#bitfighter IRC Log

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IRC Log for 2014-01-29

Timestamps are in GMT/BST.

00:09:10Watusimoto_ has joined
00:12:07Watusimoto Quit (Ping timeout: 260 seconds)
00:24:35HylianSavior has joined
00:26:20raptorWatusimoto_: if you didn't see, we fixed a really weird TNL bug
00:26:38Watusimoto_I saw some fixes, but didn't knwo why
00:27:22raptorit was obscure, difficult to find, and nobody knows why behavior across platforms was inconsistent
00:32:23raptorthe fix was to follow the spec
00:32:43Watusimoto_well, awesome!
00:39:29raptorsam686: is there a way to reload all levels on a server without restarting the server? I thought there were some hidden comands...
00:45:08Watusimoto_good night
00:50:05Watusimoto_ Quit (Ping timeout: 252 seconds)
01:00:05kaenraptor, I added some rank histograms to the player details at http://bitfighter.org/new-stats/index.html
01:00:07kaenthoughts?
01:00:13raptorhi
01:00:14raptorlooking
01:01:05kaenI think they might be indecipherable since there's no labels
01:01:41kaenbut I'm thinking about putting things like "#1" next to them
01:01:55raptorthey look neat but... yes i'm not sure what they'd actually mean
01:02:17kaenit basically shows where a player is in the distribution for each stat
01:03:02kaenand how many other players are in each "bucket" (10 percentile bins)
01:04:29raptorso the distribution is the same for everyone, but the highlighted bucket is for the player
01:05:09kaenright
01:06:11kaenfor some reason the data set I have on my test server yields much more interesting looking distributions
01:06:41raptorthe problem I see for most of the stats is that there are so many extremes in the distributions that it puts most regular players at top
01:08:04kaenwell, I'm trimming the top and bottom 10% as outliers
01:08:13kaenhere, I'll deploy with 25 and see how that looks
01:11:50raptor0
01:11:53raptor]
01:11:55raptor.
01:12:57raptor.cv
01:13:49kaenindeed.
01:14:09raptor Quit ()
01:14:50Flynnn Quit (Quit: This computer has gone to sleep)
01:20:17Flynnn has joined
01:20:22Flynnn Quit (Client Quit)
01:26:34raptor has joined
01:26:34ChanServ sets mode +o
01:27:01raptorsorry, my kids reset the computer and broke a key off the keyboard - they are now gonig to bed early
01:28:13raptor*going
01:45:29Darrel Quit (Ping timeout: 240 seconds)
02:04:16kaenhmm, this histograms aren't quite right
02:04:20kaenthese*
02:12:39raptorshould I go ahead and make SLipZone a proper child of Zone?
02:16:37kaensounds good to me
02:16:56kaenI wonder why it wasn't in the first place :P
02:18:22Zapgamer has joined
02:18:37ZapgamerI only come on here, because I have a script error
02:19:27Zapgamer***LEVELGEN ERROR*** Error compiling script C:\***unlimited.levelgen:70: ')' expected (to close '(' at line 69) near 'ship'
02:19:34ZapgamerI don't get it.
02:19:54raptorhi
02:20:00raptorare you requesting help?
02:20:14raptorlooks like you have an unmatched parenthesis
02:20:32ZapgamerDo you need me to Pastie! the script?
02:20:33raptorthat's what "')' expected" means
02:20:42Zapgamero.
02:20:57raptorand it says the opening one is on line 69
02:21:03raptorgetting into scripting?
02:21:18ZapgamerYep.
02:21:25ZapgamerMaking a unlimited script.
02:21:34ZapgamerYou use a ability, it never runs out.
02:22:02raptorwelcome to the world of scripting!
02:22:24ZapgamerWishing you can screen share for you to view the script mistake thing.
02:22:31Zapgameranyways, thanks.
02:22:50raptorsure
02:23:32ZapgamerI really don't get it, the line 68 and 69 looks like this
02:23:34Zapgamerfunction turboUnlimited(ship)
02:23:38Zapgamerif (ship:isModActive(Module.Turbo)
02:24:04raptorcount the opening and closing parenthesis on that last line
02:24:11Zapgamerc?
02:24:12Zapgamer3?
02:24:21Zapgamer2 openings, 1 closing?
02:24:24raptoryes
02:24:28raptorthey must always match
02:24:33ZapgamerOh.
02:24:38raptorso you need another closing
02:24:44Zapgamerif (ship:isModActive(Module.Turbo))?
02:24:47raptorperfect
02:24:58ZapgamerThanks, I'll edit this and test it out.
02:25:49ZapgamerUnexpected 'then'. Derp.
02:25:57Zapgamerk, lemme fix that XD
02:26:08raptoryou'll get used to the errors real quick!
02:26:19raptorLua is good at screaming at you
02:26:30Zapgamer*You launch the game with script*
02:26:41ZapgamerERROR! UNEXPECTED BLAH AT LINE 4!
02:26:46ZapgamerSHUTTING DOWN.
02:26:47ZapgamerDone.
02:26:57ZapgamerMore like Done. [2014-01-28 Tue 20:25:34]
02:27:08raptorhaha
02:27:41ZapgamerI removed too many thens
02:27:57Zapgamernow 'then' expected at line 69.
02:28:02ZapgamerFor geez.
02:28:12raptorif you need to learn a bit about Lua syntax - here is a good tutorial: http://luatut.com/
02:30:29ZapgamerGot the errors out of the way.
02:30:41ZapgamerJust using Turbo doesn't setEnergy(1);
02:30:57Zapgamer:D
02:32:42Zapgamerhttp://pastie.org/8677217 Just might need a little bit help'sworth.
02:33:12ZapgamerNo idea why it isn't setting the energy to 1-1.0
02:34:26raptorhmm, i'm not sure either... it may be due to a bug - let me check
02:35:27raptordo you know how to use the console?
02:35:37raptoroh wait, yes you do because you're getting errors
02:36:19raptorok, so do this: add print statements to see if they are being run: logprint("in turboUnlimited")
02:36:39ZapgamerI only
02:36:42raptorit'll tell you if the method is actually being called
02:36:43Zapgamerknow how to use console in editior :D
02:36:58raptorin-game, you can press CTRL + /
02:37:01raptorto see the errors
02:37:51ZapgamerAll I see is in turboUnlimited
02:38:20Zapgamerlike in turboUnlimitedx25 in lines
02:38:21raptorthen check in the if statement, too
02:39:06ZapgamerSame thing
02:39:13Zapgamerif turboUnlimited
02:39:18Zapgamerx 25
02:39:20raptorhmm.. i'll run your script and see
02:39:52ZapgamerGood thing I have a log statement line XD
02:40:02Zapgamerthe function main()
02:40:09Zapgamerfor i=1,50 do
02:40:18Zapgamerlogprint("if turboUnlimited"); end end
02:40:34raptorso that class
02:40:41raptori don't actually see where it's calling turboUnlimited
02:40:53raptoryou wrote the function but are not calling it from anywhere
02:41:24Zapgamer... *Facepalm*
02:41:47raptori think you'll want to add the onTick() event method and add it to that?
02:42:17raptoryou'll have to get all the players ships, etc. too - I think bobdaduck or thread have some example on hwo to do that
02:44:04Zapgamerso function onTick(Delta)?
02:44:19raptordo you understand the event system?
02:44:27raptori'd use onTick
02:44:41raptorbasically in main() you register which events you want your script to 'listen' to
02:44:56raptorso in main() you'd do: bf:subscribe(Event.Tick)
02:45:05raptorthen you'd use the function onTick(Delta)
02:45:11raptorand that will be called every game tick
02:45:18ZapgamerThen it might work?
02:45:20raptorusually every 33-50ms
02:45:36raptorwell, when the tick event is called, it will run onTick(Delta)
02:46:00raptorin that method you'll need to grab every players ship and run those methods on the ships
02:46:26raptorit looks liek you're borrowing some code from thread? He probably has examples on how to do that
02:47:58Zapgamerfor k,v in pairs(registered) do
02:47:59Zapgamerif (v ~= nil) then
02:48:03Zapgamerlocal ship = v[2]:getShip();
02:48:12Zapgameror something like that
02:48:17raptorlooks like he has a player registration system
02:48:20raptorbut yes
02:48:32ZapgamerYeah, I'm looking at the BCl script
02:48:40Zapgamerthen he has this function where it calls rookieBoost(ship);
02:49:39Nothing_Much has joined
02:52:00ZapgamerI just have no idea.
02:52:08Zapgamerhow to make it call the function
02:55:48ZapgamerI think I get it now,
02:58:58fordcarsBoo
02:59:08fordcarsLater!
03:00:48ZapgamerCya
03:02:40ZapgamerI failed! :D
03:03:32ZapgamerHey Raptor, do you think you can make the event system for me? I'll give you credit for part of the script.
03:04:05raptori'm sorry Zapgamer, i'm working on bugfixing on the main game
03:04:30raptorbe back in a bit..
03:04:39ZapgamerOk.
03:16:44kaen reads logs
03:19:32Zapgamer zaps ships
03:19:50kaenZapgamer, what do you mean by "event system"?
03:19:55ZapgamerIn script
03:20:22kaenyes, in a script :)
03:20:32kaenwhat events are you trying to handle?
03:20:39kaenand what are you doing in reaction to them?
03:20:49ZapgamerI have the functions written
03:21:05Zapgamerjust dunno the events, need the script or wha?
03:21:18kaenyes please
03:22:11ZapgamerPastie too sexy - http://pastie.org/8677306
03:23:25kaenand give me a summary of what you're actually trying to do, please
03:24:19ZapgamerWhen the ability is used
03:24:26Zapgamerit sets your ship energy to 1
03:24:29Zapgamerfor it to never run out
03:24:36ZapgamerThat's why it's called unlimited.levelgen
03:24:44Zapgamerjust dunno how to call it.
03:26:20kaenok, looks like you have only the turbo one set up, and you're missing one critical part
03:27:01kaenyour onTick function calls turboUnlimited for every ship in `registered`
03:27:11kaenbut you never put any ships into registered :)
03:27:16Zapgamer:D
03:27:23ZapgamerI'll never get the bitfighter scripting system :D
03:27:32kaenyou're just missing some core concepts
03:27:43kaenI have a bunch of incomplete tutorials I'm "working on"
03:27:56kaenanyway, here's a list of all the events in bitfighter: http://bitfighter.org/luadocs/group___event_enum.html
03:28:02kaen(you should bookmark that)
03:28:12kaenyou use all events just like you use onTick
03:28:33kaenyou do bf:subscribe(Event.EventName)
03:28:38kaenthen you write a function
03:28:45kaenfunction onEventName() ... end
03:29:04kaenany guess as to which event on that list you should use?
03:30:24Zapgamer•Event.ShipSpawned !
03:30:27ZapgamerRight?
03:30:28kaenthat's right :)
03:30:34kaenso, you'll do
03:30:42kaenbf:subscribe(Event.ShipSpawned)
03:30:47ZapgamerNo no, how about Event.NexusOpened.
03:30:49ZapgamerKidding.
03:30:49kaenthen you'll write an onShipSpawned function
03:30:51kaen:P
03:30:58kaenok, so that list
03:31:07kaenalso tells you the "arguments" given to each function
03:31:20kaenonShipSpawned gets a ship passed to it
03:31:26kaenso your function will look like:
03:31:33kaenfunction onShipSpawned(ship)
03:31:40kaentable.insert(registered, ship)
03:31:41kaenend
03:32:32kaenyou'll probably also want to remove ships after they're killed
03:32:39kaenfunction onShipKilled(ship)
03:32:55kaenfor k,ship in ipairs(registered) do
03:33:12Zapgamerso
03:33:16kaenblah blah
03:33:22kaenyou'll probably be able to figure that out
03:33:27Zapgamerso register •Event.ShipKilled ?
03:33:32kaenyes
03:33:47kaenyou'll have to subscribe to any event you want to handle
03:34:25kaenraptor, are these histograms any better?
03:34:32kaenhttp://bitfighter.org/new-stats/index.html#/
03:35:47kaenmaybe I should use a logarithmic y scale
03:36:18ZapgamerOh boy!
03:36:20ZapgamerMore links!
03:36:43ZapgamerAnd there's me
03:36:47Zapgamer397 kills
03:36:48Zapgamer:D
03:36:53kaenone of the many perks of idling in #bitfighter :)
03:36:59kaenyou're welcome to give feedback, as well
03:37:18ZapgamerYou should add ties
03:37:21kaenoh, actually I have a question
03:37:33kaendo those little marks next to the stats mean anything to you?
03:37:40kaenwhen you click on a player
03:38:42ZapgamerI sorta don't get it XD
03:39:11kaenthat's ok, I don't think anyone but me would :P
03:40:38Zapgamer... KAEEENNNN!!!
03:41:24ZapgamerYou forgot the '(' near 'table'
03:41:37Zapgamerunlimited.levelgen:128: '(' expected near 'table'
03:44:33ZapgamerKAEEEEEENN!!!
03:44:39ZapgamerYou also forgot the ) near the '.'
03:44:56fordcarsHowdy
03:45:24fordcarskaen^^ Zapgamer is having a heart attack
03:45:57ZapgamerKAEEENNNN!!!! I don't get this
03:46:01ZapgamerForget this
03:46:05Zapgamer dead.
03:46:14fordcarsAwwwww
03:46:48ZapgamerI really need somebody to write the rest of this script for me XDDDDDDDDD
03:46:55ZapgamerInsanity...
03:47:34fordcarsLol, what are doing? The bot, or BCL?
03:47:40ZapgamerNO
03:47:41ZapgamerNADA
03:47:45ZapgamerA levelgen scrip
03:47:48ZapgamerThis pastie
03:47:58ZapgamerI put on pastie.
03:48:50ZapgamerDone.
03:49:26fordcarsLink please :)
03:49:58ZapgamerI lied
03:50:10ZapgamerHere. http://pastie.org/8677379
03:51:20fordcarshttp://pastie.org/8677379
03:51:24fordcarsOops
03:51:34ZapgamerLAWLLE
03:51:48fordcarsRight-clicking in here pastes :P
03:52:42fordcarsWhen it fails, what line does it say?
03:53:12Zapgamer')' expected near .
03:53:18ZapgamerI DUNNO WHAT DO DO TOHTOWEHTIOWEJRfzwesrfaseraes
03:53:20Zapgamer dies
03:53:47fordcarsPASTIES PLEASE!
03:54:01fordcarsAgain?
03:55:06ZapgamerHELP
03:55:11fordcarsvot
03:55:13ZapgamerMY HEADSET IS MURDERRING ME D: (Kidding)
03:55:30Zapgamerk
03:56:00fordcarsvot
03:57:05Zapgamerhttp://pastie.org/8677392
03:59:14fordcarsThere is the () missing
03:59:28fordcarsat function onSHipSpawned
03:59:29fordcars:)
04:00:03fordcarsAnd what is (table) doing there haha
04:00:04ZapgamerTesting my headset on bitfighter...................
04:00:07ZapgamerI dunno
04:00:10fordcarsHeh
04:00:17ZapgamerKEEEEANNNN told me
04:02:01fordcarsAh ok
04:02:09fordcarsDoes the script work now?
04:03:24fordcarsI am pretty sure it would be table.insert(registered, ship) at that line (128)
04:03:53fordcarsand function onShipSpawned(ship)
04:03:59fordcarsso,
04:04:09fordcarsfunction onShipSpawned(ship)
04:04:23fordcarstable.insert(registered, ship)
04:04:25fordcarsend
04:04:35fordcarsAt line 127^^
04:04:50ZapgamerFORDDDDDDDDD
04:04:56fordcarsYes?
04:05:10fordcarsBonjour good sir
04:05:39Zapgamerhttp://pastie.org/8677406
04:06:08fordcarsHAHAHA
04:06:12fordcarskaen told you that?
04:06:22fordcarsThat semicolon does not belong there in Lua
04:06:28fordcarssame for 137
04:06:42fordcarsSame gor line 146
04:06:55fordcarskaen was in C++ mode I beleive
04:07:45ZapgamerI'm on Bitfighter btw
04:08:04fordcarsOk, so find all semicolons at the end of lines and delete them
04:08:08fordcarsCool :P
04:08:16fordcarskaen?
04:08:56ZapgamerKaen?
04:08:59ZapgamerKAAAAAAAEEEENNN!!!?
04:09:03fordcarsLol
04:09:09fordcarsHe look afk
04:09:12kaensorry guys was afk
04:09:14kaenback now :)
04:09:17fordcars:)
04:09:20kaenwhat's going down Zapgamer ?
04:09:22kaenmayhem
04:09:26ZapgamerYES
04:09:29fordcarsWhy did you put all of those semicolons? IN LUA :O
04:09:37fordcarsGASP
04:09:39ZapgamerThat was me
04:09:42fordcarsSHIT
04:09:43Zapgamerbut I mean in table
04:09:47fordcarsWhat?
04:09:56fordcarsI am lost, deeply
04:09:57kaenI did no such thing
04:10:12kaenand semicolons are valid in lua, just optional :P
04:10:17fordcarsWHAT
04:10:47fordcarsAFTER ALL OF THOSE YEARS OF DELETING SEMICOLONS I ACCIDENTLY PUT there (sorry caps)
04:10:49kaenfordcars, any idea what the tick marks mean when you click on a player here: http://bitfighter.org/new-stats/index.html#/
04:10:49kaen?
04:10:54kaenlol
04:11:25ZapgamerKAEEEENNNN
04:11:28Zapgamern:D
04:11:42ZapgamerJust copying your profile piture
04:11:47kaenlol
04:11:50fordcarsZapgamer, forget everythng I said about semicolons btw
04:12:07Zapgamerk.
04:12:13fordcarskaen, what do you mean by tick?
04:12:18ZapgamerTICKS!
04:12:22ZapgamerFord.
04:12:30ZapgamerYou screwed me up again. DX
04:12:37fordcarsLol sorry
04:12:51Zapgamerstring: "attempt to index field '?' (a nil value)"
04:12:58fordcarsOk, uh
04:13:02Zapgamersame error
04:13:03kaenwhen you click on a player, there is a list of stats that should pop up
04:13:09kaenand tick marks next to each of the new stats
04:13:21fordcarsOh
04:13:28HylianSavior Quit (Ping timeout: 245 seconds)
04:13:28kaenZapgamer, pastie the code that generated that error, please
04:13:52fordcarsZapgamer, it should be local ship = v[k]:getShip() at line 135
04:14:47fordcarsOh those lines kaen? Nope
04:16:34fordcarsZapgamer, is it better?
04:18:31HylianSavior has joined
04:20:36ZapgamerNope
04:20:51ZapgamerKAEENNNN
04:20:53Zapgamerhere - http://pastie.org/8677439
04:21:03fordcarsWhat's the error and line? (By the way the line is after the :)
04:21:35fordcarsLol wait
04:21:54fordcarsIt is v:getShip()
04:22:04fordcarsno [], sorry I thouht v was another variable
04:22:13kaenactually I think it should just be v
04:22:17fordcars^^
04:22:26kaenno getShip()
04:22:30fordcarsOh maybe
04:22:35fordcarsYeah probably
04:24:01kaenthat whole function should just be rewritten: http://pastie.org/8677443
04:24:19kaenin fact you can reduce it down even more, but that should work for now
04:26:37fordcarskaen, what do the "ticks" in stats mean, then?
04:27:57ozbf has joined
04:28:09kaenI need you to not know, for now
04:28:22kaenI'm trying to present it in a way that it's obvious what they mean
04:28:34Zapgamer_ has joined
04:28:36kaenand I need brains that don't know the secret to test with :P
04:28:37Zapgamer_Thanks
04:28:43ozbfHey kaen is the website still moving to wordpress?
04:28:53Zapgamer_KAEN
04:28:55kaenumm "yes" ozbf :)
04:28:55Zapgamer_YOUR A GENIUS
04:29:05Zapgamer_Somebody kick Zapgamer, I crashed
04:29:09kaenalthough little or no progress has really been made
04:29:12fordcarsHaha ok
04:29:22ozbfi saw your post on freedesign but noone replied.
04:29:29kaenindeed :<
04:29:49kaenwe had one jimmythesquid come through but that didn't really go anywhere
04:29:56kaenthen we released 019 and just completely lost focus
04:30:10Zapgamer_Ford, wanna test this script with me?
04:30:30fordcarsOK sure :P
04:30:46fordcarsKaen, I bet those ticks are like the average compared to other players :P
04:31:07ozbfwonder if it would help if everyone posted asking for it then it show up in hot column - or it'd just be spam.
04:31:27ozbfalso does http://forum.freegamedev.net/ have more traction? gci seems to be good.
04:31:28Zapgamer Quit (Ping timeout: 245 seconds)
04:32:03fordcarsAhh, there you go, your secret is no longer a secret, kaen :3
04:32:32Zapgamer_Now I have another problem.
04:32:38kaennoooooooooooooooo
04:32:42kaenmy precious brains :<
04:32:48fordcarsSorry :<
04:32:48Zapgamer_YOUR LIFE
04:32:51Zapgamer_It's ruined.
04:32:58fordcarsIrclogs are just too useful
04:33:05kaenoh that's interesting, ozbf
04:33:17fordcarsZapgamer, what's up?
04:33:33Nothing_Much Quit ()
04:33:40ozbfat the very least it will put you up in the google reankings for people searching for open source projects.
04:34:23kaenmy long-term goal
04:34:27kaenis to get into the debian repo
04:34:42kaenI made some progress but hit a roadblock with a few of the dependencies
04:34:47fordcarsWhoa
04:34:55fordcarsBitfigter in Debian repo?
04:35:03fordcarsThat would be awesome
04:35:17ozbfHas anyone asked the let's play people to play it as well? - http://www.reddit.com/r/letsplay/
04:35:29ozbfactully i've answered that question my self - no.
04:35:43Zapgamer_:/ I just need one more, the shiled - http://pastie.org/8677460
04:36:11ozbfnice goal kaen.
04:36:26fordcarsYeah, sure zap
04:36:42fordcars*elseif though
04:36:54Nothing_Much has joined
04:36:55fordcarsNot elseelf, don't know how you wrote that
04:37:05fordcars:)
04:37:16fordcarsoh sorry, no I
04:37:30fordcarsI think Lua is Case-sEnSitivE
04:38:20kaenactually there has been a let's play session
04:39:41ozbfyes there's 2 of them.
04:39:55ozbfbut all low view ones and not ones with popular followings.
04:40:25fordcarsIt is SoccerBallItem
04:40:26ozbfor none of the reddits ones at least.
04:43:45kumool Quit (Ping timeout: 245 seconds)
04:45:23ozbfhttps://www.google.com.au/search?q=let's+play+bitfighter& - sickmind and weazelzone have played.
04:45:34ozbfis that what you mean kaen. anyone else?
04:48:14ozbf.
04:48:33kaenhmm, not really sure
04:48:45kaenI just remember reading about in the bitfighter.org forum
04:49:14Zapgamer_ Quit (Quit: Page closed)
04:49:36fordcarsYeah me too
04:49:45fordcarsI think it might be _k
04:59:21fordcarsHey kaen, do you know why cmake is not recognizing Visual Studio 2013>
04:59:24fordcars?
05:01:13fordcarshttp://www.cmake.org/cmake/help/git-master/generator/Visual%20Studio%2012%202013.html
05:01:17fordcarsIt should wokr
05:01:21fordcars*work
05:17:49raptor Quit ()
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05:39:00kaenfordcars, check out the changes I made to the new stats
05:39:05kaenlet me know what you think :)
05:40:43kaenoh, and try running cmake with no -G flag or generator specified
05:40:49kaenI think it defaults to VS12/13
05:44:05Flynnn Quit (Quit: This computer has gone to sleep)
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06:23:33jimmythesquid Quit (Ping timeout: 245 seconds)
06:32:35fordcarsHi
06:35:40fordcarskaen, cmake still fails
06:36:16fordcarsWhoa sweet stats!
06:36:26Darrel has joined
06:42:20fordcarsHey, I don't think it can't find the comiler
06:42:38fordcarsfatal error LNK1181: cannot open input file 'gdi32.lib'
06:42:46fordcarsThat is the only error I get it seems
06:44:14fordcarsOpening the CompilerIdCXX.vcxproj doesn't work (Visual Studio says that the file cannot be found)
06:44:23fordcars*opening directly
06:46:54fordcarsNight!
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06:47:01kaennight!
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16:52:23-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
16:52:47watusimotowe're back in service
16:52:52watusimotosorry for the interruption!
16:53:51raptor has joined
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16:58:43raptorgood day
17:02:01HylianSavior has joined
17:07:28raptoroh good, quartz updated his maps with screenshots!
17:09:53watusimotoraptor: quick question
17:09:58raptorB
17:10:11watusimotothere is a cron job scheduled on bitfighter.org to sweep trophies over to game jolt
17:10:14watusimotoit seems not to be running
17:10:22raptorlet me check
17:10:25raptorthere is a cron log
17:10:27watusimotoany idea why? they job looks good, has permissions, and crond is running
17:10:31raptorunder /var/spool somewhere
17:10:35watusimotowhere is that?
17:10:41raptorlet me look
17:10:45raptorusing the 'master' user, right?
17:10:54watusimotoah spool.. I had looked in var/log
17:10:55watusimotoyes
17:11:00watusimotowhich we don't have
17:11:43raptor/var/spool/mail/master
17:11:57raptorcron output is spit to the mail
17:12:16raptora perl script!
17:12:29raptori bet you just need to wrap it in a shell script that has the #!/bin/bash shebang
17:12:32watusimotoso... where can I see the output/proff it was run?
17:12:36raptorwith spaces!
17:13:02watusimotowhat's wrong with this?
17:13:09watusimoto@daily /usr/bin/perl /home/master/bitfighter/master/master\ support\ files\ and\ scripts/update_gamejolt_trophies.pl
17:13:24watusimotoI shouldn't need to wrap that, should I?
17:13:33raptordepends
17:13:35raptori think yes
17:13:39raptorfoudn the error
17:13:52watusimotoyes?
17:14:00raptorhttp://pastie.org/private/66f1eeqxp63uatpv9ltdhg
17:14:03watusimoto(because I can run that cmd line manually, fine)
17:14:08raptoryes, but
17:14:14raptorcrond doesn't run in a shell
17:14:23watusimotowhat???
17:14:26watusimotohmmm
17:14:32raptorso there is no environment set up for which to grab simple things like proper paths
17:14:36watusimotoso creaet a bash script that runs the perl script?
17:14:38raptoryeah
17:14:43watusimotosilly
17:14:52raptortake a look at what I did with the pleiades_export script
17:14:56raptorand do the same thing
17:15:02watusimotowhere is that?
17:15:12raptorthe other @daily one
17:15:16raptorin the crontab
17:15:30watusimotook
17:15:54raptorthe solution is to just wrap it in a shell script that invokes the shell at the top (#!/bin/bash) and uses full paths (just in case)
17:16:38raptori guess crond does run in a shell 'sh', but that typically doesn't have environment stuff set up
17:18:16Flynnn has joined
17:20:07watusimotook, we'll see if it works tomorrow
17:23:51raptorwait wait
17:23:56raptorpleiades export failed too...
17:24:07raptorare you using the hostname of 'localhost' ?
17:24:17raptorit may need to be 127.0.0.1
17:26:08watusimotoare you asking me?
17:26:13raptoryes
17:26:24raptori'm going to simulate the cronenvironment
17:27:38watusimotoI use whatever is in the master.ini file
17:27:53watusimotoI basically parse that to grab the db credentials
17:28:26watusimotoI use the stats_database_addr key
17:29:34watusimoto127.0.0.1
17:29:58raptorhmmm
17:29:59raptorok
17:30:06watusimotomaybe it will work!
17:32:47raptorwatusimoto: you can test it now from a 'cron' shell i just set up
17:32:52raptorjust run: env - `cat ~/cronenv` /bin/sh
17:33:01raptorand you'll be in a cron-like shell
17:33:17watusimotothen run the bash script I created?
17:33:22raptoryes
17:33:51watusimotoworked ?
17:33:59raptoryour prompt should change
17:34:06raptorthen in the new shell you run your thing
17:34:08watusimotodid not change
17:34:13watusimotoyes
17:34:15watusimotosorry
17:34:17watusimotosh-4.1
17:34:23raptoryou're there!
17:34:27watusimotothe gamejolg.log file is still emtpy
17:34:33raptorjust to 'exit' when done
17:34:35watusimotoI ran the script, got no output
17:34:42watusimotolog still empty
17:34:48watusimotoso... not sure if it actually worked
17:35:47watusimotoI'm thinking it did not work
17:36:35raptoryeah, me too...
17:36:48raptorok, i have to go to a meeting - i'll test some more a bit later
17:37:50watusimotook
17:38:40raptorit worked!
17:38:50raptori think the shell just returns quickly
17:39:12watusimotook, will try it again
17:39:32raptoralso, i found it helpful to make sure you're in the same directory as the script by adding this in the wrapper shell: cd ${0%/*}
17:39:46raptorok back alter
17:39:48raptor*later
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20:02:50BFLogBot Commit: 40f0950369d8 | Author: buckyballreaction | Message: Make SlipZone a proper child of GameZone
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20:30:07raptorhello again
20:31:26raptorwhat did the crop say to the farmer?
20:31:37raptorwhy are you always picking on me?
20:36:17vs73nxhahaha
20:39:04kaenhello
20:39:13raptorhi
20:39:45kaenhow do you feel about these histograms? http://bitfighter.org/new-stats/index.html#/
20:40:20kaenI added the actual rank to each stat in an effort to make them more decipherable
20:43:05raptorlooking
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20:44:17raptori like the rank numbers
20:44:44raptorbug the histogram doesn't seem to make sense for some of them for me, like 'flag_score_per_game' :#3
20:44:55raptorbut histogram shows me in the bottome 1/3 or so
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20:47:51kaenyeah, that's something I've been wrestling with
20:48:09kaenthe histograms take the range from min to max, then divide it up into 20 buckets
20:48:33kaenso if number one is 10 and last place is 0, and you're at #2 with 3, it looks like you suck
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20:51:10raptorah
20:51:25raptorwell maybe the histograms don't add as much value as the rank numbers
20:52:25vs73nxfirst day of school today
20:52:29vs73nxwoohoo
20:52:58kaenI feel like there's a cool feature in there that just needs to be unwrapped ...
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20:53:14vs73nxoffline mods?
20:53:17vs73nx*mode
20:53:30kaenI'm playing with clipping the range using a standard deviation measurement
20:53:56vs73nxmaths?
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20:54:32kaenif I restrict the range to just the big "lumps" then 20 bars of resolution shows when the distribution is heavy-tailed or normally distributed
20:55:24raptorwhat about a distribution on the player count, instead of the value?
20:55:36kaenoh! I could restrict the bucketed data to players with more than X games
20:57:12kaenI'm not sure I understand, the bar heights are the number of samples in each bucket, and each bucket on the x-axis is filled from the specific stat
20:58:00vs73nx Quit (Remote host closed the connection)
20:58:07raptorwhat i mean is always guarantee the same number of samples in each bucket
20:58:16kaenah ok
20:58:16raptorso say there are 100 players
20:58:20raptorthen 10 in each of 10
20:59:04kaenyes, I see. That would make the bars all the same height, wouldn't it?
20:59:52raptorhmm... yes it would, unless you cahnge the bar height to means something different
20:59:57raptori guess i didn't think about that
21:00:06raptorstuck in a 2D world
21:00:23kaenheh
21:06:33Quartzy has joined
21:06:54QuartzyYeah so raptor, kaen I'm going to tell you something you probably don't want to hear.
21:07:03QuartzyI still have the glitch half the time.
21:07:29kaen50% success is infinite times better than 0% :)
21:07:37QuartzyIndeedy
21:07:44QuartzyBut if a level ever fails to upload
21:07:46QuartzyThen it stays that way
21:08:12kaenso you mean, if you upload a level, and it fails once, it will never work after that?
21:08:17QuartzyYep.
21:08:27kaenvery strange
21:08:34QuartzySounds like a level-side problem but I'm not sure I can identify a pattern.
21:08:39QuartzyAt first I thought it was scripts; but no.
21:08:46QuartzyThen I thought complicated, lots of items; but again, no.
21:09:16raptorah stink
21:09:38raptordoes it fail on a consistent level at all?
21:10:01QuartzyNot that I can figure out.
21:10:13QuartzyHeck, I just tried uploading a brand new map ... well, ish. Brand new to the database, and that didn't work either.
21:10:28raptorok, then it's probably our code again..
21:10:37raptorargh
21:10:54QuartzyYeah no idea man. Some of my really simple maps have done the same thing, I can't figure out a pattern.
21:11:07Flynnn Quit (Quit: This computer has gone to sleep)
21:11:26QuartzyI've even doubled-checked to see if the LevelDatabaseId has disappeared or whatever, because it likes to do that if I save; but it's not that either.
21:11:55raptorok, i'll dig into it some more
21:12:02QuartzyIf it helps, I have some notes that I've written for myself.
21:12:09raptorsure
21:12:19Quartzyok these are the trouble makers
21:12:20Quartzyqbm11 - Plaza qbm13 - boatse qbm3 - death qcore2 - ducks rock qcore6 - bubbles qcore8 - inca qcore9 - super neon chess qctf14 - pixel stream (not on database) qdungeon1 - 35x5
21:13:51raptorok thank
21:13:52raptors
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21:14:39QuartzyI do appreciate the help. Sorry about all this. :\
21:15:00QuartzyUsually I let other people point out bugs but this one really affects me xD
21:22:55QuartzyInterestingly, on Pleiades it claims the levels have been updated.
21:23:10QuartzySo something goes through, but it doesn't give me the "success" message, and obviously, no screenshot or actual update.
21:30:19raptoroh interesting
21:30:25raptornow that may be different
21:30:35raptor(don't worry about being sorry - we want the game to work :)
21:30:57raptorso on those trouble maker maps, pleiades does say it's updated but no screenshot?
21:42:34Quartzyyes
21:45:25raptorthat may be an entirely different bug!
21:45:38raptorok, i'll download those maps later tonight and take a look
21:47:04kaendude
21:47:06kaenQuartzy,
21:47:15kaenthat pixel art map is awesome
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22:57:38Quartzythank you kaen
22:58:16QuartzyIt's far from done xD
23:02:12BFLogBot Commit: bf8a5813ab02 | Author: watusimoto | Message: Provide a sysetm for identifying and removing duplicate entries from the QueryGames list. Cannot be enabled until 020. See issue 380 for details.
23:02:13BFLogBot Commit: 56d1728566e0 | Author: watusimoto | Message: Merge
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23:37:32Watusimotoraptor, sam686: what do you think about putting the playback menu under options?
23:39:29raptori don't mind
23:39:36raptoryou saw i moved it to HOST GAME?
23:39:42Watusimotoit seems a bit weird... but now the hosting menu seems too full
23:40:01Watusimotoand it doesn;t really belong there (same could be said for options)
23:40:04raptorwe could compress the two to one PLAYBACK ->
23:40:22raptortrue
23:40:32raptorit can go anywhere... or no where
23:40:51raptorthe risk being that wherever we put it will cause confusion when we change it again
23:40:58Watusimotomaybe a menu Recording> with record and playback
23:41:05Watusimotoor rather a submenu
23:41:33raptorbut the 'record' option is really a hostgame parameter isn't it?
23:41:39Watusimotoor maybe an Advanced Options menu on hosting to hide some stuff
23:41:47Watusimotoyes
23:41:57Watusimotomy menu idea would go on the hosting page
23:42:05Watusimotobut hosting is too full
23:42:18Watusimotowhat about a Passwords> secion
23:42:36Watusimotothat would hide 3 options
23:43:20raptorthat seems good
23:43:25Watusimotothat might be worth doing regardless
23:43:28raptoryes
23:43:33Watusimotolet me try that and see what happens
23:49:23sam686in-game ESC menu could get too full (with admin permission), it does scrolling up and down
23:49:44sam686but then the level selection can get too many levels in it as well
23:53:39WatusimotoI'm not putting anything new on that menu
23:53:48Watusimotojust creating a submenu under hosting
23:53:56Watusimototo see if that makes things better
23:55:39sam686not sure which is better... sub-menu or scrolling up and down, or tiny font. I notices the font is kindof small in editor game parameters
23:55:56raptorexploit the vectorness!
23:56:07WatusimotoHow do you get owner permissions?
23:56:21WatusimotoI think keeping the menus a manageable length is important
23:56:23raptorby either entering an owner password (only if one exists)
23:56:29raptorOR if you host a game locally
23:56:37QuartzyTHIS IS A DISTRACTING PIECE OF TEXT
23:56:40Watusimotois that something you should be able to set up when hosting?
23:56:47sam686For users entering password in server, Probably in the same all-in-one password entry
23:57:35sam686but setting up password in hosting menu, there isn't a owner password entry, though I think hoster automatically get owner permission too
23:57:50Watusimotowhere is owner pw set? in the ini?
23:58:27raptorin the INI
23:58:35sam686ini is one way, the instructions shows /setownerpass
23:58:52raptori figured setting in the HOST GAME menu was silly because you're already granted ownership
23:59:26Watusimotoraptor: ah yes, good point -- but it would be a handy way to set it in the ini
23:59:38raptorwhich brings up some tangential issues: 1. should we have an interface for *all* options and 2. if so, should we provide a web endpoint for it? :)
23:59:38Watusimotook, I'm going to bed
23:59:50Watusimoto1 no 2 hmmmm

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