Timestamps are in GMT/BST.
| 00:00:05 | sam686 | bug: s_bot quits trying to aim at enemy turrets and forcefield projector |
| 00:02:42 | | BFLogBot - Commit 83e94723fadf | Author: sam8641 | Log: Fix reapir wasn't working at all. |
| 00:06:42 | raptor | how did repair get broken? |
| 00:08:11 | sam686 | the order was somehow reversed... if(mRepairTargets.size() == 0) mModulePrimaryActive[ModuleRepair] = false; and later if(isModulePrimaryActive(ModuleRepair) ALWAYS FALSE) |
| 00:09:11 | sam686 | it wasn't findRepairTargets(); to make mRepairTargets.size () not zero |
| 00:10:36 | raptor | ha! what did you do to crash the server? |
| 00:10:58 | sam686 | i got a crash trying to teleport too, index out of range... |
| 00:11:46 | sam686 | mDests[dest] where mDest.size() == 1 and dest == 2 ??? (teleporter.cpp line 277 |
| 00:12:35 | raptor | did you try and go into the green teleport, or blue? |
| 00:12:41 | sam686 | blue |
| 00:13:05 | raptor | ok i'm doing a full rebuild... |
| 00:14:53 | raptor | wow |
| 00:14:55 | raptor | what did i do |
| 00:16:33 | raptor | if you place a teleport exit, then go into the blue one it crashes... |
| 00:17:00 | Watusimoto | going to bed... something very odd in last commit... everything went automatically, but there was an unusual message. And it seems I broke something in the F3 screen. Will get it tomorrow. |
| 00:17:06 | Watusimoto | night |
| 00:17:20 | raptor | night |
| 00:17:38 | Watusimoto | sorry, that's F3 in the editor -- game params |
| 00:17:41 | Watusimoto | can't change gametype |
| 00:17:45 | Watusimoto | phooey |
| 00:17:45 | | BFLogBot - Commit 7f35b5752ca0 | Author: watusim...@bitfighter.org | Log: Minor refactor -- lessen reliance on gGameTypes array |
| 00:17:47 | | BFLogBot - Commit 4ee36cf5bd77 | Author: watusim...@bitfighter.org | Log: Add getIndex method to vector |
| 00:17:47 | Watusimoto | night |
| 00:17:48 | | BFLogBot - Commit f924d9f19bce | Author: watusim...@bitfighter.org | Log: A little less use of gGameTypeNames |
| 00:17:50 | | BFLogBot - Commit d2a028e31045 | Author: watusim...@bitfighter.org | Log: Merge |
| 00:20:15 | raptor | sam686: does 'stream->writeFlag' *always* send a bit stream? |
| 00:20:26 | raptor | from server to client |
| 00:22:52 | | BFLogBot - Commit f32d6b32454a | Author: sam8641 | Log: Fix crash from out of range teleporter dest problem. |
| 00:23:26 | | Watusimoto Quit (Ping timeout: 246 seconds) |
| 00:25:58 | sam686 | stream-<writeflag writes one bit to stream |
| 00:27:19 | sam686 | if you need to write more then one bit at a time, you can try writeInt(value, number-of-bits) |
| 00:27:48 | raptor | yes but does it *always* write 1 bit - even if it evaluates to false? |
| 00:28:02 | sam686 | it writes one bit only, all the time. |
| 00:28:14 | sam686 | one bit holds 2 values: 1 or 0 (true or false) |
| 00:29:26 | sam686 | then later readFlag() always reads one bit (1 or 0) (true or false) |
| 00:29:33 | raptor | because the real reason of the crash: |
| 00:29:46 | raptor | // ExitPointChangedMask |
| 00:29:47 | raptor | if(stream->readFlag()) |
| 00:30:03 | raptor | in unpackUpdate is always set for non-engineered teleporters |
| 00:30:19 | raptor | not sure why yet |
| 00:30:45 | raptor | that flag is true for some reason |
| 00:31:12 | sam686 | updateMask == 0xFFFFFFFF for the first time to send everything to client.. |
| 00:31:17 | raptor | doh! |
| 00:31:21 | raptor | that's why, then.. |
| 00:31:27 | raptor | rats, i forgot about that.. |
| 00:32:39 | sam686 | can do this: if(stream->writeFlag((updateMask & ExitPointChangedMask) && mEngineered)) |
| 00:35:22 | sam686 | or maybe because of having "stream->writeFlag(mEngineered);", can do if(mEngineered) if(stream->writeFlag(updateMask & ExitPointChangedMask)) |
| 00:35:46 | sam686 | that way it saves one bit |
| 00:37:25 | raptor | thats a good idea |
| 00:41:54 | raptor | i can save more bits too by wrapping the healthMask as well |
| 00:46:05 | raptor | ok now it's really fixed |
| 00:47:55 | | BFLogBot - Commit 531f998dc0c6 | Author: buckyballreaction | Log: Really fix the crashing problem I introduced |
| 01:07:31 | raptor | sorry kaen, my client is a bit messed up at the moment... |
| 01:07:43 | kaen | I was just being silly anyway :) |
| 01:09:08 | raptor | a ha! a drive by fragging |
| 01:09:44 | kaen | bahaha. that's how we roll in this quadrant |
| 01:09:54 | raptor | *fly by... |
| 01:10:28 | raptor | so how are you doing in your current task? I know it's kind of a big one... |
| 01:15:00 | | raptor doesn't want kaen to get discouraged... |
| 01:17:32 | kaen | nope, I'm growing more confident with every change |
| 01:17:48 | kaen | I would have wrapped it up today but I've been engaging in real life more than usual this weekend |
| 01:21:14 | raptor | i approve of real life |
| 01:25:48 | sam686 | there seem to be a bug, if a resource item is in between a ship and turret (both same team), turret don't fire at resource, but if ship moves away, turret fires at resource.. |
| 01:29:25 | kaen | one interesting effect of these fixes (or at least my interpretation of watu's vision) is that firing while moving will now cost more than firing while stationary |
| 01:29:28 | kaen | which was not the case before |
| 01:30:10 | kaen | well, that's not strictly true, but energy *will* be consumed faster while moving |
| 01:30:21 | kaen | er, not recharge as quickly to be precise |
| 01:34:33 | | Little_Apple has joined |
| 01:34:37 | Little_Apple | hellooo |
| 01:35:30 | sam686 | change level crash (index out of range) as if it thinks i have level permission but actually the server thinks i don't have level permission.. |
| 01:37:32 | kaen | ahoy, diminutive pomaceous fruit |
| 01:39:58 | Little_Apple | helloo capin' jack sparrow |
| 01:41:20 | kaen | that, sir, is a fine moniker. |
| 01:41:22 | kaen | I approve. |
| 01:48:49 | | BFLogBot - Commit fbdbafcce92a | Author: sam8641 | Log: Fix a problem where arranged connection doesn't reset the client's level change permission to false. |
| 01:56:07 | Little_Apple | GOOBAI |
| 01:56:09 | | Little_Apple Quit (Quit: Page closed) |
| 02:25:10 | raptor | hi |
| 02:25:12 | raptor | i'm back |
| 02:25:19 | kaen | wb |
| 02:25:20 | raptor | sam686: where are all these random bugs coming from? |
| 02:25:29 | raptor | thanks! |
| 02:26:18 | sam686 | what random bugs? |
| 02:26:41 | raptor | the repair bug, the /addbot bug |
| 02:27:23 | sam686 | the /addbot bug doing nothing is really the result of client thinking it has level change permission, but the server think that client don't have level change permission.. |
| 02:28:18 | sam686 | when connecting arranged after hosting or being in a server with levelchange, it wasn't setting level change back to false.. |
| 02:32:14 | raptor | fixed that teleport not playing sound bug |
| 02:32:22 | raptor | when destroyed after travelling through.. |
| 02:33:54 | | BFLogBot - Commit a4247f5600a3 | Author: buckyballreaction | Log: Fix teleport explosion sequence not completing when you destroy the teleport quickly after traveling through it |
| 02:54:11 | | koda Quit (Quit: koda) |
| 03:08:59 | | BFLogBot - Commit 8a1c47e6ce6c | Author: buckyballreaction | Log: If ship is destroyed before placing teleport exit then the teleport is destroyed, too |
| 03:16:25 | raptor | ok, i'm out for the night - good night all! |
| 03:16:34 | kaen | night! |
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| 14:15:28 | kaen | watusimoto, I have a couple of balance related questions: since moving and firing costs more than being stationary and firing, I've made moving and firing cost the same as firing did previously. (the net effect is that being stationary and firing is now a little cheaper) |
| 14:16:14 | kaen | also, I'm not sure exactly how to scale the consumption of module combinations, but for the moment I'm using a percentage of the sum cost (70% for testing) |
| 14:17:16 | kaen | I think those are the only two for now, actually. |
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| 15:07:17 | | Little_Apple has joined |
| 15:07:25 | Little_Apple | helloo |
| 15:07:37 | kaen | heloo |
| 15:07:48 | kaen | s/oo/loo/ |
| 15:09:04 | kaen | watusimoto, here's a patch so you can play around with the current state of things: http://pyrop.us/energy_redux.diff |
| 15:15:19 | | raptor has joined |
| 15:15:20 | | ChanServ sets mode +o raptor |
| 15:16:08 | raptor | buenos! |
| 15:17:08 | raptor | watusimoto: what a bogus virus that is |
| 15:20:53 | raptor | kaen: your first handling of firing when not moving (being a little cheaper) seems right to me |
| 15:24:12 | Little_Apple | poot! |
| 15:25:25 | raptor | oh hi Little_Apple |
| 15:25:33 | Little_Apple | hhihi |
| 15:34:08 | kaen | raptor, here's a patch if you have time to play with it: http://pyrop.us/energy_redux.diff |
| 15:34:28 | raptor | compiling now :) |
| 15:35:34 | kaen | I'm not sure about the module combo scaling rate (70% of total right now) |
| 15:35:54 | raptor | you mean module energy usage is not strictly additive? |
| 15:37:13 | kaen | for that particular case, it isn't |
| 15:37:31 | kaen | I remember him using the word 'proportionately' so that's what I did |
| 15:39:00 | raptor | so far, seems fine to me - most noticeably is being able to recharge energy on a zone while shooting |
| 15:40:06 | kaen | ah, yes, that was the other point of uncertainty. I set the zone modifiers so that the recharge rate while moving was the same as the old rate |
| 15:40:37 | kaen | i.e. followed the same pattern I did with module and weapon rate rescaling, although I imagine I should have used the *idle* rate |
| 15:45:18 | raptor | interesting - you adjusted all the module costs, too |
| 15:45:47 | raptor | everything went up 6000 |
| 15:45:48 | raptor | or so |
| 15:46:00 | kaen | should be exactly 6000 |
| 15:46:07 | kaen | that's the recharge you get when moving |
| 15:46:13 | kaen | i.e. 8000 - 2000 |
| 15:48:23 | kaen | I actually don't think there was a change to weapon costs in the final patch |
| 15:48:32 | kaen | all of that just worked |
| 15:48:57 | kaen | change to the values in the table, I mean |
| 15:49:09 | raptor | looks like energy recharges with spawn shield? |
| 15:49:19 | raptor | i can't remember the old behavior... checking.. |
| 15:49:55 | kaen | you're right |
| 15:49:58 | kaen | it shouldn't |
| 15:50:21 | raptor | man, so many combos... |
| 15:50:29 | kaen | lol yeah |
| 15:50:49 | kaen | I calculated that value: 70% is the minimum you can have and still respect point number 10 |
| 15:51:20 | kaen | the constraining combo being shield+repair |
| 15:51:37 | raptor | yeah those are the thirsty ones |
| 15:51:53 | kaen | repair is tied for cheapest iirc |
| 15:52:04 | raptor | really? |
| 15:52:07 | kaen | oh cloak |
| 15:52:13 | kaen | is what I meant |
| 15:52:17 | kaen | sorry I just woke up |
| 15:53:14 | kaen | anyway, minimumScalingRate = mostExpensiveModule / (cheapestModule + mostExepensiveModule) |
| 15:53:32 | raptor | that's for module combos |
| 15:53:37 | kaen | right |
| 15:53:44 | raptor | looks good |
| 15:53:56 | kaen | to prevent using a cheap module to cheapen an expensive one |
| 15:54:18 | raptor | smart |
| 15:54:49 | kaen | thanks :) I'm going to make breakfast. bbiab |
| 15:56:53 | raptor | when you get back - i found a really weird combo: armor + anything makes the energy usage *really* cheap |
| 15:57:26 | raptor | you may need to exclude modules with 0 drain from that miminumScalingRate |
| 15:57:50 | raptor | ok, enough testing for me, for now... back to work |
| 16:06:30 | Little_Apple | yay work |
| 16:10:56 | kaen | thanks a bunch man |
| 16:12:47 | raptor | hi |
| 16:21:46 | Little_Apple | arg? |
| 16:22:02 | raptor | short for: argument? |
| 16:22:29 | raptor | or are you practicing troll-as-a-second-language? |
| 16:23:17 | Little_Apple | its pirate. it means 'sup. |
| 16:24:51 | Little_Apple | laaaattteeerrrrsssss |
| 16:24:55 | | Little_Apple Quit (Quit: Page closed) |
| 16:25:21 | | BFLogBot - Commit c9dc880ac12b | Author: buckyballreaction | Log: Fix engineer help messages |
| 16:35:23 | | kodabbws Quit (Read error: Connection reset by peer) |
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| 18:14:03 | | Watusimoto has joined |
| 18:15:11 | Watusimoto | hi |
| 18:15:18 | raptor | hello |
| 18:15:35 | | BFLogBot - Commit 70d8e9d34a7a | Author: watusim...@bitfighter.org | Log: Finish fixing gGameTypeNames issues... F3 menu in editor working again |
| 18:15:37 | | BFLogBot - Commit f49b73b670ab | Author: watusim...@bitfighter.org | Log: Merge |
| 18:16:35 | raptor | luaObject.cpp:1158:8: error: macro "GAME_TYPE_ITEM" passed 3 arguments, but takes just 2 |
| 18:35:58 | Watusimoto | I'll fix it |
| 18:36:00 | raptor | Watusimoto: want me to fix? |
| 18:36:02 | raptor | ha |
| 18:36:03 | raptor | ok |
| 18:36:50 | | sam686 has joined |
| 18:36:50 | | ChanServ sets mode +v sam686 |
| 18:38:16 | Watusimoto | fix pushed |
| 18:38:40 | raptor | that was simple enough |
| 18:40:41 | | BFLogBot - Commit b7d62cb52089 | Author: watusim...@bitfighter.org | Log: Fix error raptor found |
| 18:40:47 | Watusimoto | indeed |
| 18:40:57 | Watusimoto | not sure why vc++ was ok with that... |
| 18:41:17 | raptor | 'smart analysis' |
| 18:51:14 | raptor | so teleporter is getting better... if you are killed before placing the exit, the entrance blows up |
| 18:51:26 | raptor | but i'm not sure how to disable weapons/modules quite yet... |
| 18:56:01 | raptor | maybe just diable the key presses... |
| 18:58:27 | Watusimoto | we have a okToUseModules method, not sure what it's for or whether it would work |
| 18:58:38 | raptor | looking.. |
| 18:59:03 | raptor | maybe i'll have the helperMenu just hijack the keys... although that's only client-side |
| 18:59:43 | kaen | raptor, I fixed the issues you mentioned |
| 18:59:50 | raptor | great! |
| 18:59:51 | kaen | the updated patch is at http://pyrop.us/energy_fix.diff |
| 19:00:14 | kaen | Watusimoto, I'm not sure how you envisioned the module combination energy consumption |
| 19:00:23 | kaen | so I made it 70% of the sum total |
| 19:02:16 | raptor | kaen: i think a typo went into shipItems.cpp |
| 19:02:25 | kaen | :| |
| 19:02:43 | raptor | there's just one line edited: it adds a slash in the license header |
| 19:03:11 | kaen | oh wow. thanks |
| 19:03:24 | raptor | also ship.h: float -> F32 |
| 19:03:27 | raptor | which |
| 19:03:36 | raptor | i'm actually suprised at how well you've adapted to our code |
| 19:05:19 | raptor | wait wait wait - since when did float be allowed to be declared 'static const' in a header?? |
| 19:05:33 | raptor | i thought that was only part of c++11 |
| 19:05:42 | raptor | but i'm compiling, none-the-less |
| 19:06:08 | kaen | oh wow. I'm still learning the subtleties of c++ |
| 19:06:36 | raptor | it's very painful sometimes... |
| 19:09:26 | kaen | yep. I'm definitely explicitly violating the standard |
| 19:09:36 | raptor | ha! |
| 19:09:44 | kaen | initializing a non integral constant in a class |
| 19:10:02 | kaen | curious. I don't even get a warning from g++ |
| 19:10:07 | raptor | yeah, me neither... |
| 19:10:20 | raptor | maybe gcc was updated recently to compile for the new standard? |
| 19:10:24 | kaen | those GNU hippies |
| 19:10:28 | raptor | by default.. |
| 19:10:28 | kaen | perhaps |
| 19:10:29 | raptor | haha |
| 19:10:57 | kaen | so I should just leave it in the function? |
| 19:11:35 | raptor | it can be declared in the .h, but i'd put the definition at the top of the .cpp |
| 19:11:45 | raptor | because i bet it'll break compiling on Mac |
| 19:12:47 | kaen | ah I see |
| 19:13:42 | raptor | kaen: those last fixes look good |
| 19:13:50 | kaen | shweet |
| 19:17:17 | kaen | put this in ship.cpp just inside the namespace: |
| 19:17:18 | kaen | const F32 Ship::ModuleCombinationScale = 0.70f; |
| 19:17:23 | kaen | is that what I'm looking for? |
| 19:17:36 | raptor | perfect |
| 19:17:40 | kaen | phew |
| 19:17:57 | raptor | you'll see various other classes peppered with floats declared like that... |
| 19:18:39 | kaen | alright |
| 19:19:05 | kaen | g++ says it defaults to gnu++98 |
| 19:19:49 | kaen | should we maybe be building with -ansi ? |
| 19:20:45 | | BFLogBot - Commit 2bd2ca1ba669 | Author: watusim...@bitfighter.org | Log: Rename confusingly named function |
| 19:25:38 | raptor | the okToUseModules was used for soccer ball carrying... |
| 19:25:47 | kaen | lol |
| 19:25:47 | | BFLogBot - Commit 23e059a7887c | Author: watusim...@bitfighter.org | Log: Pull static into function |
| 19:27:00 | raptor | which has been stripped from the code in (016)? |
| 20:02:04 | raptor | maybe should release a standalone windows ZIP in addition to the installer? |
| 20:02:24 | raptor | because so many people have been hoodwinked into using norton antivirus |
| 20:02:33 | kaen | is it just the installer causing the positive? |
| 20:02:38 | raptor | yes |
| 20:02:46 | kaen | well then I'd say definitely |
| 20:02:52 | raptor | and Watusimoto even sent them an e-mail about it... |
| 20:03:04 | kaen | oh, you can submit the project to the whitelist |
| 20:03:07 | kaen | there's a form for it |
| 20:03:19 | raptor | yes, he did that i think? right Watusimoto? |
| 20:03:32 | kaen | :/ |
| 20:20:23 | raptor | architectural question to sam686 or Watusimoto: when using packUpdate / unpackUpdate, why are we doing the following?: |
| 20:20:40 | raptor | if(stream->writeFlag(updateMask & SomeMask)) |
| 20:20:45 | raptor | instead of: |
| 20:20:51 | raptor | if(updateMask & PositionMask)) |
| 20:21:24 | raptor | because the first will *always* add a bit to the stream; in which case, what is the purpose of the mask? |
| 20:21:39 | raptor | (ignore 'PositionMask' - it could be any mask) |
| 20:22:33 | sam686 | bool(updateMask & SomeMask) is the same as ((updateMask & SomeMask) != 0) |
| 20:23:35 | sam686 | stream->writeFlag simply returns the game bool value as the input |
| 20:24:18 | sam686 | also makes it easier to make both the unpack (read) and pack (write) equal.. |
| 20:24:54 | raptor | yes, i understand that |
| 20:25:19 | sam686 | if(updateMask & someMask) stream->writeFlag(true); else stream->writeFlag(false); // gets more messy, doesn't it? |
| 20:25:43 | raptor | but why should we do stream->writeFlag at all if the mask is already being sent? we can just check the mask again on the client side since the mask is always sent |
| 20:26:03 | raptor | yes, but we could save loads of bandwidth everywhere, couldn't we? |
| 20:26:27 | sam686 | the full 32 bit mask is not send (the unpack have no idea what the mask is) |
| 20:26:34 | raptor | what!? |
| 20:27:25 | raptor | ok, if that is true, then my whole argument breaks down... i thought that the mask was sent as a minimum... |
| 20:28:46 | sam686 | the full 32 bit mask could be sent manually with stream->writeInt(updateMask, 32); but i guess i don't see that being done.. |
| 20:33:03 | raptor | tnlNetObject.h :315 |
| 20:33:11 | raptor | the comment above that line says you are right sam686 |
| 20:35:06 | sam686 | geee i wonder how you would try to get the updateMask in unpackUpdate if you thought you were right?? |
| 20:35:16 | raptor | ha |
| 20:35:29 | raptor | obviously i cannot according to that comment |
| 20:35:41 | raptor | ok, then - ignore my architectural question :) |
| 20:35:52 | sam686 | ok.. |
| 20:47:00 | Watusimoto | >>> Watusimoto, I'm not sure how you envisioned the module combination energy consumption |
| 20:47:19 | Watusimoto | not sure I understand the question, but I wsa thinking about this this morning |
| 20:47:32 | Watusimoto | I thought we could leave the module costs as they are currently |
| 20:47:43 | Watusimoto | continuously add recharge as we discussed |
| 20:48:08 | Watusimoto | subtract module as a simple addition of the costs of all modules activated |
| 20:48:40 | Watusimoto | then finally, if 1 or more modules are in use, we subtract a quantity of energy equal to the recharge rate |
| 20:49:02 | Watusimoto | that should be much clearer than what we;ve got, and would exactly replicate the energy model we have |
| 20:49:35 | kaen | regarding the modules, it would. |
| 20:49:46 | Watusimoto | >>>> yes, he did that i think? right Watusimoto? |
| 20:49:48 | Watusimoto | yes |
| 20:49:51 | Watusimoto | he did |
| 20:50:25 | kaen | being stationary and firing is now cheaper, (since firing doesn't count as being not-idle) |
| 20:50:43 | kaen | is that inline with your vision? |
| 20:50:54 | kaen | s/inline/in line/ |
| 20:51:20 | Watusimoto | sam's right -- mask is not sent -- only used as a trigger to determine what is sent |
| 20:52:12 | Watusimoto | >>>> being stationary and firing is now cheaper, (since firing doesn't count as being not-idle) |
| 20:52:25 | Watusimoto | I think that's what we decided, no? |
| 20:53:17 | raptor | yes, it is |
| 20:57:36 | kaen | alright, do want a patch or should I push to the clone? |
| 20:57:41 | kaen | do you, rather |
| 20:57:56 | raptor | to the clone! |
| 21:02:37 | kaen | full steam ahead, then |
| 21:02:40 | kaen | push'd |
| 21:02:55 | raptor | i'll pull |
| 21:03:17 | kaen | I squashed it into one so it'll be easy to revert ^^ |
| 21:06:47 | raptor | pushed! |
| 21:06:52 | raptor | good job |
| 21:10:59 | | BFLogBot - Commit d7c317deff9b | Author: kaen | Log: Rewrite energy consumption and recharging rules |
| 21:14:29 | kaen | thanks! |
| 21:15:02 | raptor | thank you! |
| 21:15:12 | kaen | my pleasure |
| 21:24:16 | kaen | any suggestions for the next one? |
| 21:25:59 | sam686 | possible inaccuracy, mEnergy -= EnergyRechargeRateInFriendlyLoadoutZoneModifier * timeInSeconds; where mEnergy is int, and timeInSeconds is a floating point... |
| 21:26:28 | kaen | all of the rates are/were calculated that way |
| 21:27:34 | kaen | it just gets cast to an int by truncation, right? |
| 21:27:41 | sam686 | yes |
| 21:29:31 | kaen | and timeInSeconds is fractional, so it really must be a float |
| 21:32:02 | sam686 | there is F32 timeInSeconds = mCurrentMove.time * 0.001f; mCurrentMove.time is 32 bit unsigned int, i guess we could possibly divide all the constant energy by 1000 and multiply by milliseconds.... |
| 21:32:11 | sam686 | or we can make mEnergy a floating point |
| 21:33:56 | kaen | I guess I don't see the problem you're solving. could you enlighten me? |
| 21:34:43 | raptor | i say stay with S32 for mEnergy |
| 21:34:58 | raptor | becasue it's easier to add 1 + 1 than 0.432894073 + 0.432789143 |
| 21:35:11 | raptor | (in my head at least) |
| 21:36:04 | | BFLogBot - Commit 438277d2899b | Author: sam8641 | Log: Fix some warnings |
| 21:36:11 | sam686 | the thing is, S32(1000 * F32(0.001)) might equal 0 because of rounding errors, and truncating the decimals.. |
| 21:36:27 | sam686 | and, computers uses powers of 2, not 10 |
| 21:37:06 | kaen | ah, I see now. |
| 21:37:24 | kaen | well, there definitely was some error from those calculations while I was measuring the rates |
| 21:37:37 | kaen | usually ~1% of the expected values |
| 21:40:37 | raptor | Watusimoto: two things |
| 21:40:47 | Watusimoto | yes |
| 21:40:52 | raptor | 1. do you think bugs 12 + 13 are related here?: http://bitfighter.org/wiki/index.php/Running_Bug_List |
| 21:41:15 | raptor | 2. you are merging in windows line endings everywhere :( |
| 21:41:24 | Watusimoto | no idea, but I just fixed 12 |
| 21:41:31 | Watusimoto | what?!? |
| 21:42:33 | Watusimoto | I am using the eol mercurial plugin |
| 21:42:33 | raptor | yeah... i just did a 'dos2unix' on a few files, and then took a diff: your changes were in the diff again because of line endings |
| 21:42:48 | raptor | i do not know what that is... |
| 21:43:18 | | raptor is reading up on it |
| 21:46:09 | raptor | i was going to give kaen #13 |
| 21:47:13 | Watusimoto | ok |
| 21:47:25 | raptor | but maybe you fixed it with #12.. |
| 21:47:25 | kaen | delicious |
| 21:47:28 | Watusimoto | just tweaked my lf settings... if problem continues, please let me know |
| 21:47:38 | raptor | ok |
| 21:48:06 | raptor | ok... it looks like it has nothing to do with your #12 |
| 21:48:19 | raptor | so kaen, if you want to, try #13 on the running bug list |
| 21:48:28 | Watusimoto | just pushed my fix |
| 21:50:46 | kaen | will do |
| 21:51:01 | kaen | I'm headed out for a while. bbl |
| 21:51:06 | raptor | later! |
| 21:51:10 | | BFLogBot - Commit 624fde22524f | Author: watusim...@bitfighter.org | Log: formatting |
| 21:51:11 | | BFLogBot - Commit 36fba1fab4e4 | Author: watusim...@bitfighter.org | Log: Reimplement sorting in the database -- editor objects should now render in the proper order. Since database code is now shared btwn game and editor, don't know if sorting will impact performance in any way, like when shooting and lots of new objects are being created. |
| 21:51:13 | | BFLogBot - Commit 5aa6be8136d2 | Author: watusim...@bitfighter.org | Log: Merge |
| 21:52:16 | sam686 | engineeredItem.cpp line 1796 // See if we're gonna clobber our own stuff... the problem is, it just check if your ship's team is in line of sight.. without checking if resource / bounci item gets in the way to be ok to fire.. |
| 21:52:48 | raptor | ok, heading home for a bit, be back in a couple hours.. |
| 21:53:07 | sam686 | ok.. |
| 21:53:18 | | raptor Quit () |
| 22:04:05 | | Little_Apple has joined |
| 22:04:27 | Little_Apple | helloo |
| 22:05:10 | sam686 | hi |
| 22:08:22 | Little_Apple | byee :D |
| 22:08:24 | | Little_Apple Quit (Client Quit) |
| 22:18:05 | | kaen Quit (Ping timeout: 250 seconds) |
| 23:01:23 | | BFLogBot - Commit 73286af7b898 | Author: sam8641 | Log: Fix inaccurate energy drain by multiplying by integer milliseconds (not float seconds) |
| 23:15:59 | | sam686 Quit (Ping timeout: 245 seconds) |
| 23:18:22 | | sam686 has joined |
| 23:18:22 | | ChanServ sets mode +v sam686 |
| 23:42:26 | | raptor has joined |
| 23:42:26 | | ChanServ sets mode +o raptor |
| 23:46:31 | | BFLogBot - Commit 7562b046f507 | Author: watusim...@bitfighter.org | Log: Correct comment |
| 23:46:33 | | BFLogBot - Commit 9695bef3c319 | Author: watusim...@bitfighter.org | Log: Break joinBarrier into two parts -- the merge part and a small wrapper |
| 23:46:34 | | BFLogBot - Commit 68b3bbfbc7b3 | Author: watusim...@bitfighter.org | Log: Experimental extension of join command in editor to join multiple polygons (test with "J" in editor) |
| 23:46:36 | | BFLogBot - Commit 042af7c59df7 | Author: watusim...@bitfighter.org | Log: Merge |
| 23:48:04 | Watusimoto | night! |
| 23:52:11 | raptor | night |
| 23:53:35 | | Watusimoto Quit (Ping timeout: 246 seconds) |