#bitfighter IRC Log

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IRC Log for 2014-10-21

Timestamps are in GMT/BST.

00:00:18raptorWatusimoto: that e-mail was pretty much exactly what I was going to ask
00:07:54Watusimotohi
00:08:14Watusimotook; and that dude took the bitfighter org name?
00:08:42raptori'm not sure what you're asking... the only e-mail I found was bitfighter@github.com
00:09:34Watusimotowell, we would want to create an org called bitfighter, right?
00:09:43Watusimotoso my question is: is that what he did?
00:09:45raptoryes, exactly
00:09:50raptorno, it's his user name
00:10:00raptoran org is basically a user with added features
00:10:25Watusimotook, but we can't create an org with the name "bitfighter" because he's using that as a username?
00:10:32raptorcorrect
00:10:36WatusimotoI see
00:10:37Watusimotook
00:10:52WatusimotoI thought he had a project called bitfighter, and I was a bit confused by his page
00:11:06raptoralthough, if worse comes to worse, we could contact the github folks
00:11:19raptorthey retired the 'raptor' account for me to use :)
00:13:54Watusimotook, here is the problem, illustrated
00:13:54Watusimotohttp://i.imgur.com/7pr677r.png
00:14:14Watusimotowas the old raptor account dormant?
00:14:33raptoryes
00:14:51Watusimotoso I think we should send the mail. Do you want to, or should I?
00:14:58raptorsure send it
00:15:08raptormaybe CC me
00:15:19raptoror is that too confrontational
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00:21:46fordcarsNight!
00:21:48fordcars Quit (Quit: Page closed)
00:23:54Watusimotook done
00:23:59WatusimotoI bcc'ed you...
00:24:15raptorthanks!
00:24:29BFLogBot Commit: 68e2474c8e | Author: buckyballreaction | Message: Integrate our Windows updater (based on GUP) into CMake: - Clean up scattered updater files - Add new curl libraries and headers based on curl 7.38.0 - Change our query param to 'platform' - Make sure we can compile on 64 bit windows
00:24:29raptornow we see if you get an automated response from github...
00:24:30BFLogBot Commit: 60e47917da | Author: buckyballreaction | Message: Merge
00:29:00raptorthe old raptor account had a few projects in it, but hadn't been active for about a year
00:29:25raptori just asked teh github folks about it and they deleted it on the spot and told me to grab it real fast
00:30:56Watusimotook, well we'll see... I doubt that would happen now, as I didn;t contact them
00:31:39Watusimotothe emaill bounced
00:31:50raptorha
00:31:53WatusimotoI sent it to bitfighter@github.org. Was that the wrong one?
00:31:59raptori wondered if that would happen
00:32:05raptornope that was the right one
00:32:09Watusimoto... it happened.
00:32:23raptori cloned both of his repos and searched for the e-mail
00:32:38Watusimotosending an email to myself at my github account
00:33:08raptorit's funny - the user made the account on july 21... then started commits a month later
00:33:59Watusimotomy message to eykamp at github.com has neither worked nor bounced
00:34:18raptoryou should get watusimoto user!
00:34:40raptordivide the work/play :)
00:34:45Watusimotomutliple github accounts is a pain; I have good work associated with eykamp
00:34:55WatusimotoI had a couple different ones before, and it rather sucked
00:35:00raptorah ok
00:35:09Watusimotothat's one thing I don;t like about github
00:35:11raptori don't know much about multi-user management
00:35:18Watusimotoplus, bitfighter is a great resume item
00:35:23raptorhaha
00:35:29Watusimotoreally, it is
00:35:38Watusimotoit shows drive
00:35:57Watusimotook, dinner time... I'll be back later if you're still around
00:36:18raptorlate dinner!
00:36:22raptorlater
00:36:22Watusimoto(well, even if you're not around)
00:36:34Watusimotono kidding... that's what 7PM soccer does
00:36:40Watusimotook, bye
00:36:43raptorbye
00:41:17Watusimoto Quit (Ping timeout: 260 seconds)
00:54:56raptoractually i need to sleep
00:54:58raptornight!
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10:47:29raptorgood morning!
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12:23:41watusimoto1sam686: >>> some levelgens could add barriers which might make pre-calculating bot zone not very effective
12:24:11watusimoto1this is an issue, which could be solved by letting those levels set a size keyword
12:46:56raptorare you adding crazy complexity to level loading?
13:00:36watusimoto1not really -- level loading is now completely separated from the game (which reduces complexity, but also (potentially) makes things a tad slower. My idea is that when loading the level, we'll hash the levelcode, and if it's already a known level, we'll get level info from a database
13:01:30watusimoto1the big idea is to give players more ways to choose levels (by size primarily, but perhaps with other mechanisms as well)
13:02:00raptormaybe this could be done when the server starts up?
13:02:06watusimoto1yes
13:02:10watusimoto1that's the idea
13:02:19raptora level-analysis step
13:02:22watusimoto1when the server starts, all levels are scanned
13:02:26raptorah ok
13:02:39watusimoto1currently, we scan the first 4K of the level, just to read the headers, and throw everything else away
13:03:25watusimoto1with the new framework, we will read the entire level file, hash it, then decide whther to build zones or get info from the database
13:03:32raptori'm not sure i've ever seen a level with headers that far down..
13:03:52watusimoto1when we get all the headers, we stop parsing
13:04:00watusimoto1I think 4K was chosen to be a worst case
13:04:41watusimoto1one-by-one, reading the level should be almost the same speed; when you are processing a hunderd, you might notice a longer lag
13:05:24watusimoto1that's part of the experiementation we need to do; see how laggy it is. if it's too much, we might need to abandon the idea, or find a different method
13:06:18raptori can only imagine with sky_lark's 2600 levels...
13:07:37watusimoto1yes; but once in the database, it should be comparable
13:07:55watusimoto1instead of parsing the level headers, we'd be hashing it, then looking up in the database
13:08:12watusimoto1so the first time those 2600 might be slow, but subsequent loads should be better
13:08:16raptorwhich database?
13:08:27raptori didn't know you planning on storing data
13:08:31watusimoto1we'll create a local database
13:08:42raptoroh interesting... with sqlite?
13:08:49watusimoto1level metadata keyed off hash
13:08:53watusimoto1probably sqlite
13:08:58raptorhmm
13:09:12watusimoto1for stuff like name/etc. a database is overkill
13:09:16raptoryou may need to keep a file modification timestamp
13:09:20watusimoto1for stuff like level size, it seenes necessary
13:09:25raptorto trigger a rehash
13:09:50watusimoto1I was thinking about level hash on load, but it could be faster with filename/modification date
13:10:13watusimoto1we're not trying to make an untrickable system, after all... if someone wanted to fool it they could just change the source
13:10:22raptoractually, i vaguely remember sam686 implementing a bot zone cache before we did auto-generation of zones
13:10:29watusimoto1yes
13:10:45raptorwell yes - not untrickable rather feature and performance driven
13:10:53watusimoto1theoritcally, we could even cache the zones
13:11:09raptormaybe just a flat INI file would do the trick
13:11:13watusimoto1so maybe filename/mod date would be better than a hash, as it wouldn't even require reading the file
13:11:15raptorinstead of sqlite
13:14:49raptorwell.. if its server-side only, of course
13:17:49Watusimoto Quit (Ping timeout: 258 seconds)
13:19:57raptornew essay published by Isaac Asimov: http://www.technologyreview.com/view/531911/isaac-asimov-mulls-how-do-people-get-new-ideas/
13:32:33watusimoto1What is the advantage of INI over sqlite?
13:32:39watusimoto1 is now known as watusimoto
13:33:37raptorfaster parsing? I was thinking we had considered getting rid of sqlite at one point...
13:34:23watusimotoI don't recall that... I thought sqlite performance was good. but I've never checked
13:34:38watusimotowith the ini, we'd store the contents in memory and do a sequential scan over them
13:34:57raptori think it's good once the database is open, yes
13:35:02watusimotoI figured sqlite could be more intelligent. Probably not an issue for 50 records, but for 5000, perhaps
13:35:09raptoryeah, it would be
13:35:23raptorbut then we'd have to right the queries...
13:35:27raptor*write
13:35:33raptori can't right today
13:36:07watusimotothe queries would be easy -- select * from levelinfos where name ='level.txt' and date = 'jan 4 2013'
13:37:34raptorthen i guess my bias against SQL is showing...
13:37:58raptorlike having to do update queries with a normalized, foreign-key pointing DB
13:38:04raptorwithout an ORM
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13:46:30watusimotothe only queries I see are the select I wrote above, and an insert; perhaps a delete to ensure we don't have mulitple entries for the same level name
13:46:39watusimotoonly one table
13:46:46raptorok
13:47:02watusimotowe'll see... an ini might work ok too
13:47:12watusimotobut there'd be no user manageable data inside
13:47:17raptoror our down text-data format!
13:47:31raptori think ut2004 did some sort of pre-level parsing and caching
13:49:01raptorah, they saved caches to disk in their own format with a hash as the file name, then had an INI which pointed the hash-cache-filename to a level file name
14:44:23raptorwatusimoto: I'm about to send a quick support message to github about contacting that user
14:44:32raptorunles you have already done so...
14:44:35raptorhave you?
14:49:04raptortoo late! I sent an e-mail
15:20:49watusimotoI hadn't
15:20:53watusimotoso good on you
16:34:38sam686in LevelSource.cpp i have made loading simple levels very fast on 019c
16:34:48sam686020 its back to being slow MultiLevelSource::populateLevelInfoFromSource
16:35:30sam686it looks like on 020 its reading the same file twice, first in fopen, then the slower loadLevelFromFile
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17:24:54sam686clipper suddenly becomes either extremely slow, or is being called thousands of times on level loading. http://sam6.25u.com/upload/profiler_020_b9329f9f7613.png
17:25:14raptorwhoa
17:25:20raptorclipper isn't slow
17:25:23raptoroh and hello
17:25:49sam686it took you 50 minutes to say hello?
17:26:00raptoryes... I speak very slowly
17:26:51raptorit oculd be that watusimoto new editor changes have done something funny...
17:27:49sam686it looks like its doing full walls clipper calculation, on every barrier being added, rather then what 019c does it, once on level loading.
17:32:16Nothing_Much has joined
17:33:18raptoryeah, watusimoto is in the middle of refactoring the editor again
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19:43:40amgine123so anything new to test ?
19:53:29watusimotohi amgine123
19:53:53watusimotoyes, I have stuff that needs to be tested\
19:53:55amgine123hello anything new to test its been a while
19:55:22sam686there is 019d (probably coming first), and then 020
19:55:25amgine123any beta builds ?
19:55:33amgine123for me to test out ?
19:56:51amgine123interesting fact I was trying to do osmthing esle and I accidently created team polywalls
19:57:05amgine123which blocks only your team
19:57:43amgine123which can have curious effects
19:59:15amgine123btw colored poly walls looks terrible
20:01:20watusimotoamgine123: I will need some testing of the editor, espeically related to walls, and undo and redo
20:01:25watusimotobut anything, really
20:01:45amgine123all right whenever you can get me a build
20:01:49watusimotoI have been redoing the way walls work, and I redid the way undo works
20:02:17watusimotoI probably can't get you a build until this evening. Maybe sam686 or raptor could create a build from what's in the repo, which is current enough
20:02:32watusimotootherwise I'll create one tonight and can give you a link tomorrow
20:03:49fordcarsI can make one now
20:03:55fordcarsamgine123, .zip right?
20:04:10amgine123hmm well due to recent devolpment I can only be on tuesday friday and saturday
20:04:50amgine123yes .zip
20:05:15amgine123but if a better more accurate test build will come later might want to do that
20:06:37fordcarsOK give me a few minute
20:06:38fordcarss
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20:28:14fordcarsamgine123: http://canvaselement.comxa.com/bitfighter.zip
20:29:49amgine123will this be a 19d test build or 20
20:33:32amgine123OK I found osmthing
20:33:47amgine123not a bug exactly but I feel it could be fixed
20:34:26amgine123if you rotate somthing then place it then do undo it only undoes part of the rotation instead of putting it back in its orriginal spot ?
20:35:43amgine123it seems like when doing a undo it should put it back its original way instead of doing a half undo and unrotating it 1-X steps
20:38:33amgine123hmm another thing thats not a bug but I think could be adjusted
20:39:00amgine123if you rotate a wall that a forcefeild is on it doesnt follow it unless bolth are selected
20:41:11amgine123in fact even if bolth are selected the forcefeilds STILL stay in palce
20:43:11amgine123or the forcefeilds will point into he wall
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20:45:51amgine123@wattismo I founds a crash
20:46:01amgine123i was right click to add points to a zone and it crashed
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20:58:45watusimotoamgine123: can you list all the issues here?
20:58:46watusimotohttps://etherpad.mozilla.org/bTCMnZyf79
20:59:14amgine123ok even if I cant find a cause ?
20:59:25watusimotoOnly things you can reproduce
20:59:37watusimotoand please provide enough info that I can reproduce them too
20:59:48watusimotootherwise, it's wasted effort... you know the drill :-)
21:00:47amgine123hmm I keep having this crash happen but cant seems to duplicate it
21:01:15amgine123ok found one definitly
21:03:08amgine123does a execption code and offset help ?
21:06:58amgine123how curious
21:08:00watusimotoamgine123: I don't need that info you pasted... rather, something like thjis: drag zone from the dock into the editor; right click to add a point; crash
21:08:12watusimotoif that will reproduce it
21:08:26amgine123ah i was hoping that off set info would help find the bug location better
21:08:44amgine123that teh hex for the memory area of the code that crashed
21:21:00watusimotoknowing how to reproduce it will let me find it quickly (usually)
21:21:04watusimotook, gotta run!
21:21:08watusimotoI'll check in later
21:21:17watusimotoadd any items you find to the list
21:21:21watusimotothanks!!!!!
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