21:05:50phillreederwhile you guys are here, can you help me work out the getFilesFromFolder
21:06:04kaensure thing
21:06:13kaenany specific questions?
21:06:32phillreederlet's see
21:06:33sam686keep joystick_precets.ini to CR+LF, or else it isn't notepad friendly on windows
21:07:04phillreederthe folder can just be a string name right
21:07:09phillreederas in "music"
21:07:16phillreederI assume it's a local address
21:07:33Watusimotosam686: a couple of things -- very long patch (20MB), and we don;t want to go messing with boost
21:07:46kaenI'll look, but I think you need to get the FolderManager::musicDir
21:07:49Watusimotogood point about the notepad comapt
21:07:54kaenwhich iirc is absolute
21:08:01phillreedermmk
21:09:33phillreederlooks like config.h and SoundSystem.h contain a musicDir
21:10:40kaenyes, config.h is where FolderManager is defined (I'm sorry ... ) and SoundSystem is fed the dir from the FolderManager when it's initialized
21:11:07phillreederso do you want me to import config.h in gameType.cpp?
21:11:26kaenif it's not already, then yes
21:11:37kaenoh wait
21:11:39kaengametype?
21:11:47phillreedereh, yes
21:12:12kaenhow'd it get way over there? aren't you doing the editor music selector?
21:12:35phillreederya but the button menu is in gameType
21:12:43kaenok, I believe you
21:12:51kaenanyway, #include as needed :)
21:12:54phillreederthanks!
21:13:12phillreederI have the toggle all ready just need the logic
21:15:04Skybax Quit (Ping timeout: 265 seconds)
21:17:55raptornobody breathe...
21:18:39raptormust kill logbot...
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23:48:04-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
23:48:11Watusimotoalex_velea: last year we used probaboy 80% of what we goit
23:48:38phillreederoh also
23:48:43phillreederin the .level
23:48:53phillreederhold on
23:48:54Watusimotowe're very close to doing our 019 release, and some of what's already been submitted will be included
23:49:29phillreederhere we go
23:49:38Watusimotoalex_velea: we're also including a "who's online" widget that runs in the system tray -- that was based on a great bit of work from last year
23:49:50phillreederin SoundSystem it plays music by finding it in the dir
23:49:53Watusimotoso we hope to use everything
23:50:40phillreederI think I could easily change it so that it does that when in .level it has 'Music Default' and add only the specific file if 'Music bla.ogg' is in it
23:50:44Darrel Quit (Quit: IRC client killed.)
23:51:19Watusimotothough we still need to be backward compatible with all the existing levels
23:51:43WatusimotoI think no music line is fine anyway... think of it as an optional line for an optional setting
23:51:43phillreederhere's my logic
23:52:04phillreederok, yea ok I'll accept that
23:52:17Watusimotoyou can still give us your logic
23:52:52phillreederhere goes
23:54:14grypoBthen should i had a parameter for if the first parameter is "Default" ? (in everycase, it won't find so "Default" music file so it will do as default)
23:54:15phillreederThe presence of an option provides us the oppurtunity to keep consistency across all new levels (and newly saved ones) that can be an easy and effective way of phasing out the old style
23:55:39phillreederHaving the 'Music Default' line doesn't exactly break the old levels, it simply makes it easier for us to program in the future
23:55:59phillreederin any case, I have to go eat so think about it
23:56:50raptorkaen: my sandbox breaks a lot of things
23:56:50sam686older levels simply don't have "Music" line so we are fine there.
23:57:29raptorit works on the first load
23:57:49raptorany subsequent load of a script tries to load the helper scripts into an already sanboxxed environment
23:57:53raptorthat's where I left off

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