Timestamps are in GMT/BST.
| 00:01:10 | raptor | desura should be on it already |
| 00:01:21 | raptor | need to do anything for pleiades? |
| 00:02:32 | raptor | kaen: ^^ |
| 00:02:53 | raptor | also, I need to add that /levels/ redirecto to /pleiades? or move pleiades? |
| 00:04:51 | raptor | Watusimoto: you committed 'remove paths from spec..' but you added a hardcoded path on your own computer |
| 00:05:23 | kaen | raptor, just a redirect is fine |
| 00:05:23 | Watusimoto | ah yes |
| 00:05:44 | Watusimoto | that's because a by-product of the build.bat file is to update the spec file |
| 00:05:56 | Watusimoto | we should remove it form the repo if it's not needed for another platform |
| 00:06:22 | raptor | not needed |
| 00:06:28 | raptor | pyinstaller was woefully incomplete on osx |
| 00:10:10 | Watusimoto | fixed the path |
| 00:10:22 | | BFLogBot Commit: 8fad31351984 | Author: watusimoto | Message: Removed unused spec file |
| 00:10:23 | | BFLogBot Commit: 332a728a2beb | Author: watusimoto | Message: Added comment |
| 00:10:41 | Watusimoto | onto the editor!! |
| 00:11:16 | kaen | this seems to almost completely fix the problem: http://ix.io/9cj |
| 00:11:29 | kaen | but it totally disables snapping engineered items while dragging :P |
| 00:12:21 | kaen | I think it's because every time the mouse stops, it snaps |
| 00:12:50 | kaen | so the turrets can jitter a little bit just from the imprecision of the ray casting it does during snapping |
| 00:12:56 | kaen | and also maybe some FPE |
| 00:13:29 | kaen | and then chaos theory takes over and several dozen little jitters compound into total mayhem |
| 00:13:38 | amgine123 | working on my snapping gltich ? |
| 00:14:20 | kaen | most people don't assume ownership of glitches :P |
| 00:14:25 | kaen | but you can have it if you want it |
| 00:14:30 | Watusimoto | maybe I will have time to do both... |
| 00:14:33 | Watusimoto | testing my editor fix |
| 00:15:10 | Watusimoto | rats |
| 00:15:30 | kaen | I know how it feels |
| 00:15:33 | kaen | what did you try? |
| 00:15:46 | Watusimoto | removing snapSelectedEngineeredItems() |
| 00:16:17 | kaen | I moved it to onDraggingFinished and removed snapPointToGrid or whatever |
| 00:16:26 | Watusimoto | it fixes the major problem, and is probably the right move, if we can cure the symptoms it creaets |
| 00:16:28 | kaen | with pretty good results although it cripples a feature |
| 00:18:45 | raptor | kaen: if you have a moment, can you test the 'item_select' plugin for me? |
| 00:18:57 | raptor | (I'm deeply involved in commit messages at the moment) |
| 00:20:18 | kaen | I did, it works great! |
| 00:20:25 | kaen | but I'll check once more for certain |
| 00:21:26 | kaen | oh wait |
| 00:21:32 | kaen | I think it's using classId instead of objType |
| 00:23:34 | | BFLogBot Commit: f797b591b69f | Author: kaen | Message: update item_select to use getObjType() |
| 00:23:43 | raptor | thanks! |
| 00:23:54 | kaen | you bet! |
| 00:24:07 | raptor | does that plug need to be in the INI? |
| 00:24:15 | raptor | oops, dinner! back soon |
| 00:29:33 | kaen | nope |
| 00:29:53 | kaen | INI file for plugins is obsolete unless you want to override the bindings softly |
| 00:31:41 | | Skybax has joined |
| 00:36:06 | Watusimoto | see task list; I just added a related item |
| 00:36:17 | Watusimoto | for 019a |
| 00:42:08 | kaen | hey can you link me to it? |
| 00:42:09 | | Flynnn has joined |
| 00:42:38 | kaen | oh, google code task list |
| 00:42:39 | kaen | nevermind |
| 00:42:58 | kaen | Skybax, are you gamenighting tonight? |
| 00:43:30 | | BFLogBot Commit: f7474e6e610c | Author: sam8641 | Message: CoreItem Adjustable rotation speed? For now, just handle only pack/unpack/fillPanelGeom mRotateSpeed only. Future work may do toLevelCode/ProcessArg/menu Rotate speed without 019/019a compatibility problems. |
| 00:43:53 | sam686 | I only spent about 20 minutes to have thought of something, but its not even level-loadable yet. |
| 00:44:10 | sam686 | just enough code to finish work on 019a |
| 00:46:24 | sam686 | whoever keeps joining me, you need to update/poll the code.. |
| 00:48:07 | kaen | this is a weird conditional: if(stream->writeFlag(updateMask & (InitialMask | TeamMask))) |
| 00:48:13 | kaen | isn't initial mask MAX_INT ? |
| 00:48:39 | sam686 | packUpdate starts out as 0xFFFFFFFF |
| 00:48:54 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 00:49:02 | | Flynnn has joined |
| 00:49:02 | | Flynnn Quit (Remote host closed the connection) |
| 00:49:08 | sam686 | then its whatever set by setMaskBits |
| 00:49:23 | sam686 | packUpdate will never run with a mask of 0x00000000 |
| 00:50:14 | raptor | back! |
| 00:50:29 | kaen | oh I see, initialmask is the first free bit from the parent's maskbits |
| 00:50:30 | sam686 | if(stream->writeFlag(updateMask & (InitialMask | TeamMask))) in that case writeFlag(bool) returns the same value as what is entered. |
| 00:52:10 | raptor | sam686: is this a new feature you're adding?? |
| 00:52:21 | sam686 | the start of a new feature |
| 00:52:23 | raptor | ON RELEASE DAY?? |
| 00:52:27 | raptor | :) |
| 00:52:29 | sam686 | something I can finish after 019 release |
| 00:52:59 | sam686 | it can be a Core adjustable rotation option for now, only pack/unpack is done. |
| 00:53:11 | sam686 | next, level loading and saving, which doesn't break 019/019a |
| 00:53:16 | sam686 | and the editor menu |
| 00:53:31 | sam686 | lets call it a 019a feature that way |
| 00:53:33 | raptor | ok, just done on initial mask, right? |
| 00:53:38 | sam686 | yes |
| 00:53:47 | raptor | ok, looks harmless enough |
| 00:54:15 | raptor | now the real question - is Core rotation speed something we want to add to the game? I had never considered it before |
| 00:54:47 | sam686 | I have a use on maybe a level I could make.. |
| 00:55:03 | sam686 | or I can make the some cores rotate the other way |
| 00:55:33 | sam686 | something to think about after release of 019 |
| 00:56:35 | raptor | ok |
| 00:56:35 | sam686 | either way I was starting to get tired of every core rotating only on one direction. |
| 00:56:44 | raptor | ha! |
| 00:59:12 | raptor | kaen: is the plugin-menu key added to the editor instructions? |
| 00:59:15 | raptor | I can't seem to find it |
| 00:59:39 | Watusimoto | editor seems fixed |
| 00:59:53 | Watusimoto | editor seems fixed |
| 00:59:57 | Watusimoto | editor seems fixed |
| 01:00:05 | raptor | break; |
| 01:00:11 | sam686 | editor seems fix? |
| 01:00:14 | Watusimoto | editor seems fixed |
| 01:00:21 | Watusimoto | argh |
| 01:00:22 | Watusimoto | sorry |
| 01:00:35 | Watusimoto | more testing to do |
| 01:01:34 | kaen | nope, it isn't raptor |
| 01:01:37 | kaen | I totally forgot |
| 01:02:05 | kaen | oh wait |
| 01:02:07 | kaen | yes it is |
| 01:02:37 | kaen | first pane, left side, just above the divider |
| 01:02:42 | kaen | thanks to whoever put that there :) |
| 01:03:06 | Nothing_Much | howdy guys |
| 01:03:08 | | BFLogBot Commit: 580d0686bd59 | Author: watusimoto | Message: Fix (mostly) turret snapping in editor |
| 01:03:10 | | BFLogBot Commit: 23ef4afac1a2 | Author: watusimoto | Message: Merge |
| 01:03:19 | Watusimoto | not sure I'm totally in support of variable core speed... |
| 01:03:27 | Watusimoto | anyone want to test the editor before I go to bed? |
| 01:03:44 | sam686 | its not usable, just the pack/unpack, no level loading of rotation speed yet.. |
| 01:03:46 | kaen | will do |
| 01:03:50 | kaen | hi Nothing_Much |
| 01:04:04 | Watusimoto | still some weirdness, but it may well haev been there in 018a |
| 01:04:15 | Nothing_Much | how's the hackin' going? |
| 01:05:33 | Watusimoto | there are a lot of weird situations you can create with two walls and a turret |
| 01:06:01 | Watusimoto | oops... my fix doesn;t work with polywalls |
| 01:06:41 | sam686 | copy and paste turrets don't snap/rotate to wall |
| 01:07:15 | Watusimoto | copy and paste????!!? |
| 01:07:40 | sam686 | i mean copy and paste only one turret |
| 01:07:44 | sam686 | nothing else |
| 01:07:49 | raptor | maybe now is not the time for a fix (late at night on release day) |
| 01:07:49 | Watusimoto | I know |
| 01:08:38 | Watusimoto | the strategy in this fix is definitely correct |
| 01:08:59 | sam686 | its much better then 018a where turrets and forfields spazzing everywhere on polywall on 018a, but not anymoer on 019 |
| 01:08:59 | Watusimoto | I need to apply it to polywalls and to copy/paste items |
| 01:10:14 | sam686 | in a second thought, it doen't do dragging both polywall+turrets right |
| 01:14:24 | Watusimoto | I know, testing a fix for that now |
| 01:14:33 | Watusimoto | polywalls didn't get included in the fix |
| 01:15:30 | Watusimoto | polywall fix committed |
| 01:15:35 | | BFLogBot Commit: 6cf7a703fa61 | Author: watusimoto | Message: Fix polywalls as well |
| 01:15:36 | Watusimoto | and pushed |
| 01:16:50 | raptor | should I be worried? |
| 01:18:04 | raptor | I need to learn how to disable the usb mouse with it still plugged in (and light still on) |
| 01:18:21 | raptor | so the little ones can play with it while i work... |
| 01:19:30 | sam686 | now, dragging both barrier and turret sometimes causes turret to not snap (showing "T" instead) but does not happen on turret+polywall |
| 01:19:43 | sam686 | not a big deal to me anyway.. |
| 01:20:46 | Watusimoto | are the turret and wall snapped before moving? |
| 01:20:53 | sam686 | yes |
| 01:21:44 | Watusimoto | I don't see that |
| 01:22:09 | Watusimoto | if they are snapped to each other, they should always stay together and are never marked as unsnapped |
| 01:23:05 | sam686 | in editor, the bottom left "Filename:" turns red, on a green filled background box. somewhay hard to read red text on green. Looks like chrismas colors. |
| 01:23:32 | raptor | works for me... |
| 01:23:46 | raptor | Watusimoto: looks good to me |
| 01:24:02 | kaen | same here |
| 01:24:06 | sam686 | works fine for me, at least there no weard snapping problem.. |
| 01:24:14 | Watusimoto | trying a good fix for copy/paste items |
| 01:24:23 | sam686 | sometimes shows "T" after moving turret on wall but no weard snapping. |
| 01:25:06 | sam686 | more like only 10% of my drag barrier+turret shows "T" as a turret |
| 01:29:06 | sam686 | Dragging hundreds of turrets but no walls, is kindof funny |
| 01:29:28 | sam686 | especially while holding down space |
| 01:30:22 | raptor | heh |
| 01:31:55 | Watusimoto | testing fix for copy/paste |
| 01:33:29 | raptor | i'mjust going to sum up hundreds of changes like so: - Many Lua API changes, additions, and enhancements. See http://bitfighter.org/luadocs/ |
| 01:33:50 | kaen | ah, great :) |
| 01:34:12 | sam686 | It is possible to program bot to cheat with bot:setEnergy(1.0) and constantly have shield on... |
| 01:34:46 | raptor | yep |
| 01:35:47 | kaen | and make him teleport through walls |
| 01:36:02 | kaen | and make him spawn 1000 seeker projectiles just inches away from every enemy on the map |
| 01:36:14 | raptor | hahaha |
| 01:36:19 | sam686 | bot:setPos(..) to instantly capture the flag |
| 01:37:39 | | Flynnn has joined |
| 01:39:24 | Watusimoto | copy paste bug exists in 018a as well... not a regression |
| 01:40:06 | raptor | woot! |
| 01:40:13 | raptor | absolved! |
| 01:40:41 | sam686 | copy/paste don't bother me that much though.. |
| 01:43:50 | Watusimoto | ok, will fix that for 019a |
| 01:43:56 | Watusimoto | it's almost there, but I want to sleep |
| 01:43:57 | | BFLogBot Commit: 03d70e25bd0e | Author: watusimoto | Message: Refactor to apply snapping rules to clipboard items when copied -- will be useful when fixing paste-snap bug |
| 01:45:17 | Watusimoto | ok so raptor you are really going to try to do all this tonight? |
| 01:45:22 | raptor | oh yes |
| 01:45:27 | Watusimoto | I think you're nuts |
| 01:45:32 | sam686 | editor stuff can be better fixed for 019a as well if releasing 019 right now today |
| 01:45:38 | Watusimoto | yes |
| 01:45:43 | raptor | i mean, the Linux packaging will lag, of course |
| 01:45:46 | Watusimoto | I added a bug report for copy/paste bug |
| 01:45:56 | raptor | and the 'notify game websites' |
| 01:46:04 | Watusimoto | and desura? |
| 01:46:11 | Watusimoto | fun fun! |
| 01:46:14 | raptor | oh yeah desura may lag, but I have some helper scripts... |
| 01:46:26 | Watusimoto | be sure to update the checklist as you go with tips and reminders as needed |
| 01:46:34 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 01:46:34 | raptor | you bet |
| 01:46:45 | Watusimoto | I added a couple of placeholders for comments where I think they were lacking |
| 01:46:51 | raptor | tomorrow, you'll know if we have a disaster... |
| 01:46:53 | Watusimoto | that checklist is a lifesaver |
| 01:46:57 | Watusimoto | yes, ok, great |
| 01:46:58 | raptor | ok |
| 01:47:00 | raptor | :) |
| 01:47:01 | Watusimoto | good work guys! |
| 01:47:18 | Watusimoto | we might even have a release by December 5th! |
| 01:47:23 | Watusimoto | :-) |
| 01:47:28 | raptor | heh |
| 01:47:29 | Watusimoto | night |
| 01:47:31 | raptor | night! |
| 01:51:05 | kaen | night! |
| 01:51:51 | | Watusimoto Quit (Ping timeout: 245 seconds) |
| 01:51:55 | raptor | ok, about 1/2 done with the commit logs. When I'm done, kaen, could you review it? I'll post it to an etherpad |
| 01:55:41 | kaen | you bet :) |
| 01:57:06 | raptor | i've been noticing stuff in the logs |
| 01:57:21 | raptor | watusimoto does huge refactors and adds giant changes (but few of them) |
| 01:57:43 | raptor | I add loads of small stuff |
| 01:57:50 | | Darrel Quit (Quit: IRC client killed.) |
| 01:57:55 | raptor | and kaen and sam686 clean up after both of us |
| 01:58:27 | raptor | sam686 like to add little features like me, and kaen likes to add large features like watusimoto... |
| 01:58:33 | sam686 | I know know whats my biggest commit, possibly the TNL ghostConnection but that just one or 2 files |
| 01:59:05 | sam686 | the timer changes on GameType, though Turns out I didn't need to do a whole lot of changse.. |
| 01:59:20 | sam686 | even though that was a lot of files I changed. |
| 02:00:40 | sam686 | oh, early back then, my biggest changes is.. just fixing the inconsistent line endings.. |
| 02:00:57 | raptor | that's a great way to increase your line-change count! |
| 02:03:10 | amgine123 | what about me lmao |
| 02:05:13 | | Skybax Quit (Read error: Connection reset by peer) |
| 02:05:31 | Nothing_Much | amgine123: you're a good contributor to bug finding! |
| 02:05:34 | raptor | do we keep track of kill streaks in the database? |
| 02:05:43 | kaen | I'm a good contributor in bug making! |
| 02:05:46 | kaen | raptor, not afaik |
| 02:09:38 | raptor | I can't believed we had a heart for a zone icon at one time... |
| 02:09:51 | sam686 | theres mLongestKillStreak in statistics but no in PlayerStats, I can add that.. |
| 02:09:58 | kaen | ahaha |
| 02:10:07 | kaen | I'm still ok with changing it back. |
| 02:10:23 | kaen | I say just leave it sam |
| 02:10:42 | sam686 | ok |
| 02:11:25 | kaen | raptor, I like your analysis of the commit logs :) |
| 02:11:44 | kaen | I definitely get grandiose plans in my head sometimes. |
| 02:12:04 | kaen | but still have a healthy love of bug hunting. |
| 02:12:15 | phillreeder | oh kaen, the bot didn't work because I forgot a return line. here's the real one: http://pastie.org/8518056 |
| 02:12:27 | kaen | mostly for survival because I know I introduce lots more than I find :P |
| 02:12:31 | kaen | ah, great phillreeder ! |
| 02:12:37 | kaen | I figured it was something like that. |
| 02:14:27 | | phillreeder is now known as phil |
| 02:32:34 | kaen | just had an awesome wrapping paper roll swordfight with my girlfriend |
| 02:32:38 | kaen | (I won) |
| 02:33:14 | | phil Quit (Ping timeout: 264 seconds) |
| 02:42:11 | | kumul Quit (Ping timeout: 265 seconds) |
| 02:44:28 | raptor | haha |
| 02:45:26 | raptor | ok folks!: http://board.net/p/bf_019_changes |
| 02:45:47 | raptor | kaen / sam686 feel free to reorder, move around stuff |
| 02:46:06 | raptor | also feel free to pull out more of the Lua API or UI changes since I summed them up |
| 02:46:15 | sam686 | All I see is Collaborate seamlessly on documents! This pad text is synchronized as you type, so that everyone viewing this page sees the same text. ... |
| 02:47:55 | sam686 | I don't actually see the changes at all, just some dumb introduction of this website |
| 02:50:51 | sam686 | do you even see my "hi?" in that board link? |
| 02:52:10 | raptor | no |
| 02:52:39 | raptor | argh |
| 02:52:52 | sam686 | I think board.net is broken it appears |
| 02:53:03 | sam686 | my HI disappears when I rejoin the board |
| 02:53:14 | sam686 | anything I type disappears when I rejoin |
| 02:53:24 | raptor | ok try here: http://beta.etherpad.org/bf_019_changes |
| 02:53:59 | sam686 | works fine on that one |
| 02:54:21 | raptor | ok good |
| 02:55:24 | | Skybax has joined |
| 03:07:30 | sam686 | The map "Foiled" have a problem with buildBotMeshZones |
| 03:08:19 | sam686 | more like a crash problem |
| 03:20:02 | kaen | you're right! |
| 03:23:29 | | destroyerimo_ has joined |
| 03:28:06 | kaen | it's those polywalls in the center |
| 03:30:36 | sam686 | poly2tri/sweep/sweep.cpp line 122, adding if(triangle) appear to fix the crash, and zones appears to generate fine after that |
| 03:30:54 | raptor | hi again |
| 03:31:02 | sam686 | .cc i meant not .cpp |
| 03:31:28 | raptor | wait what?? |
| 03:31:28 | sam686 | the level foilage have a bot genergating crash problem |
| 03:31:37 | raptor | where is that level? |
| 03:32:22 | sam686 | http://sam6.25u.com/upload/upload_Foiled.level i think thats the one |
| 03:32:42 | kaen | /dlmap kaen_foiled |
| 03:33:14 | kaen | kind of a weird coincidence that the last map I made for 018a crashes 019 ... |
| 03:33:26 | kaen | and also that it "foils" the triangulator. |
| 03:33:37 | raptor | oh ouch, hard crash doing that dlmap |
| 03:33:47 | kaen | ._. |
| 03:33:49 | raptor | http://pastie.org/pastes/8518122/text |
| 03:34:03 | raptor | that so messed up |
| 03:34:50 | raptor | here: http://pastie.org/pastes/8518125/text |
| 03:34:55 | raptor | in gdb |
| 03:35:36 | raptor | I'll look into the botzones if someone wants to look at that crash.. |
| 03:35:45 | raptor | all i did was /dlmap kaen_blah |
| 03:35:56 | sam686 | I can't scroll through the list of levels fast anymore on 019 (play different level) |
| 03:36:01 | kaen | ok I will |
| 03:36:12 | sam686 | even clicking the blue arrow selects the level instead of scrolling |
| 03:36:38 | raptor | ok sam686 want to tackle that one? |
| 03:36:48 | raptor | yay 3 bugs in a few short minutes on release day... ... |
| 03:36:49 | | kumul has joined |
| 03:37:59 | raptor | actually, i'm suspicious of watusimoto's recent rpc changes with the music stuff... |
| 03:38:27 | raptor | i think he may have messed something up with the StringPtr or StringTableEntry |
| 03:40:24 | sam686 | This is how I often find which menu it is, I look and search for a text in-game like "CHOOSE LEVEL" |
| 03:40:30 | | BFLogBot Commit: 5e27a43b0635 | Author: buckyballreaction | Message: Update editor plugin readme |
| 03:40:49 | raptor | hard crash on zone trangulation too??? |
| 03:42:21 | kaen | yes |
| 03:42:27 | sam686 | poly2tri/sweep/sweep.cc line 121/122 have NULL triangle |
| 03:43:22 | sam686 | changing line 122 to if(triangle) EdgeEvent( tcx, ep, *p1, triangle, *p1 ); appears to fix the crash, and looks like its still ok with bot zone generation (/showzones) |
| 03:43:45 | raptor | that's messed up.. |
| 03:43:56 | Nothing_Much | Hello again |
| 03:45:29 | sam686 | and once again, i had to remove the isLocalTestServer in showZonesHandler() ChatCommands.cpp to use /showzones while hosting |
| 03:45:46 | sam686 | of course showing zones only works when hosting locally |
| 03:46:06 | sam686 | or when testing from editor |
| 03:47:44 | raptor | nows the time to make any fixes... harmless fixes, or necessary ones |
| 03:47:54 | raptor | i have another idea about that botzone crash |
| 03:48:59 | raptor | or not... it faild again |
| 03:59:41 | kaen | think I fixed the dlmap one |
| 03:59:45 | kaen | or one of the dlmap ones. |
| 04:00:08 | raptor | i got the foiled map down to this, to do the crash: http://sam6.25u.com/upload/foiled2.level |
| 04:00:22 | raptor | there was more than 1 dlmap crash? |
| 04:01:32 | | destroyerimo has joined |
| 04:01:48 | | BFLogBot Commit: b99e3a2fb8aa | Author: kaen | Message: don't store references outside of their guaranteed lifetime |
| 04:01:52 | destroyerimo | wth! |
| 04:01:55 | kaen | maybe it was the same one |
| 04:02:00 | destroyerimo | why do i have a clone!? |
| 04:02:53 | raptor | testing that kaen... i would have never gotten that |
| 04:03:06 | | BFLogBot Commit: c19ae6f7a702 | Author: sam8641 | Message: Fix Level select missing Parent::idle that was preventing scrolling fast. |
| 04:03:23 | raptor | still crashes kaen :( |
| 04:03:26 | kaen | :< |
| 04:03:32 | kaen | stopped crashing for me :/ |
| 04:03:44 | kaen | maybe there are more |
| 04:05:48 | kaen | maybe the other wrapString needs it too? |
| 04:06:11 | raptor | could be... but it seem so unrelated |
| 04:06:59 | kaen | what I thought was happening was it was pushing the indentPrefix by reference, and it becomes dangling once the indentPrefix is totally out of scope |
| 04:07:37 | kaen | because it crashed destructing Vector<string> wrapped for me |
| 04:07:57 | kaen | (still doesn't crash for me anymore, a dozen attempts later |
| 04:07:58 | raptor | odd |
| 04:07:59 | kaen | ) |
| 04:08:05 | raptor | let me make clean |
| 04:09:54 | kaen | gah. more triangulation crashes on biosynthesis |
| 04:10:08 | raptor | WHAT |
| 04:10:19 | kaen | we just played that one a few days ago |
| 04:10:26 | raptor | didn't you make that level with the new triangulation? |
| 04:10:41 | raptor | i wonder if there's something else going on... |
| 04:11:01 | raptor | still crash with /dlmap |
| 04:11:03 | sam686 | Does this fix all your triangulation crash? changing line 122 to if(triangle) EdgeEvent( tcx, ep, *p1, triangle, *p1 ); // Added if(triangle) |
| 04:11:12 | raptor | time for valgrind... |
| 04:11:14 | sam686 | in sweep.cc |
| 04:11:57 | kaen | testing, sam686 |
| 04:12:12 | raptor | sam686: it might.. t emporarily, but i'm starting to think it's some other memory bug |
| 04:13:12 | sam686 | it could just be some dumb inaccurate floating point calculation or loss or precision |
| 04:14:15 | kaen | that assert says colinear points. |
| 04:14:43 | raptor | odd.. |
| 04:16:18 | kaen | yep, fixes both |
| 04:16:23 | kaen | and the zones are perfect. |
| 04:16:33 | kaen | I say ship it. |
| 04:16:39 | raptor | except i just got it to generate zones once |
| 04:16:47 | kaen | they should have written a null check in there anyway |
| 04:16:52 | raptor | with moving the barriers, as is, slightly |
| 04:16:55 | kaen | oh |
| 04:17:29 | raptor | also the dlmap crash: http://pastie.org/pastes/8518157/text |
| 04:17:31 | raptor | from valgrind |
| 04:18:00 | raptor | kaen: maybe the conversion to new editor points with gridsize is making some colinear? |
| 04:18:26 | kaen | hmm perhaps |
| 04:18:27 | raptor | that's my next guess if it isn't some wild memory error |
| 04:18:49 | kaen | raptor, didn't you just update fontstash today? |
| 04:19:05 | raptor | I did, yes... maybe that's the problem? |
| 04:19:11 | kaen | hopefully :) |
| 04:19:16 | raptor | let me revert that... |
| 04:20:31 | raptor | nope, wasn't it |
| 04:23:09 | sam686 | 019 broke my "Dungeon with fake stuff", mustly just the forcefield part suppose to go all the way to the end. http://sam6.25u.com/bitfighter/levels3/dungeon_Dungeon_with_Fake_Stuff.level |
| 04:23:58 | sam686 | screenshot http://sam6.25u.com/upload/screenshot_142.png |
| 04:24:15 | raptor | heh |
| 04:24:32 | raptor | i've seen a few of those.. probably also with gridsize upscaling? |
| 04:24:39 | sam686 | its partially because 018a only checks the collision on only the middle part of forcefield |
| 04:24:48 | raptor | ahhh |
| 04:25:26 | sam686 | 019 forcefield checks the collision of both edge lines of forcefield, while 018a does only the middle center line |
| 04:26:40 | raptor | kaen: can you make those same shapes in 019 now? |
| 04:26:58 | kaen | you mean create them? |
| 04:27:03 | raptor | yes |
| 04:27:13 | kaen | I'm sure I can |
| 04:27:23 | sam686 | More forcefield problem afther that change http://sam6.25u.com/upload/screenshot_143.png different level |
| 04:27:36 | raptor | kaen: this level crashes it: http://sam6.25u.com/upload/foiled2.level |
| 04:27:44 | raptor | but if you remove one of the wall blocks, it doesn't... |
| 04:28:06 | raptor | and if you move the walls together to another location, it doens't crash either |
| 04:28:13 | kaen | memcheck=full gives me over 100 memory errors :< |
| 04:28:27 | raptor | all in tnl, i bet... |
| 04:28:57 | sam686 | heres more forcefield problem 019 http://sam6.25u.com/upload/screenshot_144.png |
| 04:29:06 | sam686 | that same level worked fine loading 018a |
| 04:29:10 | kaen | lot's in videosystem |
| 04:29:21 | kaen | one at 0x86750E0: Zap::GameUserInterface::prepareStars() (UIGame.cpp:743) |
| 04:29:22 | raptor | yeah, ignore video system - they are known SDL bugs |
| 04:29:26 | raptor | what |
| 04:30:27 | kaen | and then tons in TNL, yeah |
| 04:37:26 | raptor | i'm backing out my wrapped string changeset to see if that was it.. |
| 04:39:10 | raptor | yep kaen, backing out that changeset did it |
| 04:39:22 | kaen | raptor, RenderUtils.cpp:750 |
| 04:39:24 | kaen | const string &str |
| 04:39:27 | kaen | remove the ref |
| 04:39:40 | kaen | and do it in the header and try it |
| 04:40:30 | raptor | ok |
| 04:40:42 | raptor | i don't understand any of this... |
| 04:40:49 | raptor | almsot done compiling.. |
| 04:41:17 | kaen | it's a ref to the string that the char* is pointing at |
| 04:41:23 | raptor | still crashes |
| 04:41:27 | kaen | ok |
| 04:41:32 | kaen | I'm out of ideas. |
| 04:41:40 | raptor | well this changeset broke it: 44d38326476b |
| 04:41:44 | raptor | i made that |
| 04:41:53 | raptor | and I don't know why it would break it. sam686 any ideas? |
| 04:42:05 | kaen | I guess I'd take bad text wrapping over a crash |
| 04:44:26 | raptor | yeah, me too... |
| 04:45:32 | sam686 | have you tried const char *indentPrefix instead of const string? |
| 04:45:40 | raptor | no, but I will... |
| 04:47:27 | raptor | "The default argument of a (mutable) reference must be an l-value" |
| 04:47:37 | raptor | wait, this is immutable |
| 04:49:07 | raptor | const char* fails |
| 04:54:28 | kaen | right, that's what I was looking at |
| 04:54:42 | kaen | and that char* points to the const string &str when it crashes |
| 04:55:27 | kaen | oh, I mean the *(unsigned char*)s) in fontstach.c |
| 04:55:30 | kaen | stash |
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| 04:59:26 | sam686 | https://code.google.com/p/bitfighter/issues/detail?id=159 ... I don't know if I want that change.. I have seen forcefield passing through polywall but only in editor 018a, it doesn't pass through polywall in-game or testing-game |
| 04:59:56 | | kumul Quit (Ping timeout: 265 seconds) |
| 05:00:32 | sam686 | with that change, there now bugs on some existing levels, some forcefield really close to corner of walls, others rely on passing through tiny path between walls |
| 05:00:42 | raptor | what do you think kaen, should that change to FFs geometry be reverted? I know watusimoto wanted it... |
| 05:02:52 | kaen | tough call |
| 05:03:14 | kaen | but it breaks existing levels and I don't see a reason why it's really needed |
| 05:03:27 | raptor | it was need for one really weird bug |
| 05:03:30 | raptor | *needed |
| 05:03:38 | kaen | oh |
| 05:04:12 | sam686 | probably editor 019 changed quite a bit the forcefield won't pass through the corner of polywall like it did on 019a.. |
| 05:05:40 | raptor | that may be true |
| 05:06:00 | kaen | I think the fix is actually to consider endpoints of linesegments when testing for intersection. |
| 05:06:08 | raptor | kaen: i agree |
| 05:06:10 | kaen | which is usually just a change in a conditional. |
| 05:06:14 | raptor | it's an algorithmiv one... |
| 05:06:31 | kaen | ok |
| 05:06:38 | kaen | question: |
| 05:06:45 | kaen | how badly do we want to release tonight? |
| 05:06:53 | kaen | because the bugs have really started piling up |
| 05:07:10 | kaen | and we've all been pushing a bunch of last-minute changes without any player testing |
| 05:07:13 | kaen | and there's some things it turns out we still want. |
| 05:07:35 | raptor | yeah... i'm starting to think today is not release day... :( |
| 05:07:40 | kaen | I have to agree :< |
| 05:07:46 | raptor | but feature freeze day? ... sigh |
| 05:07:46 | kaen | ok, so how about this |
| 05:07:49 | kaen | yes |
| 05:07:52 | raptor | ONLY bug fixes |
| 05:08:00 | sam686 | apparently the bug with forcefield passing through objects could still happen on editor 019 (with the old ForceField::findForceFieldEnd) but I can't make it happen in-game, only editor |
| 05:08:03 | kaen | real, honest-to-goodness feature freeze |
| 05:08:07 | raptor | no refactor, no matter how small, unless it's to fix a bug |
| 05:08:22 | kaen | ok, agreed |
| 05:08:32 | kaen | we revert anything that gets pushed and isn't a bugfix |
| 05:08:40 | kaen | except for: |
| 05:08:43 | kaen | this polywall thing |
| 05:08:56 | kaen | which is really an alternative bug fix I guess |
| 05:09:01 | kaen | and uh... I think that's it. |
| 05:09:04 | raptor | k |
| 05:09:27 | kaen | ok |
| 05:09:38 | kaen | so I'll do the polywall thing since I can test it |
| 05:09:43 | sam686 | I am hinting some complaints to some people with that change to forcefield breaking some old levels.. |
| 05:11:32 | raptor | wait what? |
| 05:11:41 | raptor | kaen: ok |
| 05:11:47 | raptor | sam686: kaen will fix that.. |
| 05:16:29 | amgine123 | uh |
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| 05:20:54 | raptor | this string issue makes no sense at all |
| 05:21:19 | sam686 | how to I make the string issue crash on me? |
| 05:22:04 | raptor | sam686: host game |
| 05:22:15 | raptor | do command: /dlmap something |
| 05:24:12 | raptor | it crashes when showing the message "Downloading something" |
| 05:24:17 | sam686 | already did /dlmap kaen_foiled but no crash, downloads fine, on windows |
| 05:31:04 | raptor | my trial-and-error ideas are not quite out yet... |
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| 05:45:59 | raptor | failed again... |
| 05:52:11 | raptor | kaen: could this be what is happening? (if you're still around): http://stackoverflow.com/questions/8225687/disappearing-string-in-custom-c-exception-class |
| 06:00:36 | raptor | ok, starting to get frustrated - it's like the char* disappears in before the gl call |
| 06:01:08 | sam686 | where? |
| 06:03:01 | sam686 | EngineeredItem line 1548 changing getWallEdgeDatabase to getWallSegmentDatabase fixes forcefield going through corners of polywall in editor |
| 06:03:01 | raptor | http://pastie.org/pastes/8518239/text |
| 06:03:01 | raptor | that's the back trace |
| 06:03:19 | raptor | but it doesn't really give a clue |
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| 06:08:24 | sam686 | is the problem libGL? not sure if you have buggy opengl.. |
| 06:09:11 | sam686 | i can test on my linux |
| 06:12:22 | sam686 | ///dlmap kaen_foiled |
| 06:12:36 | raptor | wrong window.. |
| 06:12:43 | sam686 | ////dlmap kaen_foiled works fine on my linux |
| 06:13:08 | sam686 | can't chat starting with a single / |
| 06:13:17 | raptor | ah yes |
| 06:16:18 | sam686 | maybe one of 2 things, memory corruption, or corrupt build. try make clean and make |
| 06:16:38 | sam686 | works fine for me.. |
| 06:16:41 | raptor | i've been doing lots of make clean |
| 06:17:25 | raptor | I have one last really good idea |
| 06:24:54 | | BFLogBot Commit: 033200506b1b | Author: buckyballreaction | Message: Revert 44d38326476b because of crash |
| 06:24:55 | | BFLogBot Commit: f9d03f942674 | Author: buckyballreaction | Message: Fix wrapped text size a different, and much simpler, way. Note that this also crashes on my computer when doing /dlmap |
| 06:24:59 | raptor | ok, see my latest commit - it's not fixed, but narrowed down, I think |
| 06:25:15 | raptor | tell me if that last one crashes for you |
| 06:26:10 | sam686 | ok |
| 06:31:12 | | BFLogBot Commit: 0d065212c47b | Author: sam8641 | Message: Made editor turret/ff snapping behavior more identical as in-game snapping. Use getWallSegmentDatabase, have WallSegment::getCollisionPoly() return the same format as all other objects. |
| 06:31:21 | sam686 | there, that fixes most of turret snapping accuracy problem |
| 06:32:05 | sam686 | and that also fixed the forcefield going through the corner of polywall, if/when we want to revert the forcefield end point behavior |
| 06:33:03 | raptor | kaen: still around? |
| 06:37:02 | sam686 | still have never been able to crash/segfault on neither linux/windows |
| 06:37:20 | raptor | ok, let me restart |
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| 06:42:26 | sam686 | | / /\ |--- |\ | |
| 06:42:26 | sam686 | |< /__\ |-- | \ | |
| 06:42:26 | sam686 | | \ / \|___ | \| |
| 06:42:40 | raptor | haha |
| 06:43:01 | sam686 | maybe part of the different on my linux is.. I wasn't compining as debug.. |
| 06:43:27 | raptor | ah, let me compile release |
| 06:43:34 | sam686 | and make debug isn't working at all "no rules" so I did "make help" but it didn't tell me how to make debug |
| 06:43:52 | raptor | cmake -DCMAKE_BUILD_TYPE=Debug .. |
| 06:44:14 | sam686 | maybe put that reminder inside the make debug? |
| 06:45:12 | sam686 | i mean "make help" whatever |
| 06:45:30 | raptor | i'm not sure how to do that with cmake (yet) |
| 06:45:54 | raptor | still crash on debug |
| 06:45:57 | raptor | now for release.. |
| 06:47:49 | sam686 | I keep having to delete kaen_foiled.level in order to download it again. |
| 06:48:13 | sam686 | which is another question, what if your downloaded kaen_foiled is outdated? and map maker updeted the map? |
| 06:48:30 | sam686 | still no crash for me.. |
| 06:48:50 | sam686 | no segfault either in debug build |
| 06:48:53 | raptor | i don't have to download it |
| 06:49:01 | raptor | i can just type: /dlmap fdjasfdsafdsa |
| 06:49:05 | raptor | and it crashes |
| 06:49:52 | sam686 | you need to somehow run it as software opengl to make sure it isn't the buggy driver causing problem |
| 06:50:07 | raptor | crashes in release compile, too |
| 06:50:18 | raptor | i'm not sure how to do that |
| 06:50:32 | sam686 | my linux program happen to just do software rendering when running through ssh/xming to have linux GUI on windows |
| 06:50:45 | raptor | ha! |
| 06:51:16 | sam686 | its gigabit connection so it isn't that slow, but the bigger the window the slower the FPS (getting about 10 fps) |
| 06:51:52 | sam686 | probably network-limited as it is already over 50% of gigabit bandwidth |
| 06:52:27 | sam686 | gcc --version mine is: gcc (Debian 4.8.2-1) 4.8.2 |
| 06:53:13 | raptor | mine is 4.7.2 |
| 06:53:20 | sam686 | you can try running bitighter inside virtual machine (a linux guest) to see if the problem is also there |
| 06:54:13 | sam686 | or you can somehow try to run bitfighter as software rendering.. |
| 06:55:02 | sam686 | usually guest virtual machine can't really use hardware opengl and help narrow down the problem.. |
| 06:55:38 | sam686 | Im not even sure what graphics hardware kaen uses.. closed source nvidia? |
| 06:56:16 | raptor | he used to be running software Mesa on an old laptop |
| 07:03:24 | raptor | ok, well, I need to go to bed - I am saddened we didn't release :( |
| 07:03:39 | raptor | I wanted to spend the last 4 hours building/deploying |
| 07:03:47 | raptor | so good night! |
| 07:03:53 | sam686 | ok |
| 07:06:39 | raptor | it crashed on my OSX vm |
| 07:07:28 | raptor | i'm going to build again on there and get a trace |
| 07:11:34 | sam686 | renderUtils.cpp line 749 wrapString, try adding & to the last arg |
| 07:11:54 | sam686 | also in .h |
| 07:12:29 | sam686 | have you made any unpushed changes? |
| 07:13:25 | raptor | nope, let me add that back again |
| 07:14:44 | raptor | trying that on OSX, too |
| 07:14:59 | destroyerimo | dat hard work |
| 07:15:08 | destroyerimo | u guys rock seriously XD |
| 07:16:16 | raptor | sam686: still crashes both on Linux and in my OSX vm |
| 07:16:19 | sam686 | let me try my rather old debian 32-bit virtualboc |
| 07:16:22 | sam686 | x |
| 07:17:52 | raptor | trace on osx: http://pastie.org/pastes/8518309/text |
| 07:18:05 | raptor | both 32bit and 64bit crashes |
| 07:18:46 | raptor | could it be because it came from a thread? |
| 07:18:58 | sam686 | ummm maybe thats the problem |
| 07:19:11 | sam686 | only the main thread can do opengl |
| 07:19:19 | raptor | ha! |
| 07:19:29 | sam686 | or multiple thread trying to access opengl at the same time and CRASH |
| 07:19:41 | raptor | yep, that must be what is happening |
| 07:19:57 | raptor | so we need to implement a queue or something |
| 07:20:13 | raptor | ok, that is a good thought - i need to sleep, but I think that is the problem |
| 07:20:26 | raptor | have a good night, and thanks for debugging with me! |
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| 10:43:49 | Watusimoto | hi alex_velea |
| 10:44:37 | alex_velea | Hello Watusimoto |
| 10:44:39 | Watusimoto | I'm about to step away for a while, but wanted to answer your question from last night |
| 10:44:46 | alex_velea | Ok |
| 10:44:51 | Watusimoto | about access to the object list in the database |
| 10:45:02 | Watusimoto | the answer is that there should already be a method that exposes that |
| 10:45:14 | Watusimoto | (if I remember your question correctly) |
| 10:45:20 | alex_velea | I did not found it .. |
| 10:45:22 | Watusimoto | I think you can get read-only access to the list |
| 10:45:35 | Watusimoto | tell me again the var you want, and I will find you the method |
| 10:46:17 | alex_velea | i think that const Vector<DatabaseObject *> *findObjects_fast(U8 typeNumber) const; may do it |
| 10:46:51 | alex_velea | but i don't know how that typeNumber works so i passed over it |
| 10:47:51 | alex_velea | I would like to get Vector<DatabaseObject *> mAllObjects; to know what changes happends |
| 10:50:17 | Watusimoto | yes, that's the one |
| 10:50:27 | Watusimoto | it's fast because it does no searching, just returns a pointer to the list |
| 10:51:08 | Watusimoto | there is a variant that requires no args |
| 10:51:15 | Watusimoto | just findObjects_fast() |
| 10:51:19 | Watusimoto | that returns all objects |
| 10:51:30 | alex_velea | And another question .. a wierd one .. i created the operator == for the DatabaseObject .. and if i try to use the == in an if it doen't even enter the == operator method |
| 10:51:30 | alex_velea | http://pastebin.com/S2msws2y |
| 10:52:42 | Watusimoto | the typeNumber, by the way, is just an enum of different types. For example, if you want to return only flags, you could do findObjects_fast(FlagTypeNumber). Not all types work in that context, but we can expand it if you find you need support for an additional types. |
| 10:54:02 | Watusimoto | could you please restate that last question? |
| 10:54:32 | Watusimoto | btw, I think in most cases, you can figure out which objects were changed without searching through the whole database |
| 10:54:45 | Watusimoto | for example, on a move operation, all the selected objects will be changed |
| 10:55:19 | Watusimoto | on a delete operation, again, all selected objects will be changed |
| 10:55:40 | Watusimoto | in a create operation, only one object will be changed, and you'll know which it is |
| 10:56:37 | Watusimoto | you'll also have the difficulty when comparing two object lists that the objects may have changed position (in the case of a delete, for example), so I think it may be more difficult to do it that way |
| 11:01:38 | alex_velea | well in my approach i will try to see what operations i need to do to make the 2 DB equal | insert and erase ... |
| 11:01:56 | alex_velea | I don't know how tha selected objects stuff work .. |
| 11:02:07 | Watusimoto | each object has a flag marking it as selected or not |
| 11:02:28 | Watusimoto | search for selected in the editor, and you'll find tons of examples of how to set it and read it |
| 11:02:48 | alex_velea | ok then :) |
| 11:03:03 | alex_velea | First i want to make it to work this way .. i have little work to do now. |
| 11:03:07 | Watusimoto | if(obj->isSelected()) |
| 11:03:16 | alex_velea | Then i try to do it that way. |
| 11:03:25 | alex_velea | I want at least to have a version that works .. |
| 11:03:46 | Watusimoto | For example, setCurrentTeam() only works on selected objects |
| 11:04:06 | Watusimoto | look around line 2547 in the editor |
| 11:04:35 | Watusimoto | ok, I need to step away for a while. My machine will be on, so I will see any messages you enter here, will try to answer questions later |
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| 11:42:30 | | BFLogBot Commit: 669f46b49494 | Author: sam8641 | Message: poly2tri fix NULL pointer crash, not 100% sure if that is the right fix but does prevent errors. |
| 11:42:32 | | BFLogBot Commit: 9e9af30c95bf | Author: sam8641 | Message: Fix Database Upload/Download Thread, displayErrorMessage is not multi-thread safe. |
| 11:42:33 | | BFLogBot Commit: bc7cb1fc910d | Author: sam8641 | Message: Make LevelDatabaseRate not crashy, but has "Error rating level: 400 (null)" |
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| 12:43:57 | Watusimoto_ | alex_velea: I'm back for a bit |
| 12:44:40 | Watusimoto_ | it ocurred to me that there is a situation where my suggestion will not work, and you'll have to do things the way you originally proposed -- when someone runs a plugin, there is no way of really knowing what it will do, because it could do anything |
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| 12:46:54 | Watusimoto_ | in that situation, the only way to know what happened is to compare before with after |
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| 13:18:12 | Watusimoto_ | kaen: ping me when you are around |
| 13:18:16 | Watusimoto_ | please |
| 13:19:03 | Watusimoto_ | sam686: I assume you are not around either, but when you are, please ping me |
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| 13:47:05 | phil | good morning |
| 13:55:13 | YoshiSmb | good morning phil |
| 14:02:31 | Watusimoto_ | hi |
| 14:29:50 | phil | Watusimoto: you mentioned the gateway between zones and I'm trying to implement that, is finding that point a already built in function or do I need to calculate it? |
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| 14:39:49 | Watusimoto_ | hi phil, sorry, was away for a sec |
| 14:40:27 | Watusimoto_ | there is not a function exposed to lua, but it's calculated and stored in the c++ side |
| 14:40:36 | Watusimoto_ | let me find it for you |
| 14:40:48 | Watusimoto_ | then we can decide whether to expose it or to move your code to c+ |
| 14:40:49 | Watusimoto_ | + |
| 14:41:21 | Watusimoto_ | The class is BotNavMeshZone |
| 14:42:16 | Watusimoto_ | so a zone has a list of neighbors (Vector<NeighboringZone> mNeighbors) |
| 14:42:50 | Watusimoto_ | each NeighboringZone has a borderCenter, which is that gateway point I was talking about |
| 14:43:14 | Watusimoto_ | in c++, the bot should know which zone it is in, from which you can grab the neighbors, and thus the borderCenters |
| 14:43:24 | Watusimoto_ | (we really should rename borderCenter to something more... interesting) |
| 14:43:36 | phil | does that borderCenter happen to be the point the bot moves to in order to move to the target? |
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| 14:44:17 | phil | as a temp solution, I just had it aim to the point it was moving (assuming it was the border) when there was an object inbetween |
| 14:47:10 | Watusimoto_ | generally yes, but bots look ahead to more distant waypoints and if they can got straight and cut their distance a little they will |
| 14:47:14 | Watusimoto_ | (if that makes sense) |
| 14:48:49 | Watusimoto_ | if the bot is flying towards its target, then ... well.. that might be a good solution, actually |
| 14:51:46 | phil | testing it, I found a lot of the times it seemed to work really well, but then there were some time that really looked silly |
| 14:52:38 | Watusimoto_ | what is the difference between those times? |
| 14:54:04 | phil | actually looking again I can't really see any obvious flaws |
| 14:54:24 | phil | I think I fixed the big problem |
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| 14:54:51 | Watusimoto_ | that sounds promising! |
| 14:54:59 | raptor | TODAY IS RELEASE DAY |
| 14:55:00 | Watusimoto_ | morning raptor |
| 14:55:00 | phil | yep I'm really starting to like this, feels a lot better |
| 14:55:04 | phil | morning |
| 14:55:13 | Watusimoto_ | what happened to yesterday is release day? :-) |
| 14:55:30 | Watusimoto_ | time always slips away, does it not? |
| 14:55:31 | raptor | no comment... |
| 14:55:34 | Watusimoto_ | especially on release day |
| 14:55:39 | raptor | lots of last minute crashing |
| 14:55:42 | Watusimoto_ | yes, espicially then |
| 14:56:06 | phil | Watusimoto I'm going to submit this so you can look at it when you want |
| 14:56:17 | Watusimoto_ | ok, great |
| 14:57:11 | raptor | oh hey, looks like sam686 possibly fixed everything in my sleep |
| 14:57:16 | raptor | testing... |
| 14:59:06 | | destroyerimo_ has joined |
| 15:01:31 | raptor | oh man, sam686's fixes are complex... I'm scared |
| 15:02:07 | | destroyerimo Quit (Ping timeout: 246 seconds) |
| 15:02:51 | | destroyerimo__ Quit (Ping timeout: 260 seconds) |
| 15:03:51 | | destroyerimo_ Quit (Ping timeout: 260 seconds) |
| 15:04:10 | raptor | Watusimoto_: because of the disasters yesterday, we (kaen and I) want to put into effect a *real* code freeze - no commits unless they're genuine bug fixes |
| 15:04:28 | Watusimoto_ | I'm fixing an editor bug right now :-) |
| 15:04:31 | Watusimoto_ | a regression, even! |
| 15:04:40 | raptor | heh |
| 15:04:54 | raptor | did you do a pull since sam686's latest commits? |
| 15:04:59 | Watusimoto_ | but easily tested, relatively non-invoasive |
| 15:05:11 | Watusimoto_ | I don't think so |
| 15:05:31 | Watusimoto_ | lots of commits! |
| 15:05:46 | raptor | because his changes are a lot more complex than I am comfortable with and I'd like as many people as possible running the latest |
| 15:05:55 | Watusimoto_ | ok, will update asap |
| 15:06:28 | Watusimoto_ | anything in particular? |
| 15:06:45 | raptor | two major issues - poly2tri crashes with levels |
| 15:06:47 | raptor | and |
| 15:06:54 | | destroyerimo has joined |
| 15:06:57 | Watusimoto_ | gulp |
| 15:07:00 | raptor | opengl calls from within threads |
| 15:07:27 | Watusimoto_ | ok, I understand |
| 15:07:42 | raptor | the poly2tri crashes are a little odd and I'm not worried too much about the band-aid that was applied |
| 15:07:51 | raptor | but the thread changes were quite significant |
| 15:08:00 | raptor | like architecturally significant |
| 15:08:58 | raptor | and the fixes were added at like 5 in the morning (after being awake all night) |
| 15:09:28 | raptor | roughly |
| 15:09:42 | | destroyerimo_ has joined |
| 15:11:39 | Watusimoto_ | somehow we now have freefloating turrets |
| 15:11:59 | Watusimoto_ | I didn't think this was possible |
| 15:12:08 | raptor | are you running on the latest? |
| 15:12:24 | Watusimoto_ | no |
| 15:12:35 | Watusimoto_ | I'll commit my changes to date so I can update |
| 15:12:41 | | destroyerimo Quit (Ping timeout: 245 seconds) |
| 15:12:42 | Watusimoto_ | I'm back to stable |
| 15:12:46 | raptor | because sam686 made this commit and i'm not sure of its full effect: sam686: |
| 15:12:51 | raptor | oops |
| 15:12:54 | raptor | https://code.google.com/p/bitfighter/source/detail?r=0d065212c47b81d6c51ccc24a40e167b7ae64fdf |
| 15:13:35 | Watusimoto_ | I think the issue is different -- unmounted turrets shouldn't be loaded into the game |
| 15:13:56 | raptor | i've seen those in every release, I think |
| 15:14:17 | | YoshiSmb has joined |
| 15:15:26 | | BFLogBot Commit: 52544f16e5a8 | Author: watusimoto | Message: Add a novella |
| 15:15:27 | | BFLogBot Commit: edad27358edb | Author: watusimoto | Message: Whitespace |
| 15:15:29 | | BFLogBot Commit: 8bea386c7951 | Author: watusimoto | Message: Further work on weird engr item snapping edge cases. Unsnapped items no longer "get tired" after a snap attempt; things are less weird now but still a little creepy. |
| 15:15:30 | | BFLogBot Commit: 6cdd4d3ce6ac | Author: watusimoto | Message: Merge |
| 15:16:07 | | BFLogBot Commit: 70d4dd04ed7b | Author: watusimoto | Message: CRLF |
| 15:16:14 | Watusimoto_ | IT'S NOT ME!! |
| 15:16:40 | raptor | heh... it does look like it's sam686 this time... |
| 15:18:50 | YoshiSmb | srly? sam, did you do this? |
| 15:18:55 | raptor | for posterity: http://imagebin.org/279673 |
| 15:19:17 | Watusimoto_ | you know, I just thoght of a much less complex way to solve this snapping issue |
| 15:19:36 | Watusimoto_ | maybe |
| 15:20:07 | Watusimoto_ | why zones thorugh the top wall? |
| 15:21:25 | | BFLogBot Commit: 5d6c0df6a065 | Author: buckyballreaction | Message: Fix compiling |
| 15:21:26 | | BFLogBot Commit: 8688436dcaf5 | Author: buckyballreaction | Message: Revert 669f46b49494. This is not the poly2tri fix you're looking for |
| 15:21:33 | raptor | yeah, that was a fix to poly2tri that sam686 thought might work - it doesn't work |
| 15:21:52 | raptor | so now the crash is back, but zones are working properly... |
| 15:23:35 | Watusimoto_ | I like your comment |
| 15:23:44 | raptor | also Watusimoto_, here is a list of changes I compiled through the commit log: http://beta.etherpad.org/bf_019_changes |
| 15:23:55 | raptor | feel free to add to/ remove from/edit |
| 15:32:08 | raptor | reduced the crashing case to this: http://sam6.25u.com/upload/foiled3.level |
| 15:45:03 | raptor | ha kaen, i think I was right! the crash is because of floating point rounding errors after multiplying by gridsize |
| 15:46:22 | raptor | and I cannot duplicate when trying with levels direclty created in 019 |
| 15:53:02 | raptor | so, now what is the proper fix... should I round to 0.001 when multiplying by gridsize?? |
| 16:04:55 | | BFLogBot Commit: 470f1fb4ce7a | Author: watusimoto | Message: Add TODO for after release |
| 16:04:57 | | BFLogBot Commit: 438795276726 | Author: watusimoto | Message: Fix warning |
| 16:04:59 | Watusimoto_ | so what is the problem, exactly |
| 16:05:34 | raptor | that level above crashes the game |
| 16:05:37 | Watusimoto_ | yes |
| 16:05:42 | Watusimoto_ | crashes triangulation |
| 16:05:45 | raptor | because poly2tri is too stupid |
| 16:05:55 | raptor | but clipper is fine! |
| 16:06:07 | Watusimoto_ | TRIANGLE |
| 16:08:28 | raptor | Triangle means no debian |
| 16:09:35 | Watusimoto_ | I know |
| 16:09:39 | Watusimoto_ | but... TRIANGLE |
| 16:13:56 | raptor | notice line 12 and 20 (output from clipper): http://pastie.org/8519090 |
| 16:16:56 | | BFLogBot Commit: 63ba5a039846 | Author: watusimoto | Message: Make functions const |
| 16:16:58 | | BFLogBot Commit: 9d0d8dea4a06 | Author: watusimoto | Message: Fix a few lingering "snap-to-ghost-wall" scenarios by giving engr snapping functions an exclude list of walls they should not snap to |
| 16:17:18 | | antoniomdk has joined |
| 16:17:32 | Watusimoto_ | 12 and 20 look rather similar... brothers? |
| 16:17:54 | raptor | there in the same 'hole' |
| 16:18:00 | Watusimoto_ | yes |
| 16:18:01 | raptor | and poly2tri can't handle that |
| 16:18:13 | Watusimoto_ | so it creaets a pinch point |
| 16:18:30 | raptor | it happened because of three things in a row: |
| 16:18:37 | Watusimoto_ | I assume the input is ok, it's just some floating point rounding junk that creates the problem |
| 16:18:38 | raptor | 1. original level created in 018a |
| 16:18:46 | raptor | (with gridsize 255) |
| 16:19:13 | raptor | 2. two walls overlap identically, but have our floating precision problem from 018a |
| 16:19:25 | Watusimoto_ | what does that mean? |
| 16:19:34 | Watusimoto_ | oh, one wall atop the other |
| 16:19:50 | raptor | look at the source test case: http://sam6.25u.com/upload/foiled3.level |
| 16:19:54 | raptor | that i reduced it to |
| 16:19:59 | raptor | yes, a pinch point |
| 16:20:09 | raptor | actually, i think there's a clipper option to not output those... |
| 16:21:37 | antoniomdk | Hi! |
| 16:22:29 | Watusimoto_ | hi antoniomdk |
| 16:22:35 | Watusimoto_ | you saw my comment? |
| 16:22:40 | raptor | whoa! I just found this!: http://javascript.poly2tri.googlecode.com/hg/index.html |
| 16:22:45 | antoniomdk | Yes |
| 16:23:03 | Watusimoto_ | excellent!! |
| 16:23:12 | antoniomdk | But, I have a problem |
| 16:23:20 | raptor | use this data and it tells you exactly what's wrong: http://pastie.org/8519108 |
| 16:23:55 | antoniomdk | When I try generate the solution, I have problems |
| 16:24:26 | antoniomdk | I´m using Cmake GUI |
| 16:24:41 | Watusimoto_ | had colinear |
| 16:24:48 | Watusimoto_ | antoniomdk: you mean you are having build problems |
| 16:24:58 | antoniomdk | Yes |
| 16:24:59 | Watusimoto_ | use cmake from the cmd line; it's much easier |
| 16:25:03 | Watusimoto_ | cmake .. |
| 16:25:05 | Watusimoto_ | that's it |
| 16:25:25 | antoniomdk | I don´t know how do it |
| 16:25:30 | raptor | !gci |
| 16:25:30 | BFLogBot | GCI Students Welcome! Please see: http://bitfighter.org/wiki/index.php/GCI_Student_Bootstrap for getting started. |
| 16:25:36 | Watusimoto_ | I am sure it would work from the gui, but I've never tried it, so don;t know how it works |
| 16:26:08 | antoniomdk | The gui says: |
| 16:26:16 | Watusimoto_ | raptor: can we elimintate collinear segments? |
| 16:26:28 | antoniomdk | CMake Error: CMake was unable to find a build program corresponding to "Visual Studio 12". CMAKE_MAKE_PROGRAM is not set. You probably need to select a different build tool. CMake Error: Could not find cmake module file: C:/Users/Congreso/Documents/DESARROLLOS/antoniomdk1-bitfighter/CMakeFiles/2.8.12.1/CMakeCCompiler.cmake CMake Error: Could not find cmake module file: C:/Users/Congreso/Documents/DESARROLLOS/antoniomdk1-bitfi |
| 16:27:08 | raptor | it might be an older version of cmake? |
| 16:27:13 | raptor | oh, no its now |
| 16:27:18 | raptor | *not |
| 16:27:37 | raptor | that's a generator |
| 16:28:00 | antoniomdk | That´s the last version |
| 16:28:08 | raptor | yeah he has the correct version |
| 16:28:11 | Watusimoto_ | you installed it "normally" right? |
| 16:28:18 | antoniomdk | Yes |
| 16:28:27 | Watusimoto_ | try it from the cmd line |
| 16:28:48 | Watusimoto_ | open a cmd window, navigate to the build folder, type cmake .. |
| 16:28:57 | Watusimoto_ | I'll be back in a few minutes |
| 16:29:04 | antoniomdk | Ok |
| 16:29:14 | raptor | if he's on windows, then it needs to be: cmake -G "Visual Studio12" .. |
| 16:29:53 | antoniomdk | that command doesn´t work |
| 16:30:30 | raptor | did you go into the 'build' sub-directory? |
| 16:31:02 | antoniomdk | yes |
| 16:31:16 | raptor | what't the error? |
| 16:32:38 | antoniomdk | cmake is not reconozided |
| 16:32:45 | raptor | ah... it's not on your PATH |
| 16:32:59 | raptor | are you familiar with command line? |
| 16:33:08 | antoniomdk | No |
| 16:33:16 | antoniomdk | I only know cd command |
| 16:34:11 | raptor | hmm... ok |
| 16:34:29 | raptor | let me attempt the GUI for you. I'm not normally a windows user, but I'll see what I can do.. |
| 16:35:00 | raptor | ah ok |
| 16:35:06 | antoniomdk | Ok, thank you |
| 16:35:09 | raptor | have you restarted the computer since running cmake? |
| 16:35:13 | raptor | since *installing |
| 16:35:14 | antoniomdk | no |
| 16:35:37 | | LordDVG has joined |
| 16:35:41 | raptor | it should be available in the command line, but might not be until you restart after installing it |
| 16:36:11 | antoniomdk | Ok, I´m going to restart my computer |
| 16:39:54 | raptor | ok |
| 16:44:34 | raptor | antoniomdk: tell me when you're back |
| 16:46:56 | raptor | Watusimoto_: looks like this is what we want but it's not available in our version of clipper: http://www.angusj.com/delphi/clipper/documentation/Docs/Units/ClipperLib/Classes/Clipper/Properties/StrictlySimple.htm |
| 16:51:29 | | antoniomdk Quit (Ping timeout: 250 seconds) |
| 17:01:21 | Watusimoto_ | what version is it available for? |
| 17:01:36 | raptor | not sure, but the API has changed... |
| 17:01:48 | raptor | i found 'CleanPolygons' that I'm trying out, too... |
| 17:02:00 | Watusimoto_ | raptor: I just use cmake without specifying version. I get vs2010 files, which are converted by vs13 |
| 17:02:23 | raptor | oh really?? |
| 17:02:25 | raptor | interesting |
| 17:02:36 | raptor | well, I got the GUI to work, so I think he just has a misconfiguration |
| 17:02:46 | Watusimoto_ | works for me; once built the first time, I don't need to worry even after they project rebuild |
| 17:02:53 | Watusimoto_ | sounds like it |
| 17:06:31 | raptor | I've been reading this page, it is quite informative: http://www.angusj.com/delphi/clipper/documentation/Docs/Overview/Rounding.htm |
| 17:10:44 | Watusimoto_ | maybe we shuold move to integer coords! |
| 17:12:09 | raptor | we do |
| 17:14:53 | | YoshiSmb Quit (Ping timeout: 250 seconds) |
| 17:15:42 | raptor | honestly, the crashes only occur on two of kaen's levels that used his special math-generation plugins |
| 17:17:08 | raptor | argh, i can't hook up the cleaning methods without significant architectural changes.. |
| 17:19:58 | kaen | hi all |
| 17:20:08 | raptor | good morning! |
| 17:20:12 | raptor | it's release day! |
| 17:20:14 | kaen | we should make sure antionimdk actually has VS12 installed |
| 17:20:22 | kaen | two release days in a row \o/ |
| 17:21:03 | kaen | because we recommend the VS10 generator in our build instructions |
| 17:21:14 | Watusimoto_ | vs10 works for me with vs13 |
| 17:21:29 | Watusimoto_ | the vs10 generator works, I mean |
| 17:21:51 | Watusimoto_ | raptor: if this crash is only an issue with kaen's 018a levels, perhaps we can let it go? |
| 17:22:03 | raptor | Watusimoto_: I'm thinking so |
| 17:22:09 | Watusimoto_ | and also, I wanted to ask you two if you'd try out phil's bot and see what you think |
| 17:22:17 | raptor | but have a bandaid i'm trying, too.. |
| 17:22:53 | Watusimoto_ | I reviewed it earier today, and it was good, but not perfect; he's made a few changes since, and I want to get him feedback from others who might see it differently |
| 17:23:29 | kaen | plus, if it's a 018a -> 019 specific thing, then you can fix it by just saving the level again, right? |
| 17:23:50 | kaen | actually, I'll ask bifighter |
| 17:23:59 | raptor | kaen: no, you have to move the points |
| 17:24:30 | raptor | it has to do with upscaling by gridsize of 018a points that 'identical' but saved as slightly different points in the level file |
| 17:24:39 | kaen | ok, that's not bad either |
| 17:24:53 | kaen | as long as we document the problem and solution for our vict-- users. |
| 17:25:07 | raptor | to see the error go here: http://javascript.poly2tri.googlecode.com/hg/index.html |
| 17:25:15 | raptor | paste in these points: http://pastie.org/8519108 |
| 17:25:26 | raptor | that app is amazing |
| 17:25:33 | raptor | would have save so much time... |
| 17:25:49 | kaen | wow |
| 17:25:51 | kaen | just wow |
| 17:26:02 | kaen | how many times have I written a crappy version of this ... |
| 17:26:15 | raptor | or used logprintf statements to eyeball things... |
| 17:27:33 | | BFLogBot Commit: 557607613981 | Author: watusimoto | Message: Var names |
| 17:27:35 | | BFLogBot Commit: 936392673fb7 | Author: watusimoto | Message: Comment |
| 17:27:36 | | BFLogBot Commit: 2fa89322a95d | Author: watusimoto | Message: Comment |
| 17:33:01 | | BFLogBot Commit: 3a3ba5dcf0c9 | Author: watusimoto | Message: Whitespace |
| 17:33:03 | | BFLogBot Commit: 36ce7e0b7b3c | Author: watusimoto | Message: Same results, less work |
| 17:34:13 | raptor | ok, let's see if this ridiculous patch works... |
| 17:34:51 | raptor | ha! it worked |
| 17:42:09 | | BFLogBot Commit: d43a7ca17223 | Author: watusimoto | Message: Remove dead code, unused param |
| 17:45:25 | raptor | kaen: still around? |
| 17:46:37 | raptor | when you get back, can you please try this patch, then load those crashy levels of yours?: http://sam6.25u.com/upload/5temp.diff |
| 17:48:47 | raptor | Watusimoto_: that patch above fixes all the crashes with those special cases... but it's a bit hacky. what do you think? |
| 17:49:01 | Watusimoto_ | I thnk my latest commit does not compile |
| 17:49:09 | raptor | haha |
| 17:49:45 | Watusimoto_ | if it works, it looks fine. These innards are pretty ugly no matter waht |
| 17:50:22 | | Canseco has joined |
| 17:50:24 | raptor | yeah.. |
| 17:50:46 | raptor | yep, doesn't compile |
| 17:52:11 | | BFLogBot Commit: d5da226c22d9 | Author: watusimoto | Message: Function does no good here |
| 17:52:13 | | BFLogBot Commit: 94082193c935 | Author: watusimoto | Message: Compiles, but crashes (but I won't tell you how; you'll never find it before I fix it!!) |
| 17:52:26 | Watusimoto_ | that will fix it |
| 17:52:37 | raptor | ahaha\\\ |
| 17:52:49 | raptor | no new features! |
| 17:52:58 | Watusimoto_ | bug fixes!!! |
| 17:54:31 | Watusimoto_ | did you find the crash? |
| 17:54:38 | | BFLogBot Commit: a94e9df339f7 | Author: watusimoto | Message: Whitespace |
| 17:54:39 | | BFLogBot Commit: 4e4ce30001ed | Author: watusimoto | Message: No longer crashy |
| 17:54:41 | Watusimoto_ | too late! |
| 17:58:47 | | destroyerimo_ Quit (Ping timeout: 260 seconds) |
| 18:00:33 | raptor | Watusimoto_: do you think we need to add a message 'press esc to dismiss' on the red warning boxes? |
| 18:00:57 | Watusimoto_ | probably... most have it already, no? |
| 18:01:03 | raptor | because when something like connectino to master fails, and i'm in game... i don't immediately know how to dismiss it |
| 18:01:47 | Watusimoto_ | so connection to master does not have it? |
| 18:02:13 | raptor | the failed connection box, correct |
| 18:02:59 | Watusimoto_ | ok, I'll take a look |
| 18:03:13 | Watusimoto_ | but need to do more work on dinner |
| 18:03:15 | Watusimoto_ | back in a few |
| 18:03:17 | raptor | ok |
| 18:04:12 | raptor | actually kaen, test this one instead: http://sam6.25u.com/upload/6temp.diff |
| 18:04:21 | raptor | biosynthesis was the other, right? |
| 18:05:51 | kaen | yes |
| 18:05:52 | kaen | back |
| 18:05:54 | kaen | testing. |
| 18:06:27 | raptor | do that later one... |
| 18:06:48 | kaen | that poly2tri link sent me down a rabbit hole and I've been mesmerized by https://en.wikipedia.org/wiki/Nazca_Lines |
| 18:07:07 | raptor | ooooo |
| 18:07:56 | kaen | my theory: they were carved as farewell wishes and good tidings to prehistoric extra terrestrial visitors. |
| 18:08:00 | kaen | the only logical conclusion. |
| 18:09:41 | raptor | heh |
| 18:10:32 | kaen | still segfaults on foiled |
| 18:10:44 | raptor | what? really?? |
| 18:10:46 | raptor | i just did that one.. |
| 18:10:54 | kaen | hmm |
| 18:11:15 | raptor | see in that patch where i multiply by 10000 then by 0.0001? |
| 18:11:27 | raptor | reduce it to 1000 and 0.001 and try again |
| 18:11:58 | kaen | ok |
| 18:12:28 | raptor | oh have you save foiled in 019 |
| 18:12:45 | raptor | because if so, then it'll fail |
| 18:12:52 | raptor | because it already converted the points |
| 18:13:33 | kaen | still segfaults |
| 18:13:34 | raptor | the original here works - http://sam6.25u.com/upload/upload_Foiled.level |
| 18:13:45 | kaen | ah I think that might be it |
| 18:13:46 | raptor | you must have saved it in 019 already... |
| 18:13:54 | raptor | yeah, then it's too late |
| 18:14:03 | kaen | yes, because I've uploaded it to the DB and it saves right after it does that. |
| 18:14:06 | raptor | can you provide me with biosynthesis? |
| 18:15:00 | kaen | it works! |
| 18:15:21 | kaen | it's on the DB |
| 18:15:24 | kaen | which is the only version I have |
| 18:15:35 | kaen | /dlmap kaen_biosynthesis |
| 18:16:28 | kaen | underscores are terrible |
| 18:16:37 | kaen | I think I want to make it use hypens instead. |
| 18:16:48 | raptor | it works! |
| 18:16:49 | raptor | ok |
| 18:16:52 | kaen | \o/ |
| 18:16:52 | raptor | umm |
| 18:17:00 | raptor | think that crazy patch is OK? |
| 18:17:18 | kaen | looks ok, and I totally understand how it solves the problem |
| 18:17:23 | raptor | oh good |
| 18:17:25 | raptor | excellent |
| 18:17:27 | raptor | ok |
| 18:17:28 | raptor | then |
| 18:17:33 | raptor | regarding pleiades |
| 18:17:42 | raptor | did you want to wipe it? |
| 18:17:50 | kaen | yes, I do |
| 18:18:08 | kaen | I have one more schema update to make, then I'll wipe it |
| 18:18:34 | kaen | any idea when the release will go up? |
| 18:19:03 | raptor | ummm today! probably after watusimoto goes to bed |
| 18:19:09 | kaen | ok |
| 18:19:14 | kaen | that's more than enough time |
| 18:19:34 | raptor | also there's the contest party at 3pm PST, which is in 7 hours? I don't think we should release before that... |
| 18:19:51 | kaen | }:) |
| 18:19:56 | raptor | heh |
| 18:20:16 | kaen | might make some waves though, I suppose |
| 18:20:35 | kaen | already pissed off enough veteran players this release cycle :P |
| 18:20:43 | raptor | I mean, I suppose we could release, but not update the auto-updater thingy |
| 18:21:13 | kaen | like a silent release, then once the party is over we tick the auto-updater? |
| 18:21:16 | kaen | that sounds perfect. |
| 18:21:17 | raptor | like silently have all the binaries built and available |
| 18:21:39 | raptor | depends on what Watusimoto_ wants to do, as well as what sam686 may find, i suppose... |
| 18:21:40 | raptor | oh |
| 18:21:49 | raptor | did you want to revert that forcefield thingy? |
| 18:22:01 | raptor | sam686: did some work to avert the line-through-point issue |
| 18:22:14 | kaen | ok, good |
| 18:22:23 | kaen | I passed out before I got anywhere with it |
| 18:22:59 | kaen | I say revert it if same fixed or sufficiently mitigated the polywall thing. |
| 18:23:05 | kaen | sam* |
| 18:23:10 | raptor | ok, i'll look at that |
| 18:30:07 | raptor | some of the red warning boxes need "press ESC to dismiss" |
| 18:31:45 | | BFLogBot Commit: ccf04eb8cf43 | Author: buckyballreaction | Message: Band-aid fix for crashes with poly2tri that result from rounding errors in levels with gridsize |
| 18:34:02 | | BFLogBot Commit: 3283d22b5ffd | Author: buckyballreaction | Message: Add comment about neat utility for testing poly2tri points |
| 18:39:07 | Watusimoto_ | back for a minute |
| 18:39:46 | Watusimoto_ | I've seen the nazca lines, though they don't look like much from the ground |
| 18:41:55 | Watusimoto_ | ok... there is more in the editor I want to do, but not much that I have to do there |
| 18:42:12 | Watusimoto_ | so adding the hit esc to continue would be a really should do |
| 18:42:41 | Watusimoto_ | and I really hate the most recent font on the timer widget in the game itself... |
| 18:42:56 | raptor | ok |
| 18:43:01 | Watusimoto_ | (want to try some of the others we already package with the game) |
| 18:43:04 | Watusimoto_ | but that would be it |
| 18:43:09 | Watusimoto_ | that is not top priorit |
| 18:43:37 | Watusimoto_ | ok, back in a few |
| 18:45:44 | raptor | k |
| 18:45:44 | | BFLogBot Commit: 4a731c936ca7 | Author: buckyballreaction | Message: Revert of 004914af7567. FFs are a single line again to not break compatibility with many levels |
| 18:46:26 | raptor | kaen: do you understand what happened with the string crashing bug last night? |
| 18:53:35 | kaen | ok, I do |
| 18:53:40 | kaen | (was reviewing) |
| 18:53:49 | kaen | I don't like it, but I understand how it fixes it. |
| 18:54:07 | raptor | sam686's fixes were a bit complicated, but so far they hold up |
| 18:54:32 | kaen | they're correct for the most part |
| 18:54:41 | kaen | that should all definitely be happening in finish() |
| 18:54:49 | kaen | I didn't even know that method existed |
| 18:55:01 | kaen | dSprintf(url, UrlLength, "!!! Server returned an error: %d", req.getResponseCode()); |
| 18:55:13 | kaen | looks a little off |
| 18:56:46 | raptor | that's odd... |
| 18:57:14 | raptor | yeah - no opengl in anything but the main thread - which, i think, is why android use to crash |
| 18:57:18 | kaen | oh, it didn't ... |
| 18:57:22 | kaen | he created it |
| 18:57:38 | kaen | these are large architectural changes, indeed. |
| 18:58:07 | sam686 | hi |
| 18:58:19 | raptor | hi sam686 |
| 18:58:36 | raptor | sam686: i just reverted the FF change - can you please test? |
| 18:59:40 | sam686 | its partially because of adding gSecondaryThread to game.cpp/h |
| 18:59:41 | sam686 | doing it the way I did on master, run is done on secondary thread, finish is done on main thread called from idle() game::idle() or whatever it is called from |
| 19:01:01 | | Bob1 has joined |
| 19:01:32 | sam686 | boo.. My visual C++ 2008 have a corrupt undo on text editor, it displayed some black boxes and actually says "Unknown undo/redo error" after changing line endings |
| 19:01:34 | sam686 | time to revert |
| 19:01:57 | Watusimoto_ | I'm off to dinner back later and we can wrap this baby up! (and throw it out with the bathwater!) |
| 19:02:11 | kaen | ok, that kind of bugs me, because it adds a global and usurps the flow control from the thread itself |
| 19:02:30 | kaen | "delete this" was obviously bad, and GL stuff in the child thread was wrong, too |
| 19:02:42 | kaen | but I think finish() should be called in the thread's destructor perhaps |
| 19:02:56 | kaen | which should always happen in the main thread. |
| 19:02:57 | sam686 | it is destructed from RefPtr |
| 19:03:20 | sam686 | put a breakpoint in a dectructor to see that |
| 19:03:29 | raptor | ok, ill be back in about 2 hours |
| 19:05:09 | kaen | I see |
| 19:05:15 | sam686 | however I don't want finish() to be called when it didn't even do run() yet, possible if program exits early |
| 19:05:33 | raptor | i don't really like the global thread either - we've been trying to move away from globals like that because static initialization problems that pop up every once in a while |
| 19:05:49 | kaen | that also restricts to only one of these "secondary" threads |
| 19:06:01 | raptor | back later.. |
| 19:06:05 | | raptor Quit () |
| 19:06:09 | kaen | and allows for the possibility of one clobbering another in case they ever do get reinstantiated. |
| 19:06:22 | kaen | which would be somewhat of a nightmare to debug |
| 19:06:23 | | raptor has joined |
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| 19:06:27 | kaen | but to the point at hand |
| 19:06:37 | raptor | not to Watusimoto_, please review: http://beta.etherpad.org/bf_019_changes |
| 19:06:37 | sam686 | A new one get created, not using the existing one.. |
| 19:06:42 | raptor | ok bye |
| 19:06:43 | | raptor Quit (Client Quit) |
| 19:07:27 | | Watusimoto_ Quit (Ping timeout: 272 seconds) |
| 19:07:33 | | Bob1 Quit (Ping timeout: 250 seconds) |
| 19:07:35 | kaen | let's see... looks like gSecondaryThread is actually a thread queue? |
| 19:07:46 | sam686 | maybe I suppose the gSecondareThread can be moved into Game class |
| 19:07:49 | sam686 | yes |
| 19:08:13 | sam686 | they don't run more then one at a time |
| 19:09:36 | kaen | so if two threads in that queue have interacting logic they'll deadlock... effectively restricting it to two threads. |
| 19:09:56 | kaen | it seems like it should be possible to remove the displayMessage call from the thread without such broad architectural changes. |
| 19:10:25 | kaen | how about this: LDUT and LDDT have data error-state data members |
| 19:10:43 | kaen | The owner's control the lifetime as normal by polling the threads for these states |
| 19:11:09 | sam686 | you can still use TNL::Threads.. if you are careful not to use no RPC network TNL or no displayErrorMessage |
| 19:11:26 | kaen | and at the end the owner can get the state and the result string and call the displayMessage itself |
| 19:11:43 | kaen | that seems a lot simpler and touches a lot fewer parts of the code. |
| 19:11:54 | kaen | I wouldn't expect this fix to require changing the master code at all. |
| 19:12:13 | | LordDVG Quit (Remote host closed the connection) |
| 19:13:15 | sam686 | There was other parts that appears to be a bit unsafe.. like if a person changed level name in a middle of upload? |
| 19:13:49 | kaen | there are many missing mutexes, yes |
| 19:20:32 | sam686 | even with or without those muxes, secondary threads probably can't use opengl, used to get text size length somehow... |
| 19:21:16 | kaen | right, I think we established that :P |
| 19:27:45 | sam686 | it is possible for me to make it so every thread runs on their own thread instead of one-by-one, and still call the primarty-thread finish() when run() is done.. |
| 19:30:58 | kaen | ok, here's my plan: |
| 19:31:07 | kaen | (I'm trying an alternative method) |
| 19:31:47 | kaen | to remove all the simultaneous access possibilities, we restrict the upload/download thread to *not* interact with the editor/game except for a single call |
| 19:32:11 | kaen | an async callback that reports success conditions and the result string |
| 19:32:31 | kaen | we'll inject anything the thread could need into it before run |
| 19:34:18 | | amgine123 has joined |
| 19:34:45 | sam686 | sometimes it needs to do something more then just string output. like accessing gServerGame and adding level, something unsafe for second thread to do. |
| 19:35:10 | sam686 | because it uses RPC network |
| 19:36:20 | | Canseco Quit (Remote host closed the connection) |
| 19:38:02 | kaen | I'm specifically trying to fix LDUT and LDDT |
| 19:38:13 | kaen | and maybe LDRT |
| 19:38:38 | kaen | removing any possibility of simultaneous access without architecture changes |
| 19:59:09 | | Watusimoto has joined |
| 20:00:49 | sam686 | the foiled bot zone still crash if test from editor without changing anything |
| 20:07:13 | Watusimoto | so where do things stand? |
| 20:07:20 | Watusimoto | still fighting last minute bugs? |
| 20:07:33 | sam686 | theres still some crashes.. |
| 20:07:44 | sam686 | one is the bot zone crash on a few levels |
| 20:08:13 | sam686 | another was a /dlmap crash from secondary thread trying to access opengl at the same time as primary thread |
| 20:08:56 | sam686 | well /dlmap might have been fixed with a bit of a messy code. |
| 20:09:48 | sam686 | raptor put up a change list http://beta.etherpad.org/bf_019_changes |
| 20:16:41 | amgine123 | hello\ |
| 20:23:09 | | Watusimoto Quit (Read error: Connection reset by peer) |
| 20:23:30 | | Watusimoto has joined |
| 20:25:47 | Watusimoto | what is this one? |
| 20:25:48 | Watusimoto | Remove killed-by-Asteroid/Turret in Rabbit gametype |
| 20:28:08 | | BFLogBot Commit: d2eaa21ffb15 | Author: sam8641 | Message: Fix windows thread crash when destructor runs without start() |
| 20:28:45 | sam686 | it was said in the forum |
| 20:29:04 | sam686 | http://bitfighter.org/forums/viewtopic.php?t=2099 |
| 20:33:44 | amgine123 | watching the matrix |
| 20:34:38 | amgine123 | yes kill score makes sense also |
| 20:34:44 | amgine123 | adjusatble |
| 20:36:55 | amgine123 | can we make adjustable asteroid stats. ie nubmer of shots to break it nubmer of peices from a break ect |
| 20:41:38 | | Flynnn has joined |
| 20:49:24 | | raptor has joined |
| 20:49:24 | | ChanServ sets mode +o |
| 20:49:30 | raptor | hello again |
| 20:49:34 | phil | hello |
| 20:50:23 | raptor | sam686: the botzones don't crash if you load the original level - it will crash if you load the level after it was already saved in 019 |
| 20:51:09 | raptor | Watusimoto: I think things stand good - except maybe kaen/sam686 are working on fixing some threading issues |
| 20:51:23 | Watusimoto | I added the hit esc key message |
| 20:51:26 | sam686 | futute levels will like crash on them too.. |
| 20:51:29 | Watusimoto | not checked in yet |
| 20:51:35 | sam686 | because of bot zone problem |
| 20:52:42 | sam686 | the problem? raptor's bandaid isn't a complete fix to the problem |
| 20:52:45 | raptor | sam686: there are no future levels |
| 20:52:58 | raptor | it only fails if it was saved in 019 before I implemented the fix |
| 20:53:01 | Watusimoto | well, I'll keep chipping away at minor issues unlikely to cause any fallout |
| 20:53:07 | sam686 | there will be once it is released and it can become a bigger problem then |
| 20:53:22 | amgine123 | or you can fix it now |
| 20:53:27 | raptor | no no - because once it's released the levels are loaded with the rounding I added |
| 20:53:59 | raptor | the only levels that crash are ones loaded in the development version before the fix |
| 20:54:18 | phil | are you still trying to launch 019 today? |
| 20:54:28 | raptor | phil: hopefully yes! :) |
| 20:57:40 | raptor | sam686: that last thread change - when would that happen? |
| 20:58:11 | raptor | it seems like the thread should never already exist in start(), and if it does it should be taken care of elsewhere |
| 20:59:16 | | sam686 Quit (Read error: Connection reset by peer) |
| 21:00:40 | raptor | kaen: you are working on thread changes? |
| 21:03:18 | | sam686 has joined |
| 21:03:18 | | ChanServ sets mode +v |
| 21:04:15 | kaen | yes, I'm trying a different approach that only tweaks the threads themselves |
| 21:04:23 | raptor | ok |
| 21:04:43 | raptor | Watusimoto: did you see the changes list? feel free to add/edit/reorder as you wish |
| 21:05:19 | sam686 | I am getting massive lag/packet drops, mostly on my internet's upload direction |
| 21:05:35 | raptor | welcome back :) |
| 21:05:54 | Watusimoto | I made a couple of minor changes |
| 21:06:16 | Watusimoto | overall, I think the list is way too long and detailed to be of use to anyone but detailist nerds |
| 21:06:25 | Watusimoto | which, admittedly, is about half our playership :-) |
| 21:06:43 | raptor | yes, we need a 'highlights' piece |
| 21:06:52 | raptor | this is very reminiscent of 016... |
| 21:06:54 | Watusimoto | there was one item I didn;t understand, posted above |
| 21:06:58 | raptor | rabbit? |
| 21:07:16 | raptor | basically just removed the penalty for running into asteroids |
| 21:07:24 | raptor | the -5 penalty |
| 21:07:25 | Watusimoto | yes: Remove killed-by-Asteroid/Turret in Rabbit gametype |
| 21:07:35 | Watusimoto | you still die, though, right? |
| 21:07:39 | raptor | oh yes |
| 21:07:46 | Watusimoto | it's just a points thing |
| 21:08:23 | raptor | yes |
| 21:08:25 | sam686 | anyway the TNL windows thread changes was done, because it can crash on thread destructor if they haven't run start() yet |
| 21:08:28 | raptor | just made that clearer... |
| 21:09:12 | raptor | ok sam686, the one piece i'm concerned about is the addition to the start() method itself - mThread should never not be NULL there unless there's a coding error elsewhere. Am I rigth? |
| 21:09:15 | raptor | *right |
| 21:10:37 | sam686 | the start() was there in a long time |
| 21:10:37 | sam686 | running run() directly will not run in second thread |
| 21:11:25 | sam686 | start() does run() in a seperate thread |
| 21:11:38 | raptor | I mean this piece of code in 'start()': if(mThread) CloseHandle(mThread); |
| 21:11:46 | raptor | that should never happen, I thought |
| 21:11:53 | sam686 | look at the next line, mThread = |
| 21:12:12 | sam686 | it may memory leak I guess without that check |
| 21:12:33 | sam686 | that is if we start() again after run() as finished |
| 21:14:26 | amgine123 | not that im very smart but cant oyu create some C++ code to track memory leaks ? |
| 21:14:56 | raptor | yes, that's what I mean - that could only happen if we're doing something weird with the thread, like call start() again on the same thread - I think that's a bad design |
| 21:15:00 | | Skybax has joined |
| 21:15:13 | raptor | amgine123: it's called 'valgrind' |
| 21:15:26 | sam686 | Our existing code didn't do multiple start() as of yet, but could happen with future commits. |
| 21:15:33 | Skybax | Heyo |
| 21:15:49 | raptor | but i don't think it should ever happen |
| 21:16:02 | raptor | that adds complexity to the threads - I think a new thread should just be created |
| 21:16:52 | sam686 | maybe we need to look at windows threading some more.. |
| 21:17:24 | raptor | i admit I don't understand threading on windows at all |
| 21:18:02 | raptor | but I think threads should be as simple as possible: create, run, finish, destroy |
| 21:18:31 | raptor | or something like that, no: create run finish run finish ... destroy |
| 21:19:40 | sam686 | interesting, CloseHandle(mThread); immediately at the end of start() doesn't crash on windows |
| 21:20:14 | sam686 | maybe its smart enough to wait till the thread exits first to free memory |
| 21:22:27 | | BFLogBot Commit: 4558bd6fa9e3 | Author: watusimoto | Message: Comment |
| 21:22:29 | | BFLogBot Commit: 065b7f2aa9da | Author: watusimoto | Message: Whitespace |
| 21:22:31 | | BFLogBot Commit: 2a7ecadf64a9 | Author: watusimoto | Message: Remove unnecessary check |
| 21:22:32 | | BFLogBot Commit: fc27e6da0941 | Author: watusimoto | Message: Not needed, but clearer |
| 21:22:34 | | BFLogBot Commit: f3ff286e5a3f | Author: watusimoto | Message: Add "Press Esc to continue" message to no connection to master error box and friends |
| 21:22:35 | | BFLogBot Commit: ab0f5464eb5c | Author: watusimoto | Message: Better message |
| 21:22:37 | | BFLogBot Commit: 57fe9aef5e7a | Author: watusimoto | Message: Nicer rendering |
| 21:22:38 | | BFLogBot Commit: 27f8a5a5fd80 | Author: watusimoto | Message: Mo' padding |
| 21:22:40 | | BFLogBot Commit: 1182bb129a19 | Author: watusimoto | Message: Is this font any better? |
| 21:22:41 | | BFLogBot Commit: 034ada60cc2b | Author: watusimoto | Message: Fix most copy/paste/turret snapping weirdness... but not all. |
| 21:22:43 | | BFLogBot Commit: d4cf1cfe8af5 | Author: watusimoto | Message: Merge |
| 21:22:44 | | BFLogBot Commit: 5650c27ad11c | Author: watusimoto | Message: Merge |
| 21:23:54 | raptor | Watusimoto what should I check in all of that? |
| 21:24:07 | Watusimoto | in terms of potential bugs? |
| 21:24:15 | raptor | sure, anything |
| 21:25:05 | raptor | timer font? |
| 21:25:13 | Watusimoto | do you like the new timer font / is turret snap handling better in the editor / do the dialogs look nicer (e.g. the no connection to master dialog) |
| 21:25:27 | sam686 | lag lag lag |
| 21:25:47 | sam686 | its taking so long to load when I web browse |
| 21:26:07 | Watusimoto | sam686: are you still uploading those videos? :-) |
| 21:26:25 | sam686 | my uploading of videos was already done a few days ago |
| 21:26:41 | raptor | timer font looks good |
| 21:26:49 | sam686 | and my bandwidth meter says Im not even using over 100 kbps |
| 21:27:07 | raptor | master connectio dialog is good |
| 21:27:26 | sam686 | I use docsis 3.0, 8 downstream but only 1 upstream? |
| 21:27:57 | sam686 | my download speed is still mostly good though |
| 21:28:21 | sam686 | my upload speed is... repeatedly dropping speed multiple times or dropping packets |
| 21:28:28 | raptor | Watusimoto: turret snapping has never worked better! |
| 21:28:39 | Watusimoto | it still has some issues, but it is improving |
| 21:29:03 | Watusimoto | I also need to look at phil's bot |
| 21:29:13 | Watusimoto | he's waiting patiently for more feedback |
| 21:29:54 | raptor | ok Watusimoto I release you from your 019 duties |
| 21:29:59 | Watusimoto | ha |
| 21:30:01 | raptor | :) |
| 21:30:07 | raptor | unless you want to make a highlights list |
| 21:33:50 | Watusimoto | well, that bot is pretty nasty |
| 21:34:08 | Watusimoto | I didn't even see it and there were three seekers on top of me |
| 21:34:18 | raptor | where's the code? |
| 21:34:26 | Watusimoto | http://www.google-melange.com/gci/task/view/google/gci2013/6468504886706176 |
| 21:34:32 | Watusimoto | bottom item |
| 21:38:52 | raptor | heh |
| 21:38:56 | raptor | good choice with the armor |
| 21:40:56 | | Skybax_ has joined |
| 21:41:15 | | Skybax Quit (Ping timeout: 245 seconds) |
| 21:41:30 | Watusimoto | phil: gave you some feedback |
| 21:41:52 | Watusimoto | the bots are even more impossible for me to kill now |
| 21:44:26 | raptor | I have this grand plan of implementing 'personalities' in s_bot - when you add one, it will pick a personality, choose from some possible name for it, then use its special loadout |
| 21:44:31 | | Skybax_ is now known as Skybax |
| 21:46:01 | Watusimoto | or they could just select themselves randomly |
| 21:46:36 | raptor | that's what I mean |
| 21:46:49 | raptor | you do /addbot s_bot, and in its main() function it'll randomize itself |
| 21:48:29 | Watusimoto | yes, sorry, misunderstood |
| 21:49:08 | Watusimoto | you could give them personality related names... seeker saul, bouncity bridget, triple tom |
| 21:52:10 | raptor | terrible ivan |
| 21:52:26 | | Skybax_ has joined |
| 21:52:34 | kaen | hey, can someone make an upload to pleiades? |
| 21:52:39 | raptor | i will |
| 21:52:43 | kaen | thanks. |
| 21:52:49 | kaen | need to test the error handling |
| 21:53:20 | raptor | done |
| 21:54:33 | raptor | ummm |
| 21:54:47 | raptor | i uploaded once, and it appears twice - once with you as author, once with me... |
| 21:55:07 | | Skybax Quit (Ping timeout: 246 seconds) |
| 21:55:17 | sam686 | is Thread::mReturnValue even used? its either 0 or some uninitalized junk like 0xCDCDCDCD, and theres nothing setting mReturnValue when thread exits after start() |
| 21:55:42 | raptor | hee hee OCD |
| 21:56:31 | raptor | see OCD here: http://www.microsoft.com/msj/1198/c/c1198.aspx |
| 21:56:34 | kaen | I uploaded an old one |
| 21:57:14 | kaen | here's my approach (based against 9d0d8dea4a0 ): http://ix.io/9d6 |
| 21:57:45 | | Skybax_ is now known as Skybax |
| 21:57:50 | kaen | that's only for the upload thread, but that approach fixes all simultaneous access errors because the thread only accesses its local members inside of run() |
| 21:59:37 | raptor | checking.. |
| 22:03:15 | raptor | i didn't know the editor had a 'lock quit' |
| 22:03:29 | raptor | but i like the idea of the thread being managed in the calling class |
| 22:04:15 | | BFLogBot Commit: 163e79879f95 | Author: watusimoto | Message: Adjust spacing of time-left widget to account for new font |
| 22:04:47 | raptor | how does uieditor know there's an error message? |
| 22:05:05 | Watusimoto | is that q for me? |
| 22:05:33 | Watusimoto | I can no longer escape from bots by running away because they nail me with their seekers |
| 22:05:50 | raptor | sorry, no, for kaen |
| 22:06:17 | kaen | it asks the thread |
| 22:06:29 | kaen | if it was unsuccessful, there was an error. |
| 22:07:24 | kaen | basically, the editor has the thread, feeds the thread a game, the "thread" pumps game in its constructor (still in the main thread), the thread runs and populates its data fields, then the editor asks the thread how everything went. |
| 22:07:49 | | BFLogBot Commit: 024f352c417b | Author: watusimoto | Message: Move assignment to be closer to where it is used |
| 22:08:01 | kaen | (checking each tick to see if the thread is done) |
| 22:08:10 | raptor | ok |
| 22:08:22 | kaen | doing the download thread now |
| 22:08:30 | raptor | it still seems a bit messy, but I like that it is more self-contained |
| 22:08:35 | raptor | and no global |
| 22:08:46 | raptor | and the messiness is probably unavoidable |
| 22:08:53 | raptor | how is it cleaned up? |
| 22:09:01 | kaen | the editor cleans it up when its done |
| 22:09:10 | raptor | i see it.. |
| 22:09:41 | raptor | ok |
| 22:09:46 | kaen | the main goal was to have it be totally safe and self-contained |
| 22:09:49 | raptor | yes |
| 22:09:51 | raptor | i like that |
| 22:10:16 | raptor | loks like it is against 669f46b49494 |
| 22:11:16 | kaen | kaen@debian:~/bitfighter-hg$ hg log -l1 |
| 22:11:17 | kaen | changeset: 8771:9d0d8dea4a06 |
| 22:11:56 | kaen | though I'm not 100% confident in my hg-fu |
| 22:12:17 | raptor | huh, well look at the top of the that paste |
| 22:12:54 | kaen | whoa weird |
| 22:13:55 | kaen | well, when I'm done I'll rebase it against tip anyway |
| 22:14:03 | raptor | ok |
| 22:15:05 | | BFLogBot Commit: 0ff25fbbbe76 | Author: sam8641 | Message: Now realized CloseHandle(thread) will not cause problem while thread is running. Removed variables in Thread class. |
| 22:15:06 | | BFLogBot Commit: 02a97a472fed | Author: sam8641 | Message: move Global SecondaryThread into class variable |
| 22:17:37 | raptor | sam686: you broke threading on linux |
| 22:17:57 | raptor | wait, let me check something... |
| 22:21:23 | | sam686 Quit (Ping timeout: 245 seconds) |
| 22:22:37 | raptor | ok sam686 it looks ok... but, is the windows thread actually cleaned up? |
| 22:23:35 | | sam686 has joined |
| 22:23:35 | | ChanServ sets mode +v |
| 22:23:57 | raptor | [15:23] <raptor> ok sam686 it looks ok... but, is the windows thread actually cleaned up? |
| 22:24:06 | raptor | i'm donig a memory test in linux |
| 22:24:09 | sam686 | darn my constant lag spices aren't going away anytime soon |
| 22:24:14 | sam686 | yes, no memory leaks |
| 22:25:02 | raptor | are you download/uploading something big? |
| 22:25:35 | raptor | ok verified, linux works OK with your changes |
| 22:25:45 | sam686 | even several websites says it was ok, it doesn't kill the thread as I guess its smart enough |
| 22:25:45 | sam686 | no |
| 22:25:45 | sam686 | maybe somebody on the same CABLE line are causing some interference? |
| 22:26:05 | sam686 | ok, don't say I broke linux threading until you first test it.. |
| 22:26:33 | sam686 | cause I almost pushed my undo changes to my linux, except my connection dropped |
| 22:26:43 | raptor | ok sorry - on first glance it looked wrong... |
| 22:26:50 | raptor | forgive me please? :) |
| 22:26:55 | sam686 | ok |
| 22:27:37 | raptor | !release |
| 22:27:37 | BFLogBot | To release, follow the checklist: http://bitfighter.org/wiki/index.php?title=Release_checklist |
| 22:29:16 | raptor | we're still on #1... |
| 22:32:20 | sam686 | my ping test http://sam6.25u.com/upload/text1311/131130_22-30-45.txt I picked the closest thing to ping from traceroute (tracert on windows) |
| 22:32:32 | sam686 | thats how i see massive lag drop |
| 22:32:42 | raptor | I'm going through the OSX build junk, I think after kaen makes his changes we'll be good (unless your working on something Watusimoto) |
| 22:32:44 | sam686 | yesterday there was maybe 1/1000 dropped pings |
| 22:33:12 | raptor | sam686: wow... is that direct line to your ISP? could your router be getting in the way? |
| 22:33:25 | sam686 | its not my router (no dropped packet) |
| 22:33:54 | sam686 | its not my router and maybe not the cable modem itself (ping 192.168.100.1 no dropped packet at all) |
| 22:33:55 | Watusimoto | well, I am about done... I was up really late last night, and am really tired |
| 22:33:58 | | BFLogBot Commit: 74cc7227d6ab | Author: watusimoto | Message: Fix last little bit of turret snappy weirdness. |
| 22:33:59 | | BFLogBot Commit: 0b62d996c2a2 | Author: watusimoto | Message: Be a little more efficient... maybe |
| 22:34:01 | | BFLogBot Commit: 23cb5744a452 | Author: watusimoto | Message: Merge |
| 22:35:44 | Watusimoto | I tried to keep my changes small |
| 22:35:52 | Watusimoto | oh, one more quickie |
| 22:35:55 | sam686 | and my router is.. a powerful AMD-fx 4100, dropped packet can't really be the router at all. (ping cable modem only, no dropped packet at all) |
| 22:37:33 | raptor | i sure hope a gci student picks up the xcode5 project... our OSX building is starting to get dated... |
| 22:37:49 | raptor | actually maybe we should see about making a cmake one instead.. |
| 22:39:33 | sam686 | whats wrong with new XCODE? they dumb down and remove an option to make compiled binary run on old mac? |
| 22:40:02 | raptor | they have moved OSX to a more application-like model where they update almost everyone with each OS upgrade |
| 22:40:11 | raptor | and so they're on 10.9 no |
| 22:40:13 | raptor | *now |
| 22:40:32 | raptor | and... OS APIs are starting be deprecated |
| 22:40:58 | raptor | luckily, Little_Apple has tested the 10.6 package on 10,9 and says it works |
| 22:41:30 | sam686 | ok |
| 22:50:42 | raptor | osx building is good |
| 22:54:35 | Watusimoto | ok, that's it for me |
| 22:54:44 | | BFLogBot Commit: 17138efb8baa | Author: watusimoto | Message: Better rendering of key symbols |
| 22:54:46 | | BFLogBot Commit: 98538a32161a | Author: watusimoto | Message: Comment |
| 22:54:47 | | BFLogBot Commit: 05e1b7b88953 | Author: watusimoto | Message: Improve rendering of joystick buttons |
| 22:54:49 | | BFLogBot Commit: 8c505283a177 | Author: watusimoto | Message: Comment |
| 22:54:50 | Watusimoto | pushed two trivial rendering improvements |
| 22:55:04 | Watusimoto | basically adjusting labels for better vertical centering |
| 22:55:26 | Watusimoto | and I am falling asleep |
| 22:55:27 | | fordcars has joined |
| 22:55:28 | raptor | ok |
| 22:55:40 | raptor | tomorrow you'll awake to release or disaster! (again) |
| 22:56:01 | Watusimoto | raptor: send me an email and let me know what steps still need to be done release-wise, and I may be able to attack some of them while you sleep |
| 22:56:13 | raptor | okey doke |
| 22:56:22 | Watusimoto | depending on whether I can keep the kids from playing minecraft in the am |
| 22:56:27 | Watusimoto | good night all!! |
| 22:56:44 | raptor | heh |
| 22:56:46 | raptor | night! |
| 22:57:52 | fordcars | Wait, am I dreaming? |
| 22:58:04 | raptor | yes, go back to sleep... |
| 22:58:10 | fordcars | Ok |
| 22:58:11 | | fordcars has left #bitfighter |
| 22:58:18 | raptor | hey that worked |
| 22:59:23 | | fordcars has joined |
| 22:59:25 | fordcars | boo |
| 22:59:48 | fordcars | Seriously, you are releasing 019 this year? |
| 22:59:55 | fordcars | This decade? |
| 23:00:08 | sam686 | hopefully very soon now.. |
| 23:00:16 | Skybax | Hi fordcars! |
| 23:00:17 | fordcars | Nice! |
| 23:00:18 | raptor | 'soon' :) |
| 23:00:21 | fordcars | Hi Sky |
| 23:00:24 | fordcars | :P |
| 23:00:33 | Skybax | :D |
| 23:00:42 | fordcars | Skybax, no it's not done |
| 23:00:42 | fordcars | :P |
| 23:00:48 | Skybax | D: |
| 23:00:52 | fordcars | Sorry I barely started, been really busy |
| 23:01:25 | | Watusimoto Quit (Ping timeout: 272 seconds) |
| 23:01:29 | Skybax | No worries, I can't really push you to work on something you're doing voluntarily out of the kindness of your heart lol |
| 23:01:49 | fordcars | Lol |
| 23:01:55 | Skybax | That would be silly |
| 23:02:05 | sam686 | my internet is lag spiking hooribly, even my IRC claims raptor said "hey that worked" at the same time as when fordcars left IRC (except bot log says theres a delay) |
| 23:02:35 | fordcars | Can you pastie a detailed list of what you want in that bot, like the things you say etc |
| 23:02:37 | Skybax | It says that oh mine too |
| 23:02:38 | fordcars | Sam, wow |
| 23:02:42 | fordcars | Shamwow! |
| 23:02:43 | Skybax | *on |
| 23:03:04 | Skybax | Ford, like besides the skybot expressions I sent you already? |
| 23:03:09 | sam686 | I already had 3 disconnects on this IRC |
| 23:03:31 | sam686 | One time I even saw my client say "sam686 quit ping timed out" and disconnect. |
| 23:03:32 | fordcars | Yeah, well those too haha I don't remember where you sent me those |
| 23:03:36 | fordcars | Wow |
| 23:04:18 | Skybax | My IRC client disconnects all the time... but I think it's just because my laptop randomly decides to drop my internet until I turn on/off airplane mode |
| 23:04:38 | Skybax | Ford, sure |
| 23:05:49 | sam686 | yesterday and a few days before, my internet was very good, no disconnect in over 72 hours of staying connected to IRC |
| 23:05:50 | | BFLogBot Commit: 7fcf19776f2b | Author: buckyballreaction | Message: Be smarter about pulling out the build version for the OSX app |
| 23:06:48 | fordcars | btw guys, I decided I would get a new computer to update from a Pentium 4. I have a new Mac Mini but it is alllllwwwwaaaayyyys occupied. I was thinking laptop, but raptor, which Linux would be the best? |
| 23:07:07 | raptor | ummm |
| 23:07:23 | fordcars | Ubuntu seems too user friendly :P |
| 23:07:24 | raptor | asking which linux is the best is like asking which mideival weapon you want used against you |
| 23:07:29 | Skybax | Hahaha |
| 23:07:30 | fordcars | haha |
| 23:07:41 | raptor | *medeival |
| 23:07:46 | fordcars | And I guess I would use KDE? |
| 23:07:50 | raptor | hmm.. i can't spell that word... |
| 23:07:57 | raptor | well, I'm a fan of opneSUSE |
| 23:07:59 | raptor | but |
| 23:08:13 | raptor | there is larger user base around debian-based distros |
| 23:08:37 | raptor | ethically, I'd have to recommend either the latest stable debian OR the latest linux mint |
| 23:08:48 | raptor | which run on GNOME |
| 23:09:20 | raptor | but if you want KDE, then openSUSE is the best out there... except they just released a new version and I wouldn't install it yet because I'm unfamiliar with its bugs... :) |
| 23:09:40 | fordcars | Wow GNOME is fancy |
| 23:13:58 | kumul | you have a pentium 4 and you're running KDE? |
| 23:14:01 | kumul | you may be my hero |
| 23:14:32 | fordcars | Nah, I am using *hrm* Windows |
| 23:16:00 | raptor | now to verify windows building actually works... |
| 23:17:26 | sam686 | compare pentium 4 with intel i5, both at 3 GHz, i5 is about... 10 times faster maybe. |
| 23:18:57 | fordcars | What about fedora? |
| 23:19:08 | fordcars | Sam probably :P |
| 23:19:48 | raptor | fedora is usuually a bit more bleeding edge |
| 23:20:03 | fordcars | Ah ok |
| 23:20:05 | raptor | i'd go with openSUSE before fedora if you wnt an RPM based distro |
| 23:20:12 | raptor | sometimes more bleeding than edge |
| 23:20:21 | fordcars | So, Debian or openSUSE or Debian |
| 23:20:46 | raptor | and honestly, openSUSE just released so I woudln't install the latest |
| 23:20:48 | fordcars | Uh, Linux Mint |
| 23:20:55 | sam686 | pretty much almost all linux have several things thats the same. like command line, they all have "kill" "cd" "ls" and other stuff |
| 23:22:03 | sam686 | in come distros, one can uninstall one GUI and install another (KDE GNOME and others) |
| 23:22:45 | kaen | they all have the same tiny, grumpy, finnish man hacking on their kernel :) |
| 23:23:07 | fordcars | Haha |
| 23:25:36 | kaen | man... I think RateThread will need it too |
| 23:25:44 | kaen | raptor, does rating crash for you? |
| 23:26:22 | raptor | let me checkl |
| 23:28:18 | raptor | nope, it just says 'Done' |
| 23:28:26 | sam686 | just disable the /rate command if it doesn't work? |
| 23:28:27 | raptor | maybe we're just lucky though |
| 23:29:37 | sam686 | why should /rate use HTTP if it is just a one tiny single variable? it could be sent to master very easily. but then what does master do? |
| 23:30:49 | kaen | sam686, LDB stuff uses HTTP because the web app does lots of caching |
| 23:31:00 | kaen | and has lots of aftersave logic |
| 23:31:14 | raptor | looks like the finish() method runs the message |
| 23:31:18 | raptor | is that ok? |
| 23:31:24 | kaen | plus the web app has nearly 100% coverage in its units tests |
| 23:31:41 | sam686 | yes, finish() runs from main thread, thats ok |
| 23:31:43 | kaen | that's ok for sam's implementation, yes |
| 23:34:29 | sam686 | any bugs to look at? one crash still exists is if you save over foiled with no edits on 019, it now crashes all the time on foiled loading (bot zone) |
| 23:34:54 | fordcars | I am checking out a review website, and I might for for debian |
| 23:37:05 | raptor | sam686: do the following |
| 23:37:09 | raptor | load original foiled |
| 23:37:12 | raptor | save |
| 23:37:17 | raptor | try to get it to crash |
| 23:38:01 | raptor | make sure it really is the original, with the GridSize |
| 23:39:01 | sam686 | starts crashing after save |
| 23:39:14 | raptor | what |
| 23:39:56 | raptor | ok do this |
| 23:40:08 | raptor | in Geometry.cpp:962 |
| 23:40:12 | sam686 | I mostely changed filename in level parameters and save that one crash |
| 23:40:25 | raptor | change 10000 to 1000 and 0.0001 to 0.001 |
| 23:40:43 | raptor | then reload original with GridSize, save, and test with crash again |
| 23:40:56 | raptor | it may be that windows floating point is even less accurate past 0.001 |
| 23:45:39 | | sam686 Quit (Read error: Connection reset by peer) |
| 23:50:05 | | sam686 has joined |
| 23:50:10 | | ChanServ sets mode +v |
| 23:51:40 | | Skybax Quit (Read error: Connection reset by peer) |
| 23:52:59 | | Skybax has joined |
| 23:54:04 | kaen | arrgh |
| 23:54:11 | kaen | raptor, I'm sorry to have wasted so much time |
| 23:54:18 | kaen | but go ahead and release with sam's changes |
| 23:54:24 | kaen | I have a crisis brewing here at home. |
| 23:54:29 | raptor | no problem |
| 23:54:33 | raptor | are you ok with that? |
| 23:54:43 | raptor | are there risks at the moment? |
| 23:54:44 | Skybax | DID I HEAR RELEASE |
| 23:54:52 | raptor | NO ITS NOT TIME |
| 23:54:58 | Skybax | Damn |
| 23:55:11 | raptor | I mean, come back in a few hours and ask... :) |
| 23:55:23 | sam686 | my changes is mostly moving stuff around and adding variables, and did some little testing. poor kaen. |
| 23:55:40 | raptor | sam686: ok, ready for this? |
| 23:55:40 | sam686 | I have had experience with that method first with master. |
| 23:55:49 | raptor | I have a couple windows installer tests to do first |
| 23:56:00 | raptor | then i'll tag and start bundling |
| 23:56:20 | sam686 | the problem, /rate gives 400 error the last time I tried |
| 23:56:42 | raptor | it worked for me |
| 23:57:07 | sam686 | well I haven't tried is lately yet |
| 23:57:08 | raptor | also can you test that Geometry change again with original foiled level? |
| 23:57:21 | raptor | maybe you timed out |
| 23:57:30 | raptor | [16:40] <raptor> in Geometry.cpp:962 |
| 23:57:31 | raptor | [16:40] <sam686> I mostely changed filename in level parameters and save that one crash |
| 23:57:33 | raptor | [16:40] <raptor> change 10000 to 1000 and 0.0001 to 0.001 |
| 23:57:34 | raptor | [16:41] <raptor> then reload original with GridSize, save, and test with crash again |
| 23:57:36 | raptor | [16:41] <raptor> it may be that windows floating point is even less accurate past 0.001 |
| 23:57:59 | sam686 | foiled already worked with ir without changes, the problem with foiled crashing is when you save over with no changes to walls, and then try loading it up |
| 23:58:15 | sam686 | I don't like to see people's editor crash trying to test the level. |