#bitfighter IRC Log

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IRC Log for 2014-01-02

Timestamps are in GMT/BST.

00:01:05raptorhooray!
00:19:12BFLogBot Commit: c4010aa0f29f | Author: watusimoto | Message: Add RobotManager tests to verify handling of players who change teams
00:31:53WatusimotoI'm writing a test to simulate the robotmanager bug with bots in a levelfile and restarting and all
00:32:03WatusimotoI'm not sure how to actually test that
00:32:13WatusimotoI have a dummy levelfile which loads some bots
00:32:33Watusimotobut in order to load that levelcode, the bots actually need to exist in the test folder somewhere
00:32:54Watusimotobecause during the parsing of the levelfile, we actually load the bot code
00:33:13Watusimotowe probably don't want to do that for the test
00:33:24Watusimotoneed to figure out what to do here
00:45:05raptorwe should intrinsicly repurpose exceptional mindshare
00:45:24raptoror phosfluorescently extend extensible initiatives
01:28:06Watusimotonight
01:30:22raptornight
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01:42:53SkybaxI went on a hike today!
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09:20:30vs73nxwatusimoto: are you able to assist me with my GCI task
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11:24:19vs73nxbefore i leave id like to post a link to a little side project im working on...
11:24:21vs73nxhttps://github.com/vs37nx/legitJIT
11:25:29vs73nxits a JIT compiler that compiles bytecode on the fly, in a futile attempt to execute code faster than the code generated by the compiler
11:25:38vs73nxgoodnight everyone!
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14:54:30Nothing_MuchHi everyone!
15:06:50Invisible has joined
15:08:22Nothing_Muchwatusimoto: Been busy lately?
15:08:31Watusimoto_ has joined
15:12:05watusimotosomewhat
15:12:23watusimotoI still need to finish that profile
15:20:23Nothing_Muchwatusimoto: yeah I noticed
15:20:46Nothing_Muchit's publically viewable
15:20:49watusimotoIt was marked as private
15:20:58Nothing_Muchah
15:21:05Nothing_Muchhang on a sec
15:21:13watusimotowell, in any case, I have an image at home that should at least sort of finish it
15:21:33Nothing_Muchhttp://gamejolt.com/games/arcade/bitfighter/20546/
15:21:36Nothing_Muchthat's all I can see
15:23:03watusimotolooks a little bare :-)
15:23:29Nothing_Muchyep, that might be the private part
15:23:32Nothing_Muchor something
15:23:46Nothing_Muchthere's no download link yet though so that way you can keep polishing that page
15:24:09Invisible Quit (Ping timeout: 272 seconds)
15:24:13watusimotoI'll try to finish it tonight
15:24:31Nothing_MuchAlright
15:26:33watusimotonot only is it marked as hidden, the unhide option is grayed out because I haven't done the prerequisites
15:27:17watusimotoand the header shows this banner:
15:27:18watusimotoThis game is currently hidden from public view. We recommend keeping it hidden until you have finished filling out the game's profile. Don't forget to unhide it when you're done though, or else it won't show in the game listings!
15:27:36watusimotoso... not my fault :-)
15:32:58Nothing_Muchwatusimoto: not a problem, the game itself isn't being shown, so... no prob.
15:34:29Watusimoto_watusimoto: read the email sent to you
15:35:07Nothing_Mucho.O
15:35:12Nothing_Muchthere's a fake watusimoto?
15:35:46Watusimoto_no
15:36:46Nothing_Muchoh
15:36:51Nothing_Muchjust a reminder?
15:38:41watusimotowell, there might be :-)
15:39:15Watusimoto_different computer
15:40:25Nothing_Muchright
15:40:31watusimotodifferent people on a different computer, actually
15:41:54Nothing_Muchoh really?
15:41:57Nothing_Muchwho's Watusimoto_?
15:42:24watusimotosomeone in my
15:42:28watusimotoapartment, apparently
15:42:48Nothing_Muchoh my
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16:44:35raptorgood day!
16:47:06Nothing_MuchHi raptor
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17:05:46raptorhi
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17:12:47watusimotohi
17:13:17watusimotoI posted another bf question to so:
17:13:18watusimotohttp://stackoverflow.com/questions/20883039/handling-incidental-access-to-external-resources-in-test-suite
17:13:22oskopek_ has joined
17:14:10raptorwhoa... I just read a lot of the article about the NSA TAO parts catalog
17:14:43watusimotoyou should see applebaum's presentation that drew from the same source material
17:14:47watusimotoit's pretty amazing.
17:14:53watusimotolet me find you a link
17:14:54raptorI finished watching that late last night...
17:15:00watusimotoah, ok
17:15:06raptorthat's pretty nuts
17:15:18watusimotobeaming in energy to activate passive electronics
17:15:36raptoryeah
17:15:38raptorlovely
17:15:50watusimotoat least that one has to be pretty targeted
17:15:50raptorI keep thinking microwave powerplant from simcity
17:16:12watusimotoits the indiscriminate nature of most of the collection that I object to
17:16:14raptoror the ideas to put one in orbit... and the jokes that follow about crossing its path
17:16:27watusimototargeted, court-ordered surveilance seems less problemeatic
17:16:34raptoryes, that's my issue too
17:17:45raptorI also take issue with the general lack of trust that has been now created
17:18:13watusimotodue primarily to the indiscriminate data collection
17:18:28watusimotoreally, most of the issues stem from that one thing
17:18:28raptorthat, to me, seems to be one of the most fundamental problems since society is basically run on trust (or lack thereof)
17:18:42raptoryeah
17:18:56watusimotothe lack of trust in standards/protocols is there because they were weakened to facilitate indicsriminate collection
17:19:14raptoryep
17:19:21watusimotoif they were just targeting individuals, they have other means, such as those tiny chips
17:19:34watusimotoor whatever else was in that presentation
17:20:29raptorhttps://code.google.com/p/googlemock/
17:21:25watusimotoI've looked at that before... not sure exactly how to apply that to the current problem
17:21:41watusimotobut there's probably a way!
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17:22:26raptorI think kaen had looked into it once
17:22:37raptorand even tried to apply it
17:25:46watusimotoI recall that as well
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18:54:42raptorlook slike kaen has been active on github
18:54:57raptorso maybe we'll see him again sometime soon...
19:07:10Skybax has joined
19:07:12SkybaxGoodmorning
19:07:18raptorgood day!
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19:39:25Nothing_Muchraptor: he's also been on reddit too
19:39:35Nothing_Muchhe just hasn't been on IRC
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20:10:00Skybax_Why is Fordcars never online anymore lol
20:12:06raptorvacation?
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20:41:19vs73nxhi
20:41:41raptorhello
20:46:53vs73nxim haing some difficulty working on my task
20:47:02vs73nxalso am iaable to get an extension?
20:47:42raptorsure
20:47:51raptorcan you give me the url?
20:48:42vs73nxthats awkward...
20:48:46vs73nxit was reopened
20:48:47vs73nxhttps://www.google-melange.com/gci/task/view/google/gci2013/6603341224214528
20:49:23vs73nxnew year really stuffed up my coding schedule...
20:50:24raptoroh yeah, commone for vacation time :)
20:50:27raptor*common
20:50:49vs73nxso can anyone suggest another task doable in 3 days?
20:51:14raptoryou should reclaim it
20:51:21raptorunless you want to attempt something else
20:51:24vs73nxcant
20:51:31raptorno? how come?
20:51:36vs73nxdunno
20:52:01raptori can't assign it
20:52:04vs73nxprobably somewhere in the FAQ/Rules or something forbidding me
20:52:07raptoruntil it is claimed...
20:52:14raptorI've seen people reclaim tasks
20:54:09vs73nxhmm no reclaim button
20:54:16raptorlogged in?
20:54:23vs73nxyes but not when you run out of time
20:54:28vs73nxdoh
20:54:30vs73nxno
20:54:41vs73nxi rolled back all my hg changes...
20:54:45vs73nxwhich is bad
20:55:57raptora rollback still leaves the changes
20:56:05raptorbut you have to commit again
20:56:10raptoryou can see them with: hg diff
20:56:20vs73nxreclaimed
20:56:57vs73nxok diff done
20:59:17raptorassigned
21:03:05vs73nxthanks
21:03:14vs73nxgot a pastie of the code i changed
21:03:15vs73nxhttp://pastie.org/8594389
21:03:36raptoras for a task done in three days - that depends on the task and your ability with the requirements
21:03:37vs73nxwhere would the code call my function getPlaylist?
21:03:56vs73nxive done tasks in less than 3 days before
21:04:05vs73nx*one task
21:04:20vs73nxive already done 4 tasks
21:04:28vs73nxand 5 would be nice
21:04:41raptorhmmm... LevelSource code is more Watusimoto's realm, but i'll take a look
21:04:55vs73nxisnt Watusimoto here?
21:05:09raptor'here' is a relative term in IRC.. :)
21:05:27vs73nxhmmm
21:07:51Invisible Quit (Ping timeout: 246 seconds)
21:08:56vs73nxFYI the code in the pastie is dodgy as
21:10:12raptorhmm... I'm going around in circles with this code. Watusimoto can you better direct vs73nx with the LevelSource classes? it looks like the game only uses them sometimes?
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21:15:46vs73nxraptor: well that wont happen in a whle :)
21:15:55raptorsigh
21:16:03raptorhe architected the LevelSource classes
21:16:12raptorI'm not sure what his plan is with them...
21:16:24vs73nxdo you at least know where the hosting is first initalised
21:16:54raptorwhat specifically? where the levels are loaded upon hosting?
21:16:59vs73nxyes
21:18:08raptorlooks like main.cpp:1157
21:18:20fordcarsHi
21:18:20raptoryou'll see "new FolderLevelSource" there
21:18:25raptorhi fordcars
21:19:30vs73nxoh hello fordcars
21:19:47fordcarsHellu
21:20:13raptorfordcars: I need to talk to you about your zombie bot
21:20:21fordcarsUh ok?
21:20:29fordcarsWhat did I do!
21:21:02raptorwhat mechanism does it use to increase the bot's speed?
21:21:15raptorbecause it's absolutely horrible at being predicted client-side...
21:21:34raptorso you can rarely tell where the bots are when they're going fast
21:21:54fordcarsReally? I am using Lua Apis built in
21:22:01fordcarsuh, one tick
21:22:18raptorhmmm... I wonder if it's a c++ problem..
21:22:33raptoralthough sam686 did make some Move changes to make for better prediction
21:23:13raptorhah, you add 'turbo' mode every 20-30 seconds
21:23:47vs73nxwhen i make a 'new FileListLevelSource' it complains about how The type 'Zap::FileListLevelSource' must implement the inherited pure virtual method 'Zap::LevelSource::getLevelFileDescriptor'
21:23:51vs73nxhmmm
21:23:58raptorah ha
21:24:05raptorthen you must implement that
21:24:46fordcarsbot:setThrust(zombSpeed, dirToGo)
21:25:08raptorah ha... ok
21:25:13raptorlet me look at that c++ method
21:25:19fordcarsSure :)
21:25:36fordcarsIt was fine in 018a though, is it because of the turbo?
21:25:38raptoris there ever a change where zombSpeed is greater than 1?
21:25:43fordcarsUh, nope
21:25:47fordcarsUh, wait
21:26:04raptorit does work ok - but when there are many players connected, all-of-a-sudden you can't tell where the bots are
21:26:27fordcarsWow
21:26:32fordcarsThat is interesting
21:27:33fordcarsraptor, technically, yes it can go over 1, but only when the game timer hits 0 (or was changed during the game)
21:28:03fordcarsBut Bitfighter shouldn't allow bots to go faster than 1 since they are kindof players...
21:29:54fordcarsI'll try it in the Contest Server
21:38:12fordcarsHeh, bots seem fine when they're speed is higher than one (didn't test client prediction though)
21:38:28raptordo they actually go faster than 1?
21:38:33fordcarsNope
21:38:50fordcarsWant to see it?
21:39:02raptorsure
21:39:16fordcarsOk, bot speed is 100
21:39:31raptorhosting?
21:40:17Watusimoto has joined
21:41:00fordcarsYep
21:41:25Watusimotohi
21:41:29vs73nxtheitr not that much faster
21:41:32vs73nxhello
21:42:20vs73nxWatusimoto: have a look at this code... http://pastie.org/8594389
21:42:25vs73nxits my gci task
21:42:31vs73nxdodgey as hell...
21:42:51Watusimotook
21:43:33WatusimotoDoes it work?
21:43:37vs73nxno
21:44:05vs73nxyes it does segfault...
21:44:17Watusimotowhat is the problem?
21:44:24vs73nxb ut my main issue is how to call getplaylist
21:45:06vs73nxmy compile time error message
21:45:07vs73nxhttp://pastie.org/8594456
21:45:56Watusimotowhat does getplaylist do?
21:46:01Watusimotoand why do you want to call it?
21:46:10vs73nxloads all files ina playlist
21:46:21vs73nxwell its more ok a placeholder right now
21:46:26vs73nx*of
21:46:44Watusimotowell. here is your compile problem:
21:46:45Watusimotomain.cpp:1160:98: error: cannot allocate an object of abstract type ‘Zap::FileListLevelSource’
21:46:45Watusimotonew FileListLevelSource(settings->getLevelList(), settings->getFolderManager()->levelDir)
21:46:47vs73nxbut once i can call it ill work on proper implementation
21:47:39Watusimotodo you understand that error message?
21:52:15vs73nxnope
21:53:56WatusimotoI put it into google, and the first hit explains it pretty well: http://stackoverflow.com/questions/7352706/cannot-allocate-an-object-of-abstract-type-error
21:54:18Watusimotothe first answer provides a concise explanation
21:55:36Watusimotothe error message provides details as to what exactly the compiler found objectionable
21:56:04Watusimotoyou need to implement a few more functions before you can compile
21:57:40vs73nxok, thanks
22:06:53vs73nxok compiles sucessfully
22:07:15vs73nxand amazingly no segfault
22:13:05vs73nxdoes anyone have any idea with what i shoud do after someone specifies the -levelplaylist option
22:13:05vs73nxis there a callback for all the commandline options
22:16:27Watusimotocmd line params are defined here:
22:16:36WatusimotoParamInfo paramDefs[] = {
22:16:36Watusimotoin GameSettings.cpp
22:17:06Watusimoto(amazingly, not an xmacro!)
22:19:38Watusimoto(yet)
22:20:17Watusimotoyou can see how the other parameters work
22:20:17Skybax_Hi fordcars!
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22:21:39fordcarsHi!
22:24:26vs73nxhello
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22:35:24Watusimotohi raptor, quick question for you
22:35:24Watusimoto(if you are around)
22:35:24raptorhello
22:35:24Watusimotook
22:35:24Watusimotoso
22:35:24raptorbuttons!
22:35:24Watusimotoin robotManager (RM)
22:35:24Watusimotohar har
22:35:24Watusimotoyour scenario starts out with 2 bots being specified in a level file
22:35:24raptoractually -
22:35:24raptorthat issue
22:35:24raptori duplicated it on stock 019
22:35:24Watusimotoyes, it's not new
22:35:24Watusimotobut still a problem (possibly)
22:35:38Watusimotoso let's say both bots are specified to be on team 1
22:35:38Watusimoto2 teams (0, 1)
22:35:38raptorif a player joins when a level is in progress -> not a problem
22:35:38Watusimotohold on a sec
22:35:38raptor0k
22:35:38Watusimotowe're not there yet
22:35:38Watusimotowhat should happen if there are no players?
22:35:38raptorthe bots should load as directed in the level file
22:35:39Watusimototeams look like this: 0 BB? (0 denotes empty team)
22:35:39raptorif no players, server is idle?
22:35:39raptoryes
22:35:42Watusimotowell, leave that aside -- it's not the RM's problem
22:35:44Watusimotook
22:35:51raptorokey doke
22:35:58raptori'lll shut up now
22:36:07Watusimotoso player joins -- if the host is doing bot leveling with 4 simulated players, what do teams look like?
22:36:18WatusimotoHB BB?
22:36:38Watusimotoor does autoleveling get disabled for this level?
22:36:59Watusimotoor if autleveling is with 6 players
22:37:01raptorthere are two flags - maxplayers and forceteambalance
22:37:01WatusimotoHBB BBB?
22:37:06Watusimotoor HBBB BB?
22:46:45Watusimotoforceteambalance = autoleveling
22:46:45raptorok
22:46:45raptorthen HB BB
22:46:45Watusimotofor 4 players
22:46:45raptor6 -> HBB BBB
22:46:45Watusimotook
22:46:45Watusimotoif max players is 2?
22:46:45raptorH B
22:46:45WatusimotoH B
22:46:45Watusimotook
22:46:45Watusimotoso what is the purpose of putting those two bots on one team?
22:46:45Watusimotoin none of those examples would it matter
22:46:45raptorwait wait
22:46:45raptorso
22:46:45raptorhmmm
22:46:45vs73nxcant connect to the master server
22:46:45raptorwait 30 seconds
22:46:45Watusimotoneither can I!
22:46:45raptorWatusimoto: ok, wait, i may have misunderstood - in all of your examples, you loaded with the 'Robot 0 bot.bot' lines in a level?
22:46:45vs73nxseems like its down
22:46:45vs73nxDDOS!
22:46:45raptorbitfighter.org has been flaky the last hour or so
22:46:45fordcarsYep
22:46:45fordcarsWhy is it often like this?
22:46:45raptorbecause computers are flaky
22:46:45fordcars:)
22:46:45Watusimotoin my examples there were two lines: robot 1 <level>
22:46:45raptorok, so robot 1
22:46:45Watusimotothat line twice
22:46:45raptoris the second team
22:46:45Watusimotoyes
22:46:45raptorbasically, the that takes precedence
22:46:46raptor*that
22:46:46raptorso if maxplayers is 2, then: H BB
22:46:46raptorif 4, then HB BB (still fulfills the 2 on team 2 specified in the file)
22:46:46raptorif auto-balance and maxplayers is 2, then: HB BB
22:46:46raptorbecause it *must* do as the level say
22:46:46Watusimotoand when 6 players?
22:46:46raptorat least, I believe the level file should be authoritative
22:46:46raptorhmmm.... well
22:46:46raptorhmmm
22:46:46raptornow i'm thinking
22:46:46raptori'm thinking that if the level designer intended a specific number of bots then... then what
22:46:46raptorthen disable forced balance?
22:46:46WatusimotoI'm thinking soemthing different
22:46:46raptorbecause it seems to me that most use cases of adding the Robot file now are specifically on custom tailored maps that want just that number
22:46:46raptor*Robot line
22:46:46WatusimotoI'm thinking if autoleveling is on, bot counts/teams in the levelfile should be disregarded
22:46:46WatusimotoI'm thinking in fact that the robots line should perhaps change altogether
22:46:46WatusimotoI'm thinking that it should specify a mix of bots; 25% s_bot, 75% eliza_bot
22:46:46Watusimotosomething like that
22:46:46raptorok, i can see that case
22:46:46raptorthat might be a neat feature to add...
22:46:46Watusimotoor even 1 elizabot, with the rest being default_bot
22:46:46raptorbut I can also see the raw quantities being useful
22:47:03Watusimotobecause robots in levelfiles don;t really make sense with the new bot management
22:47:03raptorand in fact are useful because that's how every one has done them (in our limited map making pool)
22:47:03raptorthey do on custom maps like that zombApocalypse
22:47:03Watusimotoeven with the zombie levels, it is much more useful to handle them via levelgen
22:47:38WatusimotoI could see the following situations as being useful:
22:47:38raptori think i agree with that -
22:47:38raptori haven't seen anyone use it though, in 019 - does it work as intended?
22:47:38Watusimoto1) there is one elizabot, other bots are defaultbots
22:47:38raptorI know kaen put a lot of work into it
22:47:40Watusimoto[does what work as intended?]
22:47:45Watusimoto2) each team gets a repairbot
22:48:49Watusimotoa zombie level has 100 zombiebots, all on one team, all humans (and added s_bots) go on the other team
22:48:57Watusimoto(sorry that was 3))
22:49:42raptoryes, and all of those cases can be handled current with the Robot line
22:49:46raptor*currently
22:49:49Watusimoto1 and 2 kind of work with our current solution
22:49:53Watusimoto3 kind of does not
22:50:42raptorwe already have a NoBots special
22:50:42Watusimotoyes, that should probably stick around
22:50:42Watusimotothat seems less problematic
22:50:47raptoryes, but it is indicative of the authority of the level file
22:52:41raptorwhich is why i suggested disabling auto-leveling if a Robot line was detected
22:52:41Watusimotoso go back to the original scenario, with 2 bots on team 1, and say the presence of the bot lines disabled autoleveling
22:52:41Watusimotocould I do "more bots"?
22:52:57raptoryes
22:54:11raptorbut maybe, guaranteeing (spelled right?) what the level says is all that it needs to meet
22:54:11raptorso auto-leveling would further add to it
22:55:31Watusimotoso in the 4 player variant, where teams are H BB, and I do more bots, I should get HB BB. What if I do more bots again?
22:55:31WatusimotoHBB BBB? or HBB BB
22:56:21raptorHBB BBB
22:56:21raptorbecause that's what the player expects and is consistent
22:56:21raptorand they've consciously decided to change the bot layout of the initially stacked level
22:56:31raptorargh, i can't reopen closed tabs in firefox...
22:56:56Watusimotoso once they enter morebots, autoleveling turns on?
22:57:08raptori thought it turns off
22:57:20raptorno wait, that's what I programmed
22:57:29raptorwhat does it do now?
22:57:32Watusimotomorebots and lessbots are leveling commands -- they activate autoleeling
22:57:52Watusimoto/addbot and /kickbot disable it
22:58:17raptorok, but menus maintain it with thrrent team-multiple
23:02:43raptor*the current
23:02:43WatusimotoI think so (if I understand properly)
23:02:43Watusimotomorebots/lessbots always leave the teams with an even number of players
23:02:43Watusimoto(they are the menu commands)
23:02:43raptori'd say keep that consistent
23:02:43Watusimotook, so when I start adding bots, which gots will get added? s_bots? or whatever was in the file?
23:02:43Watusimoto(it never ends!!)
23:02:43raptorthe server default, i think
23:02:43raptorit never does
23:02:43Watusimotook, in our original scenario, what if there are 4 human players?
23:02:43WatusimotoHHH BBH?
23:02:43raptoryep
23:02:43Watusimotoso if you do a more bots, you get HHHB BBBH
23:02:43raptoryep
23:02:51Watusimotobut then do a lessbots, you are back to HHH BBH
23:02:51raptoryuppers
23:02:51Watusimotobut... which bot gets kicked?
23:02:51Watusimotothe levelbot or the added s_bot?
23:02:51raptorthen the admin must shuffle
23:02:51raptorlatest bot
23:02:51Watusimoto(currently it is arbitrary, but probably the s_bot will go)
23:02:51raptorhuh, i never thought about that...
23:02:51raptori think it just does the last bot now
23:02:51Watusimotowe no longer track "latest bot", and I think, never did, despite the documentation
23:02:51raptorwe could always code a Special HumansOnOneTeam
23:02:51WatusimotoI think it has always been arbitrary
23:02:51raptoroh really?
23:02:51WatusimotoI think we should do that
23:02:51raptorok
23:02:51raptorheh - i was actually just joking
23:02:51raptorreally?
23:02:51Watusimotoit's on our task list
23:03:06Watusimotohttps://code.google.com/p/bitfighter/issues/detail?id=145
23:03:26raptorhuh, so it is
23:03:28Watusimotodoesn'
23:03:58Watusimotot mean we have to do it, but it is there
23:04:11WatusimotoDec 2011
23:04:28Watusimotoso it's been there a while!
23:04:49Watusimotohadn't thought about a special
23:05:34Watusimotoadded the special idea to the case notes
23:05:47raptori was completely joking
23:05:47raptorbut ok
23:05:49raptorsounds good to me!
23:07:26Watusimoto:-)
23:08:16Watusimotook, so we're playing, and autoleveling is on
23:08:34Watusimotowe start a game as before and get HH BB
23:09:02Watusimotonow another H joins... do we have HHH BB or HHH BBB? (i.e. is autoleveling now disabled?)
23:09:10raptorso far this sounds lke the most extensive test to date...
23:09:35raptordepends what max players is
23:09:48raptorno wait, autoleveling is on
23:10:03raptoron as in, server setting? and not from menus
23:10:32Watusimotowell, on is on. the server setting sets the initial value, then it can be altered with the menu commands
23:10:40Watusimotoif it starts off, and you turn it on, it stays on
23:10:40raptorif server setting, then yes HHH BBB
23:10:48raptorok
23:11:18Watusimotoso why if you started with 3 players would the teams be HHH BB?
23:12:02raptori was assuming you're added to team 0 because it comes first
23:12:10raptorhowever, there is the player rating
23:12:17raptorso you could be put on the other team
23:12:28raptorif your rating is abyssmal
23:12:44raptorsorry, 'threat level'
23:13:32Watusimotook, ignore that for the moment, because that will make the converstation impossible
23:14:38Watusimotoif the levelfile says 2 bots on team 1, and there are 3 human players, teams will look like HHH BB, but if there are two human players and a 3rd joins you get HHH BBB
23:14:53Watusimotothat's the odd situation I'm inquiring about
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23:17:26raptoryes that's right
23:18:14Watusimotothat seems wrong to me
23:18:19raptorhonestly, of auto-leveling is on and maxplayers is <= 4, then adding a new player could go to either team, I think (because of threat level). But yes, a bot should fill the empty spot
23:18:24raptor*if
23:18:38Watusimoto"Emacs has everything except a good editor"
23:18:57raptorhahaha
23:19:01Watusimotoright, so why not fill the empty slot when the game starts?
23:19:10Watusimotoif there are 3 players already playing?
23:20:43raptoryes, that's what I think
23:21:32Watusimotook, what if autoleveling is set at 6 players, and there are two humas at the beginning?
23:21:46WatusimotoHH BB or HHB BBB or HHBB BB?
23:23:24WatusimotoI think HHB BBB
23:23:46Watusimotobut two of the Bs on team 1 are whatever script the level specfiied
23:24:00Watusimotoand they should be the last to be kicked with kickbots or lessbots
23:27:04raptori agree
23:27:16Watusimotook, here's a new concept that should make things clearer
23:27:33Watusimotohumans are not subject to autoleveling
23:27:48WatusimotoI think we should have 2 classes of bots -- locked and unlocked
23:27:50Skybax Quit (Ping timeout: 264 seconds)
23:28:09Watusimotolocked bots are those included in the level file, and are only touched when there is no alternative
23:28:22Watusimotoand unlocked bots are those added with /addbots and morebots
23:28:30Watusimotoactually, 3 classes
23:28:36Watusimotolocked, semilocked and unlocked
23:28:43Watusimotolocked come from the levefile
23:28:50Watusimotosemilocked from /addbot
23:28:56Watusimotounlocked from /morebots
23:29:06Watusimotorather just "morebots"
23:29:26Watusimotoand when bots are removed, unlocked go first, then semilocked, then finally locked
23:29:40Watusimotolocked bots do not change teams except via explicit command
23:29:55Watusimotoactually, bots never change team, so skip that
23:30:22Watusimotoother than that, everything works as it does now
23:31:19Watusimoto2 humans and 5 level-specified bots on team 1 you get; HHBBB bbbbb (b denoting level-specified bot, B denoting autolevel bot)
23:31:30Watusimoto(assuming autoleveling on)
23:31:48Watusimotolessbots ==> HHBB bbbb
23:31:57Watusimotomorebots ==> HHBBB bbbbB
23:32:05Watusimotoless bots ==> HHBB bbbb
23:32:06Watusimotoetc.
23:32:46vs73nxWatusimoto: how would i get the value of a commandline arg. EG "levelplaylist"
23:33:46raptorok
23:34:08raptorI wonder if there should be a Special BotsNoBalance
23:34:41Watusimotovs73nx: via the poorly named string GameSettings::getString(ParamId paramId) command
23:34:44raptorso if auto-leveling were on (which we want to be the default?) and you load zombApocalypse
23:34:55vs73nxok
23:35:04raptorit doesn't look like this: HHBBBBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBBBBBB
23:35:20Watusimotohow are bots added? via levelgen or via levelfile?
23:36:06Watusimotooh, and if a levelgen starts mucking about with bots, every bot becomes equal; we assume the levelgen is handling things
23:37:58oskopek Quit (Quit: Leaving)
23:38:44Watusimotowe use the special AllBotsOnOneTeam
23:39:46Watusimotooh, but what if you wanted to add an s_bot to the human team? I guess you'd use /addbot, which could perhaps override that special
23:42:35oskopek has joined
23:42:36vs73nxis there a hosting callback somewhere in the code?
23:43:15vs73nxwhered id call make a new FileListLevelSource(settings->getPlaylist(), "test.txt")
23:43:32vs73nxtline 1157 is for the dedicated server
23:45:08raptorin that scenario bots are added via level line
23:45:35Watusimotowe create our folderLevelSource in a couple of places; you'd want to do a check against the cmd line params to decide if you want to create a different levelsource
23:45:39Watusimotonew FolderLevelSource(...)
23:46:09Watusimotoit might be best to create a function somewhere (static function on LevelSource?) that makes the decision
23:46:48Watusimotoraptor: if autoleveling were on, and you said 10 bots on team 1, you'd get: HHBBBBBBBB bbbbbbbbbb
23:46:57Watusimotowhich is not what you want
23:47:29Watusimotoyour choices would be to 1) have levelgen manage them or 2) use the AllBotsOnOneteam special
23:47:49Watusimoto(or maybe AllBotsOnTeam 1 level line??)
23:49:07raptorWatusimoto: ok
23:49:29WatusimotoI assume the current zombie levels use levelgens currently, so we're not breaking anything
23:49:36raptorno, no one uses levelgens
23:49:39raptorfor adding bots
23:49:49raptoreveryone does it via Robot line
23:51:27kumul Quit (Read error: Connection reset by peer)
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