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IRC Log for 2013-11-30

Timestamps are in GMT/BST.

00:01:10raptordesura should be on it already
00:01:21raptorneed to do anything for pleiades?
00:02:32raptorkaen: ^^
00:02:53raptoralso, I need to add that /levels/ redirecto to /pleiades? or move pleiades?
00:04:51raptorWatusimoto: you committed 'remove paths from spec..' but you added a hardcoded path on your own computer
00:05:23kaenraptor, just a redirect is fine
00:05:23Watusimotoah yes
00:05:44Watusimotothat's because a by-product of the build.bat file is to update the spec file
00:05:56Watusimotowe should remove it form the repo if it's not needed for another platform
00:06:22raptornot needed
00:06:28raptorpyinstaller was woefully incomplete on osx
00:10:10Watusimotofixed the path
00:10:22BFLogBot Commit: 8fad31351984 | Author: watusimoto | Message: Removed unused spec file
00:10:23BFLogBot Commit: 332a728a2beb | Author: watusimoto | Message: Added comment
00:10:41Watusimotoonto the editor!!
00:11:16kaenthis seems to almost completely fix the problem: http://ix.io/9cj
00:11:29kaenbut it totally disables snapping engineered items while dragging :P
00:12:21kaenI think it's because every time the mouse stops, it snaps
00:12:50kaenso the turrets can jitter a little bit just from the imprecision of the ray casting it does during snapping
00:12:56kaenand also maybe some FPE
00:13:29kaenand then chaos theory takes over and several dozen little jitters compound into total mayhem
00:13:38amgine123working on my snapping gltich ?
00:14:20kaenmost people don't assume ownership of glitches :P
00:14:25kaenbut you can have it if you want it
00:14:30Watusimotomaybe I will have time to do both...
00:14:33Watusimototesting my editor fix
00:15:10Watusimotorats
00:15:30kaenI know how it feels
00:15:33kaenwhat did you try?
00:15:46Watusimotoremoving snapSelectedEngineeredItems()
00:16:17kaenI moved it to onDraggingFinished and removed snapPointToGrid or whatever
00:16:26Watusimotoit fixes the major problem, and is probably the right move, if we can cure the symptoms it creaets
00:16:28kaenwith pretty good results although it cripples a feature
00:18:45raptorkaen: if you have a moment, can you test the 'item_select' plugin for me?
00:18:57raptor(I'm deeply involved in commit messages at the moment)
00:20:18kaenI did, it works great!
00:20:25kaenbut I'll check once more for certain
00:21:26kaenoh wait
00:21:32kaenI think it's using classId instead of objType
00:23:34BFLogBot Commit: f797b591b69f | Author: kaen | Message: update item_select to use getObjType()
00:23:43raptorthanks!
00:23:54kaenyou bet!
00:24:07raptordoes that plug need to be in the INI?
00:24:15raptoroops, dinner! back soon
00:29:33kaennope
00:29:53kaenINI file for plugins is obsolete unless you want to override the bindings softly
00:31:41Skybax has joined
00:36:06Watusimotosee task list; I just added a related item
00:36:17Watusimotofor 019a
00:42:08kaenhey can you link me to it?
00:42:09Flynnn has joined
00:42:38kaenoh, google code task list
00:42:39kaennevermind
00:42:58kaenSkybax, are you gamenighting tonight?
00:43:30BFLogBot 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.
00:43:53sam686I only spent about 20 minutes to have thought of something, but its not even level-loadable yet.
00:44:10sam686just enough code to finish work on 019a
00:46:24sam686whoever keeps joining me, you need to update/poll the code..
00:48:07kaenthis is a weird conditional: if(stream->writeFlag(updateMask & (InitialMask | TeamMask)))
00:48:13kaenisn't initial mask MAX_INT ?
00:48:39sam686packUpdate starts out as 0xFFFFFFFF
00:48:54Flynnn Quit (Quit: This computer has gone to sleep)
00:49:02Flynnn has joined
00:49:02Flynnn Quit (Remote host closed the connection)
00:49:08sam686then its whatever set by setMaskBits
00:49:23sam686packUpdate will never run with a mask of 0x00000000
00:50:14raptorback!
00:50:29kaenoh I see, initialmask is the first free bit from the parent's maskbits
00:50:30sam686if(stream->writeFlag(updateMask & (InitialMask | TeamMask))) in that case writeFlag(bool) returns the same value as what is entered.
00:52:10raptorsam686: is this a new feature you're adding??
00:52:21sam686the start of a new feature
00:52:23raptorON RELEASE DAY??
00:52:27raptor:)
00:52:29sam686something I can finish after 019 release
00:52:59sam686it can be a Core adjustable rotation option for now, only pack/unpack is done.
00:53:11sam686next, level loading and saving, which doesn't break 019/019a
00:53:16sam686and the editor menu
00:53:31sam686lets call it a 019a feature that way
00:53:33raptorok, just done on initial mask, right?
00:53:38sam686yes
00:53:47raptorok, looks harmless enough
00:54:15raptornow the real question - is Core rotation speed something we want to add to the game? I had never considered it before
00:54:47sam686I have a use on maybe a level I could make..
00:55:03sam686or I can make the some cores rotate the other way
00:55:33sam686something to think about after release of 019
00:56:35raptorok
00:56:35sam686either way I was starting to get tired of every core rotating only on one direction.
00:56:44raptorha!
00:59:12raptorkaen: is the plugin-menu key added to the editor instructions?
00:59:15raptorI can't seem to find it
00:59:39Watusimotoeditor seems fixed
00:59:53Watusimotoeditor seems fixed
00:59:57Watusimotoeditor seems fixed
01:00:05raptorbreak;
01:00:11sam686editor seems fix?
01:00:14Watusimotoeditor seems fixed
01:00:21Watusimotoargh
01:00:22Watusimotosorry
01:00:35Watusimotomore testing to do
01:01:34kaennope, it isn't raptor
01:01:37kaenI totally forgot
01:02:05kaenoh wait
01:02:07kaenyes it is
01:02:37kaenfirst pane, left side, just above the divider
01:02:42kaenthanks to whoever put that there :)
01:03:06Nothing_Muchhowdy guys
01:03:08BFLogBot Commit: 580d0686bd59 | Author: watusimoto | Message: Fix (mostly) turret snapping in editor
01:03:10BFLogBot Commit: 23ef4afac1a2 | Author: watusimoto | Message: Merge
01:03:19Watusimotonot sure I'm totally in support of variable core speed...
01:03:27Watusimotoanyone want to test the editor before I go to bed?
01:03:44sam686its not usable, just the pack/unpack, no level loading of rotation speed yet..
01:03:46kaenwill do
01:03:50kaenhi Nothing_Much
01:04:04Watusimotostill some weirdness, but it may well haev been there in 018a
01:04:15Nothing_Muchhow's the hackin' going?
01:05:33Watusimotothere are a lot of weird situations you can create with two walls and a turret
01:06:01Watusimotooops... my fix doesn;t work with polywalls
01:06:41sam686copy and paste turrets don't snap/rotate to wall
01:07:15Watusimotocopy and paste????!!?
01:07:40sam686i mean copy and paste only one turret
01:07:44sam686nothing else
01:07:49raptormaybe now is not the time for a fix (late at night on release day)
01:07:49WatusimotoI know
01:08:38Watusimotothe strategy in this fix is definitely correct
01:08:59sam686its much better then 018a where turrets and forfields spazzing everywhere on polywall on 018a, but not anymoer on 019
01:08:59WatusimotoI need to apply it to polywalls and to copy/paste items
01:10:14sam686in a second thought, it doen't do dragging both polywall+turrets right
01:14:24WatusimotoI know, testing a fix for that now
01:14:33Watusimotopolywalls didn't get included in the fix
01:15:30Watusimotopolywall fix committed
01:15:35BFLogBot Commit: 6cf7a703fa61 | Author: watusimoto | Message: Fix polywalls as well
01:15:36Watusimotoand pushed
01:16:50raptorshould I be worried?
01:18:04raptorI need to learn how to disable the usb mouse with it still plugged in (and light still on)
01:18:21raptorso the little ones can play with it while i work...
01:19:30sam686now, dragging both barrier and turret sometimes causes turret to not snap (showing "T" instead) but does not happen on turret+polywall
01:19:43sam686not a big deal to me anyway..
01:20:46Watusimotoare the turret and wall snapped before moving?
01:20:53sam686yes
01:21:44WatusimotoI don't see that
01:22:09Watusimotoif they are snapped to each other, they should always stay together and are never marked as unsnapped
01:23:05sam686in 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.
01:23:32raptorworks for me...
01:23:46raptorWatusimoto: looks good to me
01:24:02kaensame here
01:24:06sam686works fine for me, at least there no weard snapping problem..
01:24:14Watusimototrying a good fix for copy/paste items
01:24:23sam686sometimes shows "T" after moving turret on wall but no weard snapping.
01:25:06sam686more like only 10% of my drag barrier+turret shows "T" as a turret
01:29:06sam686Dragging hundreds of turrets but no walls, is kindof funny
01:29:28sam686especially while holding down space
01:30:22raptorheh
01:31:55Watusimototesting fix for copy/paste
01:33:29raptori'mjust going to sum up hundreds of changes like so: - Many Lua API changes, additions, and enhancements. See http://bitfighter.org/luadocs/
01:33:50kaenah, great :)
01:34:12sam686It is possible to program bot to cheat with bot:setEnergy(1.0) and constantly have shield on...
01:34:46raptoryep
01:35:47kaenand make him teleport through walls
01:36:02kaenand make him spawn 1000 seeker projectiles just inches away from every enemy on the map
01:36:14raptorhahaha
01:36:19sam686bot:setPos(..) to instantly capture the flag
01:37:39Flynnn has joined
01:39:24Watusimotocopy paste bug exists in 018a as well... not a regression
01:40:06raptorwoot!
01:40:13raptorabsolved!
01:40:41sam686copy/paste don't bother me that much though..
01:43:50Watusimotook, will fix that for 019a
01:43:56Watusimotoit's almost there, but I want to sleep
01:43:57BFLogBot Commit: 03d70e25bd0e | Author: watusimoto | Message: Refactor to apply snapping rules to clipboard items when copied -- will be useful when fixing paste-snap bug
01:45:17Watusimotook so raptor you are really going to try to do all this tonight?
01:45:22raptoroh yes
01:45:27WatusimotoI think you're nuts
01:45:32sam686editor stuff can be better fixed for 019a as well if releasing 019 right now today
01:45:38Watusimotoyes
01:45:43raptori mean, the Linux packaging will lag, of course
01:45:46WatusimotoI added a bug report for copy/paste bug
01:45:56raptorand the 'notify game websites'
01:46:04Watusimotoand desura?
01:46:11Watusimotofun fun!
01:46:14raptoroh yeah desura may lag, but I have some helper scripts...
01:46:26Watusimotobe sure to update the checklist as you go with tips and reminders as needed
01:46:34Flynnn Quit (Quit: This computer has gone to sleep)
01:46:34raptoryou bet
01:46:45WatusimotoI added a couple of placeholders for comments where I think they were lacking
01:46:51raptortomorrow, you'll know if we have a disaster...
01:46:53Watusimotothat checklist is a lifesaver
01:46:57Watusimotoyes, ok, great
01:46:58raptorok
01:47:00raptor:)
01:47:01Watusimotogood work guys!
01:47:18Watusimotowe might even have a release by December 5th!
01:47:23Watusimoto:-)
01:47:28raptorheh
01:47:29Watusimotonight
01:47:31raptornight!
01:51:05kaennight!
01:51:51Watusimoto Quit (Ping timeout: 245 seconds)
01:51:55raptorok, about 1/2 done with the commit logs. When I'm done, kaen, could you review it? I'll post it to an etherpad
01:55:41kaenyou bet :)
01:57:06raptori've been noticing stuff in the logs
01:57:21raptorwatusimoto does huge refactors and adds giant changes (but few of them)
01:57:43raptorI add loads of small stuff
01:57:50Darrel Quit (Quit: IRC client killed.)
01:57:55raptorand kaen and sam686 clean up after both of us
01:58:27raptorsam686 like to add little features like me, and kaen likes to add large features like watusimoto...
01:58:33sam686I know know whats my biggest commit, possibly the TNL ghostConnection but that just one or 2 files
01:59:05sam686the timer changes on GameType, though Turns out I didn't need to do a whole lot of changse..
01:59:20sam686even though that was a lot of files I changed.
02:00:40sam686oh, early back then, my biggest changes is.. just fixing the inconsistent line endings..
02:00:57raptorthat's a great way to increase your line-change count!
02:03:10amgine123what about me lmao
02:05:13Skybax Quit (Read error: Connection reset by peer)
02:05:31Nothing_Muchamgine123: you're a good contributor to bug finding!
02:05:34raptordo we keep track of kill streaks in the database?
02:05:43kaenI'm a good contributor in bug making!
02:05:46kaenraptor, not afaik
02:09:38raptorI can't believed we had a heart for a zone icon at one time...
02:09:51sam686theres mLongestKillStreak in statistics but no in PlayerStats, I can add that..
02:09:58kaenahaha
02:10:07kaenI'm still ok with changing it back.
02:10:23kaenI say just leave it sam
02:10:42sam686ok
02:11:25kaenraptor, I like your analysis of the commit logs :)
02:11:44kaenI definitely get grandiose plans in my head sometimes.
02:12:04kaenbut still have a healthy love of bug hunting.
02:12:15phillreederoh kaen, the bot didn't work because I forgot a return line. here's the real one: http://pastie.org/8518056
02:12:27kaenmostly for survival because I know I introduce lots more than I find :P
02:12:31kaenah, great phillreeder !
02:12:37kaenI figured it was something like that.
02:14:27phillreeder is now known as phil
02:32:34kaenjust had an awesome wrapping paper roll swordfight with my girlfriend
02:32:38kaen(I won)
02:33:14phil Quit (Ping timeout: 264 seconds)
02:42:11kumul Quit (Ping timeout: 265 seconds)
02:44:28raptorhaha
02:45:26raptorok folks!: http://board.net/p/bf_019_changes
02:45:47raptorkaen / sam686 feel free to reorder, move around stuff
02:46:06raptoralso feel free to pull out more of the Lua API or UI changes since I summed them up
02:46:15sam686All 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. ...
02:47:55sam686I don't actually see the changes at all, just some dumb introduction of this website
02:50:51sam686do you even see my "hi?" in that board link?
02:52:10raptorno
02:52:39raptorargh
02:52:52sam686I think board.net is broken it appears
02:53:03sam686my HI disappears when I rejoin the board
02:53:14sam686anything I type disappears when I rejoin
02:53:24raptorok try here: http://beta.etherpad.org/bf_019_changes
02:53:59sam686works fine on that one
02:54:21raptorok good
02:55:24Skybax has joined
03:07:30sam686The map "Foiled" have a problem with buildBotMeshZones
03:08:19sam686more like a crash problem
03:20:02kaenyou're right!
03:23:29destroyerimo_ has joined
03:28:06kaenit's those polywalls in the center
03:30:36sam686poly2tri/sweep/sweep.cpp line 122, adding if(triangle) appear to fix the crash, and zones appears to generate fine after that
03:30:54raptorhi again
03:31:02sam686.cc i meant not .cpp
03:31:28raptorwait what??
03:31:28sam686the level foilage have a bot genergating crash problem
03:31:37raptorwhere is that level?
03:32:22sam686http://sam6.25u.com/upload/upload_Foiled.level i think thats the one
03:32:42kaen/dlmap kaen_foiled
03:33:14kaenkind of a weird coincidence that the last map I made for 018a crashes 019 ...
03:33:26kaenand also that it "foils" the triangulator.
03:33:37raptoroh ouch, hard crash doing that dlmap
03:33:47kaen._.
03:33:49raptorhttp://pastie.org/pastes/8518122/text
03:34:03raptorthat so messed up
03:34:50raptorhere: http://pastie.org/pastes/8518125/text
03:34:55raptorin gdb
03:35:36raptorI'll look into the botzones if someone wants to look at that crash..
03:35:45raptorall i did was /dlmap kaen_blah
03:35:56sam686I can't scroll through the list of levels fast anymore on 019 (play different level)
03:36:01kaenok I will
03:36:12sam686even clicking the blue arrow selects the level instead of scrolling
03:36:38raptorok sam686 want to tackle that one?
03:36:48raptoryay 3 bugs in a few short minutes on release day... ...
03:36:49kumul has joined
03:37:59raptoractually, i'm suspicious of watusimoto's recent rpc changes with the music stuff...
03:38:27raptori think he may have messed something up with the StringPtr or StringTableEntry
03:40:24sam686This is how I often find which menu it is, I look and search for a text in-game like "CHOOSE LEVEL"
03:40:30BFLogBot Commit: 5e27a43b0635 | Author: buckyballreaction | Message: Update editor plugin readme
03:40:49raptorhard crash on zone trangulation too???
03:42:21kaenyes
03:42:27sam686poly2tri/sweep/sweep.cc line 121/122 have NULL triangle
03:43:22sam686changing 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)
03:43:45raptorthat's messed up..
03:43:56Nothing_MuchHello again
03:45:29sam686and once again, i had to remove the isLocalTestServer in showZonesHandler() ChatCommands.cpp to use /showzones while hosting
03:45:46sam686of course showing zones only works when hosting locally
03:46:06sam686or when testing from editor
03:47:44raptornows the time to make any fixes... harmless fixes, or necessary ones
03:47:54raptori have another idea about that botzone crash
03:48:59raptoror not... it faild again
03:59:41kaenthink I fixed the dlmap one
03:59:45kaenor one of the dlmap ones.
04:00:08raptori got the foiled map down to this, to do the crash: http://sam6.25u.com/upload/foiled2.level
04:00:22raptorthere was more than 1 dlmap crash?
04:01:32destroyerimo has joined
04:01:48BFLogBot Commit: b99e3a2fb8aa | Author: kaen | Message: don't store references outside of their guaranteed lifetime
04:01:52destroyerimowth!
04:01:55kaenmaybe it was the same one
04:02:00destroyerimowhy do i have a clone!?
04:02:53raptortesting that kaen... i would have never gotten that
04:03:06BFLogBot Commit: c19ae6f7a702 | Author: sam8641 | Message: Fix Level select missing Parent::idle that was preventing scrolling fast.
04:03:23raptorstill crashes kaen :(
04:03:26kaen:<
04:03:32kaenstopped crashing for me :/
04:03:44kaenmaybe there are more
04:05:48kaenmaybe the other wrapString needs it too?
04:06:11raptorcould be... but it seem so unrelated
04:06:59kaenwhat I thought was happening was it was pushing the indentPrefix by reference, and it becomes dangling once the indentPrefix is totally out of scope
04:07:37kaenbecause it crashed destructing Vector<string> wrapped for me
04:07:57kaen(still doesn't crash for me anymore, a dozen attempts later
04:07:58raptorodd
04:07:59kaen)
04:08:05raptorlet me make clean
04:09:54kaengah. more triangulation crashes on biosynthesis
04:10:08raptorWHAT
04:10:19kaenwe just played that one a few days ago
04:10:26raptordidn't you make that level with the new triangulation?
04:10:41raptori wonder if there's something else going on...
04:11:01raptorstill crash with /dlmap
04:11:03sam686Does this fix all your triangulation crash? changing line 122 to if(triangle) EdgeEvent( tcx, ep, *p1, triangle, *p1 ); // Added if(triangle)
04:11:12raptortime for valgrind...
04:11:14sam686in sweep.cc
04:11:57kaentesting, sam686
04:12:12raptorsam686: it might.. t emporarily, but i'm starting to think it's some other memory bug
04:13:12sam686it could just be some dumb inaccurate floating point calculation or loss or precision
04:14:15kaenthat assert says colinear points.
04:14:43raptorodd..
04:16:18kaenyep, fixes both
04:16:23kaenand the zones are perfect.
04:16:33kaenI say ship it.
04:16:39raptorexcept i just got it to generate zones once
04:16:47kaenthey should have written a null check in there anyway
04:16:52raptorwith moving the barriers, as is, slightly
04:16:55kaenoh
04:17:29raptoralso the dlmap crash: http://pastie.org/pastes/8518157/text
04:17:31raptorfrom valgrind
04:18:00raptorkaen: maybe the conversion to new editor points with gridsize is making some colinear?
04:18:26kaenhmm perhaps
04:18:27raptorthat's my next guess if it isn't some wild memory error
04:18:49kaenraptor, didn't you just update fontstash today?
04:19:05raptorI did, yes... maybe that's the problem?
04:19:11kaenhopefully :)
04:19:16raptorlet me revert that...
04:20:31raptornope, wasn't it
04:23:09sam686019 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
04:23:58sam686screenshot http://sam6.25u.com/upload/screenshot_142.png
04:24:15raptorheh
04:24:32raptori've seen a few of those.. probably also with gridsize upscaling?
04:24:39sam686its partially because 018a only checks the collision on only the middle part of forcefield
04:24:48raptorahhh
04:25:26sam686019 forcefield checks the collision of both edge lines of forcefield, while 018a does only the middle center line
04:26:40raptorkaen: can you make those same shapes in 019 now?
04:26:58kaenyou mean create them?
04:27:03raptoryes
04:27:13kaenI'm sure I can
04:27:23sam686More forcefield problem afther that change http://sam6.25u.com/upload/screenshot_143.png different level
04:27:36raptorkaen: this level crashes it: http://sam6.25u.com/upload/foiled2.level
04:27:44raptorbut if you remove one of the wall blocks, it doesn't...
04:28:06raptorand if you move the walls together to another location, it doens't crash either
04:28:13kaenmemcheck=full gives me over 100 memory errors :<
04:28:27raptorall in tnl, i bet...
04:28:57sam686heres more forcefield problem 019 http://sam6.25u.com/upload/screenshot_144.png
04:29:06sam686that same level worked fine loading 018a
04:29:10kaenlot's in videosystem
04:29:21kaenone at 0x86750E0: Zap::GameUserInterface::prepareStars() (UIGame.cpp:743)
04:29:22raptoryeah, ignore video system - they are known SDL bugs
04:29:26raptorwhat
04:30:27kaenand then tons in TNL, yeah
04:37:26raptori'm backing out my wrapped string changeset to see if that was it..
04:39:10raptoryep kaen, backing out that changeset did it
04:39:22kaenraptor, RenderUtils.cpp:750
04:39:24kaenconst string &str
04:39:27kaenremove the ref
04:39:40kaenand do it in the header and try it
04:40:30raptorok
04:40:42raptori don't understand any of this...
04:40:49raptoralmsot done compiling..
04:41:17kaenit's a ref to the string that the char* is pointing at
04:41:23raptorstill crashes
04:41:27kaenok
04:41:32kaenI'm out of ideas.
04:41:40raptorwell this changeset broke it: 44d38326476b
04:41:44raptori made that
04:41:53raptorand I don't know why it would break it. sam686 any ideas?
04:42:05kaenI guess I'd take bad text wrapping over a crash
04:44:26raptoryeah, me too...
04:45:32sam686have you tried const char *indentPrefix instead of const string?
04:45:40raptorno, but I will...
04:47:27raptor"The default argument of a (mutable) reference must be an l-value"
04:47:37raptorwait, this is immutable
04:49:07raptorconst char* fails
04:54:28kaenright, that's what I was looking at
04:54:42kaenand that char* points to the const string &str when it crashes
04:55:27kaenoh, I mean the *(unsigned char*)s) in fontstach.c
04:55:30kaenstash
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04:59:26sam686https://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
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05:00:32sam686with 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
05:00:42raptorwhat do you think kaen, should that change to FFs geometry be reverted? I know watusimoto wanted it...
05:02:52kaentough call
05:03:14kaenbut it breaks existing levels and I don't see a reason why it's really needed
05:03:27raptorit was need for one really weird bug
05:03:30raptor*needed
05:03:38kaenoh
05:04:12sam686probably editor 019 changed quite a bit the forcefield won't pass through the corner of polywall like it did on 019a..
05:05:40raptorthat may be true
05:06:00kaenI think the fix is actually to consider endpoints of linesegments when testing for intersection.
05:06:08raptorkaen: i agree
05:06:10kaenwhich is usually just a change in a conditional.
05:06:14raptorit's an algorithmiv one...
05:06:31kaenok
05:06:38kaenquestion:
05:06:45kaenhow badly do we want to release tonight?
05:06:53kaenbecause the bugs have really started piling up
05:07:10kaenand we've all been pushing a bunch of last-minute changes without any player testing
05:07:13kaenand there's some things it turns out we still want.
05:07:35raptoryeah... i'm starting to think today is not release day... :(
05:07:40kaenI have to agree :<
05:07:46raptorbut feature freeze day? ... sigh
05:07:46kaenok, so how about this
05:07:49kaenyes
05:07:52raptorONLY bug fixes
05:08:00sam686apparently 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
05:08:03kaenreal, honest-to-goodness feature freeze
05:08:07raptorno refactor, no matter how small, unless it's to fix a bug
05:08:22kaenok, agreed
05:08:32kaenwe revert anything that gets pushed and isn't a bugfix
05:08:40kaenexcept for:
05:08:43kaenthis polywall thing
05:08:56kaenwhich is really an alternative bug fix I guess
05:09:01kaenand uh... I think that's it.
05:09:04raptork
05:09:27kaenok
05:09:38kaenso I'll do the polywall thing since I can test it
05:09:43sam686I am hinting some complaints to some people with that change to forcefield breaking some old levels..
05:11:32raptorwait what?
05:11:41raptorkaen: ok
05:11:47raptorsam686: kaen will fix that..
05:16:29amgine123uh
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05:20:54raptorthis string issue makes no sense at all
05:21:19sam686how to I make the string issue crash on me?
05:22:04raptorsam686: host game
05:22:15raptordo command: /dlmap something
05:24:12raptorit crashes when showing the message "Downloading something"
05:24:17sam686already did /dlmap kaen_foiled but no crash, downloads fine, on windows
05:31:04raptormy trial-and-error ideas are not quite out yet...
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05:45:59raptorfailed again...
05:52:11raptorkaen: could this be what is happening? (if you're still around): http://stackoverflow.com/questions/8225687/disappearing-string-in-custom-c-exception-class
06:00:36raptorok, starting to get frustrated - it's like the char* disappears in before the gl call
06:01:08sam686where?
06:03:01sam686EngineeredItem line 1548 changing getWallEdgeDatabase to getWallSegmentDatabase fixes forcefield going through corners of polywall in editor
06:03:01raptorhttp://pastie.org/pastes/8518239/text
06:03:01raptorthat's the back trace
06:03:19raptorbut it doesn't really give a clue
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06:08:24sam686is the problem libGL? not sure if you have buggy opengl..
06:09:11sam686i can test on my linux
06:12:22sam686///dlmap kaen_foiled
06:12:36raptorwrong window..
06:12:43sam686////dlmap kaen_foiled works fine on my linux
06:13:08sam686can't chat starting with a single /
06:13:17raptorah yes
06:16:18sam686maybe one of 2 things, memory corruption, or corrupt build. try make clean and make
06:16:38sam686works fine for me..
06:16:41raptori've been doing lots of make clean
06:17:25raptorI have one last really good idea
06:24:54BFLogBot Commit: 033200506b1b | Author: buckyballreaction | Message: Revert 44d38326476b because of crash
06:24:55BFLogBot 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
06:24:59raptorok, see my latest commit - it's not fixed, but narrowed down, I think
06:25:15raptortell me if that last one crashes for you
06:26:10sam686ok
06:31:12BFLogBot 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.
06:31:21sam686there, that fixes most of turret snapping accuracy problem
06:32:05sam686and that also fixed the forcefield going through the corner of polywall, if/when we want to revert the forcefield end point behavior
06:33:03raptorkaen: still around?
06:37:02sam686still have never been able to crash/segfault on neither linux/windows
06:37:20raptorok, let me restart
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06:42:26sam686| / /\ |--- |\ |
06:42:26sam686|< /__\ |-- | \ |
06:42:26sam686| \ / \|___ | \|
06:42:40raptorhaha
06:43:01sam686maybe part of the different on my linux is.. I wasn't compining as debug..
06:43:27raptorah, let me compile release
06:43:34sam686and make debug isn't working at all "no rules" so I did "make help" but it didn't tell me how to make debug
06:43:52raptorcmake -DCMAKE_BUILD_TYPE=Debug ..
06:44:14sam686maybe put that reminder inside the make debug?
06:45:12sam686i mean "make help" whatever
06:45:30raptori'm not sure how to do that with cmake (yet)
06:45:54raptorstill crash on debug
06:45:57raptornow for release..
06:47:49sam686I keep having to delete kaen_foiled.level in order to download it again.
06:48:13sam686which is another question, what if your downloaded kaen_foiled is outdated? and map maker updeted the map?
06:48:30sam686still no crash for me..
06:48:50sam686no segfault either in debug build
06:48:53raptori don't have to download it
06:49:01raptori can just type: /dlmap fdjasfdsafdsa
06:49:05raptorand it crashes
06:49:52sam686you need to somehow run it as software opengl to make sure it isn't the buggy driver causing problem
06:50:07raptorcrashes in release compile, too
06:50:18raptori'm not sure how to do that
06:50:32sam686my linux program happen to just do software rendering when running through ssh/xming to have linux GUI on windows
06:50:45raptorha!
06:51:16sam686its gigabit connection so it isn't that slow, but the bigger the window the slower the FPS (getting about 10 fps)
06:51:52sam686probably network-limited as it is already over 50% of gigabit bandwidth
06:52:27sam686gcc --version mine is: gcc (Debian 4.8.2-1) 4.8.2
06:53:13raptormine is 4.7.2
06:53:20sam686you can try running bitighter inside virtual machine (a linux guest) to see if the problem is also there
06:54:13sam686or you can somehow try to run bitfighter as software rendering..
06:55:02sam686usually guest virtual machine can't really use hardware opengl and help narrow down the problem..
06:55:38sam686Im not even sure what graphics hardware kaen uses.. closed source nvidia?
06:56:16raptorhe used to be running software Mesa on an old laptop
07:03:24raptorok, well, I need to go to bed - I am saddened we didn't release :(
07:03:39raptorI wanted to spend the last 4 hours building/deploying
07:03:47raptorso good night!
07:03:53sam686ok
07:06:39raptorit crashed on my OSX vm
07:07:28raptori'm going to build again on there and get a trace
07:11:34sam686renderUtils.cpp line 749 wrapString, try adding & to the last arg
07:11:54sam686also in .h
07:12:29sam686have you made any unpushed changes?
07:13:25raptornope, let me add that back again
07:14:44raptortrying that on OSX, too
07:14:59destroyerimodat hard work
07:15:08destroyerimou guys rock seriously XD
07:16:16raptorsam686: still crashes both on Linux and in my OSX vm
07:16:19sam686let me try my rather old debian 32-bit virtualboc
07:16:22sam686x
07:17:52raptortrace on osx: http://pastie.org/pastes/8518309/text
07:18:05raptorboth 32bit and 64bit crashes
07:18:46raptorcould it be because it came from a thread?
07:18:58sam686ummm maybe thats the problem
07:19:11sam686only the main thread can do opengl
07:19:19raptorha!
07:19:29sam686or multiple thread trying to access opengl at the same time and CRASH
07:19:41raptoryep, that must be what is happening
07:19:57raptorso we need to implement a queue or something
07:20:13raptorok, that is a good thought - i need to sleep, but I think that is the problem
07:20:26raptorhave a good night, and thanks for debugging with me!
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10:43:49Watusimotohi alex_velea
10:44:37alex_veleaHello Watusimoto
10:44:39WatusimotoI'm about to step away for a while, but wanted to answer your question from last night
10:44:46alex_veleaOk
10:44:51Watusimotoabout access to the object list in the database
10:45:02Watusimotothe answer is that there should already be a method that exposes that
10:45:14Watusimoto(if I remember your question correctly)
10:45:20alex_veleaI did not found it ..
10:45:22WatusimotoI think you can get read-only access to the list
10:45:35Watusimototell me again the var you want, and I will find you the method
10:46:17alex_veleai think that const Vector<DatabaseObject *> *findObjects_fast(U8 typeNumber) const; may do it
10:46:51alex_veleabut i don't know how that typeNumber works so i passed over it
10:47:51alex_veleaI would like to get Vector<DatabaseObject *> mAllObjects; to know what changes happends
10:50:17Watusimotoyes, that's the one
10:50:27Watusimotoit's fast because it does no searching, just returns a pointer to the list
10:51:08Watusimotothere is a variant that requires no args
10:51:15Watusimotojust findObjects_fast()
10:51:19Watusimotothat returns all objects
10:51:30alex_veleaAnd 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
10:51:30alex_veleahttp://pastebin.com/S2msws2y
10:52:42Watusimotothe 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.
10:54:02Watusimotocould you please restate that last question?
10:54:32Watusimotobtw, I think in most cases, you can figure out which objects were changed without searching through the whole database
10:54:45Watusimotofor example, on a move operation, all the selected objects will be changed
10:55:19Watusimotoon a delete operation, again, all selected objects will be changed
10:55:40Watusimotoin a create operation, only one object will be changed, and you'll know which it is
10:56:37Watusimotoyou'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
11:01:38alex_veleawell in my approach i will try to see what operations i need to do to make the 2 DB equal | insert and erase ...
11:01:56alex_veleaI don't know how tha selected objects stuff work ..
11:02:07Watusimotoeach object has a flag marking it as selected or not
11:02:28Watusimotosearch for selected in the editor, and you'll find tons of examples of how to set it and read it
11:02:48alex_veleaok then :)
11:03:03alex_veleaFirst i want to make it to work this way .. i have little work to do now.
11:03:07Watusimotoif(obj->isSelected())
11:03:16alex_veleaThen i try to do it that way.
11:03:25alex_veleaI want at least to have a version that works ..
11:03:46WatusimotoFor example, setCurrentTeam() only works on selected objects
11:04:06Watusimotolook around line 2547 in the editor
11:04:35Watusimotook, 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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11:42:30BFLogBot Commit: 669f46b49494 | Author: sam8641 | Message: poly2tri fix NULL pointer crash, not 100% sure if that is the right fix but does prevent errors.
11:42:32BFLogBot Commit: 9e9af30c95bf | Author: sam8641 | Message: Fix Database Upload/Download Thread, displayErrorMessage is not multi-thread safe.
11:42:33BFLogBot Commit: bc7cb1fc910d | Author: sam8641 | Message: Make LevelDatabaseRate not crashy, but has "Error rating level: 400 (null)"
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12:43:57Watusimoto_alex_velea: I'm back for a bit
12:44:40Watusimoto_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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12:46:54Watusimoto_in that situation, the only way to know what happened is to compare before with after
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13:18:12Watusimoto_kaen: ping me when you are around
13:18:16Watusimoto_please
13:19:03Watusimoto_sam686: I assume you are not around either, but when you are, please ping me
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13:47:05philgood morning
13:55:13YoshiSmbgood morning phil
14:02:31Watusimoto_hi
14:29:50philWatusimoto: 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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14:39:49Watusimoto_hi phil, sorry, was away for a sec
14:40:27Watusimoto_there is not a function exposed to lua, but it's calculated and stored in the c++ side
14:40:36Watusimoto_let me find it for you
14:40:48Watusimoto_then we can decide whether to expose it or to move your code to c+
14:40:49Watusimoto_+
14:41:21Watusimoto_The class is BotNavMeshZone
14:42:16Watusimoto_so a zone has a list of neighbors (Vector<NeighboringZone> mNeighbors)
14:42:50Watusimoto_each NeighboringZone has a borderCenter, which is that gateway point I was talking about
14:43:14Watusimoto_in c++, the bot should know which zone it is in, from which you can grab the neighbors, and thus the borderCenters
14:43:24Watusimoto_(we really should rename borderCenter to something more... interesting)
14:43:36phildoes that borderCenter happen to be the point the bot moves to in order to move to the target?
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14:44:17philas 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
14:47:10Watusimoto_generally yes, but bots look ahead to more distant waypoints and if they can got straight and cut their distance a little they will
14:47:14Watusimoto_(if that makes sense)
14:48:49Watusimoto_if the bot is flying towards its target, then ... well.. that might be a good solution, actually
14:51:46philtesting it, I found a lot of the times it seemed to work really well, but then there were some time that really looked silly
14:52:38Watusimoto_what is the difference between those times?
14:54:04philactually looking again I can't really see any obvious flaws
14:54:24philI think I fixed the big problem
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14:54:51Watusimoto_that sounds promising!
14:54:59raptorTODAY IS RELEASE DAY
14:55:00Watusimoto_morning raptor
14:55:00philyep I'm really starting to like this, feels a lot better
14:55:04philmorning
14:55:13Watusimoto_what happened to yesterday is release day? :-)
14:55:30Watusimoto_time always slips away, does it not?
14:55:31raptorno comment...
14:55:34Watusimoto_especially on release day
14:55:39raptorlots of last minute crashing
14:55:42Watusimoto_yes, espicially then
14:56:06philWatusimoto I'm going to submit this so you can look at it when you want
14:56:17Watusimoto_ok, great
14:57:11raptoroh hey, looks like sam686 possibly fixed everything in my sleep
14:57:16raptortesting...
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15:01:31raptoroh man, sam686's fixes are complex... I'm scared
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15:04:10raptorWatusimoto_: 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
15:04:28Watusimoto_I'm fixing an editor bug right now :-)
15:04:31Watusimoto_a regression, even!
15:04:40raptorheh
15:04:54raptordid you do a pull since sam686's latest commits?
15:04:59Watusimoto_but easily tested, relatively non-invoasive
15:05:11Watusimoto_I don't think so
15:05:31Watusimoto_lots of commits!
15:05:46raptorbecause his changes are a lot more complex than I am comfortable with and I'd like as many people as possible running the latest
15:05:55Watusimoto_ok, will update asap
15:06:28Watusimoto_anything in particular?
15:06:45raptortwo major issues - poly2tri crashes with levels
15:06:47raptorand
15:06:54destroyerimo has joined
15:06:57Watusimoto_gulp
15:07:00raptoropengl calls from within threads
15:07:27Watusimoto_ok, I understand
15:07:42raptorthe poly2tri crashes are a little odd and I'm not worried too much about the band-aid that was applied
15:07:51raptorbut the thread changes were quite significant
15:08:00raptorlike architecturally significant
15:08:58raptorand the fixes were added at like 5 in the morning (after being awake all night)
15:09:28raptorroughly
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15:11:39Watusimoto_somehow we now have freefloating turrets
15:11:59Watusimoto_I didn't think this was possible
15:12:08raptorare you running on the latest?
15:12:24Watusimoto_no
15:12:35Watusimoto_I'll commit my changes to date so I can update
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15:12:42Watusimoto_I'm back to stable
15:12:46raptorbecause sam686 made this commit and i'm not sure of its full effect: sam686:
15:12:51raptoroops
15:12:54raptorhttps://code.google.com/p/bitfighter/source/detail?r=0d065212c47b81d6c51ccc24a40e167b7ae64fdf
15:13:35Watusimoto_I think the issue is different -- unmounted turrets shouldn't be loaded into the game
15:13:56raptori've seen those in every release, I think
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15:15:26BFLogBot Commit: 52544f16e5a8 | Author: watusimoto | Message: Add a novella
15:15:27BFLogBot Commit: edad27358edb | Author: watusimoto | Message: Whitespace
15:15:29BFLogBot 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.
15:15:30BFLogBot Commit: 6cdd4d3ce6ac | Author: watusimoto | Message: Merge
15:16:07BFLogBot Commit: 70d4dd04ed7b | Author: watusimoto | Message: CRLF
15:16:14Watusimoto_IT'S NOT ME!!
15:16:40raptorheh... it does look like it's sam686 this time...
15:18:50YoshiSmbsrly? sam, did you do this?
15:18:55raptorfor posterity: http://imagebin.org/279673
15:19:17Watusimoto_you know, I just thoght of a much less complex way to solve this snapping issue
15:19:36Watusimoto_maybe
15:20:07Watusimoto_why zones thorugh the top wall?
15:21:25BFLogBot Commit: 5d6c0df6a065 | Author: buckyballreaction | Message: Fix compiling
15:21:26BFLogBot Commit: 8688436dcaf5 | Author: buckyballreaction | Message: Revert 669f46b49494. This is not the poly2tri fix you're looking for
15:21:33raptoryeah, that was a fix to poly2tri that sam686 thought might work - it doesn't work
15:21:52raptorso now the crash is back, but zones are working properly...
15:23:35Watusimoto_I like your comment
15:23:44raptoralso Watusimoto_, here is a list of changes I compiled through the commit log: http://beta.etherpad.org/bf_019_changes
15:23:55raptorfeel free to add to/ remove from/edit
15:32:08raptorreduced the crashing case to this: http://sam6.25u.com/upload/foiled3.level
15:45:03raptorha kaen, i think I was right! the crash is because of floating point rounding errors after multiplying by gridsize
15:46:22raptorand I cannot duplicate when trying with levels direclty created in 019
15:53:02raptorso, now what is the proper fix... should I round to 0.001 when multiplying by gridsize??
16:04:55BFLogBot Commit: 470f1fb4ce7a | Author: watusimoto | Message: Add TODO for after release
16:04:57BFLogBot Commit: 438795276726 | Author: watusimoto | Message: Fix warning
16:04:59Watusimoto_so what is the problem, exactly
16:05:34raptorthat level above crashes the game
16:05:37Watusimoto_yes
16:05:42Watusimoto_crashes triangulation
16:05:45raptorbecause poly2tri is too stupid
16:05:55raptorbut clipper is fine!
16:06:07Watusimoto_TRIANGLE
16:08:28raptorTriangle means no debian
16:09:35Watusimoto_I know
16:09:39Watusimoto_but... TRIANGLE
16:13:56raptornotice line 12 and 20 (output from clipper): http://pastie.org/8519090
16:16:56BFLogBot Commit: 63ba5a039846 | Author: watusimoto | Message: Make functions const
16:16:58BFLogBot 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
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16:17:32Watusimoto_12 and 20 look rather similar... brothers?
16:17:54raptorthere in the same 'hole'
16:18:00Watusimoto_yes
16:18:01raptorand poly2tri can't handle that
16:18:13Watusimoto_so it creaets a pinch point
16:18:30raptorit happened because of three things in a row:
16:18:37Watusimoto_I assume the input is ok, it's just some floating point rounding junk that creates the problem
16:18:38raptor1. original level created in 018a
16:18:46raptor(with gridsize 255)
16:19:13raptor2. two walls overlap identically, but have our floating precision problem from 018a
16:19:25Watusimoto_what does that mean?
16:19:34Watusimoto_oh, one wall atop the other
16:19:50raptorlook at the source test case: http://sam6.25u.com/upload/foiled3.level
16:19:54raptorthat i reduced it to
16:19:59raptoryes, a pinch point
16:20:09raptoractually, i think there's a clipper option to not output those...
16:21:37antoniomdkHi!
16:22:29Watusimoto_hi antoniomdk
16:22:35Watusimoto_you saw my comment?
16:22:40raptorwhoa! I just found this!: http://javascript.poly2tri.googlecode.com/hg/index.html
16:22:45antoniomdkYes
16:23:03Watusimoto_excellent!!
16:23:12antoniomdkBut, I have a problem
16:23:20raptoruse this data and it tells you exactly what's wrong: http://pastie.org/8519108
16:23:55antoniomdkWhen I try generate the solution, I have problems
16:24:26antoniomdkI´m using Cmake GUI
16:24:41Watusimoto_had colinear
16:24:48Watusimoto_antoniomdk: you mean you are having build problems
16:24:58antoniomdkYes
16:24:59Watusimoto_use cmake from the cmd line; it's much easier
16:25:03Watusimoto_cmake ..
16:25:05Watusimoto_that's it
16:25:25antoniomdkI don´t know how do it
16:25:30raptor!gci
16:25:30BFLogBotGCI Students Welcome! Please see: http://bitfighter.org/wiki/index.php/GCI_Student_Bootstrap for getting started.
16:25:36Watusimoto_I am sure it would work from the gui, but I've never tried it, so don;t know how it works
16:26:08antoniomdkThe gui says:
16:26:16Watusimoto_raptor: can we elimintate collinear segments?
16:26:28antoniomdkCMake 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
16:27:08raptorit might be an older version of cmake?
16:27:13raptoroh, no its now
16:27:18raptor*not
16:27:37raptorthat's a generator
16:28:00antoniomdkThat´s the last version
16:28:08raptoryeah he has the correct version
16:28:11Watusimoto_you installed it "normally" right?
16:28:18antoniomdkYes
16:28:27Watusimoto_try it from the cmd line
16:28:48Watusimoto_open a cmd window, navigate to the build folder, type cmake ..
16:28:57Watusimoto_I'll be back in a few minutes
16:29:04antoniomdkOk
16:29:14raptorif he's on windows, then it needs to be: cmake -G "Visual Studio12" ..
16:29:53antoniomdkthat command doesn´t work
16:30:30raptordid you go into the 'build' sub-directory?
16:31:02antoniomdkyes
16:31:16raptorwhat't the error?
16:32:38antoniomdkcmake is not reconozided
16:32:45raptorah... it's not on your PATH
16:32:59raptorare you familiar with command line?
16:33:08antoniomdkNo
16:33:16antoniomdkI only know cd command
16:34:11raptorhmm... ok
16:34:29raptorlet me attempt the GUI for you. I'm not normally a windows user, but I'll see what I can do..
16:35:00raptorah ok
16:35:06antoniomdkOk, thank you
16:35:09raptorhave you restarted the computer since running cmake?
16:35:13raptorsince *installing
16:35:14antoniomdkno
16:35:37LordDVG has joined
16:35:41raptorit should be available in the command line, but might not be until you restart after installing it
16:36:11antoniomdkOk, I´m going to restart my computer
16:39:54raptorok
16:44:34raptorantoniomdk: tell me when you're back
16:46:56raptorWatusimoto_: 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
16:51:29antoniomdk Quit (Ping timeout: 250 seconds)
17:01:21Watusimoto_what version is it available for?
17:01:36raptornot sure, but the API has changed...
17:01:48raptori found 'CleanPolygons' that I'm trying out, too...
17:02:00Watusimoto_raptor: I just use cmake without specifying version. I get vs2010 files, which are converted by vs13
17:02:23raptoroh really??
17:02:25raptorinteresting
17:02:36raptorwell, I got the GUI to work, so I think he just has a misconfiguration
17:02:46Watusimoto_works for me; once built the first time, I don't need to worry even after they project rebuild
17:02:53Watusimoto_sounds like it
17:06:31raptorI've been reading this page, it is quite informative: http://www.angusj.com/delphi/clipper/documentation/Docs/Overview/Rounding.htm
17:10:44Watusimoto_maybe we shuold move to integer coords!
17:12:09raptorwe do
17:14:53YoshiSmb Quit (Ping timeout: 250 seconds)
17:15:42raptorhonestly, the crashes only occur on two of kaen's levels that used his special math-generation plugins
17:17:08raptorargh, i can't hook up the cleaning methods without significant architectural changes..
17:19:58kaenhi all
17:20:08raptorgood morning!
17:20:12raptorit's release day!
17:20:14kaenwe should make sure antionimdk actually has VS12 installed
17:20:22kaentwo release days in a row \o/
17:21:03kaenbecause we recommend the VS10 generator in our build instructions
17:21:14Watusimoto_vs10 works for me with vs13
17:21:29Watusimoto_the vs10 generator works, I mean
17:21:51Watusimoto_raptor: if this crash is only an issue with kaen's 018a levels, perhaps we can let it go?
17:22:03raptorWatusimoto_: I'm thinking so
17:22:09Watusimoto_and also, I wanted to ask you two if you'd try out phil's bot and see what you think
17:22:17raptorbut have a bandaid i'm trying, too..
17:22:53Watusimoto_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
17:23:29kaenplus, if it's a 018a -> 019 specific thing, then you can fix it by just saving the level again, right?
17:23:50kaenactually, I'll ask bifighter
17:23:59raptorkaen: no, you have to move the points
17:24:30raptorit has to do with upscaling by gridsize of 018a points that 'identical' but saved as slightly different points in the level file
17:24:39kaenok, that's not bad either
17:24:53kaenas long as we document the problem and solution for our vict-- users.
17:25:07raptorto see the error go here: http://javascript.poly2tri.googlecode.com/hg/index.html
17:25:15raptorpaste in these points: http://pastie.org/8519108
17:25:26raptorthat app is amazing
17:25:33raptorwould have save so much time...
17:25:49kaenwow
17:25:51kaenjust wow
17:26:02kaenhow many times have I written a crappy version of this ...
17:26:15raptoror used logprintf statements to eyeball things...
17:27:33BFLogBot Commit: 557607613981 | Author: watusimoto | Message: Var names
17:27:35BFLogBot Commit: 936392673fb7 | Author: watusimoto | Message: Comment
17:27:36BFLogBot Commit: 2fa89322a95d | Author: watusimoto | Message: Comment
17:33:01BFLogBot Commit: 3a3ba5dcf0c9 | Author: watusimoto | Message: Whitespace
17:33:03BFLogBot Commit: 36ce7e0b7b3c | Author: watusimoto | Message: Same results, less work
17:34:13raptorok, let's see if this ridiculous patch works...
17:34:51raptorha! it worked
17:42:09BFLogBot Commit: d43a7ca17223 | Author: watusimoto | Message: Remove dead code, unused param
17:45:25raptorkaen: still around?
17:46:37raptorwhen you get back, can you please try this patch, then load those crashy levels of yours?: http://sam6.25u.com/upload/5temp.diff
17:48:47raptorWatusimoto_: that patch above fixes all the crashes with those special cases... but it's a bit hacky. what do you think?
17:49:01Watusimoto_I thnk my latest commit does not compile
17:49:09raptorhaha
17:49:45Watusimoto_if it works, it looks fine. These innards are pretty ugly no matter waht
17:50:22Canseco has joined
17:50:24raptoryeah..
17:50:46raptoryep, doesn't compile
17:52:11BFLogBot Commit: d5da226c22d9 | Author: watusimoto | Message: Function does no good here
17:52:13BFLogBot Commit: 94082193c935 | Author: watusimoto | Message: Compiles, but crashes (but I won't tell you how; you'll never find it before I fix it!!)
17:52:26Watusimoto_that will fix it
17:52:37raptorahaha\\\
17:52:49raptorno new features!
17:52:58Watusimoto_bug fixes!!!
17:54:31Watusimoto_did you find the crash?
17:54:38BFLogBot Commit: a94e9df339f7 | Author: watusimoto | Message: Whitespace
17:54:39BFLogBot Commit: 4e4ce30001ed | Author: watusimoto | Message: No longer crashy
17:54:41Watusimoto_too late!
17:58:47destroyerimo_ Quit (Ping timeout: 260 seconds)
18:00:33raptorWatusimoto_: do you think we need to add a message 'press esc to dismiss' on the red warning boxes?
18:00:57Watusimoto_probably... most have it already, no?
18:01:03raptorbecause when something like connectino to master fails, and i'm in game... i don't immediately know how to dismiss it
18:01:47Watusimoto_so connection to master does not have it?
18:02:13raptorthe failed connection box, correct
18:02:59Watusimoto_ok, I'll take a look
18:03:13Watusimoto_but need to do more work on dinner
18:03:15Watusimoto_back in a few
18:03:17raptorok
18:04:12raptoractually kaen, test this one instead: http://sam6.25u.com/upload/6temp.diff
18:04:21raptorbiosynthesis was the other, right?
18:05:51kaenyes
18:05:52kaenback
18:05:54kaentesting.
18:06:27raptordo that later one...
18:06:48kaenthat poly2tri link sent me down a rabbit hole and I've been mesmerized by https://en.wikipedia.org/wiki/Nazca_Lines
18:07:07raptorooooo
18:07:56kaenmy theory: they were carved as farewell wishes and good tidings to prehistoric extra terrestrial visitors.
18:08:00kaenthe only logical conclusion.
18:09:41raptorheh
18:10:32kaenstill segfaults on foiled
18:10:44raptorwhat? really??
18:10:46raptori just did that one..
18:10:54kaenhmm
18:11:15raptorsee in that patch where i multiply by 10000 then by 0.0001?
18:11:27raptorreduce it to 1000 and 0.001 and try again
18:11:58kaenok
18:12:28raptoroh have you save foiled in 019
18:12:45raptorbecause if so, then it'll fail
18:12:52raptorbecause it already converted the points
18:13:33kaenstill segfaults
18:13:34raptorthe original here works - http://sam6.25u.com/upload/upload_Foiled.level
18:13:45kaenah I think that might be it
18:13:46raptoryou must have saved it in 019 already...
18:13:54raptoryeah, then it's too late
18:14:03kaenyes, because I've uploaded it to the DB and it saves right after it does that.
18:14:06raptorcan you provide me with biosynthesis?
18:15:00kaenit works!
18:15:21kaenit's on the DB
18:15:24kaenwhich is the only version I have
18:15:35kaen/dlmap kaen_biosynthesis
18:16:28kaenunderscores are terrible
18:16:37kaenI think I want to make it use hypens instead.
18:16:48raptorit works!
18:16:49raptorok
18:16:52kaen\o/
18:16:52raptorumm
18:17:00raptorthink that crazy patch is OK?
18:17:18kaenlooks ok, and I totally understand how it solves the problem
18:17:23raptoroh good
18:17:25raptorexcellent
18:17:27raptorok
18:17:28raptorthen
18:17:33raptorregarding pleiades
18:17:42raptordid you want to wipe it?
18:17:50kaenyes, I do
18:18:08kaenI have one more schema update to make, then I'll wipe it
18:18:34kaenany idea when the release will go up?
18:19:03raptorummm today! probably after watusimoto goes to bed
18:19:09kaenok
18:19:14kaenthat's more than enough time
18:19:34raptoralso there's the contest party at 3pm PST, which is in 7 hours? I don't think we should release before that...
18:19:51kaen}:)
18:19:56raptorheh
18:20:16kaenmight make some waves though, I suppose
18:20:35kaenalready pissed off enough veteran players this release cycle :P
18:20:43raptorI mean, I suppose we could release, but not update the auto-updater thingy
18:21:13kaenlike a silent release, then once the party is over we tick the auto-updater?
18:21:16kaenthat sounds perfect.
18:21:17raptorlike silently have all the binaries built and available
18:21:39raptordepends on what Watusimoto_ wants to do, as well as what sam686 may find, i suppose...
18:21:40raptoroh
18:21:49raptordid you want to revert that forcefield thingy?
18:22:01raptorsam686: did some work to avert the line-through-point issue
18:22:14kaenok, good
18:22:23kaenI passed out before I got anywhere with it
18:22:59kaenI say revert it if same fixed or sufficiently mitigated the polywall thing.
18:23:05kaensam*
18:23:10raptorok, i'll look at that
18:30:07raptorsome of the red warning boxes need "press ESC to dismiss"
18:31:45BFLogBot Commit: ccf04eb8cf43 | Author: buckyballreaction | Message: Band-aid fix for crashes with poly2tri that result from rounding errors in levels with gridsize
18:34:02BFLogBot Commit: 3283d22b5ffd | Author: buckyballreaction | Message: Add comment about neat utility for testing poly2tri points
18:39:07Watusimoto_back for a minute
18:39:46Watusimoto_I've seen the nazca lines, though they don't look like much from the ground
18:41:55Watusimoto_ok... there is more in the editor I want to do, but not much that I have to do there
18:42:12Watusimoto_so adding the hit esc to continue would be a really should do
18:42:41Watusimoto_and I really hate the most recent font on the timer widget in the game itself...
18:42:56raptorok
18:43:01Watusimoto_(want to try some of the others we already package with the game)
18:43:04Watusimoto_but that would be it
18:43:09Watusimoto_that is not top priorit
18:43:37Watusimoto_ok, back in a few
18:45:44raptork
18:45:44BFLogBot Commit: 4a731c936ca7 | Author: buckyballreaction | Message: Revert of 004914af7567. FFs are a single line again to not break compatibility with many levels
18:46:26raptorkaen: do you understand what happened with the string crashing bug last night?
18:53:35kaenok, I do
18:53:40kaen(was reviewing)
18:53:49kaenI don't like it, but I understand how it fixes it.
18:54:07raptorsam686's fixes were a bit complicated, but so far they hold up
18:54:32kaenthey're correct for the most part
18:54:41kaenthat should all definitely be happening in finish()
18:54:49kaenI didn't even know that method existed
18:55:01kaendSprintf(url, UrlLength, "!!! Server returned an error: %d", req.getResponseCode());
18:55:13kaenlooks a little off
18:56:46raptorthat's odd...
18:57:14raptoryeah - no opengl in anything but the main thread - which, i think, is why android use to crash
18:57:18kaenoh, it didn't ...
18:57:22kaenhe created it
18:57:38kaenthese are large architectural changes, indeed.
18:58:07sam686hi
18:58:19raptorhi sam686
18:58:36raptorsam686: i just reverted the FF change - can you please test?
18:59:40sam686its partially because of adding gSecondaryThread to game.cpp/h
18:59:41sam686doing 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
19:01:01Bob1 has joined
19:01:32sam686boo.. 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
19:01:34sam686time to revert
19:01:57Watusimoto_I'm off to dinner back later and we can wrap this baby up! (and throw it out with the bathwater!)
19:02:11kaenok, that kind of bugs me, because it adds a global and usurps the flow control from the thread itself
19:02:30kaen"delete this" was obviously bad, and GL stuff in the child thread was wrong, too
19:02:42kaenbut I think finish() should be called in the thread's destructor perhaps
19:02:56kaenwhich should always happen in the main thread.
19:02:57sam686it is destructed from RefPtr
19:03:20sam686put a breakpoint in a dectructor to see that
19:03:29raptorok, ill be back in about 2 hours
19:05:09kaenI see
19:05:15sam686however I don't want finish() to be called when it didn't even do run() yet, possible if program exits early
19:05:33raptori 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
19:05:49kaenthat also restricts to only one of these "secondary" threads
19:06:01raptorback later..
19:06:05raptor Quit ()
19:06:09kaenand allows for the possibility of one clobbering another in case they ever do get reinstantiated.
19:06:22kaenwhich would be somewhat of a nightmare to debug
19:06:23raptor has joined
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19:06:27kaenbut to the point at hand
19:06:37raptornot to Watusimoto_, please review: http://beta.etherpad.org/bf_019_changes
19:06:37sam686A new one get created, not using the existing one..
19:06:42raptorok bye
19:06:43raptor Quit (Client Quit)
19:07:27Watusimoto_ Quit (Ping timeout: 272 seconds)
19:07:33Bob1 Quit (Ping timeout: 250 seconds)
19:07:35kaenlet's see... looks like gSecondaryThread is actually a thread queue?
19:07:46sam686maybe I suppose the gSecondareThread can be moved into Game class
19:07:49sam686yes
19:08:13sam686they don't run more then one at a time
19:09:36kaenso if two threads in that queue have interacting logic they'll deadlock... effectively restricting it to two threads.
19:09:56kaenit seems like it should be possible to remove the displayMessage call from the thread without such broad architectural changes.
19:10:25kaenhow about this: LDUT and LDDT have data error-state data members
19:10:43kaenThe owner's control the lifetime as normal by polling the threads for these states
19:11:09sam686you can still use TNL::Threads.. if you are careful not to use no RPC network TNL or no displayErrorMessage
19:11:26kaenand at the end the owner can get the state and the result string and call the displayMessage itself
19:11:43kaenthat seems a lot simpler and touches a lot fewer parts of the code.
19:11:54kaenI wouldn't expect this fix to require changing the master code at all.
19:12:13LordDVG Quit (Remote host closed the connection)
19:13:15sam686There was other parts that appears to be a bit unsafe.. like if a person changed level name in a middle of upload?
19:13:49kaenthere are many missing mutexes, yes
19:20:32sam686even with or without those muxes, secondary threads probably can't use opengl, used to get text size length somehow...
19:21:16kaenright, I think we established that :P
19:27:45sam686it 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..
19:30:58kaenok, here's my plan:
19:31:07kaen(I'm trying an alternative method)
19:31:47kaento remove all the simultaneous access possibilities, we restrict the upload/download thread to *not* interact with the editor/game except for a single call
19:32:11kaenan async callback that reports success conditions and the result string
19:32:31kaenwe'll inject anything the thread could need into it before run
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19:34:45sam686sometimes it needs to do something more then just string output. like accessing gServerGame and adding level, something unsafe for second thread to do.
19:35:10sam686because it uses RPC network
19:36:20Canseco Quit (Remote host closed the connection)
19:38:02kaenI'm specifically trying to fix LDUT and LDDT
19:38:13kaenand maybe LDRT
19:38:38kaenremoving any possibility of simultaneous access without architecture changes
19:59:09Watusimoto has joined
20:00:49sam686the foiled bot zone still crash if test from editor without changing anything
20:07:13Watusimotoso where do things stand?
20:07:20Watusimotostill fighting last minute bugs?
20:07:33sam686theres still some crashes..
20:07:44sam686one is the bot zone crash on a few levels
20:08:13sam686another was a /dlmap crash from secondary thread trying to access opengl at the same time as primary thread
20:08:56sam686well /dlmap might have been fixed with a bit of a messy code.
20:09:48sam686raptor put up a change list http://beta.etherpad.org/bf_019_changes
20:16:41amgine123hello\
20:23:09Watusimoto Quit (Read error: Connection reset by peer)
20:23:30Watusimoto has joined
20:25:47Watusimotowhat is this one?
20:25:48WatusimotoRemove killed-by-Asteroid/Turret in Rabbit gametype
20:28:08BFLogBot Commit: d2eaa21ffb15 | Author: sam8641 | Message: Fix windows thread crash when destructor runs without start()
20:28:45sam686it was said in the forum
20:29:04sam686http://bitfighter.org/forums/viewtopic.php?t=2099
20:33:44amgine123watching the matrix
20:34:38amgine123yes kill score makes sense also
20:34:44amgine123adjusatble
20:36:55amgine123can we make adjustable asteroid stats. ie nubmer of shots to break it nubmer of peices from a break ect
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20:49:30raptorhello again
20:49:34philhello
20:50:23raptorsam686: 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
20:51:09raptorWatusimoto: I think things stand good - except maybe kaen/sam686 are working on fixing some threading issues
20:51:23WatusimotoI added the hit esc key message
20:51:26sam686futute levels will like crash on them too..
20:51:29Watusimotonot checked in yet
20:51:35sam686because of bot zone problem
20:52:42sam686the problem? raptor's bandaid isn't a complete fix to the problem
20:52:45raptorsam686: there are no future levels
20:52:58raptorit only fails if it was saved in 019 before I implemented the fix
20:53:01Watusimotowell, I'll keep chipping away at minor issues unlikely to cause any fallout
20:53:07sam686there will be once it is released and it can become a bigger problem then
20:53:22amgine123or you can fix it now
20:53:27raptorno no - because once it's released the levels are loaded with the rounding I added
20:53:59raptorthe only levels that crash are ones loaded in the development version before the fix
20:54:18philare you still trying to launch 019 today?
20:54:28raptorphil: hopefully yes! :)
20:57:40raptorsam686: that last thread change - when would that happen?
20:58:11raptorit seems like the thread should never already exist in start(), and if it does it should be taken care of elsewhere
20:59:16sam686 Quit (Read error: Connection reset by peer)
21:00:40raptorkaen: you are working on thread changes?
21:03:18sam686 has joined
21:03:18ChanServ sets mode +v
21:04:15kaenyes, I'm trying a different approach that only tweaks the threads themselves
21:04:23raptorok
21:04:43raptorWatusimoto: did you see the changes list? feel free to add/edit/reorder as you wish
21:05:19sam686I am getting massive lag/packet drops, mostly on my internet's upload direction
21:05:35raptorwelcome back :)
21:05:54WatusimotoI made a couple of minor changes
21:06:16Watusimotooverall, I think the list is way too long and detailed to be of use to anyone but detailist nerds
21:06:25Watusimotowhich, admittedly, is about half our playership :-)
21:06:43raptoryes, we need a 'highlights' piece
21:06:52raptorthis is very reminiscent of 016...
21:06:54Watusimotothere was one item I didn;t understand, posted above
21:06:58raptorrabbit?
21:07:16raptorbasically just removed the penalty for running into asteroids
21:07:24raptorthe -5 penalty
21:07:25Watusimotoyes: Remove killed-by-Asteroid/Turret in Rabbit gametype
21:07:35Watusimotoyou still die, though, right?
21:07:39raptoroh yes
21:07:46Watusimotoit's just a points thing
21:08:23raptoryes
21:08:25sam686anyway the TNL windows thread changes was done, because it can crash on thread destructor if they haven't run start() yet
21:08:28raptorjust made that clearer...
21:09:12raptorok 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?
21:09:15raptor*right
21:10:37sam686the start() was there in a long time
21:10:37sam686running run() directly will not run in second thread
21:11:25sam686start() does run() in a seperate thread
21:11:38raptorI mean this piece of code in 'start()': if(mThread) CloseHandle(mThread);
21:11:46raptorthat should never happen, I thought
21:11:53sam686look at the next line, mThread =
21:12:12sam686it may memory leak I guess without that check
21:12:33sam686that is if we start() again after run() as finished
21:14:26amgine123not that im very smart but cant oyu create some C++ code to track memory leaks ?
21:14:56raptoryes, 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
21:15:00Skybax has joined
21:15:13raptoramgine123: it's called 'valgrind'
21:15:26sam686Our existing code didn't do multiple start() as of yet, but could happen with future commits.
21:15:33SkybaxHeyo
21:15:49raptorbut i don't think it should ever happen
21:16:02raptorthat adds complexity to the threads - I think a new thread should just be created
21:16:52sam686maybe we need to look at windows threading some more..
21:17:24raptori admit I don't understand threading on windows at all
21:18:02raptorbut I think threads should be as simple as possible: create, run, finish, destroy
21:18:31raptoror something like that, no: create run finish run finish ... destroy
21:19:40sam686interesting, CloseHandle(mThread); immediately at the end of start() doesn't crash on windows
21:20:14sam686maybe its smart enough to wait till the thread exits first to free memory
21:22:27BFLogBot Commit: 4558bd6fa9e3 | Author: watusimoto | Message: Comment
21:22:29BFLogBot Commit: 065b7f2aa9da | Author: watusimoto | Message: Whitespace
21:22:31BFLogBot Commit: 2a7ecadf64a9 | Author: watusimoto | Message: Remove unnecessary check
21:22:32BFLogBot Commit: fc27e6da0941 | Author: watusimoto | Message: Not needed, but clearer
21:22:34BFLogBot Commit: f3ff286e5a3f | Author: watusimoto | Message: Add "Press Esc to continue" message to no connection to master error box and friends
21:22:35BFLogBot Commit: ab0f5464eb5c | Author: watusimoto | Message: Better message
21:22:37BFLogBot Commit: 57fe9aef5e7a | Author: watusimoto | Message: Nicer rendering
21:22:38BFLogBot Commit: 27f8a5a5fd80 | Author: watusimoto | Message: Mo' padding
21:22:40BFLogBot Commit: 1182bb129a19 | Author: watusimoto | Message: Is this font any better?
21:22:41BFLogBot Commit: 034ada60cc2b | Author: watusimoto | Message: Fix most copy/paste/turret snapping weirdness... but not all.
21:22:43BFLogBot Commit: d4cf1cfe8af5 | Author: watusimoto | Message: Merge
21:22:44BFLogBot Commit: 5650c27ad11c | Author: watusimoto | Message: Merge
21:23:54raptorWatusimoto what should I check in all of that?
21:24:07Watusimotoin terms of potential bugs?
21:24:15raptorsure, anything
21:25:05raptortimer font?
21:25:13Watusimotodo 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)
21:25:27sam686lag lag lag
21:25:47sam686its taking so long to load when I web browse
21:26:07Watusimotosam686: are you still uploading those videos? :-)
21:26:25sam686my uploading of videos was already done a few days ago
21:26:41raptortimer font looks good
21:26:49sam686and my bandwidth meter says Im not even using over 100 kbps
21:27:07raptormaster connectio dialog is good
21:27:26sam686I use docsis 3.0, 8 downstream but only 1 upstream?
21:27:57sam686my download speed is still mostly good though
21:28:21sam686my upload speed is... repeatedly dropping speed multiple times or dropping packets
21:28:28raptorWatusimoto: turret snapping has never worked better!
21:28:39Watusimotoit still has some issues, but it is improving
21:29:03WatusimotoI also need to look at phil's bot
21:29:13Watusimotohe's waiting patiently for more feedback
21:29:54raptorok Watusimoto I release you from your 019 duties
21:29:59Watusimotoha
21:30:01raptor:)
21:30:07raptorunless you want to make a highlights list
21:33:50Watusimotowell, that bot is pretty nasty
21:34:08WatusimotoI didn't even see it and there were three seekers on top of me
21:34:18raptorwhere's the code?
21:34:26Watusimotohttp://www.google-melange.com/gci/task/view/google/gci2013/6468504886706176
21:34:32Watusimotobottom item
21:38:52raptorheh
21:38:56raptorgood choice with the armor
21:40:56Skybax_ has joined
21:41:15Skybax Quit (Ping timeout: 245 seconds)
21:41:30Watusimotophil: gave you some feedback
21:41:52Watusimotothe bots are even more impossible for me to kill now
21:44:26raptorI 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
21:44:31Skybax_ is now known as Skybax
21:46:01Watusimotoor they could just select themselves randomly
21:46:36raptorthat's what I mean
21:46:49raptoryou do /addbot s_bot, and in its main() function it'll randomize itself
21:48:29Watusimotoyes, sorry, misunderstood
21:49:08Watusimotoyou could give them personality related names... seeker saul, bouncity bridget, triple tom
21:52:10raptorterrible ivan
21:52:26Skybax_ has joined
21:52:34kaenhey, can someone make an upload to pleiades?
21:52:39raptori will
21:52:43kaenthanks.
21:52:49kaenneed to test the error handling
21:53:20raptordone
21:54:33raptorummm
21:54:47raptori uploaded once, and it appears twice - once with you as author, once with me...
21:55:07Skybax Quit (Ping timeout: 246 seconds)
21:55:17sam686is Thread::mReturnValue even used? its either 0 or some uninitalized junk like 0xCDCDCDCD, and theres nothing setting mReturnValue when thread exits after start()
21:55:42raptorhee hee OCD
21:56:31raptorsee OCD here: http://www.microsoft.com/msj/1198/c/c1198.aspx
21:56:34kaenI uploaded an old one
21:57:14kaenhere's my approach (based against 9d0d8dea4a0 ): http://ix.io/9d6
21:57:45Skybax_ is now known as Skybax
21:57:50kaenthat'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()
21:59:37raptorchecking..
22:03:15raptori didn't know the editor had a 'lock quit'
22:03:29raptorbut i like the idea of the thread being managed in the calling class
22:04:15BFLogBot Commit: 163e79879f95 | Author: watusimoto | Message: Adjust spacing of time-left widget to account for new font
22:04:47raptorhow does uieditor know there's an error message?
22:05:05Watusimotois that q for me?
22:05:33WatusimotoI can no longer escape from bots by running away because they nail me with their seekers
22:05:50raptorsorry, no, for kaen
22:06:17kaenit asks the thread
22:06:29kaenif it was unsuccessful, there was an error.
22:07:24kaenbasically, 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.
22:07:49BFLogBot Commit: 024f352c417b | Author: watusimoto | Message: Move assignment to be closer to where it is used
22:08:01kaen(checking each tick to see if the thread is done)
22:08:10raptorok
22:08:22kaendoing the download thread now
22:08:30raptorit still seems a bit messy, but I like that it is more self-contained
22:08:35raptorand no global
22:08:46raptorand the messiness is probably unavoidable
22:08:53raptorhow is it cleaned up?
22:09:01kaenthe editor cleans it up when its done
22:09:10raptori see it..
22:09:41raptorok
22:09:46kaenthe main goal was to have it be totally safe and self-contained
22:09:49raptoryes
22:09:51raptori like that
22:10:16raptorloks like it is against 669f46b49494
22:11:16kaenkaen@debian:~/bitfighter-hg$ hg log -l1
22:11:17kaenchangeset: 8771:9d0d8dea4a06
22:11:56kaenthough I'm not 100% confident in my hg-fu
22:12:17raptorhuh, well look at the top of the that paste
22:12:54kaenwhoa weird
22:13:55kaenwell, when I'm done I'll rebase it against tip anyway
22:14:03raptorok
22:15:05BFLogBot Commit: 0ff25fbbbe76 | Author: sam8641 | Message: Now realized CloseHandle(thread) will not cause problem while thread is running. Removed variables in Thread class.
22:15:06BFLogBot Commit: 02a97a472fed | Author: sam8641 | Message: move Global SecondaryThread into class variable
22:17:37raptorsam686: you broke threading on linux
22:17:57raptorwait, let me check something...
22:21:23sam686 Quit (Ping timeout: 245 seconds)
22:22:37raptorok sam686 it looks ok... but, is the windows thread actually cleaned up?
22:23:35sam686 has joined
22:23:35ChanServ sets mode +v
22:23:57raptor[15:23] <raptor> ok sam686 it looks ok... but, is the windows thread actually cleaned up?
22:24:06raptori'm donig a memory test in linux
22:24:09sam686darn my constant lag spices aren't going away anytime soon
22:24:14sam686yes, no memory leaks
22:25:02raptorare you download/uploading something big?
22:25:35raptorok verified, linux works OK with your changes
22:25:45sam686even several websites says it was ok, it doesn't kill the thread as I guess its smart enough
22:25:45sam686no
22:25:45sam686maybe somebody on the same CABLE line are causing some interference?
22:26:05sam686ok, don't say I broke linux threading until you first test it..
22:26:33sam686cause I almost pushed my undo changes to my linux, except my connection dropped
22:26:43raptorok sorry - on first glance it looked wrong...
22:26:50raptorforgive me please? :)
22:26:55sam686ok
22:27:37raptor!release
22:27:37BFLogBotTo release, follow the checklist: http://bitfighter.org/wiki/index.php?title=Release_checklist
22:29:16raptorwe're still on #1...
22:32:20sam686my 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)
22:32:32sam686thats how i see massive lag drop
22:32:42raptorI'm going through the OSX build junk, I think after kaen makes his changes we'll be good (unless your working on something Watusimoto)
22:32:44sam686yesterday there was maybe 1/1000 dropped pings
22:33:12raptorsam686: wow... is that direct line to your ISP? could your router be getting in the way?
22:33:25sam686its not my router (no dropped packet)
22:33:54sam686its not my router and maybe not the cable modem itself (ping 192.168.100.1 no dropped packet at all)
22:33:55Watusimotowell, I am about done... I was up really late last night, and am really tired
22:33:58BFLogBot Commit: 74cc7227d6ab | Author: watusimoto | Message: Fix last little bit of turret snappy weirdness.
22:33:59BFLogBot Commit: 0b62d996c2a2 | Author: watusimoto | Message: Be a little more efficient... maybe
22:34:01BFLogBot Commit: 23cb5744a452 | Author: watusimoto | Message: Merge
22:35:44WatusimotoI tried to keep my changes small
22:35:52Watusimotooh, one more quickie
22:35:55sam686and 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)
22:37:33raptori sure hope a gci student picks up the xcode5 project... our OSX building is starting to get dated...
22:37:49raptoractually maybe we should see about making a cmake one instead..
22:39:33sam686whats wrong with new XCODE? they dumb down and remove an option to make compiled binary run on old mac?
22:40:02raptorthey have moved OSX to a more application-like model where they update almost everyone with each OS upgrade
22:40:11raptorand so they're on 10.9 no
22:40:13raptor*now
22:40:32raptorand... OS APIs are starting be deprecated
22:40:58raptorluckily, Little_Apple has tested the 10.6 package on 10,9 and says it works
22:41:30sam686ok
22:50:42raptorosx building is good
22:54:35Watusimotook, that's it for me
22:54:44BFLogBot Commit: 17138efb8baa | Author: watusimoto | Message: Better rendering of key symbols
22:54:46BFLogBot Commit: 98538a32161a | Author: watusimoto | Message: Comment
22:54:47BFLogBot Commit: 05e1b7b88953 | Author: watusimoto | Message: Improve rendering of joystick buttons
22:54:49BFLogBot Commit: 8c505283a177 | Author: watusimoto | Message: Comment
22:54:50Watusimotopushed two trivial rendering improvements
22:55:04Watusimotobasically adjusting labels for better vertical centering
22:55:26Watusimotoand I am falling asleep
22:55:27fordcars has joined
22:55:28raptorok
22:55:40raptortomorrow you'll awake to release or disaster! (again)
22:56:01Watusimotoraptor: 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
22:56:13raptorokey doke
22:56:22Watusimotodepending on whether I can keep the kids from playing minecraft in the am
22:56:27Watusimotogood night all!!
22:56:44raptorheh
22:56:46raptornight!
22:57:52fordcarsWait, am I dreaming?
22:58:04raptoryes, go back to sleep...
22:58:10fordcarsOk
22:58:11fordcars has left #bitfighter
22:58:18raptorhey that worked
22:59:23fordcars has joined
22:59:25fordcarsboo
22:59:48fordcarsSeriously, you are releasing 019 this year?
22:59:55fordcarsThis decade?
23:00:08sam686hopefully very soon now..
23:00:16SkybaxHi fordcars!
23:00:17fordcarsNice!
23:00:18raptor'soon' :)
23:00:21fordcarsHi Sky
23:00:24fordcars:P
23:00:33Skybax:D
23:00:42fordcarsSkybax, no it's not done
23:00:42fordcars:P
23:00:48SkybaxD:
23:00:52fordcarsSorry I barely started, been really busy
23:01:25Watusimoto Quit (Ping timeout: 272 seconds)
23:01:29SkybaxNo worries, I can't really push you to work on something you're doing voluntarily out of the kindness of your heart lol
23:01:49fordcarsLol
23:01:55SkybaxThat would be silly
23:02:05sam686my 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)
23:02:35fordcarsCan you pastie a detailed list of what you want in that bot, like the things you say etc
23:02:37SkybaxIt says that oh mine too
23:02:38fordcarsSam, wow
23:02:42fordcarsShamwow!
23:02:43Skybax*on
23:03:04SkybaxFord, like besides the skybot expressions I sent you already?
23:03:09sam686I already had 3 disconnects on this IRC
23:03:31sam686One time I even saw my client say "sam686 quit ping timed out" and disconnect.
23:03:32fordcarsYeah, well those too haha I don't remember where you sent me those
23:03:36fordcarsWow
23:04:18SkybaxMy 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
23:04:38SkybaxFord, sure
23:05:49sam686yesterday and a few days before, my internet was very good, no disconnect in over 72 hours of staying connected to IRC
23:05:50BFLogBot Commit: 7fcf19776f2b | Author: buckyballreaction | Message: Be smarter about pulling out the build version for the OSX app
23:06:48fordcarsbtw 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?
23:07:07raptorummm
23:07:23fordcarsUbuntu seems too user friendly :P
23:07:24raptorasking which linux is the best is like asking which mideival weapon you want used against you
23:07:29SkybaxHahaha
23:07:30fordcarshaha
23:07:41raptor*medeival
23:07:46fordcarsAnd I guess I would use KDE?
23:07:50raptorhmm.. i can't spell that word...
23:07:57raptorwell, I'm a fan of opneSUSE
23:07:59raptorbut
23:08:13raptorthere is larger user base around debian-based distros
23:08:37raptorethically, I'd have to recommend either the latest stable debian OR the latest linux mint
23:08:48raptorwhich run on GNOME
23:09:20raptorbut 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... :)
23:09:40fordcarsWow GNOME is fancy
23:13:58kumulyou have a pentium 4 and you're running KDE?
23:14:01kumulyou may be my hero
23:14:32fordcarsNah, I am using *hrm* Windows
23:16:00raptornow to verify windows building actually works...
23:17:26sam686compare pentium 4 with intel i5, both at 3 GHz, i5 is about... 10 times faster maybe.
23:18:57fordcarsWhat about fedora?
23:19:08fordcarsSam probably :P
23:19:48raptorfedora is usuually a bit more bleeding edge
23:20:03fordcarsAh ok
23:20:05raptori'd go with openSUSE before fedora if you wnt an RPM based distro
23:20:12raptorsometimes more bleeding than edge
23:20:21fordcarsSo, Debian or openSUSE or Debian
23:20:46raptorand honestly, openSUSE just released so I woudln't install the latest
23:20:48fordcarsUh, Linux Mint
23:20:55sam686pretty much almost all linux have several things thats the same. like command line, they all have "kill" "cd" "ls" and other stuff
23:22:03sam686in come distros, one can uninstall one GUI and install another (KDE GNOME and others)
23:22:45kaenthey all have the same tiny, grumpy, finnish man hacking on their kernel :)
23:23:07fordcarsHaha
23:25:36kaenman... I think RateThread will need it too
23:25:44kaenraptor, does rating crash for you?
23:26:22raptorlet me checkl
23:28:18raptornope, it just says 'Done'
23:28:26sam686just disable the /rate command if it doesn't work?
23:28:27raptormaybe we're just lucky though
23:29:37sam686why 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?
23:30:49kaensam686, LDB stuff uses HTTP because the web app does lots of caching
23:31:00kaenand has lots of aftersave logic
23:31:14raptorlooks like the finish() method runs the message
23:31:18raptoris that ok?
23:31:24kaenplus the web app has nearly 100% coverage in its units tests
23:31:41sam686yes, finish() runs from main thread, thats ok
23:31:43kaenthat's ok for sam's implementation, yes
23:34:29sam686any 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)
23:34:54fordcarsI am checking out a review website, and I might for for debian
23:37:05raptorsam686: do the following
23:37:09raptorload original foiled
23:37:12raptorsave
23:37:17raptortry to get it to crash
23:38:01raptormake sure it really is the original, with the GridSize
23:39:01sam686starts crashing after save
23:39:14raptorwhat
23:39:56raptorok do this
23:40:08raptorin Geometry.cpp:962
23:40:12sam686I mostely changed filename in level parameters and save that one crash
23:40:25raptorchange 10000 to 1000 and 0.0001 to 0.001
23:40:43raptorthen reload original with GridSize, save, and test with crash again
23:40:56raptorit may be that windows floating point is even less accurate past 0.001
23:45:39sam686 Quit (Read error: Connection reset by peer)
23:50:05sam686 has joined
23:50:10ChanServ sets mode +v
23:51:40Skybax Quit (Read error: Connection reset by peer)
23:52:59Skybax has joined
23:54:04kaenarrgh
23:54:11kaenraptor, I'm sorry to have wasted so much time
23:54:18kaenbut go ahead and release with sam's changes
23:54:24kaenI have a crisis brewing here at home.
23:54:29raptorno problem
23:54:33raptorare you ok with that?
23:54:43raptorare there risks at the moment?
23:54:44SkybaxDID I HEAR RELEASE
23:54:52raptorNO ITS NOT TIME
23:54:58SkybaxDamn
23:55:11raptorI mean, come back in a few hours and ask... :)
23:55:23sam686my changes is mostly moving stuff around and adding variables, and did some little testing. poor kaen.
23:55:40raptorsam686: ok, ready for this?
23:55:40sam686I have had experience with that method first with master.
23:55:49raptorI have a couple windows installer tests to do first
23:56:00raptorthen i'll tag and start bundling
23:56:20sam686the problem, /rate gives 400 error the last time I tried
23:56:42raptorit worked for me
23:57:07sam686well I haven't tried is lately yet
23:57:08raptoralso can you test that Geometry change again with original foiled level?
23:57:21raptormaybe you timed out
23:57:30raptor[16:40] <raptor> in Geometry.cpp:962
23:57:31raptor[16:40] <sam686> I mostely changed filename in level parameters and save that one crash
23:57:33raptor[16:40] <raptor> change 10000 to 1000 and 0.0001 to 0.001
23:57:34raptor[16:41] <raptor> then reload original with GridSize, save, and test with crash again
23:57:36raptor[16:41] <raptor> it may be that windows floating point is even less accurate past 0.001
23:57:59sam686foiled 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
23:58:15sam686I don't like to see people's editor crash trying to test the level.

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