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| 00:18:20 | | koda has joined |
| 00:36:28 | | raptor has joined |
| 00:36:28 | | ChanServ sets mode +o raptor |
| 00:43:04 | raptor | watusimoto never showed up today? |
| 00:45:30 | | Wolfy has joined |
| 00:45:56 | | Wolfy is now known as Guest67876 |
| 00:46:54 | karamazovapy | want to see my second core level? |
| 00:46:56 | | LoneWolfy Quit (Ping timeout: 240 seconds) |
| 00:47:12 | raptor | yes! |
| 00:47:48 | raptor | cd temp/hgbi |
| 00:47:51 | raptor | oop |
| 00:48:20 | raptor | will you use the second package i gave you last night? |
| 00:49:24 | karamazovapy | hosting |
| 00:49:34 | karamazovapy | w/ second package |
| 01:02:17 | karamazovapy | yeah, I totally forgot about the undo problem, but I just copied from editor.save or whatever it was, and it was no big deal |
| 01:03:31 | raptor | any other bugs or changes you saw/want after playing core for a bit? |
| 01:03:44 | karamazovapy | is repair really meant to repair core damage? |
| 01:04:17 | raptor | yes |
| 01:04:28 | raptor | but it's almost useless with core having so much health |
| 01:04:29 | karamazovapy | I'll be interested to see how that works |
| 01:04:37 | raptor | that was exactly what watusimoto said |
| 01:04:44 | raptor | he said 'let them eat cake' |
| 01:04:51 | raptor | no wait: 'let them repair' |
| 01:04:51 | karamazovapy | well it repairs damage slower than you can shoot it off with phasers |
| 01:04:58 | raptor | definitely |
| 01:05:12 | karamazovapy | we've witnessed the same thing with turrets and forcefields |
| 01:05:30 | karamazovapy | so I'm not sure it's entirely practical...but I suppose it could buy time in a close game |
| 01:05:59 | raptor | i asked watusimoto if a repair multiplier make sense for the Core |
| 01:06:18 | raptor | he didn't seem to think so for 016 |
| 01:06:21 | raptor | maybe 016a... |
| 01:06:30 | karamazovapy | yeah, we'll see |
| 01:06:50 | karamazovapy | Core02 posted |
| 01:07:10 | raptor | great! |
| 01:07:21 | karamazovapy | one left |
| 01:16:15 | | BFLogBot - Commit 729056fd21c6 | Author: buckyballreaction | Log: Healing a Core doesn't show Core attacked warning |
| 01:19:24 | karamazovapy | I'm trying to decide if a level with lots of weak cores can be anything but a sprint to the finish |
| 01:19:52 | karamazovapy | without making a dungeon-lite level |
| 01:22:12 | karamazovapy | oh well...off to the bar...maybe I'll draw core03 on a napkin |
| 01:22:23 | raptor | see ya |
| 01:30:22 | raptor | haha - when you kill eliza bot it spawns with a huge velocity |
| 01:30:40 | raptor | sorry, when you kill with burst |
| 01:31:36 | | Guest67876 is now known as LoneWolfy |
| 01:31:55 | raptor | awesome - looks like it was in 015a, too - that means i'm not fixing it :) |
| 01:32:09 | LoneWolfy | Lol |
| 01:32:21 | LoneWolfy | So 016 is close to done? |
| 01:32:58 | raptor | pretty close, yes |
| 01:33:04 | raptor | we finally killed some of the tougher bugs |
| 01:33:14 | LoneWolfy | :D |
| 02:01:20 | | BFLogBot - Commit 3af55e85c93a | Author: buckyballreaction | Log: Fix for Core being destroyed by bursts/mines and not knowing the destroyer |
| 03:16:02 | | LoneWolfy Quit (Remote host closed the connection) |
| 03:21:28 | | BFLogBot - Commit 015869f1a72a | Author: buckyballreaction | Log: Fix incorrect radius of Core both on server/client |
| 03:27:55 | raptor | there - fixed three bugs completely unrelated to that crash.. |
| 03:42:29 | raptor | sam686: you around? |
| 03:42:43 | sam686 | hi |
| 03:43:17 | raptor | i've determined that rev a2cbc98388bb introduced the crash with undo in the editor |
| 03:43:28 | raptor | but i still can't figure out why or how |
| 03:49:59 | raptor | i change all the deleteAndClear() in WallSegmentManager to just clear() to see what would happen - still crash |
| 03:52:39 | sam686 | i am changing CoreItem to use CollisionCircle instead of poly... it may fix some slight chance of shooting through it... |
| 03:52:54 | raptor | ok - tell me if it is 'sticky' |
| 03:55:10 | sam686 | it is sticky, but the reason why sticky is due to a problem in MoveObject::findFirstCollision not setting collisionPoint for CollisionCircle.. |
| 03:55:49 | raptor | if you kill the stickiness, will that break all the dungeons/puzzles that use it for the testitems |
| 03:55:50 | raptor | ? |
| 03:59:17 | sam686 | i don't think it will break anything, and some dungeons may have already been broken that worked on 015, due to a collision changes that causes objects to go inside another objects which doesn't happen on 014 and 016 |
| 03:59:30 | raptor | ok |
| 04:13:46 | karamazovapy | concerns about breaking dungeons should be pretty low on the list...based solely on the fact that I hate dungeons |
| 04:14:41 | raptor | ok ok - should stop trying to please people... |
| 04:17:19 | karamazovapy | screw the people, what do they know? |
| 04:18:06 | | Wolfy has joined |
| 04:18:30 | | Wolfy is now known as Guest3484 |
| 04:18:37 | karamazovapy | I find it interesting that Lone Wolf has been on irc lately |
| 04:18:49 | Guest3484 | Why? |
| 04:18:59 | Guest3484 | Why are you talking about me? |
| 04:19:12 | karamazovapy | because you haven't idled on irc much in the past |
| 04:19:20 | karamazovapy | but you've been doing it the past couple days |
| 04:19:30 | Guest3484 | I got an app on my phone for it |
| 04:19:38 | karamazovapy | ahhh, I see |
| 04:19:48 | raptor | new mexico? |
| 04:20:28 | raptor | my sister's dad lives in albuquerque |
| 04:20:35 | raptor | if that's how you spell it |
| 04:20:57 | karamazovapy | worst roads I ever drove on were heading north through new mexico one december |
| 04:21:45 | raptor | there's a town somewhere north of the big city that i call the 'low-rider captial of the world' |
| 04:22:09 | raptor | it was like 1 in 5 cars i saw was lowered to the ground |
| 04:22:11 | karamazovapy | I once went out with a girl from truth-or-consequences |
| 04:23:21 | karamazovapy | ...but that was south and probably not the low-rider capital. |
| 04:24:24 | raptor | espanola - that was the city name |
| 04:24:37 | raptor | on the way to Taos (which has some nice bike trails) |
| 04:25:08 | karamazovapy | there are a lot of interesting trail opportunities out there if you're brave enough |
| 04:27:05 | raptor | yeah, i went on a bike tour there once in 1999 (I think) - with this company: http://escapeadventures.com/ |
| 04:28:58 | sam686 | is this what the function thinks it is collided? circleIntersectsSegment(center={x=-255.0 y=-127.5}, radius=24.399948, rayStart={x=-258.65073 y=-230.93889}, rayEnd={x=-257.40213 y=-220.81560}, ct=7.8866549) |
| 04:29:40 | raptor | look about right... |
| 04:31:00 | sam686 | look at ray start and ray end, especially Y= part, then look at center, distance is more then radius. |
| 04:31:41 | raptor | oh wow, you're right... |
| 04:32:10 | raptor | are you overriding the collisionCircle in CoreItem to return a dynamic radius? |
| 04:32:30 | raptor | or is it projectile-only problem? |
| 04:32:50 | sam686 | all i did is make CoreItem::getCollisionCircle return true, and CollisionPoly return false.. |
| 04:33:31 | raptor | make |
| 04:33:35 | raptor | getCollisionCircle |
| 04:33:43 | raptor | be something like: |
| 04:33:45 | raptor | center = getActualPos(); |
| 04:33:47 | raptor | radius = calcCoreWidth() / 2; |
| 04:33:51 | raptor | then return true' |
| 04:33:55 | sam686 | Burst and ships collision to circle doesn't use circleIntersectsSegment |
| 04:34:01 | sam686 | only Phaser use circleIntersectsSegment |
| 04:34:40 | sam686 | it is like that... |
| 04:35:40 | raptor | oh ok |
| 04:35:51 | raptor | so you undid the comment |
| 04:36:00 | raptor | hmm.. well that's really weird, then |
| 04:37:12 | raptor | i think watusimoto is still committing windows line-endings |
| 04:37:14 | raptor | lots of them |
| 04:38:27 | sam686 | maybe, merging is not line ending safe (i find that my windows merge tool makes all line endings of merged files get changed to windows line endings.. |
| 04:38:40 | raptor | it is binary safe |
| 04:39:02 | raptor | so the merge algo will choose to merge both types of line-endings into the same file |
| 04:40:11 | sam686 | it turns out to be an easy fix in circleIntersectsSegment, all i did is in |
| 04:40:17 | sam686 | "return FindLowestRootInInterval(a, b, c, 100, collisionTime)" change 100 to 1 to fix |
| 04:41:34 | raptor | so makes it more precise |
| 04:41:59 | Guest3484 | yeah i live in albquerque, and i believe that is how you spell it. |
| 04:42:08 | raptor | i wonder if that will mess up overall network play... |
| 04:42:12 | Guest3484 | G2g to bed now |
| 04:42:22 | Guest3484 | <AFK> |
| 04:42:39 | | Guest3484 is now known as LoneWolfy |
| 04:43:47 | raptor | i get it - LoneWolfy only comes out at night... |
| 04:44:24 | LoneWolfy | Well i have school and chores |
| 04:44:38 | LoneWolfy | And then i geek out on my laptop |
| 04:44:43 | raptor | ah chores |
| 04:44:56 | LoneWolfy | So nighttime is a window of oppertunity |
| 04:45:11 | raptor | do you practice howling under the full moon? |
| 04:45:19 | LoneWolfy | :) no |
| 04:45:23 | raptor | :-D |
| 04:45:30 | LoneWolfy | G2g for real now though |
| 04:45:33 | LoneWolfy | Bye |
| 04:45:33 | raptor | night |
| 04:45:35 | LoneWolfy | For now |
| 04:45:45 | LoneWolfy | Night |
| 04:46:13 | karamazovapy | [sigh]...azns... http://www.youtube.com/watch?v=yzC4hFK5P3g&ob=av3e |
| 04:46:26 | karamazovapy | 15 million views |
| 04:47:53 | sam686 | umm, raptor, your commit (015869f1a72a) doesn't change anything, only difference is a small clean up... |
| 04:47:58 | sam686 | but I did commit a fix |
| 04:48:07 | raptor | wait what? |
| 04:48:31 | raptor | ah... that one |
| 04:48:40 | raptor | yes, it didn't seem to change anything, but it did... |
| 04:48:42 | sam686 | ir never mind, Parent::setRadius(radius * getGame()->getGridSize()); was completely wring anyway - why multiply by grid size? |
| 04:48:50 | raptor | exactly |
| 04:49:21 | raptor | i think that was there from when watusimoto started Reactor |
| 04:49:52 | raptor | ok, let's test your revision |
| 04:50:21 | raptor | over network... i'm curious what that change will do with lots of bullets flying... |
| 04:50:49 | karamazovapy | um...for real though, watch that video and see if your head doesn't explode |
| 04:51:17 | raptor | i already did - and i know i promised myself to not click on your video links in the past... |
| 04:51:38 | | BFLogBot - Commit 4c592fd6c291 | Author: sam8641 | Log: Change CoreItem collision poly to Collision Circle, which may help prevent phaser firing through it. |
| 04:52:20 | karamazovapy | my video links are culturally important! |
| 04:52:43 | | koda Quit (Quit: koda) |
| 04:57:03 | raptor | i don't think i got anything culturally important from that... |
| 04:57:07 | raptor | other than it exists |
| 04:57:21 | karamazovapy | http://www.youtube.com/watch?v=l-uRJ8yGZWM |
| 04:57:21 | karamazovapy | ? |
| 04:58:18 | sam686 | do we need a "bitfighter-offtopic" irc channel? |
| 04:58:36 | raptor | ha! |
| 04:58:36 | karamazovapy | I consider that link to be "on-topic" |
| 04:59:41 | raptor | segfault! |
| 05:00:03 | raptor | it's that darn assert: http://pastie.org/3241491 |
| 05:00:33 | raptor | ok, so sam686, you know the fix for your sparks? |
| 05:02:03 | sam686 | i think so.. |
| 05:04:08 | raptor | did we make the soccer ball slow down purposefully? |
| 05:08:11 | karamazovapy | having played a little "core", I'm not against the idea of making health a win-determiner |
| 05:08:26 | raptor | you mean healing? |
| 05:09:08 | karamazovapy | no, I mean I think the number of cores remaining (regardless of health) should determine the winner, as opposed to the health remaining on all cores |
| 05:10:07 | raptor | ok, but you're talking about when cores remaining are equal? |
| 05:10:51 | karamazovapy | if the game ends and we both have 1 core remaining, but mine is full health and yours is almost dead, I still think we should tie |
| 05:11:06 | raptor | ooooo |
| 05:11:17 | raptor | oops, i read your statement 'against' as pro |
| 05:11:20 | raptor | ok |
| 05:11:32 | raptor | i've caught up |
| 05:11:36 | karamazovapy | I imagine a scenario with uneven teams where getting the tie would be a big accomplishment |
| 05:11:41 | | BFLogBot - Commit e9cfa3df383a | Author: buckyballreaction | Log: Fix soccerball drag |
| 05:11:43 | | BFLogBot - Commit 57f3f312ba8e | Author: sam8641 | Log: Fix blue sparks coming from the middle of CoreItem on ship bounce |
| 05:11:58 | raptor | i won! |
| 05:15:58 | raptor | karamazovapy: soccerball isn't supposed to have any drag, right? |
| 05:16:09 | raptor | that's what it seems like in 015a at least... |
| 05:16:19 | karamazovapy | I know we made it "heavy" for 016 |
| 05:16:51 | raptor | yes and it acts like it has more inertia when colliding |
| 05:17:31 | raptor | ok, yes - it plays much better now |
| 05:17:43 | raptor | before it was slowing to a halt in only half a screen |
| 05:17:55 | karamazovapy | yeah, that would probably be wrong |
| 05:26:46 | | BFLogBot - Commit 2f681f6b7cd9 | Author: sam8641 | Log: More sparks from ship bounce fix. |
| 05:29:06 | raptor | loks good sam686 |
| 06:00:32 | raptor | sam686: ok what were our bugs? |
| 06:00:40 | raptor | ratings not aligned in single player games... |
| 06:00:49 | raptor | i can do that real quick |
| 06:09:55 | | Zoomber has joined |
| 06:09:55 | | ChanServ sets mode +v Zoomber |
| 06:10:48 | raptor | ok ratings aligned |
| 06:11:18 | Zoomber | back |
| 06:11:22 | raptor | hi Zoomber |
| 06:11:51 | | BFLogBot - Commit a59f5304ed6c | Author: buckyballreaction | Log: Align player ratings better in non-team games |
| 06:12:07 | Zoomber | its been so long since ive used my iMac |
| 06:12:10 | Zoomber | almost 1 week now! |
| 06:13:49 | Zoomber | hg update pull n build. lets see what raptor has accomplished in the past week |
| 06:13:58 | raptor | you migh tnot like it... |
| 06:14:19 | Zoomber | i wouldn't be so doubtfull |
| 06:15:43 | Zoomber | hey raptor, for debug bitfighter builds, why not make the selection, "Current Mac os" and "Native Architecture of Build Machine"? |
| 06:15:43 | | CrazyLinuxNerd Quit (Quit: Leaving) |
| 06:17:58 | raptor | ummm |
| 06:18:09 | raptor | because i divided it up by architecture of what you really want |
| 06:18:32 | raptor | i guess that makes sense to do only one debug version... |
| 06:19:20 | raptor | well i'm off to bed, good night everyone |
| 06:20:37 | | raptor Quit (Remote host closed the connection) |
| 06:21:31 | Zoomber | night |
| 06:21:34 | Zoomber | good |
| 06:24:38 | Zoomber | oh raptor |
| 06:24:46 | Zoomber | someone likes using absolute paths |
| 06:25:40 | | Zoomber Quit (Quit: Zoomber) |
| 06:27:21 | | Zoomber has joined |
| 06:27:32 | | ChanServ sets mode +v Zoomber |
| 06:27:33 | | Watusimoto has joined |
| 06:27:43 | Zoomber | hi watusimoto |
| 06:27:51 | Watusimoto | hi |
| 06:28:30 | Zoomber | if you see raptor later on, let him know I now know his username is "geeko" from seeing absolute paths inputed on the mac project |
| 06:30:11 | Watusimoto | uh, ok; he's probably gone for the night |
| 06:31:05 | Watusimoto | as I imagine you will be shortly |
| 06:31:21 | Watusimoto | here it is the ungoldly hour of 7:30am |
| 07:22:40 | | koda has joined |
| 07:26:58 | | BFLogBot - Commit d3d0ed8e582a | Author: watusim...@bitfighter.org | Log: Move unneeded stuff off bfObject, fix editor bug allowing 2-pt polygons |
| 07:27:00 | | BFLogBot - Commit a6eeadd8dd85 | Author: watusim...@bitfighter.org | Log: Merge |
| 07:39:07 | | koda Quit (Quit: koda) |
| 08:02:05 | | BFLogBot - Commit 480afc5aa214 | Author: watusim...@bitfighter.org | Log: Reorder destructor events |
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| 12:07:27 | watusimoto | hi raptor -- realize you're not on... I fixed the bug but forgot to check in -- will do so when I get home tonight |
| 13:02:23 | | karamazovapy Quit (Read error: Connection reset by peer) |
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| 14:55:06 | raptor | good morning! |
| 14:55:07 | raptor | hi watusimoto |
| 14:55:13 | raptor | you fixed the editor undo crash? |
| 14:57:29 | raptor | a refactor! |
| 14:57:30 | raptor | aaach |
| 14:58:35 | raptor | nope - editor still crashes when undoing :( |
| 14:59:01 | LoneWolfy | Aww. |
| 15:00:24 | LoneWolfy | CrazyLinuxNerd, Y U NO EVER TALK? |
| 15:32:21 | watusimoto | hi |
| 15:32:29 | raptor | hi |
| 15:32:33 | watusimoto | the editor crash is fixed on my side |
| 15:32:44 | raptor | you have a commit ready? |
| 15:32:49 | watusimoto | the problem was a simple confusion of databases |
| 15:32:55 | watusimoto | not here, sadly |
| 15:32:57 | raptor | ah ok |
| 15:33:00 | watusimoto | it has to wait until this evening |
| 15:33:34 | karamazovapy | found an editor bug |
| 15:33:40 | raptor | ok good - these type of crashes always drive me bonkers... i don't seem to have the skill yet in debugging them.. |
| 15:33:43 | watusimoto | undo crash? |
| 15:33:45 | karamazovapy | nope |
| 15:33:49 | karamazovapy | try copying a polywall |
| 15:34:12 | raptor | crash! |
| 15:34:44 | watusimoto | just the copy? |
| 15:34:56 | karamazovapy | well I haven't made it to pasting |
| 15:35:01 | karamazovapy | but just copying does it |
| 15:35:01 | raptor | yep, here's the stack trace: http://pastie.org/3243982 |
| 15:35:39 | watusimoto | (this=0x0) NPE! |
| 15:35:48 | raptor | i can fix those! |
| 15:37:42 | raptor | fixed it |
| 15:37:48 | watusimoto | how? |
| 15:38:11 | watusimoto | oh, wait, I'll bet I know |
| 15:38:31 | raptor | see: https://code.google.com/p/bitfighter/source/detail?r=448d6a60f6bd43bf97353427ebca0d073e36b5a2 |
| 15:39:00 | watusimoto | not sure about that |
| 15:39:03 | watusimoto | maybe |
| 15:39:05 | watusimoto | not sure |
| 15:39:07 | raptor | may not be the correct fix with you passing databases around... |
| 15:39:48 | watusimoto | ok, in practice, one can only select items from the "current" database |
| 15:40:14 | watusimoto | and that's what you are accessing via the getGame()->getEditorDatabase() |
| 15:40:16 | watusimoto | but |
| 15:41:21 | watusimoto | the item probably isn't in that database at all |
| 15:42:23 | raptor | i honestly just modeled it after: WallItem::setSelected() |
| 15:42:33 | raptor | because that seemed to work |
| 15:42:45 | | BFLogBot - Commit 448d6a60f6bd | Author: buckyballreaction | Log: Fix crash with PolyWall |
| 15:43:38 | raptor | i'll be back in a few... |
| 15:43:41 | | raptor Quit (Remote host closed the connection) |
| 15:44:22 | watusimoto | so probably the correct fix is to check if the database is null, and if so, skip the getWallSegmentManager()->setSelected( |
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| 16:28:07 | | raptor has joined |
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| 16:28:33 | raptor | hi, i'm back |
| 16:44:55 | | LoneWolfy Quit (Remote host closed the connection) |
| 17:02:09 | raptor | ok, what do i need to fix? my bad bug fix? |
| 17:09:22 | watusimoto | hi |
| 17:09:29 | raptor | hi |
| 17:09:46 | watusimoto | Your fix will work fine, but it is also pointless -- that item will not exist in the database |
| 17:09:55 | watusimoto | so it is the same as not running that line at all |
| 17:10:18 | watusimoto | I'll make what I think the proper fix should be when I get home |
| 17:10:28 | watusimoto | though it will work exactly the same :-) |
| 17:10:33 | raptor | sooo both PolyWall::setSelected and WallItem::setSelected are wrong? |
| 17:10:39 | watusimoto | yes, I think so |
| 17:10:43 | raptor | ok |
| 17:10:55 | watusimoto | not wrong exactly, but just doing extra work |
| 17:11:05 | raptor | ah ok |
| 17:11:14 | watusimoto | nothing bad will happen |
| 17:11:33 | watusimoto | we copy an item, and that copy does not exist in any database |
| 17:11:38 | raptor | ok, i'll leave it to your expertise - you engineered the system :) |
| 17:11:44 | karamazovapy | okay - it's not a crash bug, but I think we seriously need to fix the turret/forcefield snapping problem |
| 17:11:49 | watusimoto | so telling a database, any database, to unselect it hurts nothing, and helps nothing |
| 17:11:56 | raptor | i just did the minimum to not crash.. |
| 17:12:03 | watusimoto | it's fine :-) |
| 17:12:11 | raptor | karamazovapy: which bug? |
| 17:12:23 | watusimoto | ff snapping works well for me... how old is your copy of the game? |
| 17:12:25 | karamazovapy | the way turrets and forcefields move when you open a file in the editor |
| 17:12:51 | watusimoto | don;t like the sound of that... |
| 17:12:59 | raptor | i hit that too! |
| 17:13:06 | karamazovapy | let me see if I can get this to reproduce quick |
| 17:13:06 | watusimoto | ok, I'm going to focus on fixing something here at work so I can head hme and focus on bf issues :-) |
| 17:13:15 | raptor | haha, ok |
| 17:13:29 | watusimoto | I'll read what you post here but won't respond for a while unless necessary |
| 17:13:35 | raptor | karamazovapy: yes, that would be great |
| 17:20:59 | karamazovapy | okay...if you copy the Core01 level code - http://bitfighter.org/forums/viewtopic.php?f=44&t=1199 |
| 17:21:15 | karamazovapy | if you just host, everything shows up as it should |
| 17:21:32 | karamazovapy | if you open in the editor, some of the forcefields and turrets snap to the wrong sides of barriers |
| 17:21:57 | karamazovapy | and from there, if you test the file, the items remain on the wrong sides |
| 17:22:04 | raptor | did you post that level with tabs in the file? |
| 17:22:27 | raptor | err, spaces at the start of each line, i mean |
| 17:22:51 | karamazovapy | I always get the spaces when I do the select all>copy in firefox |
| 17:22:59 | karamazovapy | at least with our forum code |
| 17:23:01 | raptor | argh firefox!! |
| 17:23:42 | karamazovapy | if you go to edit my post, you see there don't appear to be spaces in the lines |
| 17:23:56 | raptor | this is what i see: http://sam686.maxhushahn.com/upload/screenshot_22.png |
| 17:24:18 | karamazovapy | yeah, that's wrong |
| 17:24:18 | raptor | haha, i see the red turrets now |
| 17:24:47 | karamazovapy | the way the neutral forcefields project is the way all the forcefields should project |
| 17:25:59 | raptor | yeah i thought i saw that problem the other night with my test_object_suite level |
| 17:26:29 | raptor | i found out that if you: 1. open bitfighter 2. host level 3. exit hosting 4. open editor |
| 17:26:33 | raptor | then the level is ok |
| 17:26:46 | raptor | but if you open the level in the editor first, it is all wrong |
| 17:26:46 | karamazovapy | I noticed that too |
| 17:27:01 | raptor | i'll write down that bug... |
| 17:27:11 | karamazovapy | curiously, if you open in the editor, don't save, then host, the level is still fine |
| 17:27:25 | karamazovapy | but saving saves in the broken state |
| 17:30:22 | karamazovapy | want to see Core03? |
| 17:30:51 | raptor | yes! |
| 17:31:19 | karamazovapy | hosting |
| 17:41:26 | karamazovapy | I like engineer now! |
| 17:41:31 | raptor | ha! |
| 17:41:39 | karamazovapy | didn't think I'd be able to say that |
| 17:42:02 | raptor | yeah, it really turns the tide in the Core game |
| 17:42:15 | karamazovapy | every other gametype was hit-and-run based |
| 17:42:27 | raptor | this had a lot more strategy |
| 17:42:56 | raptor | i think that level was my favorite of yours so far |
| 17:43:08 | karamazovapy | Core has my approval |
| 17:44:02 | watusimoto | ok, heading home... will checkin soon! |
| 17:44:09 | raptor | bye |
| 17:44:31 | raptor | watusimoto: also see bug 54: http://bitfighter.org/wiki/index.php?title=Buglist_016 |
| 17:48:04 | | watusimoto Quit (Ping timeout: 240 seconds) |
| 18:06:34 | | Watusimoto has joined |
| 18:09:23 | Watusimoto | home |
| 18:09:59 | raptor | hello |
| 18:10:23 | raptor | i think we're getting close to release! I already tidied up the Mac project and tested the app |
| 18:10:41 | Watusimoto | I hope so |
| 18:10:51 | Watusimoto | there's a couple more editor problems to resolve: |
| 18:10:59 | raptor | yes |
| 18:11:00 | Watusimoto | 1) Polywalls don't get highlighted when selected |
| 18:11:14 | Watusimoto | 2) Polywalls don;t leave proper shadow after being moved a couple fo times |
| 18:11:30 | Watusimoto | 3) Polywalls disappear after being moved a couple of time |
| 18:11:35 | Watusimoto | 2 & 3 are probably releated |
| 18:11:42 | Watusimoto | maybe the same problem |
| 18:11:48 | Watusimoto | and 1 is easy (probably) |
| 18:11:56 | Watusimoto | and I'm sure there are more |
| 18:12:06 | Watusimoto | but these are much more minor than earlier issues |
| 18:12:18 | Watusimoto | oh, and 4) script items are not rendered properly (quite) |
| 18:12:25 | Watusimoto | also very easy |
| 18:12:41 | Watusimoto | I just checked in |
| 18:12:44 | raptor | see the wiki bug list, i added another... |
| 18:12:54 | Watusimoto | !bug |
| 18:12:54 | BFLogBot | To enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current buglist for 016: http://bitfighter.org/wiki/index.php?title=Buglist_016 |
| 18:12:54 | raptor | #54 |
| 18:12:59 | | BFLogBot - Commit b71c83f63cd4 | Author: watusim...@bitfighter.org | Log: Fix several editor problems, be more explicit about which database we use when |
| 18:13:01 | | BFLogBot - Commit 27211a7329c1 | Author: watusim...@bitfighter.org | Log: Merge |
| 18:14:36 | Watusimoto | ok |
| 18:15:01 | Watusimoto | I have about 1/2 hr before I have to get some dinner cooking, so I'll try to tackle my 1-2-3 issues |
| 18:15:09 | Watusimoto | that seems manageable |
| 18:15:45 | Watusimoto | My last checkin reduces a lot of duplicate rendering code |
| 18:16:02 | raptor | polywalls arent' render when dragging from dock anymroe... |
| 18:16:15 | raptor | but the undo bug is fixed! |
| 18:16:27 | Watusimoto | that's probably 2/3 |
| 18:16:35 | Watusimoto | undo seems pretty robust |
| 18:16:51 | Watusimoto | hasn't crashed in any of the 3 times I've tested it |
| 18:17:02 | raptor | or my two times! |
| 18:17:06 | raptor | :) |
| 18:17:51 | Watusimoto | that makes 5 tries without a crash |
| 18:18:16 | raptor | so the real test - copy and past ctf3 a few times with moving it around... |
| 18:20:15 | raptor | other than turrets and forcefields moving around, undo/redo works with lots and lots of objects |
| 18:24:26 | Watusimoto | I did notice in a different test that there seems to be a speed issue with copy/paste of many items... will need to test again |
| 18:25:14 | raptor | yes - i found comparable performance between the two undo systems - which makes me think there is a bottleneck elsewhere, like with clipper or something |
| 18:28:11 | Watusimoto | ok, well, polywalls aren't being marked as selected; that's probably a big part of 1,2,3 |
| 18:30:39 | Watusimoto | at least sometimes |
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| 18:43:52 | Watusimoto | ok, fixed #2 and #3 |
| 18:44:01 | raptor | hooray! |
| 18:48:59 | karamazovapy | I had a couple instances of barriers not redrawing correctly when a midpoint was added |
| 18:49:12 | karamazovapy | and I've had some trouble selecting and moving corners of polywalls |
| 18:49:24 | karamazovapy | often moving the entire thing instead of the point |
| 18:57:09 | Watusimoto | trying to consolidate shared code bewteen polywall and wallItem |
| 18:57:54 | raptor | side question: your Geometry changes - were those to pave the way for an object hierarchy change after 016? |
| 19:03:06 | | BFLogBot - Commit 02357de4a23b | Author: watusim...@bitfighter.org | Log: Fix polywall selection issues in editor |
| 19:16:14 | Watusimoto | #1 fixed, drag from dock issue partially resolved (not fixed, but at least it's usable now) |
| 19:17:14 | Watusimoto | side answer: not necessarily; but it did get me to looking at why we had a bfObject |
| 19:17:25 | Watusimoto | and that led me to get rid of some stuff that did not belong there |
| 19:17:30 | Watusimoto | but I still think we need it |
| 19:18:01 | Watusimoto | another idea is to possibly merge editorObject and gameObject into a single, heavier, monlithic object |
| 19:18:09 | | BFLogBot - Commit c5cdbca7367f | Author: watusim...@bitfighter.org | Log: Polywall highlights/selection borders draw properly (most of the time), outline visible when being dragged from dock |
| 19:21:07 | raptor | functionally polywalls work fine now, thanks! |
| 19:23:27 | Watusimoto | shoudl still have their fill drawn when pulled off the dock |
| 19:24:20 | raptor | yes, but you need dinner, no? |
| 19:26:56 | | LoneWolfy has joined |
| 19:31:06 | Watusimoto | as soon as the family returns |
| 19:31:45 | Watusimoto | all these fixes and preparing dinner |
| 19:32:16 | raptor | just curious - what was it exactly that caused the segfault with undo? and what was the fix? |
| 19:34:34 | raptor | did levelgen scripts break somewhere? |
| 19:34:38 | Watusimoto | gotta go; in a nutshell, wrong database; not all dbs have a wallsegmentmanager |
| 19:34:44 | raptor | ok |
| 19:34:46 | raptor | later |
| 19:35:38 | raptor | nope, they work... nevermind |
| 19:41:23 | | Watusimoto Quit (Ping timeout: 252 seconds) |
| 19:48:58 | sam686 | editor, move, undo, move, crash... |
| 19:49:16 | raptor | with which item? anything? |
| 19:49:40 | raptor | barrier works... |
| 19:49:40 | sam686 | i was moving CoreItem, maybe it will do for any item too.. |
| 19:50:12 | raptor | yep, i get the crash... |
| 19:50:33 | raptor | after any undo, moving a core from dock crashes |
| 19:50:53 | raptor | and a teleport.. |
| 19:51:31 | raptor | any item but polywall? |
| 19:51:32 | sam686 | UIEditor.cpp 1342: checkCornersForSnap(p, wallSegmentManager->mWallEdges, minDist, snapPoint); where wallSegmentManager pointer happen to be 0xFFFEFFFE |
| 19:51:48 | sam686 | or some imvalid pointer.. |
| 19:52:39 | sam686 | it was 0xFEEEFEEE invalid pointer |
| 19:53:10 | raptor | 0xDEADBEEF ? |
| 19:53:18 | raptor | :) |
| 19:54:27 | sam686 | haha... |
| 20:24:10 | | Watusimoto has joined |
| 20:27:35 | raptor | 0xFEEDDADDEADBEEF |
| 20:32:34 | sam686 | 60 bit pointer? |
| 20:32:42 | raptor | oh uh.. |
| 20:32:46 | karamazovapy | [sigh] |
| 20:32:49 | raptor | add a zero to the start :) |
| 20:41:39 | raptor | Watusimoto: the editor will crash anytime you drag an object from the dock after doing an undo |
| 20:41:51 | raptor | except for polywall - that works off the dock |
| 20:42:09 | Watusimoto | will check |
| 20:42:10 | Watusimoto | crash |
| 21:07:16 | sam686 | i may be fixing EditorObjectDatabase pointer problems.. |
| 21:09:30 | raptor | i may be twiddling my thumbs... |
| 21:09:48 | CrazyLinuxNerd | haha |
| 21:24:44 | Watusimoto | raptor -- you should try debugging with a proper IDE -- it is much nicer than trying to read stack traces |
| 21:25:02 | raptor | but then i'd need to get a proper OS... ;) |
| 21:25:44 | raptor | i think i need a lesson on how to debug in eclipse-cpp |
| 21:27:14 | sam686 | have you ever try to debug in... CodeLite or what ever the name is? |
| 21:27:31 | raptor | yes, it looked similar to eclipse |
| 21:27:40 | Watusimoto | think i found the drag-item-off-dock-and-crash bug |
| 21:27:52 | sam686 | i fix it with a commit now |
| 21:27:58 | sam686 | pointer problems |
| 21:28:02 | raptor | both of you are working on the same thing.. |
| 21:28:15 | raptor | prediction: future merge problems |
| 21:28:21 | | BFLogBot - Commit 824c5b060851 | Author: sam8641 | Log: Fix pointer problems of EditorObjectDatabase, by using RefPtr |
| 21:28:24 | sam686 | if you pull, you will see my changes |
| 21:29:38 | sam686 | it seems nothing to do with dock, it seems... |
| 21:30:07 | raptor | sam686: your changes seem radical when compared to how Watusimoto has architected it... |
| 21:31:07 | raptor | and you put the editor database in client game? |
| 21:31:33 | sam686 | Editor uses ClientGame class... |
| 21:31:59 | sam686 | and, there was a TODO that said to move to ClientGame |
| 21:32:01 | Watusimoto | why did you choose RefPtr over shared_ptr? |
| 21:32:07 | raptor | ah ok |
| 21:32:24 | raptor | shared_ptr does everything RefPtr does an more, doesn't it? |
| 21:32:48 | sam686 | not sure, it seems Shared_ptr gets a bit messy in code to me, especially the shared_ptr cast.. |
| 21:33:23 | | BFLogBot - Commit f980d7bc485e | Author: buckyballreaction | Log: Grandfather in the unrestricted engineer behavior. Use 'EngineerUnrestricted' in a level file in place of 'Engineer' |
| 21:33:42 | sam686 | and, RefPtr seems simpler, and less includes speed up compiler.. |
| 21:33:48 | Watusimoto | the issue as I identified it was a failed attempt to use mLoadTarget instead of getgame()->getEditorDatabase() |
| 21:34:32 | Watusimoto | Earlier, I had thought using mLoadTarget was cleaner, but it led to all this confusion over which database was which |
| 21:35:05 | raptor | uhh... that last commit i didn't do.. |
| 21:35:06 | Watusimoto | so now I'm simply passing the database around, which helps make it clear what our "active" database is |
| 21:35:22 | raptor | logbot bug i guess |
| 21:38:25 | | BFLogBot - Commit 876236d193ac | Author: buckyballreaction | Log: Bot error message about missing file is sent to the client |
| 21:38:58 | raptor | what |
| 21:39:04 | raptor | time to die log bot |
| 21:39:36 | | -adams.freenode.net- *** Looking up your hostname... |
| 21:39:37 | | -adams.freenode.net- *** Checking Ident |
| 21:39:37 | | -adams.freenode.net- *** No Ident response |
| 21:39:37 | | -adams.freenode.net- *** Couldn't look up your hostname |
| 21:39:41 | | BFLogBot has joined |
| 21:39:41 | | Topic is 'Latest release 015a http://bitfighter.org | Forums: http://bitfighter.org/forums/ | GC Project: http://code.google.com/p/bitfighter/' |
| 21:39:41 | | Set by raptor!~raptor@unaffiliated/greenmachine on Sun May 01 05:51:58 GMT 2011 |
| 21:39:41 | | -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. |
| 21:46:37 | Watusimoto | sam, what is the purpose of this? |
| 21:46:38 | Watusimoto | database->pointCanSeePoint(Point(0,1), Point(0,2)); // dummy check if valid database |
| 21:47:01 | Watusimoto | isn't that served by the assert right above it? |
| 21:47:58 | sam686 | oops, jsut take that off, was checking if that pointer got accenteltly deleted.. |
| 21:49:16 | Watusimoto | :-) |
| 21:49:40 | Watusimoto | it looks like you made database an Object to get the RefPtr stuff to work with it |
| 21:50:14 | Watusimoto | That also adds the basis for networking, which doesn't seem right for a database |
| 21:50:27 | sam686 | NetObject adds networking stuff |
| 21:50:40 | sam686 | Object itself doesn't have networking stuff |
| 21:50:50 | Watusimoto | object has this method: |
| 21:50:51 | Watusimoto | virtual NetClassRep* getClassRep() const; |
| 21:51:06 | Watusimoto | and this one: |
| 21:51:07 | Watusimoto | getClassId |
| 21:51:28 | Watusimoto | and a couple of others that are network related |
| 21:51:59 | Watusimoto | I'm thinking we should do one fo the following: |
| 21:52:34 | Watusimoto | either separate out the stuff in Object that is purely for ref counting, and create a new superclass above Object (say, CountedObject or something) |
| 21:52:49 | Watusimoto | and have the database be one of those, rather than an Object |
| 21:53:07 | Watusimoto | (which we could rename NetObject or something) |
| 21:53:19 | Watusimoto | or go back to the boost reference counting |
| 21:53:21 | raptor | nooooooooooooooooooooooooooooooooooooooooooooooooo |
| 21:53:30 | Watusimoto | nooo? |
| 21:53:33 | raptor | down with the refactor suggesion! |
| 21:53:42 | Watusimoto | that's an easy one |
| 21:53:58 | sam686 | functions don't take up class space in memory like variables do |
| 21:54:39 | Watusimoto | true enough -- it's not really a performance issue in my mind (all these solutions aer fast enough for our purposes), but rather one of signaling intent |
| 21:54:42 | raptor | i'm just against hierarchy refactors as a matter of principle being so close to release (hopefully...) |
| 21:54:53 | raptor | so ignore me |
| 21:55:02 | Watusimoto | it just seems wrong to add network functions to soemthing fundamentally not networkable |
| 21:55:39 | Watusimoto | arguably my editorObject object model needs a rethink, but i think this is making things messier |
| 21:56:51 | Watusimoto | using the "is a" semantics for subclassing (i.e. <subclass> is a <superclass>), database is not a object |
| 21:57:26 | sam686 | i wonder if it is possible to move some Object function into NetObject class... |
| 21:57:41 | Watusimoto | is there already a netobject class? |
| 21:57:54 | Watusimoto | ah, I see there is |
| 21:58:21 | Watusimoto | there are a lot of subclasses to Object |
| 21:58:40 | Watusimoto | that probably depend on the Object functionality |
| 21:59:46 | Watusimoto | do you think shared_ptr is too heavy? |
| 22:00:35 | Watusimoto | if we broke Object apart, we could call it CountedObject and LightNetObject |
| 22:01:26 | Watusimoto | My guess is the folks at boost are smarter than the folks at TNL ;-) |
| 22:04:50 | raptor | shared_ptr is optimized for speed, i think dereferencing is same speed as using * |
| 22:05:04 | raptor | it is mostly templates and ifdef |
| 22:07:57 | raptor | also: http://live.boost.org/doc/libs/1_48_0/libs/smart_ptr/intrusive_ptr.html |
| 22:10:20 | raptor | i'd say use shared_ptr where it makes sense |
| 22:11:29 | LoneWolfy | Ooh im so excited for 016 to come out! |
| 22:12:29 | Watusimoto | I'm thinking we should revert to shared_ptr. My google friend looked over some of the bf code, and his first suggestion was that we use standard containers and pointers instead of the TNL ones. Maybe that was his second suggesion after recommending we create a test suite :-) |
| 22:12:48 | raptor | ha! |
| 22:13:04 | raptor | well i converted Vector to a wrapper of std::vector |
| 22:13:09 | Watusimoto | we've sort of done that with Vector (now wrapping vector) |
| 22:13:09 | raptor | a test suite... |
| 22:13:10 | Watusimoto | yes |
| 22:13:16 | raptor | i've given that thought |
| 22:13:18 | raptor | and.. |
| 22:13:31 | raptor | oh look squirrel |
| 22:13:43 | Watusimoto | right. I replied "you must be kidding, dude" |
| 22:13:45 | LoneWolfy | What do you mean by "test suite" |
| 22:14:37 | raptor | LoneWolfy: it's an automatic way to make sure everything runs well - without having to manually make sure the game doesn't crash |
| 22:14:51 | Watusimoto | http://en.wikipedia.org/wiki/Unit_testing |
| 22:14:55 | LoneWolfy | Oh |
| 22:15:04 | raptor | but building a test suite is like writing the game over again from scratch... |
| 22:15:14 | raptor | as far as work involved... |
| 22:15:34 | LoneWolfy | Bleh. Doesnt sound fun |
| 22:16:09 | karamazovapy | it's worthwhile if you're building something big, expensive, and long-term |
| 22:16:32 | LoneWolfy | ...ok, i can get that |
| 22:16:56 | Watusimoto | and if your project isn't being done by volunteers who hate writing testing |
| 22:17:17 | karamazovapy | also an important consideration |
| 22:17:43 | raptor | i'd say go back to shared_ptr |
| 22:17:49 | raptor | remove Object |
| 22:17:56 | raptor | keep in client game |
| 22:17:58 | raptor | yes? |
| 22:18:14 | raptor | but i also don't want to touch the Editor since two of you are in it right now.. |
| 22:19:26 | LoneWolfy | If i knew how to code on c++ and whatever android code is, i would give developing BF mobile a shot... |
| 22:19:36 | LoneWolfy | But i dont know how to code.... |
| 22:19:57 | Watusimoto | I'd vote yes; I have some code to merge and am waiting until we decide how to proceed |
| 22:20:11 | Watusimoto | (but am working on a different problem) |
| 22:20:25 | raptor | hey - it's about my one year aniversay since i decided to teach myself c++ just so i could code bitfighter |
| 22:20:35 | LoneWolfy | Wow |
| 22:20:40 | raptor | i started with compiler warnings |
| 22:20:46 | LoneWolfy | You did a great job |
| 22:21:54 | raptor | ha! well see when 016 releases... :] |
| 22:21:56 | LoneWolfy | Well ive tried Visual Basic, but it doesnt show what the code means |
| 22:22:17 | LoneWolfy | Can't WAIT! ;D ;D ;D |
| 22:22:24 | LoneWolfy | Oops |
| 22:22:33 | LoneWolfy | I meant :D :D :D |
| 22:22:49 | karamazovapy | saucy |
| 22:23:01 | LoneWolfy | Ducksaucy? |
| 22:23:09 | raptor | i'm glad i have emoticons off! |
| 22:23:16 | LoneWolfy | Why? |
| 22:23:26 | raptor | because plain text rules the world |
| 22:23:38 | LoneWolfy | MWAHAHAHA! |
| 22:24:05 | LoneWolfy | Hey you can make fonts at HTTP://Fontstruct.com |
| 22:24:41 | LoneWolfy | I just need a cool idea for a font... |
| 22:24:47 | LoneWolfy | Wait |
| 22:24:52 | LoneWolfy | The BF logo |
| 22:25:00 | karamazovapy | that's already a font. |
| 22:25:08 | raptor | what font was that? |
| 22:25:12 | karamazovapy | checkbook |
| 22:25:18 | LoneWolfy | Ok |
| 22:25:21 | LoneWolfy | Cool |
| 22:25:22 | raptor | ah yes, that makes sense |
| 22:27:38 | | CrazyLinuxNerd Quit (Quit: Leaving.) |
| 22:33:57 | raptor | Watusimoto: are you actually awaiting a response from sam686 on the issue before coding more? |
| 22:34:10 | Watusimoto | I'm coding |
| 22:34:26 | Watusimoto | but I don;t want to revert his changes without his acquiesience |
| 22:34:58 | Watusimoto | I'm not sure if I want to merge with this unsettled, but maybe it doesn't matter |
| 22:37:08 | Watusimoto | think I've just fixed k's problem selecting polywall vertices |
| 22:37:11 | | LoneWolfy Quit (Ping timeout: 252 seconds) |
| 22:38:38 | sam686 | A lot of TNL stuff uses Object, not just NetObject, lets see if i can seperate some function into NetBase or similar name.. |
| 22:38:55 | raptor | noooooooooo |
| 22:40:07 | sam686 | what? |
| 22:40:41 | raptor | i'm just wary about any TNL changing... a refactor like this has a high potential to introduce more bugs than it fixes... |
| 22:40:43 | sam686 | i will keep the Object as the very basic, and move some function into a new class, maybe NetBase |
| 22:44:19 | Watusimoto | i think the refactor will be straightforward, but why not stick with shared_ptr? |
| 22:44:39 | Watusimoto | we could even create a nice little typedef to make it less ugly :-) |
| 22:45:29 | raptor | so this refactor with Object/NetObject is something you'd do anyways? |
| 22:46:15 | Watusimoto | I think it would make more sense to use boost ref pointers everwhere and get rid of TNLs, to be honest |
| 22:46:16 | sam686 | small problem with boost is a bunch of header files to include, slowing down compiling.. |
| 22:46:26 | raptor | and yes, i bet shared_ptr is faster than RefPtr in almost all cases |
| 22:47:08 | raptor | or identical in speed - RefPtr looks pretty basic |
| 22:47:15 | Watusimoto | why don't we do the following, and spare raptor the angst |
| 22:47:28 | Watusimoto | let's revert to shared_ptr for the moment, and review this after the release |
| 22:47:39 | sam686 | ok.. |
| 22:48:00 | Watusimoto | he's making me tense, and he's several thousand miles away! |
| 22:48:08 | Watusimoto | :-) |
| 22:48:08 | raptor | yes.. i'd say agnst is definitely the right word... |
| 22:48:14 | raptor | if spelled correctly... |
| 22:49:12 | Watusimoto | I do think we should keep the ClientGame fix you made at the same time |
| 22:49:20 | raptor | sorry Watusimoto, it's not good to get riled up before bed... |
| 22:49:39 | Watusimoto | it's ok... there's a couple of hours left for me to calm down |
| 22:50:00 | Watusimoto | I'm amusing myself by dragging polywalls behind goal zones |
| 22:50:06 | raptor | haha |
| 22:50:12 | Watusimoto | so who wants to do the reversion? |
| 22:51:20 | raptor | not I said the fly |
| 22:52:25 | sam686 | well, i could try changing back to shared_ptr... |
| 23:08:04 | Watusimoto | ok, go for it |
| 23:19:01 | raptor | Watusimoto: did you see karamazovapy released two Core maps in the forums? |
| 23:19:32 | raptor | With his permission, I was thinking of bundling one or more with the release |
| 23:23:48 | sam686 | Stock maps have no Hold the flag maps, like on 015a and earliear. |
| 23:23:56 | raptor | really? |
| 23:29:22 | sam686 | although I have kind of done with converting (not commited / pushed yet), i have a shared_ptr problem quitting the game now. http://sam686.maxhushahn.com/upload/text1201/120124_17-01-11.txt |
| 23:29:59 | Watusimoto | looking at sams's stack trace // raptor --> I am open to all suggestions regarding bundled maps |
| 23:30:52 | raptor | I think we should include at least one of karamazovapy's Core maps |
| 23:31:29 | Watusimoto | @r I would like to rethink the maps from the ground up, not just make a single addition |
| 23:31:52 | Watusimoto | @s almost certainly the result of deleting an object that's being managed by shared_ptr |
| 23:32:10 | raptor | you mean like replacing all the standard maps? |
| 23:32:24 | Watusimoto | @s did you try just reverting? |
| 23:32:36 | Watusimoto | @r yes, many of them |
| 23:33:01 | Watusimoto | @r the included maps aren't really appropriate for someone downloading and trying the game wiht a friend |
| 23:33:16 | Watusimoto | @r, or, more likely, by themselves |
| 23:33:29 | raptor | ah, so smaller maps |
| 23:33:57 | sam686 | http://sam686.maxhushahn.com:8000/ i havne't pushed, if pulling, add a -rev db09e72c7e34 in hg pull command, i think. |
| 23:34:04 | sam686 | i will go, ma ybe back in an hout |
| 23:36:10 | Watusimoto | later sam |
| 23:36:52 | Watusimoto | maybe smaller maps with bots |
| 23:37:16 | Watusimoto | regardless of what else we do, I want to drop geowar |
| 23:37:24 | raptor | haha |
| 23:37:27 | Watusimoto | it's a great looking level I added on imulse |
| 23:37:34 | Watusimoto | but it really has poor gameplay |
| 23:38:31 | Watusimoto | so what should I do with sam's code? I could implement the revert in about 10 mins, as I haven't merged his code yet |
| 23:38:34 | raptor | but it was great at testing bot zones! |
| 23:38:48 | Watusimoto | or should I try to merge in his new work? |
| 23:39:24 | raptor | what ever takes lesss time |
| 23:39:26 | Watusimoto | how can I selectively merge? or can I just ignore a merge? |
| 23:39:32 | raptor | is what i would choose |
| 23:39:42 | raptor | ignoring a merge creates a head |
| 23:39:58 | raptor | i can commit a revert to the entire revision in 30 seconds |
| 23:40:02 | Watusimoto | I'm thinking I should just ignore his refptr changes, and manually grab the bits I like |
| 23:40:24 | raptor | ok - want me to commit a revert? |
| 23:40:27 | Watusimoto | so... what does that mean? |
| 23:40:38 | Watusimoto | oh, you revert his merge and recommit? |
| 23:40:57 | raptor | i revet his changes, commit, push; then you merge with my revision, not his |
| 23:41:01 | Watusimoto | ok |
| 23:41:03 | Watusimoto | do it |
| 23:41:15 | Watusimoto | I'll start implementing the stuff we want to keep |
| 23:43:00 | raptor | done |
| 23:43:31 | raptor | so you can pull the latest and merge with that instead - and then re-add his game -> clientGame change |
| 23:45:05 | | BFLogBot - Commit 6c2ab2183d84 | Author: buckyballreaction | Log: Revert last commit |
| 23:58:43 | | CrazyLinuxNerd has joined |