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| 00:22:49 | sam686 | for some odd reason I keep wanting to spell it out "Loudout" when it should be loadout. |
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| 00:24:48 | kaen | ok, thread's bug is pretty tricky after all |
| 00:25:18 | kaen | at first I thought we were just missing a null check, but I just can not get removeFromGame to behave properly during addItem |
| 00:25:46 | kaen | and on top of that, I can't even get removeFromGame to just throw an lua error instead |
| 00:28:17 | raptor | does removeFromGame() for bots need to do extra stuff? |
| 00:28:53 | kaen | not currently. maybe I can override though and cook something up |
| 00:29:42 | kaen | like maybe I can make the onAddedToGame call abort... good idea raptor ! |
| 00:29:52 | sam686 | in BfObject::lua_removeFromGame what if changing from true to false in removeFromGame? (note false may memory leak even more but might crash less, telling it not to delete) |
| 00:30:21 | raptor | remeber to make the BfObject signature virtual |
| 00:30:43 | kaen | already is :) |
| 00:30:57 | kaen | I silently thanked whoever was here last |
| 00:32:05 | watusimoto | ok, good night all |
| 00:32:29 | kaen | night! |
| 00:33:38 | kaen | I think that would work, too, sam686. but raptor did a lot of work making lua memory-safe so far |
| 00:33:50 | kaen | with one well-documented exception. |
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| 00:50:09 | raptor | so actually I have a question - did calling TestItem.new() in 018a, then changing the level, produce a memory leak as well? |
| 00:50:43 | raptor | or actually, was there every a case where that exception didn't leak? |
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| 00:55:02 | sam686 | On Ship::setLoadout |
| 00:55:12 | sam686 | mLoadout = loadout; |
| 00:55:12 | sam686 | TNLAssert(mLoadout.getActiveWeapon() == loadout.getActiveWeapon(), "Delete this assert!"); |
| 00:55:28 | raptor | heh |
| 00:55:36 | sam686 | the most useless assert ever.. |
| 01:00:27 | iamtaz | http://imgur.com/HPOIwkr |
| 01:01:33 | | BFLogBot Commit: a4729c569ac4 | Author: sam8641 | Message: Now keep the currently selected weapon on ship's respawn. Also fixes stats mChangedLoadout counting on every respawn while using non-default loadout. |
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| 02:53:53 | | BFLogBot Commit: d8ff6f698ecb | Author: buckyballreaction | Message: Always select first weapon slot on loadout change |
| 02:55:21 | raptor | kaen: may I close out the sandbox bug? |
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| 03:18:34 | kaen | raptor, sounds good to me! |
| 03:18:40 | kaen | I just forgot was all :P |
| 03:18:46 | raptor | ok ey doke |
| 03:19:14 | raptor | hooray!: https://code.google.com/p/bitfighter/issues/list?cursor=bitfighter%3A305&q=type%3DDefect label%3D019 |
| 03:20:20 | raptor | another idea - what if there was a way to detect all objects created with .new() in a single 'tick' and verify they were addToGame? |
| 03:21:17 | raptor | maybe that's too complicated, too... |
| 03:22:01 | sam686 | its possible to do new() in main(), delay it a bit, and finally add it after several ticks or several events.. |
| 03:22:35 | raptor | i'm trying to think of ways to clean up the leak appropriately |
| 03:23:11 | sam686 | however if a level changes in a middle of delayed addToGame, it never got added to game and probably memory leak |
| 03:23:30 | raptor | I was thinking about searching for and removing everything left in LuaWrapper cache when a script ends, but if multiple scripts are running that would be hard |
| 03:23:51 | raptor | yeah... delayed addToGame probably won't work |
| 03:24:14 | raptor | hmmm... maybe... maybe if I hijack the .new() method to keep track somehow? |
| 03:26:46 | sam686 | maybe something like I done, http://sam6.25u.com/hg/bf019/rev/01414236b4ed but maybe something different? |
| 03:27:48 | raptor | I remember that - but it didn't work with the new LuaW for some reason. I should search the logs for why again.. |
| 03:32:08 | kaen | fixed! |
| 03:32:17 | | BFLogBot Commit: 3fab053157fa | Author: kaen | Message: fix crash when bot:removeFromGame is called during addItem(bot) |
| 03:33:21 | raptor | yay! |
| 03:34:11 | raptor | kaen: was that test supposed to be commented out? |
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| 03:54:52 | kaen | yep |
| 03:55:02 | kaen | it fails because I can't get the onShipSpawned to fire |
| 03:56:13 | raptor | ah, the event system isn't hooked up very well yet? |
| 03:56:56 | kaen | I think I'm missing an EventManager::update call |
| 04:51:45 | kaen | raptor, I've got a working a lua debugger, but hooking it up to the console looks like a serious project |
| 04:52:06 | raptor | oh really |
| 04:52:11 | raptor | yeah |
| 04:52:18 | kaen | because it will need to hijack the main event loop in order for the console to receive events and render inside of dbg_read() |
| 04:52:33 | kaen | and then there's the case of handling it on the server |
| 04:52:40 | raptor | we need to rewrite oglconsole first, i think |
| 04:52:41 | kaen | but, it works great from a terminal |
| 04:52:52 | kaen | should I push what I've got so far? |
| 04:53:00 | raptor | hmm |
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| 04:53:16 | raptor | how does it work with the sandbox? |
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| 04:53:26 | kaen | local refs to dangerous functions |
| 04:53:30 | kaen | just like stacktrace |
| 04:53:39 | Skybax | Windows 8.1 made my computer all wonky |
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| 04:53:48 | Skybax | Now all the windows are like three times as big |
| 04:54:17 | raptor | oh, actually, i thought you killed stacktracer. it still works? |
| 04:54:52 | kaen | yep, works great |
| 04:55:18 | raptor | how did i miss where you hook that up... |
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| 04:56:12 | kaen | it gets loaded into the global namespace in lua_helper_functions |
| 04:56:22 | kaen | which is what I did with debug |
| 04:56:46 | kaen | so lua_helper_functions is kind of the catch-all place to hook up privileged scripts |
| 04:57:22 | raptor | ah ha |
| 04:57:23 | raptor | ok |
| 04:57:48 | raptor | and you're doing the same with the debugger |
| 04:57:54 | kaen | right |
| 04:57:59 | kaen | I also ensured that you can't get to the dangerous parts through the debugger repl |
| 04:58:11 | raptor | so does the debugger always engage? |
| 04:58:26 | kaen | no, you have to put a dbg() call somewhere in your script |
| 04:58:52 | raptor | ok, does it affect performance in the script in any way? |
| 04:58:55 | kaen | I chose this one: https://github.com/slembcke/debugger.lua |
| 04:59:15 | raptor | reading.. |
| 04:59:41 | kaen | nope, it doesn't set a hook until you set a breakpoint or something |
| 05:00:54 | raptor | looks good actually |
| 05:01:01 | raptor | sure, push it |
| 05:01:17 | raptor | but |
| 05:01:24 | raptor | make sure readline support is off |
| 05:02:21 | kaen | it only works in luajit I think |
| 05:02:23 | raptor | oh interesting, it support it through luajut |
| 05:02:25 | raptor | *jit |
| 05:02:27 | raptor | yes |
| 05:02:47 | raptor | ok, i'm OK with it |
| 05:03:02 | kaen | it does support ctrl+w and ctrl+u though |
| 05:07:18 | | BFLogBot Commit: 974a88107879 | Author: kaen | Message: add working lua debugger (only works from a terminal currently) |
| 05:07:29 | kaen | the project doesn't have a license yet, so I submitted an issue |
| 05:08:51 | kaen | his other projects are MIT and he's still active, so I'm sure he'll be happy to oblige |
| 05:14:44 | kaen | this feels like a win already |
| 05:14:56 | kaen | a nice REPL, local viewing and stack tracing |
| 05:14:59 | kaen | stepping, breakpoints |
| 05:15:37 | kaen | much better than assert(false) and print() |
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| 05:20:12 | sam686 | theres a stupid bug, if you have levchange but not admin, the server kicks you when changing levels 2 or more times for idling, immediatly after changing level |
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| 05:24:06 | Skybax_ | That's happened to me a few times |
| 05:24:21 | kaen | ok, I want to state publicly that the two remaining 019 issues on the tracker don't feel release-blocking to me |
| 05:24:37 | Skybax_ | Release away! |
| 05:24:41 | kaen | the lingering frame is minor and not frequent |
| 05:24:55 | kaen | the memory leak is documented, non-fatal and a user error |
| 05:26:00 | sam686 | I managed to get into a server side suspend bug on 018a just now.. /idle and restart level with you the only player in a server (does not happen on 019) |
| 05:26:06 | kaen | Skybax_, we've been about to release for like seven months |
| 05:26:15 | raptor | haha |
| 05:26:16 | sam686 | move ship it keeps lagging backwards |
| 05:26:18 | kaen | don't get your hopes up :P |
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| 05:27:29 | Skybax | Seven months until now! |
| 05:28:07 | sam686 | I think many months of work was writing test cases that have mostly mothing to do with bitfighter itself, it only makes sure some things don't break |
| 05:30:19 | kaen | many months of work? no. the tests have been pretty cheap concerning developer time |
| 05:30:21 | sam686 | oh and, good luck reading thousands of commits for making a list of changes, if theres any... |
| 05:30:49 | kaen | there was some time investment decoupling many of the classes, but that has benefits in the core codebase to |
| 05:30:50 | kaen | too |
| 05:31:04 | sam686 | although many of changes is not the gameplay itself, its the graphics changes.. something that could have done between 019 and 019a |
| 05:31:34 | kaen | actually the graphics stuff was very a time-consuming task |
| 05:31:48 | kaen | it involved replacing some core components and lots of iterating on the graphic design |
| 05:31:58 | raptor | i'll read the commits... :) |
| 05:32:25 | raptor | it brings on the nostalgia |
| 05:32:39 | sam686 | about half of network changes was from me.. |
| 05:32:51 | kaen | that sounds right :) |
| 05:32:55 | kaen | some important work there, too |
| 05:33:01 | kaen | if only TNL had a test battery ... |
| 05:34:00 | sam686 | I just had a 018a server crash on me (Soccer game, multiple soccer balls + 20 s_bots), debugging, might not get much out of it with release build but I have debug symbols in it.. |
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| 05:40:14 | raptor | !release |
| 05:40:14 | BFLogBot | To release, follow the checklist: http://bitfighter.org/wiki/index.php?title=Release_checklist |
| 05:40:22 | raptor | should we do some playtesting first? |
| 05:40:47 | kaen | yes |
| 05:41:07 | raptor | now a good time? should I host? |
| 05:41:25 | Skybax_ | ? |
| 05:41:51 | raptor | i'll start it in gdb, too |
| 05:43:44 | raptor | got my first assert: http://pastie.org/pastes/8511585/text |
| 05:44:19 | sam686 | does skybax have the latest version of 019? |
| 05:44:28 | sam686 | that might be part of a problem |
| 05:44:44 | raptor | Skybax_: did you just try to join my server with 019? |
| 05:44:55 | Skybax_ | Yes |
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| 05:45:18 | raptor | guilty!: w1ue9b7d8fafbe04251688dc871a0r0TheSkybaxrinjd>reOdtw |
| 05:45:30 | raptor | ok, do you want to playtest with us? |
| 05:45:37 | Skybax | Yes |
| 05:45:45 | raptor | i'll get you a new build |
| 05:45:54 | Skybax | I like playing. And testing. SO playtesting would be doubly good |
| 05:46:01 | raptor | heh |
| 05:46:23 | raptor | this'll take about 15... in the meantime please don't join the server :) |
| 05:47:16 | Skybax | Hahaha does it crash it? |
| 05:47:57 | sam686 | theres a ton of TNLAssert being triggered when you try to join incompatible server, |
| 05:48:13 | kaen | sorry was afk |
| 05:48:24 | sam686 | normally without Assert triggering, it will either blank screen or auto kick for version mismatch |
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| 05:57:00 | raptor | sam686: you're welcome to join... |
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| 05:57:28 | sam686 | http://sam6.25u.com/upload/bitfighter_019_rev_974a88107879.zip thats about right for windows users, for testing, right? |
| 05:57:45 | raptor | you beat me! (I was already compiling...) |
| 05:57:56 | Skybax | :D |
| 06:02:32 | Skybax | Uhhh... there's no .exe file in here |
| 06:12:34 | sam686 | oops |
| 06:13:24 | sam686 | http://sam6.25u.com/upload/1bitfighter_019_rev_974a88107879.zip new download |
| 06:13:33 | kaen | Skybax, ^ |
| 06:13:59 | sam686 | it may be named bitfighter_r.exe cause bitfighter.exe is claimed be debugger and _r is a faster release build.. |
| 06:14:35 | raptor | did you add standalone.txt? |
| 06:14:51 | raptor | oh, that's not needed if TNL_DEBUG is enabled |
| 06:15:16 | sam686 | forgot to add standalone.txt too.. |
| 06:15:53 | sam686 | but if bitfighter.ini already exists (I made sure i don't give mine cause of login password) not in .zip file |
| 06:16:11 | sam686 | it uses bitfighter.ini if exists on same directory |
| 06:21:26 | kaen | afk for a few |
| 06:21:31 | sam686 | I lagged out from raptor server |
| 06:21:39 | raptor | assert |
| 06:22:08 | raptor | weird: http://pastie.org/pastes/8511630/text |
| 06:41:37 | Nothing_Much | Howdy |
| 06:51:03 | sam686 | lag, crash or halt? |
| 06:51:14 | raptor | Nothing_Much: tried to join on old 019... |
| 06:51:27 | Nothing_Much | oops |
| 06:51:30 | Nothing_Much | did I screw something up? |
| 06:52:06 | raptor | triggered a warning and paused my server - you have an older copy which won't work |
| 06:52:06 | sam686 | if you not on latest 019, you need to update, changes made causing older 019 not able to connnect |
| 06:52:16 | Nothing_Much | ah right |
| 06:52:23 | raptor | so if you want to join, please recompile newest |
| 06:52:31 | Nothing_Much | right |
| 06:52:40 | Nothing_Much | lemme remember the command for hg |
| 06:52:53 | sam686 | hg pull |
| 06:53:01 | raptor | hg up |
| 06:53:03 | sam686 | or hg pull http(somwhere) |
| 06:53:38 | sam686 | hg up tip usually does the trick for latest changes |
| 06:54:06 | Nothing_Much | alright, next was the disabling gl shaders thing |
| 06:54:36 | sam686 | maybe we need to bring back an ini option to disable line smooth |
| 06:55:07 | Nothing_Much | yeah that, sorry |
| 06:55:20 | raptor | yeah... |
| 06:55:41 | sam686 | its the VideoSystem.cpp glEnable(GL_LINE_SMOOTH); you want to remove if using faster rendering of software opengl (or lack of hardware) |
| 06:55:48 | raptor | because cheap opengl hardware is becoming popular |
| 06:56:14 | sam686 | sadly not all the drivers available, mostly new ones |
| 06:56:25 | Nothing_Much | it's that and there's no drivers that exist for Linux on this particular gpu |
| 06:56:31 | Nothing_Much | but they're in development atm |
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| 07:05:41 | raptor | release bugs - http://board.net/p/bf_019_polish |
| 07:06:52 | raptor | I'll work on font ones |
| 07:07:06 | raptor | oh man, actually... i'm going to bed |
| 07:07:08 | raptor | good night! |
| 07:07:11 | sam686 | ok |
| 07:07:32 | Nothing_Much | later |
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| 07:09:03 | kaen | bedtime for me too |
| 07:09:05 | kaen | later guys |
| 07:09:09 | Nothing_Much | later kaen |
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| 14:45:44 | kaen | well, this projectile logic is pretty pasta-like |
| 14:46:08 | kaen | Seeker::collide Seeker::collided Seeker::handleCollision |
| 14:47:42 | kaen | sam686, seeker just has its impulse set to 0 |
| 14:47:44 | kaen | on purpose |
| 14:48:03 | kaen | "set force to 0 here so we have no kickback" |
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| 15:04:45 | kaen | morning all |
| 15:09:22 | | BFLogBot Commit: 646d80d94c56 | Author: kaen | Message: add some small knockback to seeker and reduce out blast radius |
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| 15:14:17 | raptor | good morning! |
| 15:16:59 | kaen | working on the one-point scoreboard thing |
| 15:17:11 | raptor | hi |
| 15:17:11 | kaen | and good morning :) |
| 15:17:14 | raptor | ok |
| 15:18:02 | raptor | we did some good play testing last night |
| 15:18:28 | raptor | I'm honestly shooting for friday for release - because I have the whole day to fight with packaging, etc... :) |
| 15:19:24 | kaen | well that was easy |
| 15:19:38 | | BFLogBot Commit: c013b51c43d8 | Author: kaen | Message: remove (now counter-productive?) special alignment for scores ending in 1 |
| 15:19:51 | raptor | interesting... |
| 15:20:15 | raptor | ha! oneFixFactor |
| 15:27:03 | kaen | I'm going to try my hand at the in-game chat wrapping |
| 15:27:25 | kaen | or actually, I'll focus on critical bugs now that I'm warmed up |
| 15:27:31 | kaen | so I'll take a look at energy mismatch |
| 15:30:47 | kaen | ok, 300 ms simulated lag gives me reasonably accurate energy measurements |
| 15:31:07 | kaen | but I'm worried it might be some subtle bug with a complex reproduction case ... |
| 15:45:16 | raptor | sam686: said it happened when adding lag, then placing a mine and switching weapons at the same time |
| 15:45:33 | raptor | i couldn't reproduce, though |
| 15:46:38 | kaen | I'll try that just to make sure |
| 15:53:27 | kaen | raptor, I was able to fix the commander's map zoom issue |
| 15:53:41 | kaen | but I did it by not including ships in the extents calculation |
| 15:53:45 | kaen | how do you feel about that? |
| 15:54:13 | raptor | heh |
| 15:54:24 | raptor | that's the whole reason it was added in the first place |
| 15:54:36 | raptor | to smoothly update extents if a ship goes out of bounds |
| 15:54:50 | kaen | bah. ok |
| 15:54:51 | raptor | without calculating every tick |
| 15:54:59 | kaen | well at least I can confirm that ships spawning is the cause |
| 15:55:24 | raptor | i think it has to do with coords being set to 0,0.. |
| 15:55:30 | kaen | right |
| 15:55:32 | raptor | ship's location, i mean |
| 15:55:34 | raptor | ok |
| 15:55:38 | kaen | what else could we set the coords to? |
| 15:55:45 | raptor | yeah that's the thing... |
| 15:55:54 | raptor | this architecture was possibly flawed from the start |
| 15:56:12 | kaen | it would make sense to include the *local* player's ship |
| 15:56:15 | kaen | but not others, imo |
| 15:56:16 | raptor | unless there's some way to ignore a ship in a just-spawned state |
| 15:56:23 | kaen | I'm looking for that right now |
| 15:56:34 | raptor | isDestroyed? |
| 15:56:38 | raptor | or something like that.. |
| 15:57:09 | kaen | mHasSpawned might be it |
| 15:57:14 | raptor | I like your seeker changes - the outer radius is just right for the speed of the seekers |
| 16:00:39 | kaen | ah, thanks |
| 16:03:39 | kaen | ok, isDestroyed() won't do it |
| 16:03:43 | kaen | mHasSpawned is robot-only |
| 16:04:10 | raptor | maybe just ignore the ship if its coords are 0,0 |
| 16:04:15 | raptor | ugly hack |
| 16:04:21 | kaen | I was just going to ask how you feel about that :) |
| 16:04:27 | raptor | heh |
| 16:04:41 | raptor | i don't know another way at the moment... the whole thing is hacky anyways |
| 16:05:04 | raptor | maybe doc it as an ugly hack and call it good... |
| 16:06:31 | kaen | indeed |
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| 16:13:10 | kaen | uh oh |
| 16:13:14 | kaen | that's not working either |
| 16:13:24 | raptor | what |
| 16:13:27 | kaen | nor is fabs(p.x) < .1 && fabs(p.y) < .1 |
| 16:13:56 | raptor | huh - can you print out the coords when it spawns? |
| 16:14:47 | kaen | sure thing |
| 16:14:51 | kaen | here's my patch http://ix.io/9aL |
| 16:15:27 | | alex_velea has joined |
| 16:16:00 | alex_velea | Hello everyone :) |
| 16:16:06 | kaen | hello :) |
| 16:16:09 | alex_velea | What ide do you use on linux? :) |
| 16:16:15 | kaen | vim ;) |
| 16:16:24 | kaen | otherwise, codeblocks |
| 16:16:24 | alex_velea | Ohh |
| 16:16:25 | alex_velea | I see |
| 16:16:34 | kaen | sometimes I go nuts and fire up eclipse-cdt |
| 16:16:48 | alex_velea | eclipse for c++? |
| 16:16:51 | kaen | but at that point I'm usually settling in for a few hours of broad refactoring |
| 16:16:52 | kaen | yes |
| 16:17:12 | alex_velea | and about the compiler .. gcc-4.8 it's ok? |
| 16:17:25 | kaen | yep |
| 16:17:37 | kaen | that's what I'm using |
| 16:17:39 | raptor | gcc > 4.2 should work |
| 16:19:50 | alex_velea | and a sidenote .. solarized for color scheme? |
| 16:19:55 | | BFLogBot Commit: 44d38326476b | Author: buckyballreaction | Message: Fix long-line message wrapping issue with font in-game. This wrapping logic needs serious clean-up and consolidation |
| 16:20:02 | raptor | ok, back in a bit.. |
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| 16:23:09 | kaen | I do like solarized |
| 16:23:14 | kaen | sometimes I go with zenburn instead |
| 16:23:21 | kaen | alex_velea, I was mostly joking about vim |
| 16:23:43 | kaen | you'll have a much better time with codeblocks/eclipse unless you're already a vim veteran |
| 16:23:56 | kaen | and even if you are, you should take a look at sublime text instead :) |
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| 16:28:22 | alex_velea | i use vim for over 3 years, but i was surprised that it is used for such big projects |
| 16:29:08 | kaen | you have to install a lot of plugins to make it work even a little bit |
| 16:29:20 | kaen | that's why I recommend sublime text with vintage mode enabled |
| 16:29:56 | kaen | it does better with large projects, has jump-to-definition, a project file list, and still supports most vim motions |
| 16:30:30 | kaen | you can even generate sublime-project files with cmake and build with ctrl+B |
| 16:30:35 | kaen | and jump to compiler errors |
| 16:30:53 | alex_velea | When i try to cmake the project .. it says - with others errors- this. |
| 16:30:55 | alex_velea | CMake Error: your CXX compiler: "CMAKE_CXX_COMPILER-NOTFOUND" was not found. Please set CMAKE_CXX_COMPILER to a valid compiler path or name. |
| 16:31:11 | alex_velea | I did not found anything relevand on this error :( |
| 16:31:51 | kaen | have you run: |
| 16:31:57 | kaen | sudo apt-get install libsdl1.2-dev zlib1g-dev libpng12-dev libopenal-dev libvorbis-dev libspeex-dev libmodplug-dev cmake build-essential mercurial |
| 16:31:59 | kaen | yet? |
| 16:32:10 | alex_velea | just install mercurial |
| 16:32:22 | kaen | ok, you need to install all of the deps |
| 16:32:27 | kaen | that line should get you going |
| 16:33:03 | kaen | and make sure you are running "cmake .." from bitfighter/build |
| 16:33:10 | alex_velea | Can you put that in the bootstrap link? |
| 16:33:26 | alex_velea | bootstrap page |
| 16:33:26 | kaen | most certainly |
| 16:33:27 | kaen | !gci |
| 16:33:27 | BFLogBot | GCI Students Welcome! Please see: http://bitfighter.org/wiki/index.php/GCI_Student_Bootstrap for getting started. |
| 16:34:44 | alex_velea | Now it works .. thank you @kaen |
| 16:35:58 | kaen | you bet :) |
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| 16:42:20 | raptor | ok next bug |
| 16:42:45 | raptor | kaen: are you OK with me using DroidSans for global chat, as well? |
| 16:43:47 | | alex_velea Quit (Ping timeout: 250 seconds) |
| 16:44:08 | kaen | yep! |
| 16:45:34 | | alex_velea has joined |
| 17:11:07 | | BFLogBot Commit: 6b7878b5b303 | Author: buckyballreaction | Message: Use consistent font in global chat as in in-game chat |
| 17:12:15 | raptor | back later |
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| 17:16:21 | | raptor Quit (Ping timeout: 240 seconds) |
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| 17:24:44 | | thread_ has joined |
| 17:25:16 | thread_ | kaen: quick, what's your favorite genre of music. |
| 17:27:16 | kaen | indie rock, I suppose |
| 17:27:18 | kaen | maybe punk |
| 17:27:26 | thread_ | ok, crisis averted |
| 17:27:41 | | kaen saves the day yet again :) |
| 17:28:03 | thread_ | answering questions is more fun when it saves the world |
| 17:28:08 | kaen | what was the crisis, thread_ ? |
| 17:28:14 | kaen | also I fixed your bug I think |
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| 17:28:55 | thread_ | yay!! umm... I guess the crisis was... that... Dr. Dastardly was... eating... a sandwich? |
| 17:29:17 | thread_ | sometimes its hard to make things up |
| 17:31:08 | kaen | it was a hell of a bug you found |
| 17:31:18 | thread_ | pulling and rebuilding my copy. |
| 17:31:45 | kaen | you exposed a significant architectural flaw, and triggered a somewhat interesting edge case |
| 17:32:07 | thread_ | yay? |
| 17:32:19 | kaen | because of the way events fire, you were removing the bot *before* it was fully added to the game |
| 17:32:37 | kaen | yay indeed, because the fix probably prevents other similar bugs beyond what you found |
| 17:32:38 | thread_ | soooo... I broke physics |
| 17:33:01 | thread_ | well that's good news |
| 17:33:11 | kaen | more like you broke ontology |
| 17:33:52 | kaen | destroying something before it exists |
| 17:34:29 | thread_ | maybe I'm a time traveler |
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| 18:09:19 | kaen | sam686, Watusimoto, I took a crack at the remaining commander's map bug (when ships spawn on a level that doesn't cross 0,0 |
| 18:09:45 | kaen | the problem is that the render and actual pos are out of sync, and MoveObject::calcExtents uses one as the min and the other as the max |
| 18:09:47 | | LordDVG Quit (Read error: Connection reset by peer) |
| 18:09:55 | kaen | so I have a patch that appears to fix it: http://ix.io/9aR |
| 18:10:10 | kaen | but it's ugly, so I was hoping that one of you could think of a better way |
| 18:10:22 | kaen | I have to step out but I'll be back in probably an hour |
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| 18:17:50 | fordcars | later! |
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| 18:19:03 | | Watusimoto Quit (Ping timeout: 240 seconds) |
| 18:20:27 | kaen | raptor, http://ix.io/9aR |
| 18:20:33 | kaen | seems to fix it but I don't like it |
| 18:20:59 | raptor | hi |
| 18:21:25 | raptor | hmm... onGhostAdd I imagine is a virtual object eslewhere |
| 18:21:29 | raptor | method |
| 18:21:34 | raptor | what don't you like about it? |
| 18:22:05 | kaen | setting the actualpos to the renderpos |
| 18:22:09 | kaen | feels wrong |
| 18:22:17 | kaen | it'll get overwritten on the next update, though |
| 18:23:05 | kaen | although onGhostAdd is client-only so I guess it's harmless |
| 18:23:11 | kaen | I have to step out now, back soon |
| 18:23:24 | raptor | is renderpos in this case the control object position, or the ship position? |
| 18:23:35 | kaen | the ship |
| 18:23:49 | kaen | which is the control object right? |
| 18:24:25 | raptor | yeah - i'm not to familiar with the weirdness of being the ship |
| 18:24:29 | raptor | *too |
| 18:24:49 | kaen | terminology collision: do you mean the TNL control object for the connection, or the object in control of the program flow during this method call? |
| 18:24:53 | kaen | (ship is both in this case) |
| 18:25:23 | raptor | TNL control object is what I thinking |
| 18:25:37 | kaen | but this thing getting its position set is the ghost of the ship |
| 18:25:54 | raptor | yes ok, client-side only |
| 18:25:56 | kaen | so not the actual control object (which is the server-side antecedent of the ship) |
| 18:26:06 | kaen | alright, really going! |
| 18:26:23 | raptor | setting the 'actualpos' to the renderpos - that means getting the death position at previous location? |
| 18:26:48 | raptor | maybe the client-side constructor can do the same? |
| 18:26:52 | raptor | ok |
| 18:26:54 | raptor | later |
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| 18:41:05 | alex_velea | Hello guys :) |
| 18:42:38 | alex_velea | Does anyone have any ideea about how the level editor works? I work on the undo - redo project and i kinda have some questions that i could't figure it out |
| 18:43:31 | thread_ | I think everyone that would be a help is AFK... except maybe raptor? |
| 18:44:32 | alex_velea | I know that watusimoto has any ideeas about this, but he left :( |
| 18:45:05 | thread_ | He was on earlier. You two are good at missing each other |
| 18:45:37 | alex_velea | Anyway. I remember a gci task that said sth about a n point star poligon. |
| 18:46:30 | alex_velea | In the editor it's the option to drag wals with a lot of points .. and to make rectangles the are not parallel to ox and oy .. but i don't know actually how it's that coded. |
| 18:46:57 | alex_velea | I did not found where it's that part. |
| 18:48:31 | alex_velea | In the /zap/gridDB.h you cand find some DatabaseObject and GridDatabase and i think that's what i'm working with in the end, but it doesn't seems to do what it actually does. Hope smbdy can help me :D |
| 18:49:56 | thread_ | sorry, I don't do a whole lot in the source itself |
| 18:50:19 | thread_ | I am, however, really good at bug reports |
| 18:51:59 | raptor | hi, i have to run, but, alex_velea - you'll want to look at the method, saveUndoState() |
| 18:52:25 | raptor | basically every action is an entire copy of the GridDatabase object pointers |
| 18:57:19 | alex_velea | I saw that. |
| 18:57:33 | alex_velea | And at first i thought i had a solution for that. |
| 18:57:47 | alex_velea | For each ocject of the class to create a self 'undo' version. |
| 18:58:13 | alex_velea | So when i make a change the new object will have a copy of the old one .. sth like that :) |
| 18:58:41 | alex_velea | dut this does not work .. since you can delete multiple objects at once. |
| 18:59:08 | alex_velea | Should i call an 'action' a set of little actions that are like i proposed up? |
| 19:07:23 | kaen | hi alex_velea |
| 19:08:14 | kaen | I want to preface this discussion with a disclaimer that the editor is hands-down the most spaghetti part of the entire engine |
| 19:09:39 | kaen | so the basic architecture of the editor is that it has a Game instance inside of it |
| 19:10:06 | kaen | so it's essentially a UI that allows manipulating objects within a Game |
| 19:10:53 | kaen | the Game itself contains a gridDB, which is where all of the objects are stored (using gridded binning to make collision detection and things like that faster) |
| 19:12:06 | kaen | the way undo/redo currently works is that after every action that manipulates an object, a copy of the *entire* griddb is made, then the action is performed on the new copy, then to undo the editor just changes the pointer back to the old gridDB |
| 19:12:22 | kaen | and the opposite is done for redo |
| 19:13:11 | kaen | so the core of your task is to replace that system with a new system that saves the actual actions themselves in a stack, and applies or unapplies those actions to a single gridDB |
| 19:13:17 | kaen | so the actions are like transformations |
| 19:13:38 | kaen | you might have a MoveAction, a DeleteAction, a ChangePropertyAction, and so on |
| 19:35:01 | alex_velea | Thank you very much, kaen. |
| 19:36:18 | alex_velea | Sidenote: it's ok if i iterate over every object to see if it has changed? it's the easy way .. O(number_obj) to time but only O(actions_made) of memmory instead of O(actions * number_obj) of memmory. |
| 19:36:37 | alex_velea | Good enought? or should i improve the time too. Personally i don't see that a big problem |
| 19:38:34 | thread_ | kaen: Robot has the constructor Robot(position, teamIndex, scriptName, scriptArg), but what if I want defaults except for scriptName? |
| 19:39:17 | sam686 | could use isSelected() for each objects selected, which is usually changed when moving/positioning selected items |
| 19:40:02 | sam686 | thead_ you can just do "" for script name, I think it just does default bot that way |
| 19:40:26 | kaen | alex_velea, that's ok with me, but I think the easiest way to implement it would be to create the Action objects in the methods that are performing the logical actions |
| 19:40:41 | thread_ | no, i want to specify bot script, its the other fields I want default |
| 19:40:51 | kaen | then you could just inject the list of objects affected by that action into its constructor or something |
| 19:41:22 | kaen | thread_, try passing nil |
| 19:41:36 | thread_ | I'll give it another try |
| 19:41:37 | kaen | actually no that won't work ... |
| 19:41:38 | kaen | hrm |
| 19:42:00 | kaen | maybe I can add another signature for it |
| 19:42:08 | thread_ | And here I thought I might go 24 hours without finding a bug |
| 19:42:12 | kaen | hehe |
| 19:42:26 | kaen | this one is an "enhancement" if it makes you feel better :) |
| 19:42:30 | thread_ | ok |
| 19:42:37 | thread_ | better |
| 19:43:28 | sam686 | team index could be like -100 (out of range) and I think it do the default team, which is adding bot into the smallest team |
| 19:43:28 | | LordDVG Quit (Read error: Connection reset by peer) |
| 19:43:52 | sam686 | the position? try NIL? don't know |
| 19:44:30 | kaen | use Robot.new() (no args), pump the point and team from that robot, then do Robot.new(pos, team, script, args) |
| 19:44:33 | kaen | :P |
| 19:44:49 | thread_ | what do I do about args? |
| 19:45:09 | kaen | sorry, that was ambiguous |
| 19:45:20 | sam686 | if you don't want args, just don't do fourth arguments |
| 19:45:36 | thread_ | I don't really have any need for args, but not sure what to pass through |
| 19:45:43 | thread_ | ah |
| 19:45:54 | raptor | three more commits and we bump watusimoto off the front page of 'changes'! |
| 19:45:57 | sam686 | Robot.new(pos, team, script) should work, right? |
| 19:47:15 | thread_ | Assert: Grid Database must not be NULL! in c:\source\bitfighter\zap\luascriptrunner.cpp line 1104 |
| 19:47:29 | kaen | :< |
| 19:47:50 | sam686 | trouble with getPos() without adding to game? |
| 19:48:11 | kaen | it's findAllObjects |
| 19:48:29 | kaen | thread_, is that being called from within a bot? |
| 19:48:31 | sam686 | bot findAllObjects without addingToGame? |
| 19:48:52 | thread_ | what? within a bot? |
| 19:49:19 | sam686 | but how to find objects in levelgen, without bot? |
| 19:49:24 | thread_ | bf:addItem(Robot.new(point.new(0,0), 1, "beelzebot.bot")); |
| 19:49:31 | thread_ | this causes the error |
| 19:49:33 | kaen | bf:findAllObjects, sam686 |
| 19:49:49 | kaen | ok, can you pastie beelzebot.bot for me? |
| 19:50:19 | thread_ | currently, its just a copy of s_bot |
| 19:50:29 | kaen | NOOOOOOOOooooooo...... |
| 19:50:51 | thread_ | so I DID find a bug |
| 19:51:11 | sam686 | if your addItem in main() or in ontick? |
| 19:51:57 | thread_ | umm... its actually inside of an if statement inside of onShipSpawned |
| 19:52:08 | thread_ | (its not an infinite loop) |
| 19:56:42 | kaen | hmm... looks like it might be an easy fix |
| 19:56:45 | kaen | testing |
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| 20:03:48 | kaen | actually I can't duplicate it :< |
| 20:04:46 | thread_ | hrmm... |
| 20:04:49 | kaen | thread_, robot.cpp, line 295, try adding this line: mLuaGridDatabase = game->getGameObjDatabase(); |
| 20:04:59 | kaen | just below the line: mLuaGame = game; |
| 20:05:38 | kaen | also, try running it in VS and getting a stack trace |
| 20:07:25 | sam686 | vs? not sure if thread_ on linux, if so, more like gdb ./bitfighter in linux, start, continue, get to the bug, and: backtrace |
| 20:07:42 | thread_ | Imma using VS. its VS 2013, does that make a difference? |
| 20:07:48 | kaen | that should be fine |
| 20:08:18 | sam686 | thats fine to, when it hit the bug, just select all of the stack and copy |
| 20:10:23 | kaen | man. I worked so hard to add one feature and instead I get a dozen bugs :< |
| 20:10:49 | kaen | good thing you're here, thread_, or I would have released a bunch of great ways to crash servers. |
| 20:11:01 | thread_ | That's what I'm here for |
| 20:11:52 | thread_ | umm... it worked |
| 20:12:18 | thread_ | HE DIDN'T EVEN TOUCH IT! HE'S PURE EVIL! |
| 20:14:15 | kaen | adding that line worked? |
| 20:14:25 | kaen | or it worked without modifying the source? |
| 20:14:56 | alex_velea | void saveUndoState(bool forceSelection = false); .... here .. it's like in python? if you don't add a parameter it'll asume it's false or what's the purpose of that = ? |
| 20:14:59 | thread_ | It worked with adding the line. commenting it back out and retrying to make sure that line was the difference. |
| 20:15:09 | kaen | alex_velea, correct |
| 20:15:14 | alex_velea | thx :) |
| 20:15:27 | kaen | no problem :) |
| 20:16:28 | thread_ | yes, adding the line fixed it... |
| 20:16:42 | kaen | hmm ... ok |
| 20:16:59 | thread_ | should I commit it and push? |
| 20:17:11 | kaen | hehe I don't think you can push just yet ;) |
| 20:17:29 | thread_ | I don't understand why it fixes anything |
| 20:17:31 | kaen | I'm going to run the test suite with that line just to make it doesn't subtly break anything |
| 20:18:03 | | LordDVG Quit (Ping timeout: 272 seconds) |
| 20:18:56 | kaen | well, basically, the whole engine is bonkers, and I hyper-bonkified this code path when I added support for Robot.new() |
| 20:19:19 | kaen | it *should* be pumping mLuaGame for the gridDB, but apparently somewhere in some edge case it isn't |
| 20:19:38 | thread_ | ummm... kay |
| 20:20:16 | thread_ | on a related note, is there a bitfighter badge for finding tons of bugs? |
| 20:20:54 | kaen | there really should be |
| 20:21:03 | kaen | I was actually thinking about that a couple days ago |
| 20:21:15 | thread_ | I volunteer as tribute |
| 20:21:19 | kaen | :) |
| 20:24:25 | kaen | sam686, did you see my commander's map fix from earlier? |
| 20:24:50 | kaen | http://ix.io/9aR |
| 20:25:05 | kaen | I feel like there is a better way, but I can't grok the logic |
| 20:26:47 | sam686 | maybe something to do with unpackUpdate (which is client side) |
| 20:27:16 | kaen | yeah, unpackUpdate only updates actualPos |
| 20:27:35 | kaen | but if you set renderPos in unpackUpdate you thwart the interpolation |
| 20:27:56 | kaen | and if you only set it in onAddedToGame, you get the bug when the ships enter scope |
| 20:28:24 | kaen | the root cause of the bug is that actual and render are way off on the first go-through |
| 20:28:51 | kaen | in my tests, one was -3000,-3000, the other was 34 34 |
| 20:29:26 | kaen | and moveObject's extents are calculated as Rect(actual, render) |
| 20:30:02 | kaen | so when it loops through the objects to find the worls extents in gridDB, it sees the ship as stretching from it's real point to roughly 34, 34 |
| 20:37:09 | sam686 | I guess it wasn't the position, it was the extent in grid database, and commander map using getExtent or similar |
| 20:37:22 | sam686 | if(positionChanged) updateExtentInDatabase(); at bottom of unpackUpdate appears to fix |
| 20:37:39 | sam686 | in chip.cpp |
| 20:37:42 | sam686 | ship.cpp |
| 20:38:24 | kaen | really?! |
| 20:38:27 | raptor | mmmm chips |
| 20:38:36 | kaen | I tried that but in the move block |
| 20:38:55 | kaen | good work sam686 :) |
| 20:39:51 | kaen | ok, loadmanagement tests are failing |
| 20:39:53 | kaen | loadout* |
| 20:40:00 | thread_ | hmm |
| 20:40:22 | | phillreeder has joined |
| 20:41:45 | kaen | s->setLoadout(LoadoutTracker("Armor,Shield,Triple,Mine,Bouncer"), true); // Set loadout in silent mode |
| 20:41:46 | kaen | EXPECT_EQ(s->getActiveWeapon(), WeaponBounce); |
| 20:41:47 | kaen | is failing |
| 20:42:12 | raptor | probably becasue we made active weapon changes |
| 20:42:15 | kaen | but this passes right before it: |
| 20:42:15 | | BFLogBot Commit: 55a23be35fe7 | Author: sam8641 | Message: Fix commander map extent problem that was causing off-center map to zoom out. |
| 20:42:16 | kaen | s->setLoadout(LoadoutTracker("Armor,Shield,Triple,Mine,Bouncer"), true); // Set loadout in silent mode |
| 20:42:16 | kaen | EXPECT_EQ(s->getActiveWeapon(), WeaponBounce); |
| 20:42:25 | kaen | derp |
| 20:42:38 | raptor | yeah, first index will always be selected on change now |
| 20:42:42 | kaen | s->setLoadout(LoadoutTracker("Armor,Sensor,Phaser,Bouncer,Seeker"), false); // Set loadout in noisy mode |
| 20:42:43 | kaen | EXPECT_EQ(s->getActiveWeapon(), WeaponBounce); // Bouncer should still be active weapon |
| 20:42:46 | kaen | oh ok |
| 20:42:50 | kaen | good so it's a flake :) |
| 20:42:55 | kaen | our first flaky test! |
| 20:42:58 | kaen | good job, team |
| 20:43:16 | sam686 | loadout might be failing, after raptor's changes "Always select first weapon slot on loadout change" |
| 20:43:43 | phillreeder | hey guys whats goin on |
| 20:43:54 | kaen | looks like it's failing exactly correctly, so I'll just update the test :) |
| 20:43:59 | kaen | not a lot, phillreeder |
| 20:44:53 | phillreeder | so I just spent 3 days trying to compile pysoy from a new linux install and I want to shoot myself in the face please take me back |
| 20:45:11 | raptor | hahahaha |
| 20:46:10 | kaen | rofl! |
| 20:46:20 | kaen | we missed you |
| 20:46:38 | sam686 | simple but long and space eating solution in linux: install every single package in linux, eventually you will have everything needed to compile anything. |
| 20:47:15 | phillreeder | ...I don't think that's right but I don't know enough about it to refute you |
| 20:47:33 | kaen | I wonder if apt-get install '*' would work ... |
| 20:47:42 | kaen | I feel like you'd get package conflicts |
| 20:47:46 | raptor | i th ink pysoy may be one of those 'special' projects that has weird deps only gotten by compiling other weird things |
| 20:48:39 | phillreeder | yea, I spent a day building and installing libsoy and finally got that only to discover pysoy wouldn't find it so that failed |
| 20:48:51 | phillreeder | that's about the time I ran away crying |
| 20:49:18 | raptor | deep breaths |
| 20:49:26 | raptor | you'll get it eventually - |
| 20:50:14 | sam686 | maybe you could choose a linux distro that have pysoy already in it ready to go... if such linux distro exist. |
| 20:50:18 | raptor | although I admit, i've never attempted to do pysoy |
| 20:51:22 | phillreeder | welp, I'm gonna take a break from that and try the scrollbar |
| 20:51:56 | phillreeder | this oughta be fun |
| 20:54:21 | raptor | other tasks should be going up today soon... |
| 20:54:37 | phillreeder | are they fun?! |
| 20:54:59 | raptor | it depends on what you like to do - i'd find about 1/2 of them fun :) |
| 20:55:03 | phillreeder | wait, no, are any of them bots? |
| 20:55:40 | raptor | actually, two of them are bot enhancements |
| 20:55:48 | phillreeder | WOOP, lego I want |
| 20:56:03 | thread_ | so kaen, what do I need to be doing about this bug? |
| 20:58:50 | | raptor is now known as raptor6 |
| 20:58:57 | raptor6 | #& |
| 20:59:02 | | raptor6 is now known as raptor |
| 21:03:34 | kaen | thread_, I'm just cleaning some other things before I push the fix |
| 21:05:34 | sam686 | Theres a similar and maybe not so annoying bug: editor keeps wanting to do zoom out to see (0,0) even though theres nothing there and level off center |
| 21:06:23 | sam686 | its when you press Z or on level load |
| 21:09:48 | thread_ | It has behaved that way since its Zap! days. I'm actually accustomed to it now |
| 21:10:40 | phillreeder | hey raptor, those tasks coming sooner or later tonight? I'm thinking of starting something right now |
| 21:12:07 | raptor | The guy who uploads them for us just said "going up shortly". I expect this to mean sometime today |
| 21:12:18 | raptor | I'm sorry that's all the info I have |
| 21:12:23 | phillreeder | mmk thanks |
| 21:20:06 | | BFLogBot Commit: 836086807d59 | Author: kaen | Message: fix failing loadout test |
| 21:20:08 | | BFLogBot Commit: ae5ff9711a73 | Author: kaen | Message: set mLuaGridDatabase in Robot::onAddedToGame to prevent an assertion when running bf:findAllObjects from the bot |
| 21:21:46 | | BFLogBot Commit: c5fec8660656 | Author: kaen | Message: silence annoying startup message from debugger.lua |
| 21:38:53 | | alex_velea Quit (Ping timeout: 250 seconds) |
| 21:59:59 | kaen | maybe we need a manager manager |
| 22:03:38 | thread_ | who's going to manage that? |
| 22:04:00 | raptor | hi again |
| 22:04:22 | kaen | hello hello |
| 22:04:31 | raptor | so kaen, what do you think I should adjust to bouncer? maybe lower the count for bounce-time extensions? |
| 22:05:01 | kaen | I think so |
| 22:05:13 | raptor | here are the relevant constants: |
| 22:05:14 | raptor | static const U32 MAX_LIVETIME_INCREASES = 6; |
| 22:05:15 | kaen | I'm not completely decided on it yet |
| 22:05:16 | raptor | static const U32 LIVETIME_INCREASE = 500; |
| 22:06:02 | raptor | so that could add a theoretical 3 seconds to the life |
| 22:06:40 | raptor | which triples its lifetime |
| 22:06:57 | kaen | I think double would be ok |
| 22:07:04 | raptor | yeah, me too... |
| 22:07:09 | kaen | it's original lifetime is one second, right? |
| 22:07:12 | raptor | 1.5 |
| 22:07:17 | kaen | oh derp |
| 22:07:41 | kaen | anyway, I think change the increase to 250 |
| 22:07:51 | raptor | yeah, i was thinknig that too |
| 22:07:54 | raptor | ok will do |
| 22:08:59 | | BFLogBot Commit: 304f1188fd07 | Author: buckyballreaction | Message: Reduce Bouncer life increase rate |
| 22:20:16 | raptor | i'm not sure what to do about the font assert |
| 22:20:59 | raptor | it happens because starting the game with 'bitfighter -dedicated' calls a fontmanager function for textitem |
| 22:21:20 | raptor | but the -dedicated flag makes it so the FontManager is never initialized |
| 22:25:30 | | Invisible2 has joined |
| 22:31:46 | sam686 | Assert "Pushing duplicate UI onto mPrevUIs stack. Intentional?" after pressing ESC in a middle of joining a server (but not totally joined into server) and going into server list. |
| 22:40:41 | kaen | raptor, what do you think of http://ix.io/9b2 ? |
| 22:45:02 | | Watusimoto has joined |
| 22:46:00 | | raptor awakens |
| 22:46:38 | kaen | also, you should check out http://ix.io |
| 22:46:48 | kaen | it has a little python client you can wget |
| 22:46:56 | raptor | oooo |
| 22:46:59 | thread_ | how do I get a bot to get it's own name in code, including the ".0" or whatever number? |
| 22:46:59 | raptor | like hastebin? |
| 22:47:08 | thread_ | bot:getName() doesn't work |
| 22:47:08 | kaen | umm I didn't know hastebin did that |
| 22:47:16 | kaen | ix does syntax coloring too |
| 22:47:57 | kaen | thread_, bot:getPlayerInfo():getName() |
| 22:48:07 | thread_ | ooohhh... I feel dumb |
| 22:48:20 | kaen | no, no |
| 22:48:23 | raptor | kaen: that suggestion would work - but it feels like we're working around an architectural problem |
| 22:48:26 | kaen | it's a dumb api |
| 22:48:49 | kaen | raptor, I can't disagree with that |
| 22:49:00 | kaen | I was in fact working around an architectural problem :) |
| 22:49:59 | kaen | but, all the server needs in order to do the textitem stuff is Roman |
| 22:50:08 | kaen | and it really does need that |
| 22:50:21 | kaen | and that really should get initialized in FontManager::init |
| 22:50:30 | kaen | so the real architectural problem is in main.cpp |
| 22:50:36 | raptor | but then fonts are needed for a dedicated server... |
| 22:50:52 | kaen | that's inherent in textitems auto-calculating their length |
| 22:51:08 | kaen | it needs to have a font in order to do that, and roman is compiled right into the binary |
| 22:51:19 | raptor | ah ok |
| 22:51:28 | kaen | and its *only* for bitfighter -dedicated |
| 22:51:31 | raptor | sure, apply your fix |
| 22:51:33 | kaen | bitfighterd doesn't have this problem |
| 22:51:34 | kaen | ok |
| 22:52:46 | raptor | actually, if i were to apply a 'fix' to textitem, it would be messier |
| 22:52:58 | raptor | so that is fine |
| 22:53:18 | | BFLogBot Commit: 167375b0694c | Author: kaen | Message: initialize font manager during startup of bitfighter -dedicated. needed to load Roman font in order to do calculations for TextItem |
| 22:54:02 | kaen | so, boost CSP and this OGL thing |
| 22:54:23 | kaen | OGLConsole* |
| 22:54:23 | raptor | Watusimoto: we're rounding everything off for release! http://board.net/p/bf_019_polish |
| 22:54:37 | raptor | i'll look at oglconsole piece of trash |
| 22:54:46 | kaen | hehe |
| 22:55:12 | kaen | seeing what I can do about this boost problem |
| 22:55:33 | raptor | I think sam686 had an idea about that. sam686 are you working on any of the issues at http://board.net/p/bf_019_polish ? |
| 22:57:47 | kaen | ok, verified |
| 22:59:07 | raptor | is that in 018a? |
| 22:59:42 | raptor | maybe it occurs because of time-delay |
| 22:59:48 | kaen | hmm, haven't checked |
| 22:59:53 | thread_ | I think I found another bug, but there is enought going on here, I'm still trying to figure out what is causing it |
| 23:00:13 | kaen | thread_, feel free to report it when you have that nailed down: |
| 23:00:14 | kaen | !bug |
| 23:00:14 | BFLogBot | To enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs |
| 23:00:23 | raptor | thread_: yes, please keep the bugs coming if you can - but also make sure you have it reproducible |
| 23:00:40 | thread_ | That's why I haven't reported it yet |
| 23:09:37 | thread_ | looks like it's failing when I try to send a private message to a bot |
| 23:09:46 | thread_ | not sure why yet |
| 23:11:33 | | Invisible2 Quit (Ping timeout: 248 seconds) |
| 23:11:57 | | thread_ has left #bitfighter |
| 23:25:50 | raptor | ok, i'm not finding what recent changes would cause this: http://imagebin.org/279252 |
| 23:26:24 | raptor | we have changed nothing since 018a with regards to reloading oglconsole on screen mode change |
| 23:29:57 | Watusimoto | that is an awesome pic! |
| 23:31:30 | Watusimoto | would a good student task be to do something with lua and testing? create a way to produce tests in lua like kaen has described in the past? |
| 23:32:07 | raptor | kaen has already suggested that - see the sandbox tests for some already useful examples |
| 23:33:01 | kaen | Watusimoto, that is actually already possible |
| 23:33:20 | kaen | although it would be nice to have a levelgen testing utility akin to GamePair |
| 23:33:32 | kaen | and maybe some syntactic sugar |
| 23:33:49 | kaen | because EXPECT_TRUE(levelgen->runString("assert(ok)")); |
| 23:33:53 | kaen | is a little verbose |
| 23:34:02 | kaen | spicey bought me a tablet! |
| 23:35:42 | raptor | OOoooo |
| 23:35:57 | raptor | droid? |
| 23:36:16 | raptor | she should have waited until we released... :) |
| 23:36:26 | kaen | hehehe |
| 23:36:29 | kaen | droid indeed |
| 23:36:57 | raptor | droids are great because no matter how cheap the hardware you make it do neat things |
| 23:38:31 | kaen | e.g. |
| 23:38:36 | kaen | run bitfighter! |
| 23:54:46 | raptor | oglconsole bug doesn't happen on windows either... |
| 23:57:08 | kaen | whoa |
| 23:57:21 | kaen | my tablet has an "allow apps from unknown sources" option |
| 23:57:29 | kaen | I can unsigned binaries on this thing. |
| 23:57:33 | kaen | can run |
| 23:58:07 | raptor | sweet! |
| 23:58:31 | raptor | burnin' down the walls |
| 23:58:53 | kaen | I just installed an android c++ ide and compiled tetris in like 8 taps |
| 23:58:57 | kaen | this is crazy |
| 23:59:05 | raptor | heh |