Timestamps are in GMT/BST.
| 00:00:44 | | Skybax_ is now known as Skybax |
| 00:01:08 | sam686 | what bugs are left |
| 00:01:19 | raptor | these: https://code.google.com/p/bitfighter/issues/list?q=type%3DDefect+label%3D019a |
| 00:01:28 | raptor | at least the ones tagged for 019a... |
| 00:01:34 | raptor | i'm working on the sensor bug |
| 00:02:40 | raptor | I might have to use 'hg blame'... |
| 00:02:55 | sam686 | Windows joystick crash? I never been able to get it to crash on me, though I fixed a different problem, 2 joysticks being active at the same time. |
| 00:03:09 | raptor | yeah, Watusimoto is the only one who can duplicate it |
| 00:03:43 | sam686 | that is, if it can still be duplicate the crash? |
| 00:04:31 | Watusimoto | the js crash is an sdl problem |
| 00:04:35 | sam686 | and what joystick being used by the way? |
| 00:04:38 | Watusimoto | I can reproduce with 0 bitfighter code |
| 00:05:45 | sam686 | I only have Logiteck Dual Action, and a few PS3 controller with software:DS3 tool |
| 00:06:15 | sam686 | none of it crash on me, runs fine for me. |
| 00:06:22 | raptor | I think it's a specific combination of watusimoto's joystick and SDL |
| 00:06:59 | | Darrel Quit (Quit: IRC client killed.) |
| 00:08:38 | Watusimoto | https://www.google.com/search?q=saitek+rumble+pad+480&num=100&sa=G&tbm=isch&tbo=u&source=univ&ei=boqzUq_uK8WJ7Ablw4DYDQ&ved=0CEsQsAQ&biw=1366&bih=642 |
| 00:08:43 | Watusimoto | the silver one, in particular |
| 00:08:57 | raptor | looks like sensor was broken with Watusimoto's move-render-code-out-of-ship refactor |
| 00:09:10 | raptor | wow, that was a large changeset... |
| 00:09:27 | Watusimoto | you can assign the bug to me :-) |
| 00:09:38 | raptor | I'm already ankle-deep |
| 00:11:05 | sam686 | And I got rid of a dumb s2cDeploySpybug just before 019 release, that doesn't work 1/4 of the time (sometimes fails to place spybug) |
| 00:26:42 | raptor | sam686: I just joined a local game of mine (with 2 clients) and the ships seem to move with more jerkiness.. |
| 00:31:51 | sam686 | Thinking about bandwidth problem on c2sSendCommand? the game usually runs at 4.1 Kbps while idling, sending a one 40 char command through c2sSendCommand barely peak up to 4.3 KBps |
| 00:32:10 | sam686 | doing /addbot 15 peaks the bandwidth to 51.3 Kbps |
| 00:32:31 | Watusimoto | I think we have a memory leak with ClientInfos |
| 00:32:45 | Watusimoto | We create them with new, but I don't think we delete them |
| 00:33:15 | raptor | Watusimoto: I remember running into that... but they are deleted somewhere I found out |
| 00:33:31 | Watusimoto | I think we should probably wrap them in a smart pointer because they get passed all over and no one knows who is responsible for deleting them ultimately |
| 00:33:46 | raptor | Robot destructor deletes them |
| 00:33:52 | Watusimoto | yes |
| 00:33:53 | raptor | I thought Ship did, too... |
| 00:33:56 | sam686 | Place a breakpoint/printf in a destructor to find out if they are really being deleted |
| 00:34:52 | Watusimoto | the main point is we shouldn't need to worry about this... smart ptr!!!! |
| 00:35:00 | raptor | well... |
| 00:35:04 | Watusimoto | that's what we eneded up doing for gamesettings for the same reason |
| 00:38:58 | raptor | Watusimoto: it is deleted |
| 00:39:12 | raptor | via smart pointer |
| 00:39:13 | Watusimoto | where? and which ones? (we have several) |
| 00:39:21 | Watusimoto | really? |
| 00:39:24 | raptor | yep |
| 00:39:27 | raptor | take a look at Game::removeFromClientList |
| 00:39:49 | sam686 | Vector<RefPtr<ClientInfo> > mClientInfos takes care of deleting |
| 00:40:00 | raptor | this is one of the dark sides of smart pointers... at least in a project that uses them only sparingly... |
| 00:40:32 | raptor | sam686: do you have access to edit the issues list? |
| 00:40:50 | sam686 | Yesm i think so, I just don't pay attention to them much though |
| 00:40:57 | raptor | ok, just checking |
| 00:42:46 | | Flynnn has joined |
| 00:42:55 | sam686 | One slightly annoying thing, in editor barriers, the blue vertical line on the right edge of barriers appears wider then the blue line on the left side of barrier |
| 00:43:18 | sam686 | but, if you print screen, paste into picture editor, zoom in, they are the same width |
| 00:43:39 | sam686 | stupid LCD sub-pixel. |
| 00:43:45 | raptor | haha |
| 01:03:14 | sam686 | ship.cpp line 1615 I think connection->getOneWayTime()/prediction seem to cause some problems with.. seeing other players ship's move farther ahead then the bullet firing while ship moving.. |
| 01:03:19 | sam686 | its not there for robots |
| 01:03:41 | sam686 | or not used, which is why robots looks less laggy then other player's ships |
| 01:05:51 | raptor | found teh sensor bug |
| 01:10:09 | | BFLogBot Commit: c112ad887de6 | Author: buckyballreaction | Message: Fix sensor not working properly against cloak |
| 01:10:10 | | BFLogBot Commit: 66b15b7c4c10 | Author: buckyballreaction | Message: Adjust sensor-cloak values to be slightly more in favor of cloaking |
| 01:13:32 | Watusimoto | night! |
| 01:13:39 | raptor | good night |
| 01:14:39 | sam686 | oh and raptor, jerkiness? Connecting your client to your own hosting client through your internet IP address, instead of /connect 127.0.0.1 or LAN address? |
| 01:14:49 | raptor | nope, in LAN |
| 01:14:56 | sam686 | I have seen your jerkiness when you hosting and I connect. |
| 01:15:00 | raptor | yes |
| 01:15:12 | raptor | well, let me double check it was with LAN... |
| 01:15:16 | sam686 | even before my changes the jerkiness was there |
| 01:15:42 | sam686 | its like it micro-shutters in burst of instead of constant connection from time to time |
| 01:16:18 | raptor | ok, you're right |
| 01:16:24 | raptor | the jerkiness was there before |
| 01:16:31 | raptor | false alarm |
| 01:16:35 | sam686 | and I bet its the wireless scanning that lags the wireless connection. |
| 01:17:46 | sam686 | I had a USB wireless on windows XP that creates complete LAG out for one second, every minute, until I stop "Wireless Zero Configuration" service. |
| 01:17:48 | | Watusimoto Quit (Ping timeout: 246 seconds) |
| 01:18:06 | raptor | oh yuk |
| 01:22:50 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 01:23:01 | sam686 | do a ping to your router ip address over a wireless connection, in linux: "ping 192.168.3.1 -i 0.1", ping jumps to above 20 ms? |
| 01:24:20 | raptor | whoa |
| 01:24:31 | raptor | flooding the ping like that gave me one packet over 10ms |
| 01:25:35 | | Flynnn has joined |
| 01:26:03 | sam686 | its a good way to know if the problem is your wireless connection when you LAG. |
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| 02:13:24 | raptor | wokring on editor help menus + too many plugins... |
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| 02:25:18 | Nothing_Much | Hey everyone, newcomer? |
| 02:25:28 | raptor | hi |
| 02:25:43 | raptor | not sure, he hasn't spoken... |
| 02:26:10 | Nothing_Much | ah |
| 02:26:16 | Nothing_Much | He's been idling for 6 hours :) |
| 02:26:20 | Nothing_Much | and is in #ubuntu |
| 02:26:35 | Nothing_Much | (I apologize in advance diK) |
| 02:27:54 | Nothing_Much | raptor: have you seen kaen at all recently or did he announce that he'd doing something? |
| 02:27:59 | Nothing_Much | *he's |
| 02:28:51 | raptor | I have not seen him |
| 02:29:07 | raptor | I'm sure he'll show up soon.. |
| 02:29:32 | | kumul has joined |
| 02:30:05 | Nothing_Much | Ah okay |
| 02:30:17 | sam686 | am I a bot? maybe.. if I am op it auto op raptor too, haha.. |
| 02:30:50 | | Platskies has joined |
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| 02:40:12 | sam686 | sam686's signon time: Sat Dec 7 22:21:48 2013 That must mean I stayed connected/signed in to IRC for 18 days without a disconnect. /whois sam686 (myself) tells me sign on date/time. |
| 03:00:29 | | BFLogBot Commit: f84676a7dc65 | Author: buckyballreaction | Message: Dynamically generate multiple plugin pages based on the number of installed plugins |
| 03:02:37 | | vs73nx has joined |
| 03:03:21 | | BFLogBot Commit: 214dd0efce32 | Author: sam8641 | Message: Fix crash in lua_setTeam for ForceFieldProjector and CoreItem. Added a test. |
| 03:22:37 | | Nothing_Much Quit (Ping timeout: 252 seconds) |
| 03:23:21 | raptor | ha! you slipped one in... now I get to rebase.. |
| 03:24:18 | raptor | sam686: why would game be NULL in those places for lua_setTeam? |
| 03:24:22 | | Nothing_Much has joined |
| 03:25:35 | raptor | oh wait - that makes sense because if they're not added to the game yet, then mGame is null |
| 03:25:54 | raptor | I'm working on the ship movement in menu bug |
| 03:27:15 | | BFLogBot Commit: 6802b8ad25d3 | Author: buckyballreaction | Message: Fix ship moving if a menu is up over UIGame. I hope this was correct... what crazy code! |
| 03:57:41 | vs73nx | raptor: in UIEditor im getting compile time errors that say it cant find the function inputCodeManager::getEditorBinding even though it is in the fine InputCode.cpp |
| 03:57:42 | vs73nx | /home/vs73nx/development/eclipseProgs/c++/vs37nx-work4bitfighter/zap/UIEditor.cpp:4045:100: error: cannot call member function �std::string Zap::InputCodeManager::getEditorBinding(Zap::InputCodeManager::EditorBindingNameEnum) const� without object |
| 03:57:42 | vs73nx | else if(inputString == InputCodeManager::getEditorBinding(InputCodeManager::BINDING_PREVIEW_MODE)) // Turn on preview mode |
| 03:57:42 | vs73nx | ^ |
| 03:58:05 | vs73nx | is there a better way to access that function? |
| 03:58:36 | raptor | Hi |
| 03:58:59 | raptor | make it static |
| 03:59:30 | raptor | wait wait |
| 03:59:40 | raptor | is that a companion method to 'getBinding' ? |
| 04:00:38 | raptor | there are a bunch of helper methods that directly access the object in UI.cpp |
| 04:00:44 | vs73nx | string InputCodeManager::getEditorBinding(EditorBindingNameEnum bindingName) const |
| 04:00:45 | vs73nx | { |
| 04:00:45 | vs73nx | const EditorBindingSet *editorBindingSet = &mEditorBindingSets[0]; |
| 04:00:45 | vs73nx | return editorBindingSet->getEditorBinding(bindingName); |
| 04:00:45 | vs73nx | } |
| 04:00:52 | vs73nx | oh |
| 04:01:05 | raptor | take a look at UI.cpp:304 |
| 04:01:27 | vs73nx | k thanks |
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| 04:44:15 | | Nothing_Much_ Quit (Read error: Connection reset by peer) |
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| 04:54:06 | | thread_ has joined |
| 04:59:55 | thread_ | hey raptor, wondering if you were still here for submissions... |
| 04:59:58 | thread_ | looks like it |
| 05:00:10 | raptor | hi |
| 05:00:13 | raptor | i |
| 05:00:26 | raptor | 'll take submissions until round 1 starts (26 Dec) |
| 05:05:03 | thread_ | Well, I've got mine... i guess I PM it to you? |
| 05:05:08 | raptor | yes |
| 05:06:49 | thread_ | sent |
| 05:08:09 | raptor | got it! |
| 05:30:29 | | BFLogBot Commit: ca514fa6e3ae | Author: sam8641 | Message: Add ability to type in numbers into CounterMenuItem |
| 05:31:51 | vs73nx | raptor: are you able to review my gci task or do i have to wait for watusimoto? |
| 05:32:10 | raptor | I would wait for him since he has done most of the work to be familiar with it |
| 05:32:12 | raptor | :) |
| 05:32:18 | vs73nx | ok |
| 05:40:47 | sam686 | i will go to bed, night... |
| 05:41:15 | vs73nx | good night] |
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| 06:02:04 | | Flynnn has joined |
| 06:05:45 | raptor | sam686: your last commit changed spaces to tabs in the header file... |
| 06:08:39 | | BFLogBot Commit: edbc7b4baf91 | Author: buckyballreaction | Message: Update to clipper 6.1.2 |
| 06:40:28 | raptor | good night! |
| 06:40:32 | | raptor Quit () |
| 06:40:51 | vs73nx | good night |
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| 08:18:04 | | Skybax has joined |
| 08:18:13 | Skybax | Boo! |
| 08:18:21 | vs73nx | hi |
| 08:36:05 | | watusimoto has joined |
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| 08:38:57 | vs73nx | watusimoto: hi ive adressed those issues you raised about my code for the gci task |
| 09:00:53 | | kodab has joined |
| 09:01:30 | vs73nx | watusimoto: are you able to review it now? |
| 09:01:39 | watusimoto | hi |
| 09:01:45 | watusimoto | let me take a look |
| 09:01:55 | watusimoto | I can't test the code at the moment, but I can take a look |
| 09:03:14 | vs73nx | ok |
| 09:03:30 | watusimoto | but you probably already know if it works :-) |
| 09:03:37 | vs73nx | it does |
| 09:46:00 | watusimoto | hi vs73nx: looks like you'll need to reclaim the task |
| 09:46:04 | watusimoto | but I left you some feedback |
| 09:46:12 | watusimoto | You are really very close |
| 09:46:47 | watusimoto | unfortunately for you, I had to look at your code with a different diff program, and it highlighted all sorts of weird formatting changes that I ordinarliy wouldn't notice :-) |
| 09:47:12 | watusimoto | so I broke my comments into 3 groups: major stuff, minor stuff, and trivial stuff |
| 09:47:16 | watusimoto | major stuff is empty |
| 09:47:28 | watusimoto | minor stuff has one item that will take 2 minutes to implement |
| 09:47:34 | vs73nx | ok ill get to work then ;) |
| 09:47:37 | watusimoto | and trivial stuff is the results of my diff |
| 09:47:51 | watusimoto | so assuming it works, if you fix this stuff I'll approve the task |
| 09:47:57 | vs73nx | yay |
| 09:48:17 | watusimoto | and you'll get deep appreciation from the small group of people who REALLY want this feature |
| 09:49:23 | vs73nx | im not very familiar with c++ features such as templates and vectors so i just kept them in because i didnt know what it was :) |
| 09:49:29 | vs73nx | but ill get rid of it |
| 09:50:25 | watusimoto | a vector is just an array that is easier to use |
| 09:50:44 | watusimoto | so you created an array with one element |
| 09:50:56 | watusimoto | not the end of the world, but also slightly pointless |
| 09:51:15 | watusimoto | it just ocurred to me that you probably need to update the help as well |
| 09:51:42 | watusimoto | (item 3 on the task list) |
| 09:51:59 | watusimoto | this is easy -- just replace the hardcoded keys with the binding strings you created |
| 09:53:19 | vs73nx | ok then thanks for the info |
| 09:53:44 | watusimoto | actually, not quite that easy |
| 09:53:57 | watusimoto | actually, it may be |
| 09:54:51 | watusimoto | anyway, good work. this is a nice task in that people will definitely notice these changes, and have been asking for them for a while |
| 09:56:08 | vs73nx | yes althoug im sorry for taking a few weeks to finish this task |
| 09:56:18 | watusimoto | it's not a problem |
| 09:56:24 | vs73nx | but i can take as long as i want |
| 09:56:29 | watusimoto | there was a lot of new stuff in this |
| 09:56:33 | vs73nx | i know |
| 09:56:44 | watusimoto | so we're not complaining |
| 09:58:10 | vs73nx | removing the vector was easy as |
| 09:58:30 | vs73nx | the real work is the indenting :p |
| 09:58:53 | watusimoto | so what happened -- did your editor go bezerk and reformat everything? |
| 09:59:09 | vs73nx | yes it did |
| 09:59:16 | vs73nx | eclipse did it |
| 09:59:23 | watusimoto | formatting is tedious, but really important |
| 09:59:34 | vs73nx | although fixing it with sublime is a breeze |
| 09:59:37 | watusimoto | and every project does it differently |
| 10:00:18 | vs73nx | i know i just got a book and it teaches me that one of the most important aspects of programming is the formatting. |
| 10:00:20 | watusimoto | I would normally fix it with something like winmerge, where I can copy blocks from one version to another easily |
| 10:00:27 | vs73nx | and ill agree |
| 10:00:36 | watusimoto | good formatting can expose erros, and bad formatting can hide them |
| 10:00:59 | watusimoto | when you are writing code, it really is mostly for other humans |
| 10:01:24 | vs73nx | yes easy to read code makes debugging much easier. |
| 10:01:28 | | Skybax Quit (Remote host closed the connection) |
| 10:01:28 | vs73nx | book url: |
| 10:01:29 | vs73nx | http://www.amazon.com/Practice-Programming-Addison-Wesley-Professional-Computing/dp/020161586X |
| 10:22:53 | vs73nx | where in my changes is isnt mispelled? |
| 10:27:12 | vs73nx | nvm |
| 10:43:24 | vs73nx | watusimoto: ok addressed the issues that you raised... ready for review |
| 10:43:48 | watusimoto | ok. did you take a look at the help? |
| 10:44:00 | vs73nx | what wsa the help? |
| 10:44:28 | watusimoto | I mentioned it above... it is item 3 on the task that I forgot about until a few minutes ago |
| 10:44:40 | vs73nx | yes can you give more info? |
| 10:44:41 | watusimoto | the editor help has all the keys hardcoded into it |
| 10:44:50 | vs73nx | oh ook |
| 10:44:53 | vs73nx | *ok |
| 10:44:58 | watusimoto | so you need to replace those with the new keythings you created |
| 10:45:04 | watusimoto | I *think* it is very easy |
| 10:45:15 | watusimoto | uieditorinstructions.cpp |
| 10:45:56 | vs73nx | doesnt look that hard... |
| 10:46:23 | watusimoto | I think it will be easy |
| 10:46:27 | vs73nx | no its hard |
| 10:46:34 | vs73nx | all the help is in one string |
| 10:46:48 | watusimoto | ?? |
| 10:46:58 | vs73nx | is it? |
| 10:47:16 | vs73nx | no it is |
| 10:47:19 | watusimoto | you have a long struct containing entries like this: |
| 10:47:20 | watusimoto | { "Copy Results Into Editor", "[[Ctrl+I]]" }, |
| 10:47:32 | vs73nx | ohh oh |
| 10:47:42 | watusimoto | wait |
| 10:48:01 | watusimoto | don't just replace the ctrl+I with the key code... |
| 10:50:11 | watusimoto | try replacing it with [[TeamChat]] (i.e. the value from the Name in INI" col in the BINDING_TABLE |
| 10:50:51 | vs73nx | ? |
| 10:51:05 | watusimoto | see the struct controlsKeyboardLeft[] in UIINstructions.cpp |
| 10:51:32 | watusimoto | the [[xxxx]] is a symbolstring expansion thing... |
| 10:52:14 | vs73nx | ohh i get it |
| 10:52:54 | watusimoto | see getSymbolShape() in SymbolShape.cpp |
| 10:53:14 | watusimoto | You might need to add an entry there as well |
| 10:53:26 | vs73nx | oh right then |
| 10:54:14 | watusimoto | so you don't need to use the binding struct in the instructions... you just put a symbol that will be expanded by getSymbolShape() (which will need to use the binding struct) |
| 10:55:33 | watusimoto | getSymbolShape has this block |
| 10:55:33 | watusimoto | // The following will return KEY_UNKNOWN if symbolName is not recognized as a known binding |
| 10:55:34 | watusimoto | InputCode inputCode = inputCodeManager->getKeyBoundToBindingCodeName(symbolName); |
| 10:55:34 | watusimoto | |
| 10:55:34 | watusimoto | // Second chance -- maybe it's a key name instead of a control binding (like "K") |
| 10:55:34 | watusimoto | if(inputCode == KEY_UNKNOWN) |
| 10:55:34 | watusimoto | inputCode = inputCodeManager->stringToInputCode(symbolName.c_str()); |
| 10:56:27 | watusimoto | you'll probably need to insert a similar block afterwards that checks for an editor key |
| 10:56:44 | watusimoto | FYI -- I'm leaving in a few minutes |
| 10:57:06 | vs73nx | ok ive got the gist of what im supposed to be doing |
| 10:57:15 | watusimoto | good |
| 10:57:19 | watusimoto | it's pretty straightforward |
| 10:57:44 | watusimoto | once you get it |
| 11:04:15 | vs73nx | ok i added this block of code |
| 11:04:16 | vs73nx | // Fourth chance -- maybe it is an editor key |
| 11:04:17 | vs73nx | if (inputCode == KEY_UNKNOWN) |
| 11:04:17 | vs73nx | { |
| 11:04:17 | vs73nx | // The following will return "" if symbolName is not recognized as a known editor binding |
| 11:04:17 | vs73nx | string = inputCodeManager->getEditorKeyBoundToBindingCodeName(symbolName); |
| 11:04:17 | vs73nx | } |
| 11:04:27 | vs73nx | but how do i use the string? |
| 11:05:34 | vs73nx | nvm |
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| 11:15:53 | vs73nx | do i need to make a new getSymbol() for the handling of strings in getSymbolShape? |
| 11:17:23 | vs73nx | compile time error: |
| 11:17:23 | vs73nx | http://pastie.org/8565414 |
| 11:30:10 | vs73nx | watusimoto: i need to go to bed soon so if you can quickly give me some advice on how i could tackle that compile time error, so that i can do it tomorrow, that would be super. |
| 12:13:12 | vs73nx | good night everyone! |
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| 13:36:55 | Nothing_Much | Good morning |
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| 16:29:51 | sam686 | <@raptor> sam686: your last commit changed spaces to tabs in the header file... |
| 16:30:01 | sam686 | more like changed tabs to spaces, read it wrong? |
| 16:31:03 | raptor | ah yes, i read it wrong |
| 16:31:06 | raptor | and good morning! |
| 16:31:35 | sam686 | ok, just wondering you read it wrong. |
| 16:33:00 | raptor | that's what happens when I stay up too late... |
| 16:34:31 | watusimoto | hi |
| 16:35:30 | watusimoto | just an fyi -- I'll be gone this weekend; I'll be around a bit tonight, and possibly sunday night, but not saturday at all |
| 16:35:38 | watusimoto | my time, of course |
| 16:35:45 | raptor | ok |
| 16:36:21 | sam686 | "More vertices for zones" in issue list.. Might have to wait until 020, to have the ability to change packUpdate/unpackUpdate to handle more then 64 verticies, probably by sending the first 64 points then the next 64 points and so on |
| 16:36:38 | watusimoto | how do we do it for walls? |
| 16:37:29 | raptor | walls are send via s2c with 'BigData' flag at the start of level |
| 16:37:39 | sam686 | As of 019, walls is already sent through events, as they don't change mid-game |
| 16:37:56 | | thread_ has joined |
| 16:38:00 | watusimoto | sam686: if you think it needs to wait for 020, then add a note and mark the case with the 020 tag |
| 16:38:09 | raptor | watusimoto: if I select multiple vertices of a Barrier in the editor, then I hit the delete button, what should happen? |
| 16:38:19 | sam686 | ok |
| 16:38:21 | watusimoto | they should be deleted! |
| 16:38:48 | raptor | and what if, it seems, that they are semi-randomly only half deleted? |
| 16:39:06 | thread_ | then the program knows better than you |
| 16:39:11 | watusimoto | hit delete again! |
| 16:39:25 | watusimoto | maybe this time you get your little food pellet |
| 16:39:33 | raptor | hahaha |
| 16:39:47 | watusimoto | at least that's how it works around here |
| 16:41:18 | raptor | interesting... so they get deleted properly if non of the vertices are consecutive |
| 16:42:18 | watusimoto | maybe deleteing one affects an index or counter somehow that prevents deleting the next one |
| 16:42:34 | watusimoto | create a test!! |
| 16:44:35 | sam686 | Most likely, its the way we loop forward to delete points. Delete point 4, point 5 becomes 4, delete point 5 (was 6) skipping what was point 5 (now 4) |
| 16:44:43 | sam686 | looping backwards may fix that.. |
| 16:44:56 | raptor | that's what i'm thinking... |
| 16:46:10 | raptor | i'll take a look |
| 16:47:50 | | BFLogBot Commit: 9edd70e72085 | Author: buckyballreaction | Message: Minor wording change for the titles of some of the big red connection error boxes |
| 16:48:03 | raptor | watusimoto: you're going to commit sometime soon before the merge gets too bad? |
| 16:48:14 | watusimoto | I keep hoping so |
| 16:48:26 | watusimoto | I'm mostly done; still workiing on the tests |
| 16:49:00 | watusimoto | I haven't seen any concerning commits come in from you guys, so I'm not too worried |
| 16:49:12 | watusimoto | my work is relatively local, and most of my commits so far are pretty atomic |
| 16:49:19 | watusimoto | I have a lot of commits locally |
| 16:49:26 | sam686 | after watusimoto commits/pull/merge/push, you get to see my new stuff.. |
| 16:49:35 | watusimoto | yes |
| 16:49:43 | watusimoto | I want to see the ctrl-f6 graph |
| 16:50:03 | watusimoto | I'm imaginging what it would look like, thinking it might be cool to make something similar for ping times |
| 16:51:00 | sam686 | you may need to press ctrl+F6 multiple times (4 modes) (what I mean is hold CTRL and press F6 multime times) |
| 16:55:36 | raptor | sam686: are those ctrl+f6 meters in release mode? or only debug? |
| 16:56:01 | sam686 | they are both release/debug/not specific to build.. |
| 16:56:11 | sam686 | they don't effect network nor gameplay so I think thats safe |
| 16:56:19 | raptor | and do they keep stats at all times, or only when you... ah ok |
| 16:56:38 | raptor | pretty nifty, i think |
| 17:06:13 | watusimoto | a very good explanation of private key encryption: http://www.wimp.com/howencryption/ |
| 17:09:57 | raptor | and this is an almost intelligible primer on why prime-factorization is broken and how elliptical curves (their replacement) it becoming the standard: http://arstechnica.com/security/2013/10/a-relatively-easy-to-understand-primer-on-elliptic-curve-cryptography/ |
| 17:10:12 | raptor | *is |
| 17:10:16 | | kodab Quit (Quit: Leaving) |
| 17:30:11 | watusimoto | maybe we can run bitfighter without a master server |
| 17:30:11 | watusimoto | http://en.wikipedia.org/wiki/Distributed_hash_table |
| 17:30:18 | watusimoto | ^^ using something like that |
| 17:40:23 | raptor | heh |
| 17:41:09 | raptor | the thing that makes DHTs work is if there are always clients online... |
| 17:41:55 | watusimoto | well, we could set up a central server to provide continuous presence... anyway, got to go! |
| 17:42:05 | raptor | hahaha |
| 17:42:07 | raptor | later! |
| 17:42:22 | sam686 | still kindof need master server.. for authentication logins, game reports, and other stuff.. |
| 17:46:57 | | watusimoto Quit (Ping timeout: 272 seconds) |
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| 17:47:07 | raptor | I'm pretty sure he was joking |
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| 18:33:33 | sam686 | (F32(value_f32 + 1.f) == value_f32) is true when value_f32 = 100000000000, loss of precision is the cause of the problem. |
| 18:34:30 | | BFLogBot Commit: c68726681714 | Author: sam8641 | Message: Fix game freezing when too far off the center of map. |
| 18:58:08 | raptor | I've been fighting with one last crashing case in poly2tri: http://code.google.com/p/poly2tri/issues/detail?id=90 |
| 18:58:20 | raptor | I'm beginning to think that the algorithm itself is the issue |
| 18:58:50 | raptor | clipper has been wonderful to us and handled most of the problems that poly2tri couldn't |
| 18:59:27 | raptor | and now I have to go... bye! |
| 18:59:30 | | raptor Quit () |
| 19:19:38 | | Skybax has joined |
| 19:19:48 | Skybax | Goodmorning |
| 19:19:54 | Nothing_Much | Hey Skybax |
| 19:20:02 | Skybax | What's crackin |
| 19:20:28 | Nothing_Much | Trying not to procrastinate in looking for C++ tutorial vids |
| 19:20:38 | Nothing_Much | Well, I found them, but I need to watch them |
| 19:20:41 | Skybax | Hahaha |
| 19:21:48 | Skybax | I can't learn through videos lol I need interactive tutorials |
| 19:23:06 | Nothing_Much | Skybax: You can learn some HTML/CSS on codecademy.com :D |
| 19:23:18 | Skybax | Yeah I love Codecademy lol |
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| 20:05:45 | | Watusimoto has joined |
| 20:20:33 | thread_ | Guess what guys! |
| 20:20:58 | thread_ | I think BCL is in a playable state! |
| 20:21:04 | thread_ | http://bitfighter.org/forums/viewtopic.php?f=46&t=2046&p=21932#p21932 |
| 20:24:56 | | thread_ has left #bitfighter |
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| 21:37:24 | Nothing_Much | connection problems Canseco? |
| 21:39:20 | Canseco | strange, i get This nickname is registered a few times |
| 21:45:14 | Watusimoto | sam686: are you actually a mentor for gci? |
| 21:45:47 | Watusimoto | kaen: are you here? |
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| 21:47:25 | | ChanServ sets mode +o |
| 21:48:13 | Watusimoto | raptor you seem to be here now? |
| 21:48:26 | raptor | fdjksal;fdsa |
| 21:48:29 | raptor | oh hello |
| 21:48:35 | Skybax | lol |
| 21:48:38 | Watusimoto | awesome! to the gci bat cave! |
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| 22:08:53 | raptor | Watusimoto: screenshots of graphs 1 2 3: http://imagebin.org/283180 http://imagebin.org/283181 http://imagebin.org/283182 |
| 22:11:56 | Watusimoto | they're big! |
| 22:12:21 | Watusimoto | woudl fit nicely in the UR corner if they were a bit smaller |
| 22:14:43 | raptor | the FPS display is there and can bee seen at the same time: http://imagebin.org/283183 |
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| 22:43:24 | raptor | Watusimoto: your connection is on the fritz |
| 22:44:25 | Watusimoto | answered eleswhere |
| 22:47:41 | YoshiSmb | Raptor: let me guess, you din't fix the sensor yet? |
| 22:48:28 | raptor | hello |
| 22:48:36 | raptor | 1. yes i did |
| 22:48:41 | raptor | 2. what do you mean by 'fix' |
| 22:52:11 | raptor | oskopek: I got a notice saying your deadline has passed. How's it going on your task? |
| 22:53:41 | | YoshiSmb doesn't know how to answer to that question |
| 22:58:36 | raptor | What I fixed might be different than what you think is broken |
| 22:58:54 | raptor | so you need to be more specific on what is broken :) |
| 22:59:22 | YoshiSmb | ah, if you made sensor spot a cloaked ship. |
| 22:59:47 | raptor | yes, I fixed that yesterday |
| 22:59:51 | raptor | thanks |
| 23:00:18 | YoshiSmb | you're welcome |
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| 23:27:36 | Nothing_Much | 5 days woo! |
| 23:33:36 | | vs73nx has joined |
| 23:38:13 | sam686 | Bot zone creation failed for... empty level (no walls no nothing), I can't add bot. |
| 23:53:23 | | YoshiSmb Quit (Ping timeout: 272 seconds) |
| 23:55:33 | Nothing_Much | I'm gonna post something on /r/indiegaming relating to Bitfighter, in regards to promotion and how going about it should go about. |
| 23:56:19 | Nothing_Much | Also, correct me if I'm wrong, but Bitfighter (we) has 4 devs, right? |
| 23:56:22 | Nothing_Much | *active devs |
| 23:57:29 | sam686 | mostly yes, 4 devs |
| 23:58:29 | vs73nx | and some part time gci students |
| 23:58:43 | Watusimoto | vs73nx: did you see the comments I left you? |
| 23:58:47 | Watusimoto | be sure to reclaim the task! |
| 23:58:50 | vs73nx | yes i did |
| 23:58:54 | Watusimoto | ok |
| 23:59:02 | Watusimoto | good |
| 23:59:10 | Watusimoto | sound ok? |
| 23:59:25 | vs73nx | yeah ok i guess |
| 23:59:50 | vs73nx | although all my code everywhere has the alignment f**d up |
| 23:59:50 | | Darrel Quit (Read error: Connection reset by peer) |