#bitfighter IRC Log

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IRC Log for 2011-08-23

Timestamps are in GMT/BST.

00:22:00FlynnnNT has joined
00:22:00Flynnn Quit (Ping timeout: 276 seconds)
00:54:00raptor has joined
00:54:00ChanServ sets mode +o raptor
00:55:00raptorkaramazovapy: them bots are smart on that rabit maze
00:57:00sam686looks like the game serve rat 209.131.63.138 have a "freeze for about 0.3 second in every second" problem.
01:14:00sam686i guess the problem is gone..
01:15:00raptori also resynchronized the system's clock
01:15:00raptorthose were fun games, until they started switching teams...
01:16:00raptordid we come up with a list of new rules for team changing?
01:18:00sam686based on http://bitfighter.org/gamereports/ in the last 7 days, 403 / 681 games was on my server. seems like my server is the most popular..
01:18:00raptoroh wow
01:19:00raptorif you vote to change levels, does that still count as a game?
01:19:00sam686vote to change level counts as a game, unless you are the only player in it (in which there is no vote)
01:19:00raptorah ok
01:20:00raptorbecause i played lots of levels where there was a vote involved
01:20:00raptormaybe 75%
02:20:00raptoridea
02:20:00raptorwhat if asteroids could be shot by turrets?
02:21:00sam686turrets can already shoot at asteroids, at least it does in 015a
02:21:00sam686or, not.
02:21:00raptorhaha
02:21:00sam686turret does not aim at asteroid, but can destroy asteroids if in the way..
02:22:00raptorshould turrets aim at asteroids?
02:23:00sam686not sure, a few levels uses asteroids and turrets, including "Airlock"
02:29:00raptoryeah, maybe its not a good idea
02:31:00sam686could make hostile turrets not shoot at turret, and non-hostile turret can, but not sure...
02:31:00sam686i mean shoot at asteroids..
02:33:00raptoryeah, i think it's fine the way it is...
02:33:00sam686ok.
02:33:00raptordoes a game count as completed when you switch levels without vote and there are multiple players?
02:36:00sam686no, unless it is a vote..
02:37:00sam686whenever the ending final score shows, as if GameType::gameOverManGameOver() is called, it will write the score to stats
02:37:00raptorshould that be changed? (do not complete level when vote)
02:37:00raptorto make it consistent
02:37:00sam686changing level doesn't do gameOverManGameOver(), but vote does.
02:38:00raptorcan the vote change to not do gameOverManGameOver?
02:38:00raptorand is that a good idea?
02:38:00raptorbecause most games i've played were voted to change...
02:38:00sam686i would want a delay map change when vote to change level pass..
02:38:00raptoryes, i agree
02:39:00sam686maybe don't save stats then game play is too short..
02:39:00raptoryes, like at least 1/2 the time has to pass
02:40:00sam686sometime, a few levels have too long of time limit, or the team score is almost to the ending score..
02:41:00raptornot sure what to do....
02:42:00raptormaybe on write stats if time > minute in
02:42:00raptoron - only
02:43:00sam686there is one bitmatch level that distributed with bitfighter, having only a short (15 second?) time limit
02:43:00raptorintermission
02:44:00raptorok, so > minute when total time is > 2 min?
02:44:00raptoror maybe this is just too complicated to worry about
02:45:00raptori'll be back a little later...
02:45:00sam686could just simply filter out too short of time limit in the results page..
02:45:00watusimoto has joined
02:59:00koda Quit (Quit: k thx bai)
03:23:00raptorok back
03:27:00raptorwhat to work on...
03:33:00karamazovapyNINJA STEALTH
03:33:00karamazovapyit's a lifelong goal
04:33:00watusimotostill looking for ideas?
04:33:00raptorsomething simplisher
04:33:00raptornot very committed to huge changes at the moment...
04:34:00raptorbut yes
04:34:00watusimotowrite a parser that scans the code base and figures out which lua methods are implemented for which objects
04:34:00watusimotowe can use that to "reinforce" the scripting docs
04:34:00watusimotojust a thought
04:35:00raptorwhat's the tell-tale sign of a LUA method?
04:35:00raptorthe lua_state
04:36:00watusimotoit's easier... hold on a sec
04:38:00watusimotoall methods are in blocks that look like this:
04:38:00watusimotoLunar<HuntersNexusObject>::RegType HuntersNexusObject::methods[] =
04:38:00raptorah ok
04:39:00watusimotoyou could even figure out some notation we could use to provide inline comments to flesh out the docs
04:39:00watusimotobut that isn't the critical bit, as far as I can see it
04:39:00raptorwhen you say 'parser' do you mean something more than a bash script :)
04:39:00raptor?
04:40:00watusimotodefinitely
04:40:00watusimotoI
04:40:00watusimotoI'd use perl
04:40:00watusimoto:-)
04:40:00raptormaybe i should just teach myself python...
04:41:00watusimotoif it proves successful, we might want to add onto it a bit; compile documentation, perhaps formatting it for the wiki or something
04:41:00watusimotoperhaps even uploading it to the wiki somehow
04:41:00watusimotothat might be more than is comfortable to do in bash
04:41:00raptorare you still thinking of using doxygen?
04:41:00karamazovapywe got an encouraging response on TIGF
04:41:00watusimotonot that you;d need to do that, just thinking of the future
04:41:00watusimotoI used it tonight
04:41:00karamazovapyhttp://forums.tigsource.com/index.php?topic=21256.msg603021#msg603021
04:42:00raptorbecause if we do that, i think doxygen can just pull all the methods anyways
04:42:00raptorif we write comments...
04:42:00watusimototo get a grip on the class hierarchy
04:42:00watusimotothat I'm tinkering with
04:42:00watusimotogreat!
04:44:00watusimotohave you seen him play?
04:44:00karamazovapynot yet...but our thread has 300+ views
04:46:00raptorso the original mac maintainer spoke up?
04:46:00karamazovapyseems to have - I remember him, but he wasn't around long
04:46:00karamazovapynot sure I remember him ever posting
04:46:00karamazovapy(bitfighter-side)
04:47:00watusimotohe did on occasion. he helped during a really tough period
04:47:00karamazovapyyeah. the mac build was a real mess for a while, there
04:48:00raptor(it still is...)
04:48:00raptor:)
04:48:00karamazovapyit's more stable now!
04:48:00karamazovapyor so I've heard!
04:48:00watusimotowe were hung up on that sound crash issue; he was losing interest, and there was nothing I could do to fix it. it was a crippling bug
04:49:00raptoroh yes.. i guess from the user's perspective it was broken
04:51:00raptorbut i don't consider myself a mac developer - the xcode project is always an after-thought for me...
04:54:00watusimotoI don't care what you consider yourself; I'm just happy the problem is gone
04:54:00raptoroh my goodness i wrote hello world in python
04:57:00karamazovapyhah! I found a program that turns midi files into chiptunes!@
04:57:00raptoroooo
05:28:00watusimotowell, I'm in the middle of a major clusterfuck of a refactor, and I need to go to bed, and who knows when I'll be able to pick this up again...
05:28:00watusimotophooey
05:28:00raptorbusy soon?
05:29:00sam686i will be doing a lot of ZAP_DEDICATED related stuff to get dedicated version to work
05:31:00watusimotoand by the time I pick this up, sam will have done his big refactor, and I'll never get it merged
05:31:00watusimotowell, maybe I should apply the lessons learned, rollback, and hope I do better next time
05:33:00watusimotoif I don't get this in the next 30 mins or so...
05:37:00watusimotoI'm flying tomorrow, so I'll be out of touch for a few days, perhaps more, depending on the wifi status at the campground we'll be staying at...
05:38:00raptorcamping?
05:42:00karamazovapythere's a reason we prioritized a spawn shield
05:42:00raptorha!
05:43:00raptorso it is coded now for 5 seconds, and is removed if you move or shoot
05:43:00raptoris that reasonable?
05:47:00raptormy python parser is working!
06:01:00karamazovapy Quit (Ping timeout: 240 seconds)
06:04:00watusimotowe're camping while we get situated in Luxembourg
06:06:00watusimotoit's compiling!!!
06:06:00raptoroh boy!
06:06:00watusimotoI just hope it works well enough to check in
06:06:00watusimotosome of this is hokey, some I like pretty well
06:07:00watusimoto@#$%^& link errors
06:07:00watusimotoI need to get to bed
06:07:00watusimoto#$%^&
06:08:00raptorok good night
06:08:00watusimototrying one last time
06:09:00raptorpython capture grouping with regex is nutso
06:13:00FlynnnNT Quit (Read error: Connection reset by peer)
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06:34:00raptorwatusimoto: still up?
06:39:00watusimotobarely
06:39:00watusimotook, here's my dilemma
06:39:00watusimotoit compiles
06:39:00watusimotobut there aer problems
06:39:00watusimotoit runs
06:39:00raptorok
06:39:00watusimotobut healths don't work, and the editor rendering is wrong
06:39:00watusimotoeasy enough to fix, but I can't do it tonight
06:39:00watusimotoshould I check in?
06:40:00raptorsure
06:41:00raptorthen sam686 and I can take a look
06:41:00watusimotook
06:41:00raptoroh, so you know, i have my python parser working
06:41:00watusimotoexcellent
06:41:00raptorit can spit out all LUA method name per .cpp file
06:41:00watusimotowe need to make it per object
06:41:00raptorwhat should I do with them again?
06:42:00raptorok
06:42:00watusimotowell, we can use that to check the docs to make sure they're complete, and, perhaps, to regernate the docs as we change the code
06:42:00raptornot hard
06:42:00watusimotobut a useful tool
06:42:00watusimotobecause our docs are probably woefully out of date
06:43:00raptorok
06:43:00watusimotoah, a smooth merge!
06:44:00raptoryay
06:44:00watusimotocompiling again
06:44:00watusimotojust to check
06:44:00watusimotothe classes ended up in the wrong files; e.g. Item is in MoveItem.h and MoveItem is in Item.h
06:45:00raptorhahaha
06:45:00raptorwe'll do some housekeeping
06:46:00sam686when i did a ClientGame split from game.cpp .h, i left the old ClientGame in the game.cpp / game.h, but commented out, to try to avoid merge conflicts..
06:47:00sam686you may see: TODO: delete commented below, only here to prevent any possible merge conflict (Moved to ClientGame.cpp
06:47:00watusimotofeel free to rearrange anything you like
06:47:00watusimotoThere may now be some superflous classes as well -- MoveObject & MoveItem, for example
06:47:00watusimotomaybe can be merged?
06:47:00watusimotoor maybe not
06:48:00watusimotook, seems to be compiling again
06:48:00Flynnn Quit (Quit: This computer has gone to sleep)
06:51:00watusimotoit's in
06:51:00watusimotowaaaay too late.
06:51:00watusimotogotta go
06:51:00sam686bye..
06:52:00watusimotoyou may not hear from me until I'm in Europe!
06:52:00raptornight!!
06:52:00watusimotonight
06:52:00raptorsafe journey!
06:52:00watusimotoonce again, thanks for all your great work sam & raptor!
06:53:00raptor:)
06:54:00BFLogBot - Commit 66d2447c015d | Author: watusim...@bitfighter.org | Log: We don't want any UI includes in any of the GameType classes...
06:54:00BFLogBot - Commit c6bc73052854 | Author: watusim...@bitfighter.org | Log: Thinking we still mix too much client and server code...
06:54:00BFLogBot - Commit 366e17a39507 | Author: watusim...@bitfighter.org | Log: Trying to get PickupItems out of MoveItem and make the hierarchy make more sense. Compiles, mostly works, some classes ended up in the wrong files, more cleanup to do.
06:54:00BFLogBot - Commit e94f1375c89a | Author: watusim...@bitfighter.org | Log: Merge
06:54:00BFLogBot - Commit 597ebbf3c221 | Author: watusim...@bitfighter.org | Log: fix compile
06:55:00sam686i will probably finish my ZAP_DEDICATED work tomorrow...
06:58:00watusimoto Quit (Ping timeout: 245 seconds)
07:04:00karamazovapy has joined
07:10:00raptorpython script to parse all LUA methods by object from our code: http://pastie.org/2415503
07:11:00raptormy first python script :)
07:11:00raptorok good night
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15:14:00raptori don't understand why watusimoto is here...
15:15:00watusimotobecause he hasn't left yet
15:15:00watusimotobut he checked in a real mess last night
15:16:00raptori hope he isn't putting off his flight to fix bitfighter...
15:16:00watusimotonot at the moment!
15:18:00raptorthe more i work with the python the more i am intrigued
15:20:00raptorthis is the output of my script when I feed it the zap/ directory: http://pastie.org/2417221
16:09:00raptori think i'll just not touch the code much until you and sam686 have finished your bucher^H^H^H^H^H^H clean-up...
16:16:00watusimotopastie output looks like a good start
16:16:00watusimotonow... how to add some explanation of what each command does?
16:17:00raptori got it sorted now
16:17:00raptoryeah... not sure
16:17:00watusimotoPerhaps
16:17:00watusimotooops
16:17:00watusimotooops
16:17:00watusimoto___//<< Comment goes here
16:17:00watusimotowithout the __s
16:18:00raptorhaha
16:18:00raptoryay irc
16:18:00raptorbut do you want a longer description?
16:18:00watusimotoOr borrow something from doxygen
16:18:00watusimotoyes
16:18:00watusimotowell, I don't want to repeat a longer comment every time we implement essentially the same function
16:18:00raptorso maybe use doxygen comments and rip those out somehow
16:19:00watusimotoI meant borrow their syntax
16:19:00raptorbut then why not just have doxygen create the output anyways?
16:20:00raptorhey.. both your kids are playing
16:20:00raptorthat almost never happens
16:20:00watusimotothey are???
16:21:00watusimotoI don't think doxygen output is really geared for documenting our lua api
16:21:00raptortrue
16:21:00raptori guess
16:23:00watusimotoso the thing to think about is what would you want to see if you were trying to write a bot script?
16:23:00watusimotothat's what we want to show in the output from your script
16:24:00watusimotoso how can we structure things to make that possible?
16:24:00watusimotothat's what I'm thinking about
16:26:00raptorok, so i have a list of the methods per object.. I can probably search the file for the specific method and read in the comment before hand, somehow..
16:30:00raptorso.. i have compiling errors on linux - want me to fix them?
16:51:00kodax Quit (Quit: Sto andando via)
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18:28:00sam686raptor, that lag was due to overloaded CPU (too many bouncy Objects on top of each other)
18:28:00raptorahh
18:28:00raptori couldn't get past that part no matter how hard i tried...
18:54:00watusimoto Quit (Ping timeout: 245 seconds)
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19:02:00sam686the game server appear to have the freezing problem once every second right now..
19:03:00sam686 (at 209.141.63.138)
19:03:00raptorlet me restart...
19:03:00raptorrestarted
19:04:00sam686now my internet seem to lag out from time to time...
19:05:00sam686that freezing problem apprea to be still there in game server
19:06:00raptorrats
19:07:00raptorre-synced time and did it again
19:10:00sam686 Quit (Read error: Connection reset by peer)
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19:15:00raptorthat level is nutso
19:41:00sam686the game server at 209.141.63.138 still have the freezing timing problem.
19:46:00raptori don't know what to do about it..
20:00:00sam686looks like i got ZAP_DEDICATED to work, now for merging...
20:01:00raptorok
20:01:00raptori will clean up compile errors afterwards..
20:05:00raptor(if they exist)
20:32:00LordDVG Quit (Remote host closed the connection)
20:43:00sam686i have pushed, i will try to get ZAP_DEDICATED working again after merge..
20:43:00raptorwow you touched a lot of files
20:46:00raptorhttp://jmckinley.posterous.com/dc-earthquake-devastation
20:47:00BFLogBot - Commit 39ce181e0297 | Author: sam8641 | Log: make ZAP_DEDICATED to work without UI stuff
20:47:00BFLogBot - Commit 683f4878fbde | Author: sam8641 | Log: Merge - ZAP_DEDICATED stops working for now..
21:06:00sam686now i got the ZAP_DEDICATED working again, now to fix makefile dedicated, the difference now is dedicated don't compile none of UI stuff, and doesn't compile a few others..
21:06:00raptori can do the Makefile
21:06:00raptorunless you've already started..
21:07:00sam686ok you may do the makefile, you can look at my Bitfighter_dedicated.vcproj to see which file is needed..
21:07:00raptorexcellent
21:07:00BFLogBot - Commit 9d2d4af80eee | Author: sam8641 | Log: get ZAP_DEDICATED working again
21:08:00raptorwow 55 files have changes since my last pull..
21:08:00sam686dedicated doesn't need to be linked to any of these: opengl / speex / sdl / png / zip / alure / ogg
21:09:00sam686openal is not used as usual in dedicated..
21:09:00raptorok
21:17:00BFLogBot - Commit 55b2687c8ce3 | Author: buckyballreaction | Log: Fix compiling - move team constants into a header
21:30:00sam686you put the static const S32 TEAM_NEUTRAL = -1; in the wrong place, should be outside of #ifndef ZAP_DEDICATED
21:30:00raptorwhat??
21:30:00raptorargh
21:30:00raptorwhere is a good place for it?
21:32:00raptoralso, is the sound system supposed to be part of dedicated?
21:33:00sam686yes, SoundSystem.cpp contains blank functions, as it always been in 015 and probably 014 and older..
21:33:00raptorah ok
21:33:00raptori can't remember why...
21:36:00raptorSharedConstants.h?
21:37:00raptoris that a good place for TEAM_NEUTRAL?
21:38:00raptormaybe teamInfo.h
21:39:00raptoroh wait
21:39:00raptori see the ifndef now, i thought the whole header wasn't used...
21:43:00sam686while UIMenus.cpp is not used in dedicated, it needs UIMenus.h, just to define one enum in one class, PlayerMenuUserInterface::Action enum (kick, ChangeTeam)
21:44:00sam686i will need to go, will be back in 2 hours..
21:45:00raptorok
21:47:00BFLogBot - Commit a37bb1b7526a | Author: buckyballreaction | Log: Fix compiling again
21:55:00raptorthis is great!
21:55:00raptornow look at the dependency differences: http://pastie.org/2418938
21:56:00raptoralso dedicated server is no roughly 20% smaller
21:56:00raptorno=now
22:03:00raptoralso sam, i found a problem with your writeFloat alteration for the bitstream. Not sure what to do about it: http://pastie.org/2418982
22:03:00raptori was just playing a normal CTF game with bots
22:07:00BFLogBot - Commit c8eb2745b424 | Author: buckyballreaction | Log: Makefile changes: - make dedicated doesn't link against as many libs or uses as many classes
22:12:00BFLogBot - Commit 555b68706fae | Author: buckyballreaction | Log: Don't compile ALURE with dedicated server
23:28:00Lone has joined
23:28:00Lonehello?
23:28:00raptorhi
23:28:00Lone:|
23:28:00Loneoh
23:28:00Lonehi
23:28:00Loneit me Lone Wolf
23:29:00raptorhi how are you?
23:29:00Loneit cut off Wolf
23:29:00Lonegood
23:29:00raptorno spaces, i guess
23:29:00raptorwelcome to IRC!
23:29:00Loneyep
23:30:00Loneim going to play now on the game
23:30:00Lonebye
23:30:00raptorbye
23:30:00Lone has left
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23:43:00raptor Quit (Remote host closed the connection)

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