#bitfighter IRC Log

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IRC Log for 2012-06-07

Timestamps are in GMT/BST.

00:59:19Little_Apple has joined
01:02:20Little_Appleheeellloooooooo
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01:46:31raptorhi
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02:43:14raptori guess i'll look at some bugs...
03:44:40raptorI'm redoing the spark manager to use integer math for time-to-live (ttl)
04:39:39Flomo has joined
04:39:53Flomohi guys
04:40:04raptorhi
04:41:22BFLogBot - Commit ab85cd0b5617 | Author: buckyballreaction | Log: Convert SparkManager to use integers for time-to-live (ttl) on sparks. Gives a minor performance increase, but mostly normalizes all the various spark times (some were using seconds, others hundreths of a second)
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04:44:37raptorok good night
04:45:36raptorthat last one fixed #6 on the running_bug_list
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14:31:13raptorgood day!
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14:58:01Little_Appleheelloooooolleeeh
14:58:09raptorhi
14:58:32Little_Applewhatcha doooing
15:00:15raptorcoding
15:00:17raptorfor work
15:00:40Little_Appleaha
15:02:07raptorvoting ends tonight
15:07:08Little_Apple:o
15:08:37raptori bet i just chose the *wrong* week to do the contest... everyone had school
15:37:23LordDVG Quit (Remote host closed the connection)
15:38:48Little_Applemaybe school chose the wrong… week...
15:51:02raptoryeah! how dare they....
15:53:52watusimotohi
15:53:59raptorhello
15:54:26watusimotovery happy that stupid crash is fixed
15:54:31raptoryeah, me too!
15:54:45raptorso what was the 'problem'?
15:55:09watusimotoI don't understand it enough to explain
15:55:15watusimotocall my solution an inspired guess
15:55:34Little_Applelol
15:55:38raptorbah
15:55:40watusimotoI had tried something similar but less sophisticated and it blew up in my face
15:56:00watusimotoI was thinking about the prospect of shared_ptrs and decided it was worth another try
15:56:47raptorso it looks like luaW was cleaning up the proxy before it was ready to be cleaned up?
15:56:48watusimotoso now, finally, I can push forward with making sure scripting works
15:57:00watusimotono, that wasn't the issue
15:57:15watusimotoI'm realy not sure why the hold thing confused luaw, but it did
15:57:26watusimotoso the key was removing that hold I added during the pushing process
15:57:32watusimotothe one right at the end
15:57:45watusimotoso we needed a different mechanism to figure out when to clean up the proxies
15:58:09watusimotobut I think the proxy situaiton is specific enough that the luaW hold mechainsm was overkill anyway
15:58:33watusimotothe ref counting mechansim is much simpler, but will only work for certain circumstances
15:58:44watusimotowhich the proxies fortunately fall into
15:58:56watusimotoI really do wish I could more articulately explain what I think is happening
15:59:02raptorha
15:59:20raptorok, well, i hate mysteries... but i'm willing to accept that it's working
16:00:24Little_Apple:D
16:00:28raptorso i can start moving bot methods to c++
16:02:49watusimotoyes, absolutely
16:02:53watusimotocreatemore
16:03:04watusimotojust make sure they are *DOCUMENTED*
16:03:12watusimotoonce we fall behind on the documentation, we are screwed
16:03:44watusimotoI really would like to find a way to embed the documentaiton into the code in a way we can dump it out for the wiki
16:04:33raptoreasy enough with doxygen - we'd just have to follow a specific syntax, methinks
16:04:54raptorthese guys did it: http://api.naev.org/
16:04:58watusimotoA more interesting way might be to write a lua script to do it
16:05:05watusimotoone that runs in the game
16:05:30watusimotoa bot should know what objects are available, and can probe them each for methods
16:05:43Little_Applei need sugar x|
16:06:12Little_AppleSUUUGGAAAARRRRR
16:06:16watusimotoand maybe we could have a getDoc method for each method (i.e. getVel() paired with getVel__doc()) that could return a string
16:06:35watusimotothe bot could then put all the bits together and dump something to a file or the log or whatnot
16:07:36watusimotobecause the Lua object model is different than the C++ object model
16:07:58watusimotoso not sure if dyoxygen could capture that nuance
16:09:23raptorhmm
16:09:51watusimotohell, we already have the lua obj hierarchy, thanks to your fancy sorting mechansim
16:09:59watusimotoor can generate it easily from that
16:10:29watusimotobut it's also available to the objects in the script
16:10:44watusimotoeach obj has a list of what it inherits from
16:10:50raptorthe naev folks say they use this: http://keplerproject.github.com/luadoc/
16:11:22watusimotowhat would be harder is figuring out programattically what arguments each function takes
16:12:03watusimotothat looks good for docuenting scripts themselves, not their c++ interface
16:15:03raptorha!
16:15:39raptorok, the naev folks do do their doc in the C code, but "mangle the Doxygen stuff in src/nlua* into Luadoc-compatible format"
16:15:49raptorsee: https://github.com/bobbens/naev/blob/master/docs/luadoc.sh
16:19:26raptorand here is an example of how they document the code: https://github.com/bobbens/naev/blob/master/src/nlua_ship.c
16:19:55Little_Apple Quit (Quit: Page closed)
16:19:59watusimotojust straight brute force unix tools
16:20:28raptoryep - technically, 'sed' converts easily to Perl regex
16:21:05watusimotowhatever works :-)
16:21:19raptori could handle the scripting into another language if wanted...
16:21:30raptormost of the work would be to actually document our methods properly
16:22:10watusimotothat's mostly done in the wiki already
16:22:42watusimotoI'm hoping we can make that docuemntation a little better with doxygen-style class diagrams
16:22:47watusimotoprobably hard to automate
16:22:52raptorexcept i'm not sure how to handle the inheritance...
16:23:00watusimotothough there must be a package out there to do that
16:23:05watusimotosince it is a common task
16:23:16watusimotosurely a perl module!
16:23:27raptoryou'd have to start liking the /** */ syntax!
16:24:10watusimotohttp://search.cpan.org/~stevan/Tree-Simple-1.18/lib/Tree/Simple.pm
16:24:15watusimotothere is!!
16:24:26watusimotothough not very pretty
16:26:14raptorhaha no way
16:30:15watusimotohttp://search.cpan.org/~lbrocard/GraphViz-2.02/lib/GraphViz.pm
16:30:21watusimotointerface to GraphViz
16:30:26watusimotowhich can do nifty stuff
16:30:47watusimotohttp://www.graphviz.org/Gallery.php
16:31:39raptorisn't that what doxygen uses?
16:31:43watusimotohmmm.... I want to use this for something... I wonder if I can shoehorn it into any of my work projects
16:31:47watusimotoit could ne
16:31:48watusimotobe
16:32:32watusimotoand we get warmer
16:32:32watusimotohttp://luagraph.luaforge.net/
16:33:02watusimotolast updated in 2009
16:33:37watusimotoanyway, I'm going to head home in a minute
16:33:43raptorhmmm
16:33:45raptorok, bye
16:35:56watusimotolaterz
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18:27:04Watusimotohi
18:27:11raptorhello
18:27:18Watusimotomy son is obsessed with this driving game called Need For maddness
18:27:28WatusimotoI think it's a silly game but I'm not 12
18:27:48WatusimotoIt is possible to create levels by writing levelcode, but it's a real pain
18:28:01WatusimotoT has been creating levels but it's hard to get them to come out right
18:28:15Watusimotoso he and I are writing a level editor to let you create levels
18:28:39Watusimototo do soemthing new, we're writing it in pygame
18:28:49Watusimotoand I am AMAZED how fast and compact the code is
18:29:02raptorahh.. i've heard good things about pygame
18:29:16Watusimotoin 120 lines, we have code add three different types of game piece, and move the most recently added one around the screen
18:29:30raptorthat's python for you
18:29:37Watusimotoit's really amazing
18:29:46Watusimoto120 lines in C++ gets you a class
18:29:53Watusimotoand in Java, it gets you the header to a class
18:30:30Watusimotocan;t say anything about the performance, but for this purpose, it hardly matters
18:30:32raptorhaha
18:30:58Watusimotomuch better that we can get something that works and make steady progress so he doesn't get too bored
18:33:22raptorpython seems like it'd be a great learning language
18:33:54Watusimotooops... looks like our code got bloated out to 129 lines with the additional blank lines I added to make things more readable
18:34:02raptorshame shame
18:34:28WatusimotoI really like that there's no compile cycle
18:34:35Watusimotoand especially no f%^&ing linker
18:34:42raptorhehe yep
18:35:09raptorscripting languages to the rescue!
18:35:19raptor(except PERL)
18:35:23Watusimotoha
18:35:39Watusimotowhat was that graphing library we were looking at?
18:35:47Watusimotovizwiz or something?
18:36:09raptorgraphviz
18:36:13Watusimotoyes
18:36:39Watusimotowanted to see the python binding
18:38:00Watusimotolearning a new language is so easy in the google age
18:38:08Watusimotogoogle: python for loop
18:38:14Watusimotogoogle: python iterate over items in list
18:38:16Watusimotoetc.
18:38:22raptorhttp://code.google.com/p/swfk/
18:38:27Watusimotothe whole editor came from google
18:39:05Watusimotoah yes, I looked at that once.. nice book
18:40:06raptori have a quick question about my changes last night...
18:40:34raptorI converted all time-to-live code to use milliseconds in the spark manager
18:40:58raptorsomethings were using seconds, hundreths of a second, and milliseconds - and it was really bugging me
18:41:03raptorwas there a reason for that madness?
18:43:59raptorlike normal sparks were using seconds; texteffect and debris, 1/100 s; and teleports / fxtrails, milliseconds
18:46:32raptori just hope i was interfering with some logic that seemed to make sense elsewhere
18:46:35raptor*wasn't
18:47:49Watusimotono, I wanted to change that but didn't
18:47:52Watusimotoso was glad you did
18:48:10Watusimotousng ms is exactly what I would have done
18:48:15Watusimotoso fantastic!
18:48:18raptorok, good
18:48:22raptor(phoew!)
18:50:09raptoralso, this is funny: http://sam686.maxhushahn.com/upload/1111screenshot_5.png
18:50:29raptorit's what happens when you: place a core, move the core, press <tab>
18:54:52Watusimotoha
18:55:17raptorit was in 017 series - someone just told me about it
18:55:40Watusimotodid beard present any of his work while I was gone?
18:56:04raptornegatory
18:56:36raptorlast update 19 days ago: https://github.com/mrozbarry/bitfighter-experiments
18:57:15Watusimotoyeah, ok
19:07:15Little_Apple has joined
19:07:35Little_Applehelloo
19:08:15raptorhi
19:08:52Little_Applehttp://www.conklinguitars.com/custom_11_string_bass_zebrawood_wenge_birdseye_maple_bubinga_3d_melted_top.html :D
19:09:13raptorwhat the crazy
19:09:33Little_Apple:D
19:09:37Little_Appleits insane
19:09:47Little_Appleand not the most practical thing in the world
19:32:04Watusimotozebrawood is, I believe, an endangered wood
19:32:09Watusimotobad news
19:37:13Little_Appleit makes it cooler
19:53:59Watusimotocooler than my rhino skin boots? I think not
19:54:27raptoror my sister's ivory-keyed piano?
19:54:59Watusimotoor my father's elephant foot trash can?
19:55:39Watusimotobesides, unlike my boots, the guitar is ugly
19:55:56Watusimotoand has too many strings
19:57:51raptorso should i even do a round 2 for voting?
19:58:20raptorbecause it would have 3: Bastion, Castle Fighters, Picture Frame
19:58:38LordDVG Quit (Quit: Leaving)
19:58:45raptorwhich seems... wrong.... to have Picture Frame there
19:59:49Watusimotowhat are the scores?
19:59:56raptor4, 7, 4
20:00:00raptorrespectively
20:00:06Watusimotoand nothing else is close?
20:00:19raptor4 others are at 3 points
20:00:24Watusimotodo the three
20:00:26Watusimotosure
20:00:33raptorbut traditionally we've had round two just be the top two or three
20:00:50Watusimotoand here round 2 will be the top 3
20:01:04Watusimotosorry, you misunderstood
20:01:17Watusimotodo Bastion, Castle Fighters, Picture Frame
20:01:29raptorah ok
20:01:35raptorwell, they have until midnight...
20:01:52raptorthis level contest doesn't really have too many good ones :(
20:02:02WatusimotoI really like the design of bastion
20:02:24Watusimotoliving as I do near a city based on that sort of design
20:02:31raptorreally?
20:02:43WatusimotoLuxembourg city was basically a huge city-sized fort
20:02:46raptorI think the meaning of the level name was lost on most of the players...
20:02:53Little_AppleMOO
20:03:32Watusimotosome of the top historic fort builders worked on the city through the ages
20:03:43raptorneat
20:04:12raptorI think there was a 'Connection' series show that was based on the development of the bastion
20:04:17Watusimotohttp://en.wikipedia.org/wiki/File:Luxembourg_City_Night_Wikimedia_Commons.jpg
20:04:20raptor(if you've heard of those)
20:04:27Watusimotoof course
20:04:33raptoroooo nice
20:04:39WatusimotoI beleive the name was "connections"
20:04:53raptorwith the dude from the 70s
20:04:57raptorjames burke
20:04:58raptori think
20:05:01Watusimotoyes
20:05:15Watusimotomost of the fortifications are gone now, but there are still bits here and there
20:05:25Watusimotoand some cool models in the city museum :-)
20:05:32raptoryeah, invention of the airplane obsoleted all of them...
20:06:32Watusimotohttp://www.luxcentral.com/LuxMaps.html
20:06:40Watusimotosee "town of luxembourg" section
20:08:10Watusimotothe city center is in the middle of the forts
20:09:00raptori like this one: http://www.luxcentral.com/maps/1693.lux.jpg
20:09:28Watusimotonice
20:09:29Watusimotohttp://www.youtube.com/results?search_query=connections+james+burke&oq=connections+james+burke&aq=f&aqi=g10&aql=&gs_l=youtube.3..0l10.1038.4203.0.4413.23.12.0.11.11.0.132.873.10j2.12.0...0.0.0sh0v_5YFE8
20:10:30raptori remember the one episode on industrial manufacturing. and he posed the question: "what is it that really makes us unique"
20:10:58raptorthen he proceeded to empty the contents of his pocket and explain that thousands of other people had the same watch, wallet, pen, etc. as he
20:11:41raptorbringing up the idea that a lot of individuality was lost since the industrial revolution because no one made their own possessions anymore
20:12:06Watusimotoconnections is painful to see
20:12:10Watusimotonow
20:12:30raptorhow so?
20:12:48Watusimotothe white suit?
20:13:01raptoroh, haha - the clothing styles :)
20:13:12Watusimotoproduction values?
20:13:28WatusimotoI guess the historic stuff is timeless
20:13:41Watusimotobut the modern plane is a bit old these days
20:14:16raptorwell, for the US maybe...
20:24:58Watusimotonow I got sucked into an episode
20:25:06Little_Appleof?
20:25:14Little_Applencis? :D
20:29:37raptorI transformed old tapes of 'Connections' to AVIs a few years ago - one of the tapes was really bad, though and I couldn't fix it up enough
21:00:21Watusimotointeresting episode I just watched -- much of it takes place in a German city I visited just a few weeks ago
21:00:43Watusimotoand also features the invention of the gin and tonic, one of my favorite summertime beverages
21:01:05Watusimotoalmost made the white suites bearable
21:01:11raptorhaha
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21:10:38Watusimotolatest commit fixes ctrl-R and ctrl-I in editor
21:11:00Watusimotowhich, i think, are not listed in the editor help, btw
21:11:09Watusimoto!bug
21:11:09BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List
21:14:41raptordoes this mean we're almost back to normal as far as Lua is concerned?? :)
21:15:16BFLogBot - Commit 22ab770c12b0 | Author: watusim...@bitfighter.org | Log: Delete unused code
21:15:17BFLogBot - Commit de7537152f2e | Author: watusim...@bitfighter.org | Log: Clear wall segment subdatabase when clearing a database -- fixes Ctrl-R toggling
21:15:19BFLogBot - Commit 328be57c3276 | Author: watusim...@bitfighter.org | Log: Fix ctrl-I, speculative delete of references to game in the editor. I *think* this is no longer needed
21:15:20BFLogBot - Commit 605bf87aeb5c | Author: watusim...@bitfighter.org | Log: Merge
21:15:47Watusimotomaybe
21:16:00Watusimotolevelgens seem to work, though I've only tested one
21:16:13Watusimotohaven't tested -- at all -- editor plugins (such as curve tool)
21:16:24Watusimotoand we're still using lunar here and there
21:16:37Watusimotothough the game object system is all luaW now
21:17:44Watusimotoso maybe were on an island of stability
21:20:07Watusimotoif you want to do anything with mainline game objects and lua, I think it would be a good time
21:22:57Watusimotoa little more editor cleanup for me, then I'm going to work on getting levelgens to construct objects properly
21:41:04Little_Applemoo
21:44:09Little_Apple Quit (Quit: Page closed)
21:47:49Watusimotohow about a module to let you fly through walls?
21:48:12raptorhmmm
21:48:31raptorwhat is the downside? seems to be super powerful
21:48:37raptorhow would it be balanced?
21:48:49raptoruses all energy to give you one second of 'clipping' ?
21:52:15raptor(maybe you're not serious...)
21:52:54raptoralthough... i've had several people clamor for a teleport addition to the engineer module. One person said that only one teleport would be allowed per player
21:53:05raptorbut maybe we should implement a gravity well, first...
21:53:43Watusimotojust an idea... probably a very bad one
21:54:00WatusimotoI tried a gravity well, and failed
21:54:16WatusimotoI was hoping beard would do one, but I'm less hopefull now
21:54:33WatusimotoI do want to to an engineered teleport, and know how I htink it should work
21:54:33raptorthe chipmunk physics library has that as part of it...
21:54:40raptorreally?
21:54:46Watusimotoyes
21:54:51raptorwould it be two-way?
21:55:07Watusimotoyou get your resource item, plunk down the origin
21:55:12Watusimotothen fly off to the destination
21:55:17Watusimotoand plunk that down
21:55:46Watusimotoif you get killed in the process, your orgin reverts to a resource item
21:55:54Watusimotothe teleport will be green instead of blue
21:56:05Watusimotoand can be killed by shooting up the origin
21:56:09raptori like it - so it would be two-way?
21:56:12Watusimotono
21:56:37raptorwhat would the exit gate look like?
21:56:42Watusimotothe idea being that teleports into enemy bases would be very hard to make due to the killing thing
21:56:43raptor(and could it be shot?)
21:57:01WatusimotoI was thinking either no marking, or perhaps some sort of translucent circle
21:57:04Watusimotobut not shootable
21:57:09Watusimotothat would be too easy to kill
21:57:17WatusimotoI think you should have to kill the origin
21:57:21raptori like the translucent circle...
21:57:27raptorhmmm...
21:57:34raptorcreative ideas flowing...
21:57:34Watusimotojust to alert people to its presence
21:57:39Watusimotomaybe a faint green circle
21:57:56Watusimotoand any team could use it
21:58:17raptoryes
21:58:26Watusimotothough I suppose you could create a portal to an enemy base, and protect the entrance with ffs such that it was very hard to kill
21:59:15Watusimotowe might need to play with the balance a bit
21:59:37raptoronly one per player maybe?
22:01:54raptorha! Teleporter is a child of SimpleLine
22:02:04raptorwill have to make that EngineeredItem...
22:03:44Watusimotowell, it might want to be its own thing
22:03:59Watusimotoit is engineerable, but that's about all it has in common wiht turrets and ffs
22:04:14Watusimotoit's building mechansim will be very different
22:04:29Watusimotoit's geometry is obviously totally different
22:04:56raptorwe might have to make EngineeredItem a separate abstract class of sorts
22:05:01Watusimotounless we can abstract some usefull stuff out of engineerItem and make it a parent to all engineered items
22:05:04Watusimotoexactly!
22:05:06raptorinstead of an Item
22:05:28Watusimotoyes -- maybe use multiple inheritance to get it into turrets/ffs and teleports
22:05:40Watusimotobut I'm not sure there's enough reusable stuff to make it worthwhile
22:05:50Watusimotowe'll just have to look
22:06:00raptori update doxygen again
22:13:47Watusimotoplugins seem to work
22:13:53raptoryay\
22:19:27Watusimotouh-oh
22:20:01Watusimotosomething I just completely gutted may have been needed
22:21:11raptoruh oh
22:21:24raptorhaha, i just played need for madness
22:21:30raptorwhat a goofy game
22:22:37Watusimotocompletely goofy
22:22:41Watusimotomy kids LOVE it
22:22:50raptori played in a java applet...
22:22:53Watusimotothey even bought the paid version, with their own money
22:23:00raptorhaha, cool
22:23:51Watusimotothey even figured out how to trick the login system so they can play each other on the same account
22:23:56raptorha
22:28:31raptorthe levels are txt files?
22:28:53raptorhuh, and the cars...
22:29:05raptorthe cars look like my shipShapes abstraction
22:29:28raptorand it uses mods for music
22:31:01kaen has joined
22:31:18raptorha! looks like he got his modules from the mod archive
22:31:49Watusimotoyes -- that's where I learned about it
22:31:55Watusimotothe music is very good
22:31:59Watusimotobtw
22:32:04Watusimotoso hg question
22:32:09raptorhg clean!
22:32:14WatusimotoI need to go back about 4 revisions
22:32:21Watusimotoand stay there
22:32:27raptorok
22:32:32raptorhg strip
22:32:43Watusimotook, hold on, let me try something
22:32:46raptortakes a revision and gets rid of it and any children
22:33:31raptorhg strip requires the mq extension: hgext.mq=
22:34:32Watusimotothink I have it
22:34:45Watusimotobut maybe life will be easy since I haven't committed any of this to the repo yet
22:34:57Watusimotowell, committed, but not pushed
22:37:08raptorhaha, there are random sleep functions all over the java code for need for madness
22:37:18raptor(decompiled it..)
22:42:23raptorha, and there's a word filter on it, too
22:47:05raptorok, heading home... i'm going to look at the engineerable teleporter later tonight, i think
22:47:48raptor Quit ()
23:10:54BFLogBot - Commit f6e142ae4ba9 | Author: watusim...@bitfighter.org | Log: whitespace
23:10:56BFLogBot - Commit bdf2fcdcc254 | Author: watusim...@bitfighter.org | Log: Mmmmm.... maybe we want this one
23:10:58BFLogBot - Commit cb541951cbe6 | Author: watusim...@bitfighter.org | Log: Turns out we needed that stuff after all.
23:10:59BFLogBot - Commit 39ffc15ce573 | Author: watusim...@bitfighter.org | Log: Don't pass so much
23:11:01BFLogBot - Commit 2aba4922ae7e | Author: watusim...@bitfighter.org | Log: A better variable dumper for lua
23:15:27raptor has joined
23:15:27ChanServ sets mode +o raptor
23:16:26raptorooo commits!
23:22:29raptorcompile fix
23:24:26Watusimotobeat me to it
23:25:49raptorthe teleporter render math is a bit hard to follow...
23:26:09BFLogBot - Commit 0ff393058fdd | Author: watusim...@bitfighter.org | Log: This must have gotten lost in the merging and reverting hijinx
23:26:10BFLogBot - Commit 4f3090e4cb50 | Author: buckyballreaction | Log: Fix compiling
23:26:12BFLogBot - Commit 64f0e7790da1 | Author: watusim...@bitfighter.org | Log: Merge
23:26:44raptori should have just been patient...
23:28:07raptorI'm going to have to split EngineeredItem into at least two other: WallMountable and Engineerable
23:28:12raptoror something
23:28:29Watusimotook, now a problem
23:28:45Watusimotowe deal with proxies in our scripts
23:28:54Watusimotowhat about when the script creates a new item?
23:29:10raptorcan we do that?
23:29:11Watusimotoit now has the real mccoy, instead of a proxy, and things get confused, rapidly
23:29:27WatusimotoWe'll need to if we want to do triggers and stuff
23:29:30raptorah yes
23:29:46raptorso if 30 seconds in you add a testitem somewhere...
23:29:48Watusimotonow you can't. sort of
23:32:39raptorwrap a function that creates via proxy?
23:33:19Watusimotobut where does that object live in c++ land?
23:33:55raptormaybe we need a wrapper function for 'new BfObject' exposed to Lua
23:33:58Watusimotoscript creates object, if it only gets back a proxy, that obj has to be somewhere
23:34:11Watusimotonow you do TestItem:new()
23:34:16Watusimotoand get back a testItem
23:34:21raptormaybe i don't know what i'm talking about
23:34:35Watusimotofine, until you try to use it and luaW freaks out that you don;t have a proxy
23:35:45Watusimotono, I thought the same thing at first too
23:42:40Little_Apple has joined
23:42:45Little_Applehey hey hey!
23:44:10Little_Applebye bye bye!
23:44:13Little_Apple Quit (Client Quit)
23:56:58Watusimotothis levelgen no longer crashes:
23:57:02Watusimotofunction main()
23:57:02Watusimoto testItem = TestItem:new()
23:57:02Watusimoto logprint(testItem:getLoc().x..","..testItem:getLoc().x)
23:57:02Watusimotoend
23:57:07Watusimotoso that's a start
23:59:24raptorgood
23:59:46Watusimototurns out the bug was in my script, not the c++ code

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