Timestamps are in GMT/BST.
| 00:05:20 | kaen | $5-$10 because it would be quite a novelty |
| 00:39:52 | | bobdaduck has joined |
| 00:45:14 | bobdaduck | I see a download link for 019b |
| 00:45:45 | bobdaduck | also WHY DID YOU GET RID OF THE AUTOFIRE |
| 00:46:02 | bobdaduck | I'll be hosting from 019b for the party... |
| 00:48:41 | raptor | oooo the party! |
| 00:48:47 | raptor | i better get home then |
| 00:49:03 | raptor | 019b is only for windows, and it's just an updater fix |
| 00:49:33 | bobdaduck | yeah well |
| 00:49:35 | bobdaduck | hosting from that. |
| 00:49:54 | raptor | did you ever implement the crash-guard stuff with pcall() ? |
| 00:52:23 | raptor | oh actually, I remember - you said you would be liberal with nil checks |
| 00:53:45 | kaen | I made this level |
| 00:53:50 | kaen | with so many vertices |
| 00:53:55 | kaen | it takes liketen minutes to load |
| 00:54:34 | kaen | actually I guess it's more because of the number of anti polygons |
| 00:54:42 | | fordcars has joined |
| 00:55:04 | raptor | you're level making!? |
| 00:56:18 | kaen | not much, I make most of my maps in 20 minutes or less |
| 00:56:32 | kaen | oh and I wrote another plugin :P |
| 00:56:48 | kaen | for fuzzily joining barriers end to end |
| 00:56:57 | raptor | great! |
| 00:57:32 | fordcars | raptor, kaen, I made the worst level ever, setting a SlipZone to -100 and a bunch of SpyBugs, it's awful |
| 01:00:47 | raptor | sounds awful |
| 01:06:17 | bobdaduck | PARTY PARTY PARTY PARTY PARTY PARTY |
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| 01:52:58 | bobdaduck | holy |
| 01:52:59 | bobdaduck | bloody |
| 01:53:00 | bobdaduck | knrl. |
| 01:53:14 | bobdaduck | this bug. |
| 01:56:40 | YoshiSmb | holy god |
| 01:56:43 | YoshiSmb | lag |
| 02:01:16 | bobdaduck | Okay so kaen and raptor: I believe I've tracked down the bug |
| 02:01:21 | bobdaduck | "tracked down" |
| 02:02:53 | bobdaduck | It appears that as soon as there are more than two players |
| 02:02:58 | bobdaduck | text items stop updating |
| 02:45:23 | Nothing_Much | I had to miss the party :( |
| 02:45:24 | | YoshiSmb sighs |
| 02:46:03 | YoshiSmb | yea |
| 02:46:07 | YoshiSmb | im bored |
| 02:49:55 | fordcars | YoshiSmb, are you ok? |
| 02:50:00 | YoshiSmb | yea |
| 02:50:22 | fordcars | Ok, just making sure, you sounded a little bummed (as far as reading between the lines goes) |
| 02:50:24 | fordcars | :P |
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| 04:33:47 | bobdaduck | when an asteroid gets enough kills |
| 04:33:50 | bobdaduck | it should get a red name |
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| 05:35:55 | fordcars | Night! |
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| 15:37:48 | raptor | goodo day! |
| 15:40:22 | raptor | as soon as bobdaduck arrives on the scene, I'll ask him about last night's party's bugs |
| 15:44:52 | watusimoto | hi |
| 15:44:56 | watusimoto | how was the party? |
| 15:45:01 | raptor | hi |
| 15:45:28 | raptor | I think it mostly went well, but it ended up being hosted by sky_lark, i think because bobdaduck couldn't get his firewall open |
| 15:45:45 | raptor | not sure exactly, I arrived about an hour late |
| 15:45:48 | watusimoto | what was the mystery? |
| 15:45:52 | raptor | but no crashes the entire time! |
| 15:45:59 | watusimoto | I would hope not! |
| 15:46:11 | watusimoto | (unless he were doing some especially crash-prone stuff) |
| 15:47:47 | kaen | morning |
| 15:47:53 | kaen | what's the motd creds again? |
| 15:47:55 | raptor | good morning |
| 15:48:10 | watusimoto | hi kaen |
| 15:48:31 | kaen | hi wat |
| 15:48:55 | kaen | I'm spinning up KVM instance this weekend :) |
| 15:48:58 | kaen | up a * |
| 15:49:08 | kaen | so I plan set up the build bot once more. |
| 15:49:23 | raptor | oooo |
| 15:49:31 | watusimoto | super! |
| 15:49:41 | watusimoto | raptor: I tried your build on my machine, and it worked great |
| 15:49:48 | raptor | does this mean you've got more time from work now? |
| 15:49:53 | raptor | watusimoto: good! |
| 15:49:58 | kaen | ehh not really |
| 15:50:02 | watusimoto | it even seemed faster than my normal install |
| 15:50:06 | kaen | I'm getting better at managing my time though |
| 15:50:45 | kaen | the buildbot was a pretty low-maintenance commitment once it got running :P |
| 15:51:39 | raptor | watusimoto: really?? |
| 15:51:49 | raptor | it was a release build |
| 15:51:57 | kaen | whoa! I didn't realize this would post to twitter, too |
| 15:52:15 | watusimoto | well, it seemed that way; doesn't mean it was. I don't run it often from this machien |
| 15:52:48 | watusimoto | I take it back; I get a solid 60fps on both instances |
| 15:53:11 | raptor | ok, good |
| 15:53:16 | watusimoto | from twitter it goes onto gamejolt as well |
| 15:53:44 | raptor | kaen: yeah, you have 60 seconds to change it before it's posted to twitter |
| 15:53:57 | kaen | oh, cool |
| 15:56:55 | kaen | I couldn't think of anything great, so I thought I'd plug Nothing_Much's new server :P |
| 15:57:46 | kaen | Just didn't want people thinking there was a party tonight, too :P |
| 15:58:27 | kaen | oh! we got a random from facebook |
| 15:58:32 | kaen | showed up to bob's party |
| 15:58:41 | raptor | a player? |
| 15:58:44 | kaen | (then left because we couldn't join the server...) |
| 15:58:47 | kaen | yep |
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| 15:58:57 | kaen | we started making number jokes somehow |
| 15:59:03 | kaen | he spat out avagadro's number |
| 15:59:12 | raptor | ha |
| 15:59:16 | kaen | too bad he didn't stick around :/ |
| 15:59:18 | raptor | oh, so tell me - what were the bugs from last night? (if any) |
| 15:59:30 | raptor | that you may have noticed.. |
| 15:59:35 | kaen | I didn't get to see bob's thing at all |
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| 15:59:52 | kaen | I just played a handful of normal rounds of bitfighter, didn't notice any bugs |
| 15:59:58 | raptor | ok, same here |
| 16:00:10 | kaen | I actually still have no idea what it was |
| 16:00:44 | raptor | I think it was supposed to be DnD reloaded or something |
| 16:01:06 | raptor | not sure, we'll have to wait for him to tell us what happened |
| 16:01:18 | raptor | at one point we had 11 or 12 players on that RTS map |
| 16:01:26 | watusimoto | wow |
| 16:02:36 | raptor | and I had to mute someone... it's been a while since I've had to do that |
| 16:02:46 | raptor | not gmute |
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| 16:13:48 | watusimoto | here he is! |
| 16:13:59 | raptor | hi bobdaduck |
| 16:14:02 | watusimoto | bobdaduck: how was the party? |
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| 16:22:47 | raptor | oh interesting - crimean parliament has asked to join russia |
| 16:29:43 | watusimoto | of course they did |
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| 16:44:07 | bobdaduck | Uh |
| 16:44:18 | bobdaduck | everything broke and we played on sky_lark's server instead |
| 16:44:47 | bobdaduck | I'm not really sure how to describe what I was experiencing. I think I hit a limit of some sort |
| 16:45:13 | watusimoto | did you overrun the bf constant? |
| 16:45:24 | watusimoto | it's one of those fixtures of the universe |
| 16:45:36 | bobdaduck | You know how in DnD you have textitems that follow your ship around, displaying level/exp/class and whatever? |
| 16:45:41 | watusimoto | yes |
| 16:46:35 | bobdaduck | They basically stop doing that as soon as you have more than two players |
| 16:46:43 | bobdaduck | but everything else continues running fine |
| 16:46:43 | watusimoto | actually, save this for later if I need to hear it because I've got to run! |
| 16:46:47 | watusimoto | odd |
| 16:46:58 | bobdaduck | and then they'll update back to your ship's position at semi-random |
| 16:47:11 | watusimoto | lag, perhaps? |
| 16:47:18 | watusimoto | ok, back in a few hours |
| 16:47:19 | bobdaduck | they'll re-appear next to you when you die, or when you hold still long enough, or when you're in the lower right quadrant |
| 16:47:19 | raptor | that sounds like a performance issue - like you're doing too much on the CPU? |
| 16:47:25 | watusimoto | ciao! |
| 16:47:29 | bobdaduck | You would think so |
| 16:47:31 | raptor | later |
| 16:47:38 | bobdaduck | except that the goalzone swords were still swinging around at perfect speed |
| 16:47:41 | raptor | did you look at your CPU usage and/or memory? |
| 16:47:44 | raptor | oh |
| 16:47:48 | raptor | now that's odd... |
| 16:48:26 | bobdaduck | Also kaen and a bunch of other people couldn't connect to my server |
| 16:48:31 | bobdaduck | Though that's a seperate issue |
| 16:48:47 | | Watusimoto_ has joined |
| 16:48:48 | bobdaduck | I know for a fact that the port USED to be open on my router, so it *should* still be but eh |
| 16:48:52 | raptor | I briefly saw that the server was still firewalled... |
| 16:48:52 | bobdaduck | I'll have to check |
| 16:48:56 | raptor | ok |
| 16:49:13 | raptor | if possible, could I get your level to diagnose? |
| 16:49:28 | bobdaduck | yeah |
| 16:49:39 | bobdaduck | I haven't fully figured it out |
| 16:49:52 | bobdaduck | I was just like "what why is this broken when I host the server but not when I test-level |
| 16:51:16 | bobdaduck | yeah |
| 16:51:35 | bobdaduck | okay just retried on my work computer |
| 16:51:38 | | watusimoto Quit (Ping timeout: 240 seconds) |
| 16:51:45 | bobdaduck | which is at least 8x as fast as my home one |
| 16:51:51 | bobdaduck | and the same thing happened |
| 16:51:54 | bobdaduck | so |
| 16:52:15 | Nothing_Much | g'mornin' |
| 16:55:51 | raptor | mornin' |
| 16:56:06 | bobdaduck | gmarin |
| 17:05:19 | Nothing_Much | my server needs more CTF maps |
| 17:05:28 | Nothing_Much | I couldn't find many on pleiades |
| 17:05:33 | Nothing_Much | that were simple enough |
| 17:05:44 | Nothing_Much | simple being small and easy to navigate |
| 17:06:21 | bobdaduck | Where's IA's tiny series when you need him. |
| 17:08:14 | Nothing_Much | huh. am I missing something here? |
| 17:08:25 | Nothing_Much | the levels page doesn't have any other pages |
| 17:08:32 | Nothing_Much | Am I viewing all the maps? |
| 17:08:35 | raptor | InvaderAlex? |
| 17:09:37 | bobdaduck | yeah |
| 17:09:51 | bobdaduck | He made a bunch of like 2x2 maps |
| 17:09:57 | bobdaduck | er, 20x20 I guess |
| 17:10:17 | Nothing_Much | there's only 25 CTF maps? |
| 17:10:51 | Nothing_Much | and 25 Bitmatch maps? |
| 17:11:41 | Nothing_Much | guys, am I missing something here? |
| 17:11:49 | Nothing_Much | I thought there were 100s of maps |
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| 17:13:09 | Nothing_Much | raptor, Watusimoto_, is there another way to view every map in the db? |
| 17:13:43 | bobdaduck | I'm not sure many people are using pleiades |
| 17:14:36 | Nothing_Much | where are the levels coming from then? |
| 17:14:48 | Nothing_Much | there's maps I've never seen on sam's server |
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| 17:15:08 | kaen | pleiades is new and kind of thin |
| 17:15:10 | bobdaduck | Why would you see anything on sam's server |
| 17:15:27 | raptor | sam686's server is... umm... special |
| 17:15:40 | raptor | it has a long and rich history |
| 17:16:04 | Nothing_Much | kaen: oh, well where do most of the levels come from? |
| 17:16:16 | Nothing_Much | the forums? |
| 17:16:26 | kaen | people upload them in-game |
| 17:16:29 | raptor | there two places mostly - the level galleries (and level packs) in teh forums |
| 17:16:30 | kaen | to the level db |
| 17:16:33 | kaen | oh |
| 17:16:39 | raptor | and anonymous uploading to sam's server over the years |
| 17:16:59 | | Watusimoto_ Quit (Ping timeout: 264 seconds) |
| 17:17:22 | Nothing_Much | kaen: I thought pleiades was the db o.o |
| 17:17:33 | raptor | we should probably put the good maps from the forums in pleiades |
| 17:17:34 | kaen | it is |
| 17:17:43 | kaen | yes we should |
| 17:17:48 | raptor | it's new and shiney! |
| 17:17:52 | kaen | also, Nothing_Much, I'm dumb |
| 17:18:02 | kaen | there should be a paginator on that search page |
| 17:18:12 | Nothing_Much | there really should be |
| 17:18:14 | kaen | http://bitfighter.org/pleiades/levels/search/name:/game_type:Capture%20The%20Flag/author:/tags:/page:2 |
| 17:18:23 | Nothing_Much | because there's only 25 on every search page |
| 17:18:27 | Nothing_Much | *25 maps |
| 17:18:44 | kaen | write, I mean there was one and I removed it apparently |
| 17:18:52 | kaen | right* |
| 17:18:59 | kaen | man I'm all over the place this morning. |
| 17:19:03 | Nothing_Much | lol |
| 17:19:52 | Nothing_Much | oh man people don't have screenshots of their maps! |
| 17:21:22 | kaen | that was from a very dark time ... |
| 17:22:02 | Nothing_Much | really? |
| 17:22:09 | Nothing_Much | I must've missed it |
| 17:22:22 | Nothing_Much | wait, you mean from 2010 or 2011? |
| 17:25:23 | | YoshiSmb has joined |
| 17:40:14 | raptor | Nothing_Much: all levels for at least 3 years were posted on the forums - the level database wasn't really introduced until last november/december |
| 17:40:44 | raptor | the pleiades database is a HUGE step forward from having to browse the forums and manually creating the level files |
| 17:44:40 | | YoshiSmb Tear's are ruinning on my face... |
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| 17:48:33 | bobdaduck | yoshi noooo |
| 17:49:15 | Nothing_Much | raptor: awesome, is it possible to upload the maps manually or would that take forever? |
| 17:49:23 | raptor | it is possible |
| 17:49:24 | Nothing_Much | or could I do it? |
| 17:49:39 | raptor | but you ned to be an admin, I think to upload a level as a different user |
| 17:49:44 | raptor | to prevent abuse) |
| 17:49:47 | raptor | ()()() |
| 17:50:03 | Nothing_Much | alright |
| 17:51:38 | raptor | although I'm sure we could make an exception for someone who wanted to do some work in doing that, at least for a short while |
| 17:51:39 | raptor | but i'd have to ask kaen how to do it |
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| 17:59:09 | Nothing_Much | raptor: kaen made pleiades? :O |
| 17:59:31 | raptor | yep |
| 17:59:34 | raptor | from scratch |
| 18:00:06 | Nothing_Much | whoa! |
| 18:00:09 | YoshiSmb | Maps Started to apear this morning |
| 18:00:21 | YoshiSmb | (what ever is called...) |
| 18:04:36 | YoshiSmb | Does Pleiades Server update each morning? |
| 18:05:56 | raptor | it's supposed to, but sometimes it doesn't... |
| 18:07:06 | raptor | ah, it requires a server restart.. |
| 18:08:39 | YoshiSmb | ok |
| 18:10:14 | YoshiSmb | made 2 maps in just 5 minutes, wow |
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| 19:15:13 | raptor | all right |
| 19:15:25 | raptor | Watusimoto: bobdaduck's bug makes no sense whatsoever |
| 19:15:32 | raptor | it does not appear to be a Lua issue |
| 19:15:49 | raptor | all his tables and points and userdata are good |
| 19:16:36 | raptor | but when another player joins his level (usually player 3 or 4), calling setGeom() on a textitem fails to update the geometry |
| 19:17:34 | | Watusimoto Quit (Ping timeout: 252 seconds) |
| 19:39:38 | raptor | yep |
| 19:39:44 | raptor | traced it further: |
| 19:40:02 | raptor | server-side has the correct geometry, but client-side does not |
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| 19:50:41 | bobdaduck | Even when hosting! |
| 19:51:04 | raptor | I have a hunch at what broke it, let me revert and test |
| 19:51:44 | | LordDVG has joined |
| 19:52:43 | raptor | did you 'paint the world level fail, as well with no Lua crash?' |
| 19:52:54 | raptor | because this would have broken lineitems, too |
| 19:55:59 | raptor | ha! |
| 19:56:06 | raptor | I found the commit that broke it |
| 19:56:38 | raptor | change 024165aab14c |
| 20:00:29 | bobdaduck | yeah it did |
| 20:00:44 | raptor | now what to do about it... |
| 20:00:51 | bobdaduck | pray |
| 20:01:33 | raptor | this has to do with deep TNL magic |
| 20:03:00 | raptor | oooo... and i found a way to be much more efficient! |
| 20:03:15 | raptor | but not sure what to do about the bug |
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| 20:04:23 | bobdaduck | lol |
| 20:04:31 | YoshiSmb | im lagging on pleiades |
| 20:04:39 | bobdaduck | just arbitrarily code around it |
| 20:04:43 | bobdaduck | ITS WHAT I DO |
| 20:05:25 | raptor | and that's how code like 'if nil == nil then' shows up! |
| 20:06:58 | bobdaduck | NIL CHECKS ARE IMPORTANT |
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| 20:07:29 | raptor | :) |
| 20:12:25 | YoshiSmb | raptor, pleiades only updates maps when it's restarted |
| 20:12:31 | YoshiSmb | (server) |
| 20:12:32 | raptor | yup |
| 20:12:39 | raptor | that's a known architectural problem |
| 20:12:54 | YoshiSmb | should pleiades restart after some seconds nobody is there? |
| 20:13:12 | YoshiSmb | it's only restart if there are new levels to add |
| 20:13:21 | bobdaduck | kaen had some script doing something similar on kaentest? |
| 20:13:45 | raptor | it will restart automatically if it crashes |
| 20:13:59 | raptor | but it can't restart on-demand from outside the server |
| 20:14:13 | YoshiSmb | hmm, maybe a server side plugin |
| 20:14:52 | raptor | we'll need to code something if we want to do that |
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| 20:21:34 | Nothing_Much | Hi yadwinder |
| 20:22:21 | Nothing_Much | guys I need more ctf maps for my server :( |
| 20:22:56 | raptor | have you looked at the forums? |
| 20:23:16 | YoshiSmb | Well, i could make some for you... |
| 20:23:27 | raptor | specifically here: http://bitfighter.org/forums/viewforum.php?f=31 |
| 20:23:40 | raptor | and here: http://bitfighter.org/forums/viewforum.php?f=26 |
| 20:25:49 | YoshiSmb | new favorite quote: <@raptor> did you 'paint the world level fail, as well with no Lua crash?' |
| 20:26:20 | YoshiSmb | paint the world level fail, this is just funny on other point of view |
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| 20:40:17 | raptor | is this the real Watusimoto? |
| 20:40:26 | Watusimoto | the one and only! |
| 20:40:30 | raptor | oh goodie |
| 20:40:35 | raptor | bobdaduck found a bug |
| 20:40:48 | raptor | and I'd like your input because I'm not sure how to fix it |
| 20:40:58 | Watusimoto | awesome |
| 20:41:37 | raptor | this changeset by sam686 between 019 and 019a broke updating text/lineitems with Lua setGeom(): 024165aab14c |
| 20:42:14 | raptor | i'm still not exactly sure why it breaks... it has something to do with he mysteries of TNL network behavior |
| 20:42:50 | Watusimoto | what is broken? i.e. what happens when you run setGeom()? |
| 20:42:54 | raptor | the easy solution is to just revert that commit - the problem it fixes was rare |
| 20:42:56 | raptor | ah ok |
| 20:43:12 | raptor | so the issue is that bobdaduck is calling setGeom on textitems in his DnD map |
| 20:43:27 | raptor | with enough players in the game (in his case 2 or 3, in my case 4) |
| 20:43:37 | raptor | the textitem geometry is not updated client side |
| 20:43:38 | | bobdaduck Quit (Ping timeout: 240 seconds) |
| 20:43:42 | raptor | it is server-side |
| 20:43:59 | raptor | but the client never gets the new geometry, or does so intermittently |
| 20:44:13 | raptor | these are teh textitems that follow the ship around |
| 20:44:15 | Watusimoto | ah, that's the issue he tried to expalin as I was leaving work |
| 20:44:18 | raptor | yes |
| 20:44:26 | raptor | i finally tracked it down to a revision |
| 20:44:34 | Watusimoto | what it looks like sam did was change the priority by which those items are sent |
| 20:44:39 | raptor | correct |
| 20:45:04 | raptor | and (I think) that when enoug items are on the map the server delays those items indefinitely |
| 20:45:15 | Watusimoto | that's probably right |
| 20:45:39 | Watusimoto | is it possible to reproduce this issue? |
| 20:46:13 | raptor | yes |
| 20:46:26 | raptor | bobdaduck gave me his dnd levelgen (he's quite protective of it) |
| 20:46:42 | raptor | and I can dupe when connecting with 4 players |
| 20:47:24 | raptor | I'm thinking of reverting the commit |
| 20:47:31 | Watusimoto | well, before we go further, let's think about this |
| 20:47:52 | Watusimoto | the reason sam made the changes was to take a normally low-priority item, and give it actual low priority |
| 20:48:23 | raptor | yes, so you could play quickly at the start of a level, and not wait for network heavy 100s of lineitems |
| 20:48:30 | Watusimoto | by the looks fo the commit message, he was trying to make levels load more quickly, but loading the important stuff first |
| 20:48:36 | Watusimoto | which is actually what we want |
| 20:48:40 | Watusimoto | so |
| 20:49:02 | Watusimoto | we now have a case where we want some text items to have a higher priority |
| 20:49:05 | | LordDVG Quit (Remote host closed the connection) |
| 20:49:51 | Watusimoto | once the level is loaded, textitems don't normally change, so what if we gave the initial batch of text items a low priority, and then if a new one appeared, or one was altered, gave it a "normal" priortiy? |
| 20:50:22 | Watusimoto | that would make levels seem to load more quickly while also fixing bdd's problem |
| 20:51:07 | Watusimoto | each text item has this method: getUpdatePriority(), which looks like it could be set item-by-item |
| 20:51:30 | Watusimoto | what if each text item had a member var mUpdatePriority that was normally set to -1000 (or whatever sam set it to) |
| 20:51:45 | Watusimoto | but then setPos() would also raise the priortity? |
| 20:52:05 | Watusimoto | so once changed, a textitem would thereafter have a higher priority? |
| 20:52:50 | raptor | hmmm |
| 20:53:02 | Watusimoto | if you remove teh - 1000.f; from the textitem getUpdatePriority (gUP) function, it should fix the symptoms you are seeing on bdd's level |
| 20:53:18 | raptor | yes |
| 20:53:19 | Watusimoto | that would be "proof of concept" that my idea might work |
| 20:53:26 | raptor | ok, i'll do that |
| 20:53:51 | | bobdaduck has joined |
| 20:54:14 | Watusimoto | we could apply the same fix to lines, which probably suffer from the same issue |
| 20:54:33 | raptor | that still seems a little messy - maybe a priority change in setGeom? |
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| 20:55:46 | raptor | or is there some way to know the initial update has been sent? then reduce priority |
| 20:56:26 | raptor | oh wait, we have the updateMask in that method |
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| 20:59:25 | YoshiSmb | bobdaduck |
| 20:59:36 | bobdaduck | *glomp* |
| 21:00:14 | raptor | yep, removing the -1000 fixes it |
| 21:04:14 | raptor | ok, that works! |
| 21:04:17 | raptor | I have af ix |
| 21:05:02 | | BFLogBot Commit: e34aafe763ba | Author: buckyballreaction | Message: Don't lower priority for TextItem/LineItem after the initial update |
| 21:05:24 | raptor | ok, now, in tracking down this bug, I found an inefficiency: |
| 21:05:34 | raptor | people are doing setGeom() in onTick() |
| 21:05:56 | raptor | if the geom doesn't change, the update packet is still sent to the client |
| 21:05:59 | | Darrel Quit (Ping timeout: 240 seconds) |
| 21:06:29 | raptor | this is because BfObject::setGeom sets teh GeomMask for every call |
| 21:07:07 | raptor | so I wonder - would it be too expensive to do a geom check there, if it hasn't changed, then don't update the client? |
| 21:09:04 | Watusimoto | raptor: that looks like a nice fix... I'm not positve it will work (though it probably does), do you think that function gets called later, after an item is modified? |
| 21:09:12 | | Invisible has joined |
| 21:09:24 | raptor | it works for bobdaduck's case |
| 21:09:30 | Watusimoto | also, I think you should add a more verbose comment about why that change is the way it is, so we don't break it again in the future... |
| 21:09:48 | | YoshiSmb Quit (Ping timeout: 245 seconds) |
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| 21:10:51 | raptor | yup, just read teh TNL doc - |
| 21:10:53 | raptor | /// All objects that are in scope and that have out of date |
| 21:10:54 | raptor | /// states are queried and sorted by priority before being updated. |
| 21:11:26 | raptor | i'll add a more verbose comment.. |
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| 21:16:15 | raptor | ok, i'll be back soon - i'm interested on your take on the efficiency problem I mentioned just above |
| 21:16:22 | | BFLogBot Commit: f25c02b12d5d | Author: buckyballreaction | Message: Better comments on network priority changes for LineItems and TextItems |
| 21:18:20 | | fordcars has joined |
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| 21:20:56 | | Skybax has joined |
| 21:21:05 | Skybax | Goodmorning everyone! |
| 21:21:26 | YoshiSmb | good afternoon |
| 21:21:27 | fordcars | Good morning sir! |
| 21:21:43 | fordcars | Yeah, it's afternoon here too |
| 21:22:47 | bobdaduck | good time everyone! |
| 21:23:00 | Skybax | Yeah it's afternoon here too but I slept in :3 |
| 21:23:13 | bobdaduck | Its time here |
| 21:23:19 | Skybax | What is time |
| 21:23:22 | bobdaduck | its always time |
| 21:23:45 | Skybax | What if the batteries in my alarm clock die |
| 21:24:51 | YoshiSmb | made 4 maps in one day on pleiades |
| 21:25:38 | fordcars | Cool |
| 21:25:50 | fordcars | I am trying to make something with Bitfighter and Pi |
| 21:25:57 | YoshiSmb | busy on gg2 |
| 21:26:01 | fordcars | I haven't made a map in ages |
| 21:27:24 | bobdaduck | if the batteries in your alarm clock die |
| 21:27:28 | bobdaduck | you won't be on time |
| 21:27:57 | Watusimoto | raptor: ping me when you're back |
| 21:30:03 | Nothing_Much | Hi Skybax |
| 21:30:21 | kaen | hi all |
| 21:30:22 | Skybax | What's up |
| 21:30:29 | | serchagin Quit (Ping timeout: 241 seconds) |
| 21:33:07 | kaen | not much |
| 21:36:18 | YoshiSmb | bitfighter.org/pleiades/ |
| 21:36:43 | fordcars | Uh, I know this question might sound stupid since I have no idea what it really does, but shouldn't Bitfighter use OpenVg? |
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| 22:03:57 | fordcars | Getting Linux, later! |
| 22:04:00 | | fordcars has left #bitfighter |
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| 22:07:46 | Watusimoto | what is openvg, I wonder? |
| 22:08:19 | Watusimoto | ah, ok got it |
| 22:08:24 | Watusimoto | http://en.wikipedia.org/wiki/OpenVG |
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| 22:39:30 | Nothing_Much | openvg looks outdated |
| 22:40:12 | Nothing_Much | well |
| 22:40:14 | Nothing_Much | old |
| 22:40:15 | Nothing_Much | at least |
| 22:46:28 | raptor | Watusimoto: i gotta go - my two year old has a leg injury we need to get checked out |
| 22:46:36 | raptor | be i may be back a bit later |
| 22:46:44 | Watusimoto | good luck! |
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| 23:10:21 | Watusimoto | 3 different ways to do the same task: |
| 23:10:22 | Watusimoto | http://pastie.org/8884969 |
| 23:10:31 | Watusimoto | _orig is the curernt way |
| 23:10:41 | Watusimoto | _RegExp uses google's regexp engine |
| 23:10:59 | Watusimoto | and the one with no suffix is my updated, easier to understand code |
| 23:11:04 | Watusimoto | all 3 do the same thing |
| 23:11:26 | Watusimoto | _orig takes 67 secs for 10K levels |
| 23:11:38 | Watusimoto | the new one takes 29 secs |
| 23:11:56 | Watusimoto | and the regexp one takes 298 secs |
| 23:12:09 | Watusimoto | I think I know which one I'm going to go with |
| 23:13:09 | Watusimoto | sorry, that's 20K levels |
| 23:13:25 | Watusimoto | because each iteration loads two levels |
| 23:16:05 | | raptor has joined |
| 23:16:06 | | ChanServ sets mode +o |
| 23:16:37 | Watusimoto | after all that work, I have to remove the regexp library I just integrated |
| 23:17:09 | raptor | ok, looks like bone is not broken, but there's lots of swelling and nice bruise |
| 23:18:07 | Watusimoto | good |
| 23:18:16 | Watusimoto | though with kids bones heal super fast |
| 23:18:29 | raptor | the wife is taking him to the doc because apparently he's been crying non-stop for 2 hours |
| 23:18:40 | | Nothing_Much Quit (Quit: Konversation terminated!) |
| 23:19:03 | raptor | yeah, it hurts to watch them in pain, but I take comfort in the fact that they're hyper-regenerative |
| 23:19:48 | Skybax | I broke my wrist once |
| 23:19:49 | raptor | and sadly, this child will not have learned his lesson (balancing on the headboard tip of the bed) |
| 23:19:56 | Skybax | Now my right hand is forever weak |
| 23:20:15 | Skybax | Can't arm wrestle anymore cause my wrist gives out |
| 23:20:25 | raptor | how old were you? |
| 23:21:02 | Skybax | I think it was like 2 years ago |
| 23:21:08 | Skybax | So... 17 |
| 23:21:08 | raptor | Watusimoto: i like your implementation |
| 23:21:27 | Skybax | Maybe three years |
| 23:21:56 | Watusimoto | good, because it performs the best. I think it's kind of ugly though |
| 23:21:59 | bobdaduck | I broke my wrist once |
| 23:22:00 | bobdaduck | kind of |
| 23:22:12 | Watusimoto | I do know how to make it a tad faster, I think |
| 23:22:15 | bobdaduck | Some of the bone got chipped off or something |
| 23:22:16 | raptor | I was thinking that maybe preprocessor defines would help clean it up |
| 23:22:19 | bobdaduck | I was sword fighting |
| 23:22:36 | bobdaduck | If you're going to break something, you should do it sword fighting... |
| 23:23:18 | Skybax | I was trying to climb a basketball hoop and fell and caught myself with my hand. Got hairline fractures on the inside forearm bone and on the little triangular bone in the base of my thumb |
| 23:23:31 | Skybax | Doc said I'm probably gonna have problems with that thumb for my entire life xD |
| 23:23:40 | raptor | blah |
| 23:24:26 | Skybax | I work at Domino's and I had to stop mixing pizza sauce cause my hand was killing me |
| 23:24:54 | Watusimoto | try Little Cesears |
| 23:25:00 | raptor | Watusimoto: was that what you wanted me to ping you about? |
| 23:25:11 | Skybax | bobdaduck, speaking of swords, I've just started my own sword collection lol |
| 23:25:20 | Watusimoto | you wanted to ask me something, no? |
| 23:25:28 | raptor | ah yes, let me find it |
| 23:25:29 | Watusimoto | that was it |
| 23:25:47 | bobdaduck | I was larping, see, and... |
| 23:25:53 | bobdaduck | swords are cool |
| 23:25:59 | bobdaduck | much better than guns |
| 23:26:00 | raptor | Watusimoto: |
| 23:26:02 | Skybax | Swords are very cool |
| 23:26:07 | bobdaduck | That's why I made DnD |
| 23:26:15 | raptor | [21:05:24] <raptor> ok, now, in tracking down this bug, I found an inefficiency: |
| 23:26:17 | raptor | [21:05:34] <raptor> people are doing setGeom() in onTick() |
| 23:26:18 | raptor | [21:05:56] <raptor> if the geom doesn't change, the update packet is still sent to the client |
| 23:26:21 | raptor | [21:06:29] <raptor> this is because BfObject::setGeom sets teh GeomMask for every call |
| 23:26:23 | raptor | [21:07:07] <raptor> so I wonder - would it be too expensive to do a geom check there, if it hasn't changed, then don't update the client? |
| 23:26:35 | Skybax | I purchased an 8 sword hanging rack, now I just gotta get some cool swords to put on it |
| 23:26:55 | Skybax | Ordered a Minecraft sword lol |
| 23:27:01 | bobdaduck | "cool swords" |
| 23:27:02 | Watusimoto | well.... local processing is always faster than network |
| 23:27:14 | Skybax | Gonna get a titanium halo sword |
| 23:27:17 | bobdaduck | Heading out! |
| 23:27:19 | Watusimoto | so maybe do the check |
| 23:27:34 | bobdaduck | bye |
| 23:27:35 | | bobdaduck Quit (Remote host closed the connection) |
| 23:27:40 | Watusimoto | the real key is to not do the setGeom() unless something has changed |
| 23:28:19 | raptor | yes, that's my goal, however, i'm a little worried that precision differences going in and out of Lua will negate my check |
| 23:29:15 | raptor | [Bitfighter Industries]-Software white-list request completed!! |
| 23:30:21 | raptor | oh oops, i'm not supposed to disclose that... |
| 23:32:06 | | Nothing_Much has joined |
| 23:32:50 | Watusimoto | we can change the point == method to do an epsilon-based comparison if that's an issue |
| 23:33:15 | raptor | i wonder if there's a fast way to do that.. |
| 23:33:18 | Watusimoto | (though if lua is setting teh same F64 bit values each tick, they should resolve to the same F32 bit values each time |
| 23:33:25 | raptor | well, let me test first |
| 23:33:32 | Watusimoto | so it may not be a problem in practice |
| 23:33:37 | raptor | yeah |
| 23:33:40 | raptor | i will check |
| 23:34:20 | raptor | there's another TODO in the same method: |
| 23:34:21 | raptor | // TODO: Q. Shouldn't we verify that the number of points here is appropriate for this object? |
| 23:34:23 | raptor | // A. Yes!! |
| 23:36:13 | raptor | hmm... there's no GeomObject::getGeom() method |
| 23:37:10 | raptor | ah, it's getOutline |
| 23:41:55 | raptor | curious performance question for anyone interested |
| 23:42:20 | raptor | is it faster to do: if(someMethod() == 1)... if(someMethod() ==2) OR |
| 23:42:54 | raptor | int someInt = someMethod()... if(someInt == 1)... if(someInt == 2) |
| 23:43:09 | Skybax | If a game requires me to hit Numpad 5 to progress, and my laptop doesn't have a numpad, what do I do? |
| 23:43:16 | Watusimoto | I'm pretty sure the 2nd will be faster |
| 23:43:26 | Watusimoto | unless somemethod is trivial |
| 23:43:31 | Watusimoto | but even then... |
| 23:44:00 | raptor | in otherwords, is it faster to allocate temporarily on teh stack than call the method over and over |
| 23:44:08 | Watusimoto | Skybax: then you get an external keyboard, or do not progress |
| 23:44:18 | Skybax | Awesome |
| 23:44:25 | raptor | obviously it depends on the method, but i'm thinking for simple methods that might have a single line of 'return true' |
| 23:44:48 | Watusimoto | well, you still have to allocate to the stack to pass the return val, no? |
| 23:45:11 | raptor | now that i'm not sure exactly - i haven't delved into this particular topic before |
| 23:45:37 | Watusimoto | For trivial functions, which we agree are the only place the answer is not obviuos, I think we are talking rather small differences |
| 23:45:52 | raptor | yes, for sure |
| 23:45:55 | Watusimoto | in C++ the difference would probably be optimized away |
| 23:46:01 | Watusimoto | perhaps also in luajit |
| 23:46:04 | raptor | but i'm honestly curious if there would be a difference |
| 23:46:09 | Watusimoto | but if you really want to know, make a test |
| 23:46:20 | raptor | yeah i was thinking the compiler would be smart about it anyways |
| 23:46:36 | raptor | why make a test when you can make conversation! |
| 23:47:16 | Watusimoto | for some reason I thought you were doing lua code |
| 23:47:27 | raptor | nope, c++ |
| 23:47:30 | Watusimoto | I usually create the local var, mostly for purposes of clarity |
| 23:48:07 | Watusimoto | you are really talking micro-optimization here |
| 23:48:18 | Watusimoto | but I'll bet stackoverflow has the answer! |
| 23:48:43 | Watusimoto | and I'll bet their answer is "don't worry about it!" |
| 23:48:47 | raptor | i am, and that's what i'm curious about.. |
| 23:48:55 | Watusimoto | or more likely "premature optimization!" |
| 23:49:06 | raptor | yeah, "don't fr5e623 |
| 23:49:09 | raptor | 0+ |
| 23:49:19 | raptor | don't fret! trust the compiler! |
| 23:50:24 | Watusimoto | I'd bet that creating the variable is more efficient when optimization is disabled |
| 23:50:33 | Watusimoto | when it's enabled, anything is possib;e |
| 23:57:10 | raptor | so I'm thinking |
| 23:57:29 | raptor | i'll finish this optimization and then do the builds for release |
| 23:57:35 | raptor | since we've fixed bobdaduck's bug |
| 23:57:42 | raptor | and no one else has complained |
| 23:58:51 | Skybax | Yay release! |