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| 00:32:32 | taz | hey, i downloaded kaens map (/dlmap kaen_phi) while testing a level in the editor |
| 00:32:45 | taz | the map looks weird in the c map |
| 00:34:52 | taz | nvm i think its the map itself, redownloaded |
| 00:35:07 | taz | kaen: your new phi map is just a huge colimn in the editor and c map |
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| 02:36:46 | taz | question about lvlgen, bots |
| 02:36:51 | taz | does local mean all functions can use it |
| 02:37:03 | taz | and if you leave out local, it's only in that function? |
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| 02:45:37 | fordcars_deb | Hi taz |
| 02:46:03 | kaen | evening all |
| 02:46:19 | fordcars_deb | local means that the variable is only accessible in that scope. A scope is either a function or an if |
| 02:46:31 | fordcars_deb | Or a for, while etc |
| 02:46:38 | kaen | anything with an 'end' |
| 02:46:41 | fordcars_deb | Where there are 'end's |
| 02:46:45 | fordcars_deb | ^^ |
| 02:46:46 | kaen | :) |
| 02:47:09 | fordcars_deb | :P |
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| 03:29:07 | raptor | hello |
| 03:29:30 | raptor | kaen: if you're around, I have 2 questions for you: |
| 03:30:26 | raptor | 1. your newest level 'Phi' (which is really cool!) was not saved properly in pleiades, and I'm looking to track down the bug. Could you send me your source level via other means? |
| 03:30:56 | raptor | 2. Is there a way to use the pleiades web service to view all maps (either paginated or not)? |
| 03:34:40 | raptor | fordcars_deb: on your Lua crashing bug here: https://code.google.com/p/bitfighter/issues/detail?id=413 |
| 03:34:43 | raptor | did that happen in onTick() or in a Timer? |
| 03:36:32 | fordcars_deb | Hi |
| 03:37:47 | fordcars_deb | Uh |
| 03:37:49 | fordcars_deb | In main() |
| 03:38:15 | raptor | what OS? |
| 03:38:21 | raptor | oh wait, is ee it |
| 03:38:24 | raptor | see it |
| 03:38:29 | fordcars_deb | It's just crashes when you don't give the correct arguments |
| 03:38:34 | fordcars_deb | :) |
| 03:38:45 | raptor | ok |
| 03:38:59 | raptor | oh, what architecture? 32 or 64 bit? |
| 03:39:04 | raptor | or... ARM? |
| 03:39:12 | raptor | probably not ARM |
| 03:39:12 | fordcars_deb | 64 bit AMD |
| 03:39:16 | fordcars_deb | Nope, not yet ;) |
| 03:39:19 | raptor | unless you did some crazy compile |
| 03:39:24 | raptor | ok thanks |
| 03:39:27 | fordcars_deb | Hah |
| 03:39:49 | fordcars_deb | If I had done some crazy compile, I would of bragged about it :P |
| 03:42:00 | raptor | i can't actually get that code to hard crash |
| 03:42:11 | raptor | that you mention in the bug |
| 03:42:47 | raptor | can you give me your exact bot? |
| 03:42:52 | raptor | if you still have it... |
| 03:43:02 | raptor | i'm mostly interested in the 'after a few seconds' part |
| 03:52:10 | fordcars_deb | Oh okok |
| 03:52:31 | fordcars_deb | Well, I think you can just modify s_bot's loadoat |
| 03:52:40 | fordcars_deb | Yeah, that was an old Skybot |
| 03:52:49 | raptor | because your additional phrase of crashing 'after a few seconds' suggests that it was a problem in onTick() somewhere |
| 03:52:56 | fordcars_deb | Oh |
| 03:53:01 | raptor | because main() is executed immediately |
| 03:53:10 | fordcars_deb | Well, it looked more like some server thing |
| 03:53:22 | fordcars_deb | Like, it froze |
| 03:53:34 | fordcars_deb | Wait, I 'll check it out |
| 03:56:48 | fordcars_deb | raptor: whoa, now it doesn crash |
| 03:57:14 | fordcars_deb | Maybe it was only in an older Bitfighter version |
| 03:57:19 | raptor | ha! |
| 03:57:26 | fordcars_deb | Now, it just doesn't change the loadout |
| 03:57:28 | raptor | anyways... i think it's the same as bug 411 |
| 03:57:33 | fordcars_deb | Probably |
| 03:57:39 | raptor | i'll mark it a duplicate (i'm working on fixing it now) |
| 03:57:54 | fordcars_deb | But maybe there should be a log message saying something about it :3 |
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| 04:14:45 | raptor | ok, i'm getting close to fixing this... but heading to bed. night! |
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| 04:15:50 | taz | ford |
| 04:16:03 | taz | ship:setVel(slowNextVelocityX).x |
| 04:16:03 | taz | is that where the .x goes? |
| 04:18:17 | fordcars_deb | What do you mean? |
| 04:18:20 | fordcars_deb | Oh okokok |
| 04:18:48 | taz | you can check the topic now |
| 04:18:57 | taz | still doesnt work!!! |
| 04:19:18 | fordcars_deb | It's ship:setVel(point.new(slowNextVelocityX, slowNextVelocityY)) |
| 04:19:58 | fordcars_deb | Haha whoops yueah sorry |
| 04:20:25 | taz | haha wait bobdaduck told me that before too |
| 04:20:30 | taz | "use point.new" |
| 04:20:40 | taz | Bofe of us forget |
| 04:21:24 | taz | ooh does it have to be x and y in the same area? |
| 04:21:59 | fordcars_deb | But to compare velocities, you will need to convert the value to a positive I think |
| 04:22:13 | fordcars_deb | Uh, x and y aren't in any area :O |
| 04:22:29 | taz | I mean in the same parentheses! |
| 04:22:40 | fordcars_deb | Ohohhhh |
| 04:22:41 | taz | I wanted to do ship:setVel(blah).x |
| 04:22:52 | fordcars_deb | Yeah, you need point.new(x,y) |
| 04:23:04 | fordcars_deb | ship:setVel(point.new(slowNextVelocityX, slowNextVelocityY)) |
| 04:23:14 | taz | Argh |
| 04:23:17 | fordcars_deb | ship:setVel(point.new(X, Y)) |
| 04:23:27 | taz | well this saves a lot of code |
| 04:23:35 | taz | so thats cool |
| 04:24:10 | fordcars_deb | Heh |
| 04:24:17 | taz | if(shipVelocityNumberX<lastVelocityNumberX) and (shipVelocityNumberY<lastVelocityNumberY) then |
| 04:24:17 | taz | ship:setVel(point.new(slowNextVelocityX, slowNextVelocityY)) |
| 04:24:17 | taz | end |
| 04:26:14 | taz | ...Ford, how do you decide the value of lastvelocity? |
| 04:26:45 | fordcars_deb | Yeah that won't work because you are right, the velocities are sometimes negative :p |
| 04:26:52 | taz | I dont have the levelgen working yet anyway |
| 04:26:58 | taz | but still, that jumps out at me |
| 04:26:58 | fordcars_deb | uh, lastVelocity is setup twice in onTick in the thread I posted |
| 04:27:26 | fordcars_deb | Just get the ships velocity :) |
| 04:27:26 | taz | well remember i didnt start coding successfully until really recently |
| 04:27:46 | fordcars_deb | I knuwww |
| 04:28:08 | taz | welll... i've named this levelgen fordVelocity |
| 04:28:18 | taz | :P |
| 04:28:41 | fordcars_deb | Haha |
| 04:30:10 | taz | aww man im trying to use hastebin |
| 04:30:19 | taz | but it wont work! |
| 04:32:41 | taz | http://pastebin.com/ksLpEPVf |
| 04:38:54 | fordcars_deb | Ok, I updated my post, now you can compare velocities! (hopefully xD) |
| 04:40:19 | fordcars_deb | Why are you declaring the variables twice :O |
| 04:41:04 | fordcars_deb | And you need to declare the local variable ship outside of the for loop, otherwise it is only accessible within it |
| 04:41:42 | fordcars_deb | Whoa never mind the 'declaring variables twice' part , sorry |
| 04:41:54 | fordcars_deb | I didn't see they were different :X |
| 04:42:23 | taz | yeahhhh |
| 04:45:05 | fordcars_deb | Man I have to go :/ |
| 04:45:13 | fordcars_deb | Later! |
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| 10:23:00 | raptor | too early.. |
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| 15:10:58 | raptor | good morning! (again!) |
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| 15:15:22 | watusimoto | hi |
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| 15:15:28 | raptor | hi |
| 15:15:36 | raptor | so.. |
| 15:15:42 | raptor | the tickTimer exception bug |
| 15:15:44 | watusimoto | good work on the luajit problem finding |
| 15:15:55 | watusimoto | not there yet, but perhaps some progress |
| 15:15:57 | raptor | if a LuaException is thrown in onTick or a Timer |
| 15:16:06 | raptor | the game aborts |
| 15:16:23 | raptor | the fix: wrap the tick call in try/catch |
| 15:16:29 | raptor | but that doesn't really fix it |
| 15:17:01 | raptor | because we have *one* tick timer running regardless of the number of bots/levelgens, so it is a static call that is run from ServerGame |
| 15:17:07 | raptor | thanks! |
| 15:17:12 | raptor | (still getting there...) |
| 15:17:50 | raptor | so the issue is that when the exception is thrown, it is in a static method without access to the calling script... and thus no way to shut down the script |
| 15:18:10 | raptor | what happens is that the tickTimer keeps running and an exception is thrown every tick until level change/quit |
| 15:18:19 | raptor | so i'm not sure what to do about that.. |
| 15:23:52 | raptor | Also, I think I found a way to disable LuaJIT's auto-exception handling... but I need to solve this tickTimer issue first |
| 15:24:21 | raptor | ideally I'd somehow find the calling script in which the onTick() error occured, but I'm unsure how |
| 15:26:21 | watusimoto | can the timer catch the error, then throw it again, so the caller can catch it? |
| 15:26:48 | watusimoto | or does that just replicate what is happening now? |
| 15:27:22 | watusimoto | what is calling the timer's onTick method? |
| 15:27:34 | watusimoto | (sorry, I don't have the code here) |
| 15:27:52 | raptor | the thing is that LuaScriptRunner::tickTimer is a static call from ServerGame... it isn't called from within a base class of LuaScriptRunner (bot, plugin, levelgen) |
| 15:28:22 | watusimoto | I see |
| 15:28:34 | watusimoto | and each bot's onTick method is registered with this static tickTimer |
| 15:29:04 | raptor | yes... it just does a pcall on the Lua Timer._tick method (which is shared everywhere) |
| 15:29:06 | watusimoto | so the onTick throws an error, and tickTimer has no reference back to the owner |
| 15:29:16 | raptor | correct |
| 15:29:38 | watusimoto | could we add a wrapping layer in there somehow, so tickTimer -> wrapper ->onTick |
| 15:29:50 | watusimoto | and the wrapper would handle any onTick errors? |
| 15:30:27 | watusimoto | maybe the real method registerd with tickTimer is bot:onTickWrapper, and that calls bot:onTick |
| 15:30:46 | raptor | hmmm... |
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| 15:31:26 | watusimoto | this problem will probably exist in every use of timer, right? |
| 15:31:32 | raptor | yes |
| 15:31:36 | raptor | o |
| 15:31:45 | raptor | I've already verified it crashes everywhere |
| 15:31:53 | raptor | bots/levelgens/ Timer/onTick |
| 15:32:01 | watusimoto | the other possibility is that we could make timer non-static again |
| 15:32:11 | raptor | the issue we had with that |
| 15:32:16 | raptor | in 019(a) |
| 15:32:36 | watusimoto | the events firing from a previous game, right? |
| 15:32:48 | raptor | no, that was slightly different |
| 15:33:10 | raptor | it was that there was still one Timer instance loaded in the game, but now you had 5 bots and a levelgen all updating onTick |
| 15:33:44 | raptor | so 1 second wasn't 1 second anymore |
| 15:33:56 | watusimoto | but what if each bot had its own timer? |
| 15:34:06 | watusimoto | It was like that long long agi |
| 15:34:07 | bobdaduck | It crashes EVERYWHERE. |
| 15:34:16 | bobdaduck | Every single line crashes |
| 15:34:45 | raptor | yes... but that was when we loaded every lua class into the same script |
| 15:35:06 | raptor | now that we have a sandbox, scripts are one-time load only |
| 15:36:53 | raptor | otherwise, when we try to load a module into the scripts environement, it freaks out if it can''t find calls like getmetatable |
| 15:37:05 | raptor | although... i wonder if the Timer class even uses some of those.. |
| 15:38:10 | raptor | huh |
| 15:38:14 | raptor | looks like it doesn't |
| 15:38:34 | raptor | then maybe I can move the Timer class to be loaded in each script |
| 15:39:15 | raptor | except... I moved away from that in 019a to fix that bug, there had to be another reason.. |
| 15:39:23 | | raptor goes to search IRC logs |
| 15:39:53 | watusimoto | you might have been chasing efficiencies |
| 15:40:12 | raptor | that always comes back to bite you... |
| 15:41:33 | raptor | 1-21 to 1-23 is the conversation on this.. |
| 15:43:08 | raptor | here was the commit that 'fixed' it |
| 15:43:10 | raptor | http://code.google.com/p/bitfighter/source/detail?r=0d961b6ed24c |
| 15:45:26 | raptor | ok, looks like kaen convinced me to try putting Timer in each context first |
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| 15:49:07 | watusimoto | what do you mean by that... he voted for once per bot, or once per bitfighter? |
| 15:49:53 | raptor | once per context |
| 15:50:02 | raptor | e.g. levelgen context, bot context |
| 15:50:14 | raptor | ultimately that failed and suffered from the same problem |
| 15:50:38 | raptor | because we actually don't do per-script loading in our code, it was only ever global or context loading |
| 15:50:49 | raptor | so that's why i didn't do a per-script solution |
| 15:50:56 | raptor | because we had no framework for it |
| 15:51:02 | raptor | but now it looks like we need it.. |
| 15:53:22 | raptor | so you think that'll be OK if we load the timer once per script? |
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| 15:59:36 | watusimoto | I think it will be fine |
| 15:59:46 | watusimoto | It doesn't really add much overhead |
| 15:59:55 | watusimoto | timers are pretty lightweight |
| 16:00:02 | raptor | OK... back to the drawing board |
| 16:00:08 | watusimoto | especially with jit |
| 16:00:27 | raptor | I'm contemplating releasing an 019c with just fixes since 019b |
| 16:00:34 | watusimoto | are there enough? |
| 16:00:41 | watusimoto | or are they important enoough? |
| 16:00:43 | raptor | I did like 5 or 6 fixes last week |
| 16:00:48 | watusimoto | that's true |
| 16:00:51 | raptor | probably not |
| 16:00:58 | watusimoto | I don't think I've broken any compatibility |
| 16:01:06 | watusimoto | we'd have to strip out some of my extra logging |
| 16:01:11 | raptor | I sure made a mess of things with LuaJIT |
| 16:01:17 | raptor | I'm not ready to release it in 019 |
| 16:01:37 | raptor | especially since OSX building is completely broken |
| 16:01:39 | watusimoto | our lua stuff has come such a long way since I did the first implemenation |
| 16:02:02 | raptor | oh, also, it would let us get in some notifier fixes |
| 16:02:12 | watusimoto | yes |
| 16:02:15 | watusimoto | I'd be up for it |
| 16:02:15 | raptor | and I should fix the fail-after-sleep bug, too |
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| 16:03:01 | watusimoto | I am in the middle of a small refactor, but after that I can see if there are any easy bugs to kill |
| 16:03:34 | watusimoto | my refactor is basically moving settings around |
| 16:03:48 | raptor | so i was thinking of just pulling in fixes into a branch off of 019b |
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| 16:03:56 | watusimoto | fine with me |
| 16:03:57 | raptor | but you're saying maybe we release with LuaJIT? |
| 16:04:11 | watusimoto | I wasn;t saying that... nor was I not saying that |
| 16:04:17 | | Whittling has joined |
| 16:04:22 | raptor | because the OSX 32bit building will take a lot of work... i'm not sure i want to do that yet |
| 16:04:25 | bobdaduck | Taz learn to indent |
| 16:04:38 | watusimoto | without jit is fine |
| 16:05:01 | Whittling | Hello peoples |
| 16:05:15 | watusimoto | that's really your project, and I don't want to push you to release it before you feel good about it |
| 16:05:24 | watusimoto | hi Whittling |
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| 16:05:57 | Whittling | I am IRCing during a class, aren't I a stinker. |
| 16:06:33 | watusimoto | indeed... do we know you by another name? |
| 16:07:05 | Whittling | Yep |
| 16:07:18 | Whittling | You do indeed. |
| 16:07:38 | raptor | shadowX |
| 16:07:43 | raptor | I think.. |
| 16:07:45 | watusimoto | I see |
| 16:07:49 | Whittling | But it'd be too easy-dangit |
| 16:08:04 | raptor | oops... sorry for spoiling it |
| 16:08:31 | Whittling | Yeah, it was time to retire the old alias. |
| 16:14:42 | Whittling | How's the community been growing? |
| 16:15:04 | Whittling | Any new members joining up? |
| 16:17:33 | bobdaduck | we have this guy tazersomething |
| 16:17:46 | bobdaduck | He's trying to script and stuff |
| 16:17:55 | bobdaduck | and I don't think he knows much about programming |
| 16:17:59 | bobdaduck | but he's really stubborn so |
| 16:18:07 | bobdaduck | he's slowly getting things. |
| 16:18:29 | raptor | bobdaduck: I was thinking - one of us should post about how people *really* need to follow certain good practices for scripting (like indentation) so they can minimize their problems |
| 16:18:41 | bobdaduck | lol |
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| 16:20:19 | bobdaduck | I shall probably talk to taz about it when he shows up here today |
| 16:20:34 | raptor | maybe i |
| 16:20:40 | raptor | 'll do a quick post on whitespace |
| 16:21:44 | raptor | i can't believe it hailed last night |
| 16:25:56 | raptor | moving all of taz' topics from the gallery to tech support |
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| 16:30:47 | bobdaduck | I was gonna do that myself |
| 16:30:52 | bobdaduck | lol that was crazy |
| 16:31:09 | bobdaduck | I looked out my window and it was sunny, and then I sent someone a text, then looked out the window and it was hailing |
| 16:32:31 | raptor | oh yeah, from my window here, it looks like you guys have a squall going on up there |
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| 16:51:47 | raptor | ok bobdaduck, tell me how I did: http://bitfighter.org/forums/viewtopic.php?f=28&t=2325 |
| 16:52:47 | watusimoto | looks good! |
| 16:53:18 | raptor | I hope I made the point... |
| 16:53:27 | raptor | that last code example was fun to do |
| 17:00:05 | bobdaduck | looks good |
| 17:00:06 | bobdaduck | lol |
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| 18:23:53 | Nothing_Much | what's shazbot? |
| 18:24:00 | Nothing_Much | it's funny :D |
| 18:27:23 | bobdaduck | In Zap! when you ran a server with bots |
| 18:27:29 | bobdaduck | the bots all had different names and personalities |
| 18:27:49 | bobdaduck | the bot named shazbot was, unequivocally, the worst bot ever. |
| 18:28:26 | Nothing_Much | wow really? |
| 18:28:31 | Nothing_Much | that's so cool |
| 18:30:14 | raptor | what was the bot's personality like? |
| 18:30:44 | Nothing_Much | how many bots actually HAD a personality? o.o |
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| 18:44:44 | bobdaduck | It would fly to and from objectives |
| 18:44:53 | bobdaduck | but it would do so slowly, in a sort of roundabout way |
| 18:44:57 | bobdaduck | also would almost never shield |
| 18:45:09 | bobdaduck | and was really really not accurate |
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| 21:51:34 | raptor | search technology is evil |
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