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IRC Log for 2013-11-25

Timestamps are in GMT/BST.

00:14:40BFLogBot Commit: b0580957e167 | Author: sam8641 | Message: Fixed more to suspendGame, Added delayed suspend to ServerGame (was on Game but client don't know if game is about to suspend)
00:30:52raptorwhy does bread always land with the buttered side on the floor (or pants)
00:34:12phillreeder has joined
00:35:16kaenextra weight from the butter, right?
00:35:42kaenlike flipping a loaded coin
00:35:49raptormaybe there's a 5th fundamental force (or are we down to 3 yet?)
00:37:27BFLogBot Commit: 47d2642ec435 | Author: sam8641 | Message: Fixed unsuspendIfActivePlayers, renderGrid now more accurate with (F32)
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00:45:20kaenthere has to be some utility that will scan a source tree and determine which #includes are necessary for each file
00:45:47kaenbut I can't find one :/
00:58:22raptorthere's that one gcc flag that spits out the header tree for each compilation unit...
00:59:14sam686windows visual C++ have something called "Show Includes" in the project properties, C++, Advanced, it prints the path and filename of every includes like most of .h
00:59:23raptorkaen: this: http://stackoverflow.com/a/6685693
01:08:33raptorsam686: were those suspend fixes due to your new ability, or due to previous bugs?
01:08:59sam686it mostly came from my original mew changes to my new suspend coding
01:09:23sam686it came from my todays bugs
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02:01:58kaenno no, I mean parse a group of files, figure out which symbols a file needs and where to get them from, and generate a minimal list of includes for each file
02:07:34kaenhttp://www.youtube.com/watch?v=QMYfkOtYYlg
02:10:49raptorthat's... amazing
02:13:19raptorok, i'm going to remove the asteroid/turret penalty in non-team rabbit and call it good for 019.. sound OK?
02:13:29kaensounds good to me
02:16:16BFLogBot Commit: e177c213c82a | Author: buckyballreaction | Message: Remove killed-by-turret/asteroid penalty in non-team Rabbit. Suicide penalty still stands
02:20:30raptorkaen: I'm thinknig about tinkering with the sandbox stuff again - have you made any adjustments/improvements on that patch I gave you?
02:22:41kaenyes, but my system is not quite working
02:22:51kaenbut here's my general strategy:
02:23:21kaenin configureNew I'm load *and* executing the helper scripts in the global space
02:23:36kaenthat way they all store local references to blacklisted functions before the blacklisting occurs
02:23:40kaenthen I sandbox _G
02:24:12kaenthen in prepareEnvironment I'm doing a deep soft copy of _G
02:24:49kaenthe point of running the helpers instead of just loading them is to fix the issue of blacklisted functions not being available after sandboxing _G
02:26:49kaennot sure how privy you are on the nuances of variables, values, and references, but doing "local smt = setmetatable; smt()" will keep working after sandboxing _G, but "setmetatable()" will not
02:27:26raptorheh
02:27:28kaenand local smt is not accessible unless debug.getlocal is exposed (which it really, really should not be)
02:27:30raptormissed that
02:28:47raptorso did you see the original problem with kiading helper scripts *every* time?
02:29:25kaenyes
02:29:40kaenthere are many, but table.copy breaks after nil'ing setmetatable
02:29:50raptori wonder if we need to rethink the flow
02:30:29kaenI've done a little shuffling, so I think what I've got working is pretty sane and of minimal complexity
02:30:39kaen1. start with normal environment
02:30:53kaen2. load bf-specific things, and run helpers in global environment
02:31:05kaen3. sandbox _G
02:31:22kaen4. when creating a new LSR instance, create its environment by copying _G
02:31:41kaen5. perform type-specific things for plugins/levelgens/bots etc
02:32:33raptorahhhh, so the major difference is doing the sandboxxing globally, first
02:32:36kaenyes
02:32:45kaenthen just using it as a template for making our new environments
02:33:27kaenthe only catch is that /scripts need to keep local refs of things we'll blacklist
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02:34:04kaenoh, and that also makes scripts require()'d after sandboxing completely safe, too
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02:34:30kaenand because I reimplemented the copy as a deep soft copy, scripts can't mess with each other's environments
02:34:41raptorhmmm, i thought i treid that once but ran into problems - like there were unsafe calls at various places in th c++ code after sandboxxing
02:35:17kaenif that's the case, then I simply need to convert lua_Ldostring's into API calls
02:35:33kaenwhich is what I did for table.copy
02:35:46raptorha
02:36:28raptorthat nver even ocurred to me, but it makes so much sense
02:36:42kaenI love this type of stuff so much :)
02:37:10kaenmostly because I get to actually apply my esoteric knowledge of interpreted functional languages
02:37:22raptorhahaha
02:38:30kaenI'm adding a healthy test battery, too
02:40:18raptorgtest?
02:40:28kaenyep
02:40:34kaenright in your LuaEnvironment tests
02:40:50kaenjust simple things like preventing exploits that shouldn't work
02:40:52raptoryay
02:41:06kaenstuff like pumping setmetatable from the locals of stacktracer
02:41:26raptoroh wow
02:41:29raptorcool
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03:05:51raptorwhat do you think about sky_lark's suggestion to reduce kill points of carrot-holder to 3?
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03:11:46kaenno, it's already arguable that you actually want to carry the carrot
03:12:32kaenyou are the sole target for a group of bloodthirsty players whose sole objective is literally to zap you.
03:13:09kaenwhereas if you just hang back and follow the flag, you can usually zap the new rabbit within a fraction of a second of them getting the flag
03:13:35kaenbecause they are usually damaged in their attempt to obtain the flag
03:14:13kaenif anything rabbit kills should get a bump
03:14:54Bob1_i don't know... if a good player grabs the flag early on they tend to win
03:15:13kaenit also depends on just how many other players there are
03:15:17Bob1_i find it much easier to win by holding the flag (easier for me to aim going backwards)
03:15:39Bob1_maybe it would just be better if maps had a higher win score
03:16:00kaenthat's a good point.
03:17:50raptordoes it make sense, then, to have a disparity between carrot-holder kill and rabbit-killer?
03:18:16raptormaybe carrot-holder gets 4, but rabbit killer gets 8?
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03:37:53raptorkaen: tell my about your autocompletion lua bug?
03:38:01raptorautocompletion in what, your IDE?
03:38:26raptorbecause my IDE autocompletes them...
03:38:29raptorCDT
03:39:48kaenoh, it works, but it just groups BF API and Lua API methods together
03:39:53kaenin a jumble
03:40:14kaenjust removing the underscore will at least sort them into separate groups
03:40:27raptorahhh
03:40:33raptorok, yes, that's true
03:40:53raptorlua__
03:40:57raptorbf_lua_
03:41:01raptorbflua_
03:43:29kaenI think the bf is excessive
03:43:39kaenI looked around at other projects, and they use luaFoo
03:44:45raptorok, that's probably best
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04:44:25Nothing_MuchHi everyone
05:18:24raptorhi
05:25:33Nothing_Muchany news on the release?
05:25:43raptorour bug list is smaller!
05:26:08raptorkaen is working on one of the last 'difficult' bugs
05:26:26raptorwhich I so graciously dumped on him.. :)
05:28:49Nothing_Muchhaha, well good luck guys!
05:41:39raptorkaen: regarding the memory leak where to do a BfObject.new() in a lua script but no :addToGame() - do you think we could somehow intelligently scan for those and clean them up, on level end?
06:02:49raptorgood night!
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08:46:17BFLogBot Commit: ac5005486007 | Author: sam8641 | Message: This appears to solve laggy soccer ball.
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15:07:29YoshiSmbdid i miss something?
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15:22:39GEOFBOThi
15:22:58GEOFBOTis the scrollbar widget task relatively simple?
15:23:06GEOFBOTI don't know much of c++ or opengl but i can learn
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15:31:59GEOFBOTI
15:32:15GEOFBOTI'm gonna try it and see what happens ;-)
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15:52:44kaenGEOFBOT, that one sounds pretty tricky to me, especially if you don't know much c++
15:52:54kaenI'm happy to answer any questions you have, though
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15:57:11kaenand good morning, all
15:57:39Bob1good morning kaen!
15:57:47kaenor perhaps ${TIMEZONE_APPROPRIATE_GREETING} all
15:58:05Bob1hehehe :D
15:58:28kaenhow's it going, Bob1?
15:58:54Bob1pretty good! Working on my coffee, trying to wakeup
15:59:07kaensame here :)
15:59:08Bob1I've got the day off from work so things are extra good!
15:59:12kaenawesome!
15:59:14kaenme too
15:59:17Bob1i can work on personal projects!
15:59:57kaenI'm working on making bitfighter safe to run on your computer \o/
16:00:09kaen(fixing some ancient lua exploits)
16:00:18Bob1oh good
16:00:36Bob1I think i'm going to work on my garden datalogger
16:00:49kaenwhoa that sounds awesome
16:01:04Bob1I've finally gotten the microcontroller talking to the SD card
16:01:12Bob1just need to clean things up a bit
16:01:29kaenman, I have a sleeve of three atmel uC's I haven't even opened
16:01:44Bob1you should get on that! uC's are a blast
16:01:52kaenI ordered a USB programmer and they sent me a parallel port one xD
16:02:03Bob1doh!
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16:02:42Bob1I've been really enjoying the propeller
16:02:43Bob1http://parallax.com/microcontrollers/propeller
16:02:49kaenI'm really excited, I've been wanting to merge my hardware and software tinkering for a long time
16:03:32Bob1it's a blast
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16:03:42Bob1what kind of ideas do you have for what you'd like to do?
16:03:49kaenwow that's an awesome chip
16:04:39kaenI don't really have anything particular in mind yet, but just getting an LED on my breadboard to illuminate programatically would be fun to me :)
16:04:54Bob1oh totally! it's the hardware Hello World!
16:06:00kaenI like oscillators and synthesizers, I was thinking it'd be cool to have a uC hooked up to some analog synth circuits and make it procedurally generate music based on ambient conditions
16:06:09kaenlightness, temperature, etc.
16:06:18Bob1oooh thats a fun idea
16:07:01Bob1i once made a little circuit that controlled the frequency of a sine oscillator based on a photoresistor
16:07:15kaencool!
16:07:21Bob1it was like a little light sensitive thermin
16:08:26Bob1but yeah you may want to check out the propeller for your experiments.
16:09:03kaenI can't find a price on that page, how much does it cost?
16:09:06Bob1you can get in there and start coding rather than spending hours configuring the makfile and trying to get a atmel chip talking to the programmer
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16:09:19Bob1the chips are ~$7
16:09:26Bob1a usb programmer is like 15-20
16:09:42kaenoh wow, that's not much more than these atmels
16:09:49Bob1there are great little proto and dev boards for any budget
16:10:03Bob1it's created by a small company too
16:10:04kaenI'll definitely check it out
16:10:32Bob1well I'm off for a while! have a nice morning!
16:10:49kaenok, you too
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16:32:51raptorgood morning!
16:32:58GEOFBOThai
16:34:18kaenmorning!
16:34:22kaensandbox is working
16:34:30raptor!!!
16:34:36raptorreally!?!?!
16:34:51kaenplugins, bots, console, and levelgen all work in game, but luaRobotNew is failing
16:34:51raptorthat's great!
16:35:02kaenyep, feels pretty bullet proof, too
16:35:34raptordoes that indicate a problem with the sandbox or the luaRobotNew?
16:36:03raptoralso, i'm quite thankful you did my unpalatable work for me... :)
16:36:08kaenI think it might be the test's fault, not sure though
16:36:23kaenmLuaGridDatabase is NULL when it tries to findAllObjects()
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16:36:39raptorsounds like the tests fault...
16:36:56raptorbecause the griddb should be set up in any game
16:37:42kaenyes, and it all works in-game afaict
16:39:27kaenoh, and I had to nix the deep copy because there are circular references and some wonkiness with metatables
16:39:51raptorfun!
16:40:13kaenso we probably have to freeze all of our exposed tables to keep scripts from messing with each other
16:40:15raptorhow does keeping it a soft copy affect us negatively/positively?
16:40:42raptorah
16:41:24kaenfreezing is easy enough
16:41:25raptormaybe use that 'protect_module' function, or something like it, in the original sandbox?
16:41:31kaenyes, exactly
16:42:03kaenbut it probably needs to recursively freeze, right now it just freezes _G
16:42:19kaenI can memoize to make that safe against the cyclical refs in lua
16:42:39kaenit will add a fair chunk of time to the sandboxing though, I think
16:43:42raptori founda nother sandbox that does it a bit differently - not sure if it'll help: https://www.videolan.org/developers/vlc/share/lua/modules/sandbox.lua
16:49:11grypoBHi, i just posted the last version of my code to associate music to a level
16:49:42kaenI like how it has an override mechanism, but I think its approach is unnecessarily complex for our use case
16:50:18kaenthe one you gave me in the patch is nice and simple -- nuke it from orbit
16:50:52kaenI'm just going to add the recursive memoizer logic at the end.
16:51:08grypoBBut i think there will be conflict with the student working on the Editor side, as he's using a variable in GameType to store the music, which i already did. So if there are no conflict there is at least 1 useless variable
16:51:40kaengrypoB, there will be a conflict, but we will do the merging on our side
16:51:57kaengood eye, though
16:52:02grypoBok thanks
16:52:41kaenraptor, is it safe to say that we want every table we expose in configureNewLuaInstance to be immutable?
16:52:43grypoBthe variable i'm using to do so is mMusicNameLinked no you know what you're looking for
16:52:58kaenalright, thanks grypoB :)
16:53:01grypoB*so (not "no"
16:53:40raptorkaen: I think so, yes
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16:54:24raptornuke it from orbit - that'w why i chose that one, too...
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16:58:32JohnaudiHey guys bad news
16:59:35kaenwhat's up?
16:59:49JohnaudiI won't be having Internet for the next 3 days
17:00:15JohnaudiIs there some sort of "PAUSE" task or something like that?
17:02:13Invisible Quit (Ping timeout: 245 seconds)
17:03:23kaensure thing Johnaudi, I'll extend it by 96 hours (four days)
17:03:42kaenget in touch when you have internet access again
17:03:55kaenand thanks for letting us know :)
17:04:39Johnaudi Quit (Ping timeout: 250 seconds)
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17:07:14JohnaudiOops sorry dc'ed, did you guys receive my last Messge?
17:08:02JohnaudiOkay looks like it, sorry for asking for this but I can't help it :/
17:08:25JohnaudiI'm on 3G right now
17:10:51kaen<kaen> sure thing Johnaudi, I'll extend it by 96 hours (four days)
17:10:52kaen<kaen> get in touch when you have internet access again
17:10:52kaen<kaen> and thanks for letting us know :)
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17:58:13GEOFBOTI am determined to learn more c++ and opengl!
17:58:18GEOFBOThow should i start with this task
17:58:28GEOFBOThttp://www.google-melange.com/gci/task/view/google/gci2013/5580044596412416
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18:01:25sam686theres UIQueryServers.cpp, ::Render is always run on every frame (about 100 times a second)
18:01:28raptorWhen beetles battle beetles in a puddle paddle baddle and the beetle battle puddle is a puddle in a bottle... they call this a tweetle beetle bottle puddle paddle battle muddle
18:01:44sam686theres ::onKeyDown that always run whenever you press a button
18:02:00fordcarsHaha
18:05:41GEOFBOTok
18:07:51sam686QueryServersUserInterface::onActivate() there is some dummy data that is #if 0 to ignore by compiler, you may change to #if 1 to enable that piece of code for testing
18:08:11sam686as in dummy server list to test scrolling
18:15:42fordcarsLater guys :P
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18:42:31SkybaxGoodmorning
18:43:01raptorhi
18:43:07raptorwhere's your evil twin?
18:43:36kaen is now known as Skybax_
18:43:43Skybax_}:)
18:43:50SkybaxHahaha
18:43:59Skybax_ is now known as kaen
18:44:05raptorhahaha
18:44:12SkybaxMy computer has this weird habit of logging me on twice
18:44:42sam686maybe its not the computer, its your IRC client (I use KVirc)
18:45:37SkybaxMaybe
18:45:50kaenI don't think so, quassel is pretty good
18:47:10sam686If the program connects immediately when starting the program, you could have double clicked twice (2 copies of same program) and it connects twice
18:48:30SkybaxBut I never close it lol it's just always open and it reconnects when I turn my computer on
18:49:36sam686sometimes disconnect/reconnect causes you to see your clone.. for 2 minutes until your old disconnect finally ping times out
18:49:49SkybaxYeah
18:50:24Bob1hi skybax! i just sent you my house for bittown
18:50:45SkybaxYay!
18:52:00Bob1i'm looking forward to seeing how well it can withstand an invasion
18:52:22SkybaxBob1: Next time you send level code, put it in the [code=levelcode][/code] tags x)
18:52:27SkybaxIt makes it much easier to copy
18:52:30Bob1oh for sure sorry
18:52:42SkybaxNo worries, just a heads up for future messages lol
18:52:48Bob1word
18:52:55raptorSkybax: you may have to start merging teams - like bobdaquartz
18:53:03raptorand ford_lark
18:53:09SkybaxHaha
18:53:16SkybaxWhy, not enough room?
18:53:20Bob1bobdabob
18:53:23raptoractually, I like skycars better
18:53:40raptorFoOtbax
18:53:49SkybaxYou guys are silly
18:54:40sam686and me? I have done nothing on bit town
18:57:26Darrel Quit (Read error: Connection reset by peer)
18:57:44SkybaxNobody has joined any teams yet... maybe I should make a roster so people understand it better
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19:20:40kaenYES!
19:20:43alex_velea Quit (Ping timeout: 250 seconds)
19:20:58kaensandbox works and passes
19:21:10raptorhorray!!
19:21:14raptorhurrah!
19:21:14kaenit was the most incredibly subtle ridiculous bug I think I've ever encountered
19:21:16raptorhooray!
19:21:55kaenmy tableCopy implementation used lua_pop(-2) instead of lua_remove(-2), leaving the *original* global on the top of the stack and using that as the environment for all the scripts
19:22:16kaenthen setSelf("bf", this) was clobbering itself every time it was run
19:22:33kaenso for a single levelgen, bot, or plugin running at once, everything worked fine
19:22:46alex_velea_Hi there :)
19:22:52alex_velea_Can someone help me?
19:22:54kaenhello :)
19:22:57kaenabsolutely
19:23:07raptorheh
19:23:09raptorhi
19:23:10alex_velea_I'm using OSX .. can i make the zap file?
19:23:20alex_velea_I mean .. i know that you have only a xcode 3 project
19:23:28alex_velea_But i could make the tnl folder.
19:23:43raptoralex_velea_: you can attempt to do the bitfighter executable: make bitfighter
19:23:45raptorbut
19:24:07raptorit probably won't work because it'll be looking for dependencies in the wrong places
19:24:20alex_velea_I need to do that in the clone project?
19:24:31raptorOSX is not a good platform to develop on
19:24:43alex_velea_:9
19:24:44alex_velea_:(
19:24:56alex_velea_I kinda like the vim and the stability
19:25:06raptoryeah - we even have an upcoming GCI task to make an Xcode 5 project...
19:25:06alex_velea_i will install windows now .. if it's ok
19:25:33kaenalex_velea_, you used the cmake build system right? can you rm CMakeCache.txt, rerun cmake, and paste the output?
19:25:59kaenI would be interested in knowing just how and where it failed to find deps.
19:26:41alex_velea_http://pastebin.com/Njf42aLF
19:26:43kaenremember, raptor, that I got it to build mac binaries via cmake (granted I was cross compiling)
19:27:24kaenoh, alex_velea_
19:27:31kaento make the project, do this:
19:27:34kaencd bitfighter/build
19:27:36kaencmake ..
19:27:39kaenmake
19:27:44alex_velea_Same
19:27:45alex_velea_I think
19:27:47alex_velea_I will try it
19:28:00kaenshould at least give a different error :)
19:29:39raptorhuh, ok, it still builds
19:29:50raptorbut can't find @executable_path for the libs
19:31:05GEOFBOTThe OS dilemma
19:31:15GEOFBOTWindows is so commonplace and easy to use and everything supports it
19:31:36GEOFBOTbut Linux is so epic and I know I should use it more
19:31:46GEOFBOTbut Windows is so much easier
19:32:02alex_velea_That's why i bouht a mac :)
19:32:22sam686none of our main active developers use max OSX as a primary OS that I know of..
19:32:30GEOFBOTmacs are cool, but not as much stuff supports it
19:32:32kaenI would if I could afford it :P
19:32:38sam686I will be back in about 2-3 hours, later
19:32:46GEOFBOTand apple puts a lot of restrictions on their hardware unfortunately
19:32:54kaenlinux: off-brand OSX
19:33:10raptorwith better terminals..
19:33:29alex_velea_Personally, you don't real care about the hardware. You don't change a lot on a laptop anyway
19:33:37kaena better default terminal, I'll say
19:33:51kaenbut I don't use stock terminals in any OS
19:35:01alex_velea_Should i run "cmake -DCMAKE_BUILD_TYPE=Debug" in the /build folder first?
19:35:22kaendon't forget the ..
19:35:28kaenbut yes
19:36:25kaenraptor, we want strict.lua operational, right?
19:36:43kaenit's all commented out in your patch
19:37:36raptorkaen: if possible, but i don't think it was operational in 018a
19:38:05raptorit basically forces you do do 'local' everywhere but in main() i think
19:39:19kaenyeah, personally I'm not a big fan but I can definitely get it to work
19:39:37kaenI can see how it could save new scripters from stubbing their toes.
19:39:47raptori'd say don't do it with sandbox commit
19:40:06raptorthen let's talk with watusimoto about it..
19:43:22kaenok
19:44:25kaenbah, can't push yet but I have to go run errands
19:46:03alex_velea_What linux should i install?
19:46:19kaenubuntu is my recommendation
19:46:34kaenit's the one that usually "just works"
19:49:14kaenalex_velea_, you couldn't get cmake to work?
19:49:21kaenon OSX?
20:05:17Bob1 has joined
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20:24:14Invisible has joined
20:29:14alex_velea_No .. i don't remember how.
20:29:18alex_velea_I did it once.
20:29:25alex_velea_I think raptor helped me in that matter
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21:02:59kaenback!
21:03:34raptorhi!
21:03:37sam686back!
21:03:37kaenalex_velea_, when you get up and running, I wrote a gist to make it easy to build bitfighter on debian/ubuntu
21:03:46kaenyou can do: sudo apt-get update
21:03:47kaenthen
21:03:53raptorsam686: does that soccer fix essentially remove client-side prediction?
21:03:58kaenwget -O- https://gist.github.com/kaen/6393623/raw | sh
21:04:21kaenit'll prompt for your root pass to install dependencies, then pull, build, and run bitfighter from mercurial
21:04:37sam686no, the problem was setting the renderVel messing with prediction interpolation that also use renderVel
21:05:01raptoroh interesting
21:05:06raptorok, just checking. thanks
21:05:16sam686other objects like ResourceItem TestItem was already fine because its not setting renderVel at all, only in interpolation.
21:05:32raptorkaen: i've been thinking that that script should be adapted to take a URL as an argument, in case people want to use it against a server-side clone...
21:05:35phillreeder has joined
21:05:56phillreederhey guys
21:06:08raptoractually i wonder if that's possible with the wget command...
21:06:12raptorhi
21:08:11Bob1 Quit (Ping timeout: 250 seconds)
21:13:26kaenmaybe we should just commit it under a util directory, raptor?
21:13:43raptorsure, to the tools repo
21:14:02kaenthen we can still do the wget-to-sh trick, just using google code
21:14:12raptorwant me to?
21:14:24kaensure
21:14:32kaencan you add a sudo apt-get update to it, before you do?
21:14:40raptorsure
21:14:40kaenand I think it needs a hashbang
21:15:15kaenand to be committed +x
21:15:41raptorsure you want the update?
21:15:55raptorthat seems like it should not be done automatically, to me...
21:16:12raptorbecause I work with enterprise linux, and some people hate automatic updates
21:16:25raptorbut then again it is debian/ubuntu...
21:16:43kaenit doesn't install updates, it fetches the package lists
21:16:58raptoroH/?
21:17:08raptorwhat's the install updated command again, then?
21:17:17kaenupgrade
21:17:42raptoris there also a dist-upgrade?
21:17:46kaenand then dist-upgrade
21:17:46kaenyes
21:17:51raptorah ok, thanks
21:17:54sam686apt-get update then apt-get upgrade (ubuntu/debian)
21:18:09sam686might even do dist-upgrade
21:22:18BFLogBot Commit: dbb4f4b2fa0f | Author: buckyballreaction | Message: Add in kaen's script to get all set up and build from source, on debian and its derivatives
21:23:23raptorit's not complete... fixing it up now
21:23:28Invisible has joined
21:28:05raptori wonder how to pass arguments to the |sh
21:31:54kaen| sh -s arg1 arg2
21:32:06raptorah ha! just found that, too...
21:32:29Bob1 has joined
21:36:50raptoroh yuk
21:36:56BFLogBot Commit: 3e8e2342e894 | Author: buckyballreaction | Message: Add some bells and whistles to kaen's build script
21:37:05raptorgoogle's URL is horrible AND it uses a self-signed cert
21:37:25raptorso the command is like this:
21:37:26raptorwget --no-check-certificate -O- https://tools.bitfighter.googlecode.com/hg/scripts/build_bitfighter_debian.sh | sh
21:37:49kaenhehe
21:38:02kaenif we had a security guy, he'd be having an aneurysm right now
21:38:08raptori'm really feeling that github shows people more love than google code...
21:38:26kaen"ok, so download this executable, ignore any SSL errors, pipe it to your shell and enter your root password"
21:38:34raptorhahaha
21:38:40raptoroh man, put like that, it's horrible
21:39:16sam686what if SSL errors stops it from connecting? or is it a warning you can ignore?
21:39:39kaenthat's what --no-check-certificate
21:39:41kaenis for
21:40:37sam686or just do http://tools.bitfighter.googlecode.com/hg/scripts/build_bitfighter_debian.sh (not HTTPS)
21:40:58sam686no ssl crap on http
21:41:05raptoroh h ey that works...
21:41:07alex_velea_ Quit (Ping timeout: 250 seconds)
21:41:09kaen\o/
21:41:14raptorfor some reason that failed for me the first time...
21:41:22kaenok, download this unsigned executable ...
21:41:59kaenI'm trying to think of someway to tell people to do this without setting ourselves up for a social engineering attack
21:42:12kaenwe should lock the wiki page that we put these instructions on
21:42:19kaenso no one can change the URL
21:44:28raptori don't know...
21:45:06raptorin reality, it's probably bad practice to ever suggest piping an online resouce over to sh
21:46:39sam686not only that, what if page not found and it instead downloads a crap load of http formatting of page not found and attempts to run as sh?
21:47:30sam686it mostly spams command not found, but could find something to execute maybe and mess up something...
21:49:05phillreederhey kaen or raptor can you check my task soon, I think I got all the cosmetic stuff and I'm excited to start workin on some other stuff.
21:50:20thread_ has joined
21:50:27thread_I'm alive!!!!!!!!!!!
21:50:45kaen\o/
21:51:20thread_http://www.youtube.com/watch?v=M7nzml-zZ9M
21:51:54sam686If already have build_bitfighter_debian.sh, why not run directly as this: bash ./build_bitfighter_debian.sh
21:53:38kaenit includes code to clone the repo, so it's useful to run it from wget
21:54:00kaenthe idea is you can install ubuntu, run a single command, and have a working development version of bitfighter
22:13:11phillreeder Quit (Ping timeout: 250 seconds)
22:30:05Bob1 Quit (Ping timeout: 250 seconds)
22:31:24watusimoto has joined
22:31:25ChanServ sets mode +o
22:40:44raptorquick question - if I sort the innards of a vector, will the vector iterators be messed up?
22:41:01raptorso like sort(&myVec[0])
22:45:19Invisible Quit (Ping timeout: 272 seconds)
22:48:35raptorwatusimoto: I think we shoudl release this week
22:49:03raptorkaen is mighty close to finishing the sandbox, and i don't mind skipping that weird frame lingering bug
22:53:30thread_I support the idea of release!
22:55:43raptorlooks like innards-sorting works OK...
23:02:42Bob1 has joined
23:07:53watusimotohihi
23:07:54watusimotohi
23:08:32Bob1hi
23:08:47thread_hi
23:08:57raptorhi thread_
23:09:00watusimotoraptor: I would like to release this week too... I still have only one task
23:09:01thread_hi
23:09:02raptorseen bobdaduck lately?
23:09:07watusimotohow's the sandbox?
23:09:18thread_ummm... no. is he missing?
23:09:22raptorkaen says he got it working, but is just doing clean-up etc...
23:09:48raptorthread_: I'm not sure, seems like he hasn't been around for a while
23:09:59thread_ah yea... I know a little about that
23:11:04sam686|_| |
23:11:07sam686| | |
23:11:21thread_ stands in awe
23:11:31watusimotohi tall sam686
23:21:39Bob1 Quit (Ping timeout: 250 seconds)
23:46:56sam686Problem on 019 that isn't a problem on 018: Spawn or teleport on top of speedZone
23:48:26sam686on 019 you stay right on the speedzone, on 018a you immediately go forward wherever speedzone points to
23:53:17sam686Third problem is if speedzone moved (by levelgen) to on top of a ship, on 019 it won't make the non-moving ship go forward, on 018a it did.
23:54:05watusimotocan you make bug cases for those?
23:54:20watusimotohttps://code.google.com/p/bitfighter/issues/entry
23:55:25sam686ok
23:56:22kaen Quit (Ping timeout: 246 seconds)
23:56:49kaen has joined
23:56:49kaen Quit (Changing host)
23:56:49kaen has joined
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23:58:21raptorunless he fixes them first...

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