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IRC Log for 2012-12-26

Timestamps are in GMT/BST.

00:01:08raptori think i'm too involved in my 'spaceward ho!' game...
00:10:41Watusimotogood lord!
00:14:52raptorhyah!
00:31:29raptorWatusimoto: should i release a fixed zone id windows build for the contest?
00:32:47Watusimotoi'd say only if an entry needs it
00:32:59Watusimotobut it can be server only,
00:33:05Watusimotoi think
00:33:31WatusimotoI'm working on a script for bdd now
00:33:55raptorgreat!
00:34:01raptori think bobdaduck might want an editor build that he can attach ids to..
00:44:58Watusimotooh, yes, of course
00:45:13Watusimotohe'll need it; but it need not be a general release
00:45:31Watusimotoso now text comes on the screen when you enter a zone, and disappears when you leave
00:45:39Watusimotoon the way to fully scripted annoyance
00:46:08Watusimotoknocking off for the evening...
00:46:31raptornight!
00:46:41raptorpost your text code on pastie for me if you have time..
00:46:54Watusimotosure
00:47:29Watusimotohttp://pastie.org/5578370
00:47:37Watusimotoit works with the current build
00:47:59Watusimotothere is a design issue:
00:48:01Watusimoto textitem:removeFromGame()
00:48:02Watusimotoand
00:48:07Watusimotolevelgen:addItem(textitem)
00:48:10Watusimotoare asymmetrical
00:48:15Watusimotothat will have to get cleaned up
00:48:27Watusimotobut no worries
00:48:40Watusimotofeel free to build on i
00:48:41Watusimotot
00:48:47Watusimotoif you feel so moved
00:50:03raptorgreat!
00:50:05raptortrhanks
00:50:06raptorthanks
00:50:33raptortime to take ou tthe trash - it's garbage man's christmas tomorrow!
01:44:28Watusimoto Quit (Ping timeout: 255 seconds)
02:08:34kaen Quit (Read error: Connection reset by peer)
02:29:44kaen has joined
05:33:58raptornight!
05:34:00raptor Quit ()
10:07:27Watusimoto has joined
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13:24:57Watusimoto has joined
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14:46:56raptor has joined
14:46:57ChanServ sets mode +o raptor
15:06:24Watusimoto Quit (Ping timeout: 252 seconds)
15:45:55Watusimoto has joined
15:57:26raptorWatusimoto: http://pastie.org/5580604
15:57:27raptor:)
15:57:50raptorwe could develop a trap library
15:57:51Watusimotogreat!
15:58:00WatusimotoI'll need to import my latest changes
15:58:11Watusimotobut looking forward to trying it
16:00:41Watusimotoso in this case, there is only one text item, regardless of the number of players
16:00:47raptoryeah...
16:00:55raptori've been thinking that either:
16:01:07raptor1. each zone needs its own manipulatable item
16:01:21Little_Apple has joined
16:01:39raptor2. we need to keep a database of sorts of various items that are created and clean them up
16:01:43raptorhi Little_Apple
16:01:50raptorthat code is here: http://pastie.org/5580604
16:02:00Little_Appleok thanks
16:02:21raptorbasically just add the id's 1, 2, and 3 to three zones
16:02:25raptoryou can figure it out
16:02:46Watusimotoeach zone should have its own text item
16:02:55raptorWatusimoto: yes, i agree
16:02:59Watusimotoand perhaps each text item should be created once and just added and removed
16:03:07raptoron a timer
16:03:08Watusimototextitems could be stored in a table inexed by zone
16:04:19Watusimotoso you could do levelgen:addItem(textitems[zone])
16:04:47Watusimotoor maybe levelgen:addItem(textitems[zoneId]) would be easier
16:05:03raptorsure
16:05:11WatusimotoI was just about to look up if we have a method of tellign if an item is already in the game
16:05:13raptori think onShipLeftZone is a bad way to destroy them, though
16:05:18Watusimotoyes
16:05:23Watusimotocould set a timer, as you said
16:05:23raptori think timers would be better
16:05:29Watusimotovery easy!
16:05:33raptori haven't used timers in lua yet
16:05:41Watusimotolet me see if I can figure it out (again)
16:06:40WatusimotoI think it would just be this:
16:06:45raptorhuh... i think math.random only returns integers?
16:06:56Watusimoto Timer:scheduleOnce(textitem:removeFromGame(), 2000)
16:08:01Watusimotomath.random ([m [, n]])
16:08:01WatusimotoThis function is an interface to the simple pseudo-random generator function rand provided by ANSI C. (No guarantees can be given for its statistical properties.)
16:08:01WatusimotoWhen called without arguments, returns a uniform pseudo-random real number in the range [0,1). When called with an integer number m, math.random returns a uniform pseudo-random integer in the range [1, m]. When called with two integer numbers m and n, math.random returns a uniform pseudo-random integer in the range [m, n].
16:08:19raptorbah, ok
16:08:21Watusimotowe override it because lua 5.1 random number generator is broken
16:08:48Watusimotoperhaps our override changes the functionality? if so, I'd say it's a bug. the intent is that it work as documented
16:09:10raptori can just multiply...
16:10:10raptorthat timer thing isn't working...
16:11:15Watusimotook, will test
16:11:35Watusimotolooks like our random number generator should work as advertised
16:11:42WatusimotoS32 LuaScriptRunner::getRandomNumber(lua_State *L)
16:13:39raptorLittle_Apple: http://bitfighter.org/luadocs/index.html
16:13:46raptor^^ that is the new documentation
16:13:56raptorstill incomplete, but getting better
16:14:17Little_Appleyea i poked around there for a bit
16:14:29Little_Applefound the zone member list...
16:16:32BFLogBot Commit: 9545076eb758 | Author: watusimoto | Message: Documentation
16:16:33BFLogBot Commit: 53524cc1e45f | Author: watusimoto | Message: Whitespace (I think!)
16:16:35BFLogBot Commit: 7975a059c024 | Author: watusimoto | Message: Comment
16:16:36BFLogBot Commit: 407d485c1b0b | Author: watusimoto | Message: Merge
16:24:16raptorcan't get timers to work... doing this doesn't actually show the text message: http://pastie.org/5580686
16:24:45Little_Apple Quit (Quit: Page closed)
16:26:22raptorlooks like scheduleOnce isn't found anywhere?
16:27:57raptorin fact, all Timer methods are missing??
16:29:01Watusimotoso timers seem to have a problem
16:29:17Watusimotothe code is all there
16:29:22raptordo i need to include some built in timer library?
16:29:26Watusimoto(in timers.lua, in the scripts folder)
16:29:59Watusimotobut the they are not being called from the C++ code
16:30:11raptorah, a .lua...
16:30:14raptorok
16:30:15Watusimotoyes
16:30:24Watusimotoit's a very nice library
16:35:12raptorso it is broken? because the text item isn't showing up at all...
16:35:37raptorso maybe the removeFromGame() is being called right away?
16:37:59Watusimotothomas just sent you a level
16:38:06Watusimotopm in forums
16:38:29WatusimotoI think the timer is firing immediately, yes
16:42:00Invisible_ has joined
16:42:24Invisible_Hi
16:42:36Watusimotohi
16:42:44Watusimotonot sure why it's firing prematurely though
16:44:12WatusimotoMaybe when a textitem is removed from the game, on the client it should fade out to make the effect less jarring
16:44:20Watusimotothat is, if this is going to become a common thing
16:45:11Watusimotocould be purely a client-side change
16:45:14raptormaybe the _tick deltatime is not what we think it is?
16:45:27raptorchecking PMs..
16:45:47raptorInvisible_: thanks for the level!
16:46:05Watusimotowhat's the level count so far?
16:46:08Invisible_welcome
16:46:35Watusimotoit's annoying that the pms won't let you sent a .level file
16:46:55Watusimotomaybe there's a setting somewhere...
16:47:28raptoryeah, and if the level is too big, the levelcode wrapper makes it all disappear
16:47:33raptormaybe send a zip?
16:51:22Invisible_there should be a badge for best level in a contest
16:51:34raptorthere is :)
16:51:52raptori should mention that...
16:51:59Invisible_great
16:53:23Watusimotocan't find a setting for allowed filetypes...
16:53:45Watusimotoseems like such an obvious setting to have...
16:54:40raptorin the admin console?
16:54:57Watusimotolooked there
16:55:18WatusimotoWe need to call timer:_tick every tick to advance the timers
16:56:15Watusimotook, I know what the problem is
16:56:36Watusimotowe do it for robots, but not for levelgens... we've never wanted to do it for levelgens before, and it never got implemented
16:56:37Watusimotovoid Robot::tickTimer(U32 deltaT)
16:56:55Watusimotoneeds to be generalized to apply to levelgens as well
16:57:31raptor9 levels from 5 authors (not counting bobdaduck's partial level)
16:57:36raptoris what i have
16:57:40Watusimotowe even have a method for it:
16:57:41Watusimotovoid LuaScriptRunner::tickTimer(U32 deltaT)
16:57:51Watusimotobut it's just not used (or implemented) yet
16:58:07Watusimotothe body of that method is currently:
16:58:08WatusimotoTNLAssert(false, "Not (yet) implemented!");
16:58:12Watusimotowhich pretty much says it all
16:58:33raptorha
16:58:57Watusimotoanyhow, I need to do some work on dinner. I can get this working tonight. it should be pretty easy now that I understand the issue. The timers have been tested with bots, so they are fundamentally sound.
16:59:07Watusimotoso I'll be back later
16:59:12raptorok
16:59:21Watusimotoand timers will rise again!
17:04:01Watusimoto Quit (Ping timeout: 245 seconds)
17:07:03Invisible_raptor: how many levels are entered so far?
17:09:08raptorInvisible_: 9 from 5 authors
17:09:22Invisible_for the contest
17:09:25raptoryes
17:09:47raptoryour dad hasn't entered one yet, and neither have I or sam686
17:10:33Invisible_are people allowed to make more than 1 level?
17:10:39raptoryes
17:10:57raptorand I'll even allow extras to be eligible for voting
17:25:11Invisible_I'm going...
17:25:17Invisible_by
17:25:24Invisible_e
17:25:41Watusimoto has joined
17:29:45raptorbye
17:29:53Invisible_ Quit (Ping timeout: 245 seconds)
17:42:58Darrel Quit (Read error: Connection reset by peer)
17:42:58Darrel_ Quit (Read error: Connection reset by peer)
17:54:40Watusimoto Quit (Ping timeout: 255 seconds)
18:25:06kaenraptor I tried to push my changes but I can't login to bitfighter.org
18:25:16kaenneither hostkey nor password auth is working for me
18:27:10raptorkaen: oops
18:27:26raptoryeah, the server was compromised and we did a reinstall
18:28:19raptorhuh - and now it won't let me log in either..
18:28:24kaen:x
18:30:28raptorargh it's denying my host...
18:30:38raptorkaen: what it is your IP?
18:31:24kaen24.18.162.2
18:37:09raptorok kaen, i'm sending you a password to ssh in PM
18:40:04kaenheh I forgot about that ^^;
18:40:22raptor:)
18:40:23kaenthis is your freindly ghost saying hello
18:40:23kaenEOF
18:40:31kaenI love it
18:40:51raptordoh - misspelled as usual
18:41:14Watusimoto has joined
18:42:24raptortell me if you can't edit the files you need... i think i left all the permissions the sam
18:42:25raptor*same
18:42:44kaenindeed I can not
18:42:51raptorbah!
18:42:55raptorok one moment..
18:43:01kaensure thing :)
18:44:42raptorok, it's all yours!
18:45:30kaenwoohoo
18:45:49kaenthat code for generating the months/years
18:45:56kaenI don't even know what I was thinking...
18:46:09raptormaybe it was late at night that you wrote it...
18:46:25Watusimoto Quit (Ping timeout: 255 seconds)
18:46:38kaenthat is almost certain.
18:46:58kaenit was actually pretty riddled with off-by-one errors
18:47:10raptorblech
18:47:38kaeniterating through the months since 0 AD with a 0 based index lol
18:47:51raptorhaha
19:34:58sam686Found a problem in stats: http://bitfighter.org/stats/player.php?player=Lone+Wolf%27s+Assistant&alltime=yes
19:35:01sam686keep clicking on "(show only authenticated data)" or "Try searching" link
19:36:50kaenoverescaping
19:36:58kaenbetter than the alternative I guess...
19:37:09kaenbut I'll get on it.
19:37:36raptorthe joys of text processing
19:38:28kaenif only this were a rails app...
19:38:59raptorthen we'd only have to content with performance! :0
19:39:05raptor*contend
19:39:32kaenyou can say that again @_@
19:40:06kaenI've had rails apps that consumed so much memory my VPS instance was killed
19:40:16raptoroh wow
19:40:24kaenbefore even processing a request, just in startup
19:41:13kaenbut I've been playing go in GAE for the last couple days
19:41:17kaenit's lots of fun
19:41:24kaenplaying with Go*
19:41:39raptorGoogle Go?
19:41:43kaenyep
19:41:58kaenand it's really performant from what I've seen
19:42:14kaenand I can't even describe how awesome built-in concurrency is
19:42:57raptorthat must have some overhead..
19:43:19kaensome I'm sure, I'm not educated enough on the topic yet
19:43:57kaenit build pretty fast too
19:44:16kaenbuilds*
19:44:33kaenthe go standard lib builds in like 15 seconds on my laptop
19:44:40sam686in this link: http://bitfighter.org/stats/player.php?player=%23%23%23HELLO%23%23%23&alltime=yes
19:44:41sam686Clicking any link says "Please specify a player (
19:45:25kaensam686 you're awesome.
19:45:36sam686Really, what happens is the web browser shops off anything after # symbol, and use it as something..
19:45:57sam686(Chops, not shops)
19:46:09kaenyeah, # is an achor specifier
19:46:19kaenneeds to be escaped as well
19:47:10sam686Found same problem with http://bitfighter.org/stats/player.php?player=%26&authed=yes&alltime=yes
19:52:35sam686UMM, the + turns into spaces in this link (+ need to be %2B): http://bitfighter.org/stats/player.php?player=%2B&authed=yes&alltime=yes
19:57:15sam686I have a hard time clicking the empty name (#1), when i did, it says "Please specify a name". http://bitfighter.org/stats/stats.php?order=player_name&sort=ASC&alltime=yes
20:00:01sam686hey raptor, I think we have a zero-length name in database stats..
20:00:27raptorwhat!?
20:00:39sam686take a look at the last link I put..
20:02:02sam686It might be some players using " " (spaces only) name at bitfighter, which trim the spaces at server join to become "", at least on 017 i think..
20:04:16sam686on 018 login screen, things have changed: you can't put spaces before your name.
20:10:07kaenoh my goodness...
20:10:17kaenfixed the date display bug in stats.php
20:10:25kaenbut now it seems there's no data for december.
20:10:33kaenin the materialized view anyway
20:10:43kaenthe base data is in place I'm sure :)
20:11:59kaenoh! because the trigger was deleted after the reinstall
20:12:26kaenso the tables need to be reaggregated and the trigger readded
20:12:42kaengood thing I still have all of this in a git repo :x
20:13:08kaens/readded/re-added/
20:13:22raptorwait wait wait... i restored everythign i thought...
20:13:28kaenoh really?
20:13:34raptorlooking...
20:13:41kaenbah if that's then I'm stumped
20:13:47kaenthat's the case*
20:15:05kaenwhat does SHOW TRIGGERS return?
20:15:56raptorha, shows nothing...
20:16:41sam686Graph report with music! (php handling bug) http://bitfighter.org/stats/graphs/?days=10%3Cfont%20size=9%20color=red%3E%3Cmarquee%20Scrollamount=30%3E%3Cblink%3EHello_there%3Caudio%20controls=controls%20autoplay=autoplay%3E%3Csource%20src=http://sam6.25u.com/bitfighter/music/game.ogg%20type=audio/ogg%3E%3C/audio%3E
20:17:33raptorhaha sam686, you crack me up
20:18:08raptordo triggers not get saved in the dumps??
20:18:51kaenI guess not
20:19:55sam686Note how the name got blue: http://bitfighter.org/stats/player.php?player=<b+style%3D%27color%3Ablue%3B%27>rapto<%2Fb>&alltime=yes
20:20:12kaenI'll move the sql files to my home, raptor
20:20:47raptorargh
20:20:53raptorok
20:21:16kaensweet more html injection
20:21:23kaenanother critical bug...
20:21:30kaenI think I need a tracker
20:21:39raptorthat one's my fault i'm sure
20:21:47kaennope, that's my file
20:21:54kaenand I should protect against it anyway
20:22:29raptorok kaen
20:22:30kaenbecause that will also likely fix some of the other bugs sam is finding (###HELLO### etc)
20:22:34raptori see player_stats_triggers.sql
20:22:37raptoris that the one?
20:22:48kaenyep
20:22:57kaenand then aggregate_*
20:23:04raptorok
20:23:12raptori thought i got these for sure...
20:23:14kaenthe first sets the triggers, the second is a one-off aggregation
20:23:22kaen shrugs
20:24:03kaenwant to compare oversights? my list for today is much longer :)
20:27:28raptorok i think it's done, everything returned with no errors...
20:40:03kaen\o/
20:47:40sam686What happened to the player stats "All time" button? I don't see it anymore in a list of players..
20:47:51kaenheh just fixed that...
20:48:15kaenjust waiting for the scp to complete
20:49:33kaendone.
21:01:16raptorha! my KDR is above .5!
21:02:43kaenI feel like there's a better default column to sort on than KDR
21:02:57kaenI'm thinking Last Seen or Points
21:03:10raptorpoints are almost completely arbitrary
21:03:28kaenKDR is completely manipulable since bots are counted
21:04:04kaenalso it's easy to make zombies
21:04:09raptormaybe win-loss ratio?
21:04:24kaenI like it
21:05:53raptormost wins?
21:06:07kaenmost wins is even better
21:06:14raptormost official wins?
21:06:20raptorto give our selves perks...
21:06:22raptor:)
21:06:27kaenmuahaha
21:06:53kaenwe will be heroes to anyone who can't use a mouse and keyboard at the same time
21:07:41kaenat any rate yes I'll sort on wins
21:07:58kaenofficial wins aren't tracked in my materialized view iirc
21:08:38raptorok no problem
21:09:54bobdaduck has joined
21:12:35bobdaduckspeedzone speed: "really slow"
21:12:35bobdaducklol
21:12:54sam686http://bitfighter.org/stats/stats.php?alltime=yes - are you sure it is doing ALL TIME? I only see 104 pages, but "SELECT COUNT( DISTINCT player_name ) FROM stats_player" gaves me 5468 (that many different names)
21:13:14kaenXxX420(-CHUMP*CHANGE-)420XxX
21:13:25kaenI lmao'd
21:13:28raptorha!!
21:13:31sam686there should be 137 pages if you really are doing every different names (40 per page)
21:14:20raptormaybe we kill a few along the way...
21:14:27kaen1. bots
21:14:46sam686http://bitfighter.org/stats/player.php?player=%3Cb+style%3D%27color%3Ablue%3B%27%3Erapto%3C%2Fb%3E&alltime=yes can't even find it despite having alltime=yes..
21:14:50kaenI don't remember everything else I do, to be honest
21:14:52kaenbut I'll verify
21:15:44raptorbobdaduck: come to my server to see the new triggers we've started on...
21:16:08raptor69.169..
21:22:21raptorbobdaduck: the script i'm using: http://pastie.org/5581603
21:35:02Watusimoto has joined
21:35:09Watusimotohi
21:35:18raptorhi, brb
21:35:20bobdaduckHai!
21:35:30Watusimotohail
21:35:33raptorquestino to ponder - do we have a way to get an object's ID in Lua?
21:35:52Watusimotowill ponder
21:37:30bobdaduckHey wat
21:38:55kaenyou know what? I really want to be able to use my usb ports again
21:39:19kaenso I'm ordering a motherboard right now I've decided.
21:39:28kaenbudgets be damned!
21:39:40sam686why isn't findItems working in levelgen like they do in bot?
21:39:43raptordon't do it!
21:40:03kaentoo late :)
21:40:13kaenjust have to drink less coffee in january
21:40:38kaenor brew more of it, anyway
21:40:39sam686I even tried bot = Robot.new() bot:findGlobalItems() but doesn't work.
21:41:32raptorWatusimoto: i want to be able to manipulate the position of a non-ship object when i hit a zone - what would be a good way to grab said object?
21:41:56sam686My idea was just to find all specific objects and add them velocity in levelgen..
21:46:54Watusimotoraptor: how would you identify that object?
21:47:04raptorexactly
21:47:18raptori was thinking about creating a method to grab an object by it's ID
21:49:00Watusimotothat would be the key
21:49:01raptorso you'd have the object have an ID in the editor
21:49:20WatusimotoI just broke some bots. will fix shortly
21:49:26raptorbut since it looks like we don't have that - is there another way?
21:49:47Watusimotono, I think we need to add that method
21:49:53raptorhmm... ok
21:49:54WatusimotoI can write it if you like
21:50:09BFLogBot Commit: e87bd998652d | Author: watusimoto | Message: Add untested getId method to BfObject; also change getClassID to getClassId for consistency.
21:50:47raptoreven a simple iteration over all objects of a type, testing for the ID..
21:51:38raptorsure - i'm taking care of kids at the moment..
21:51:42sam686grr a endless loop levelgen freezes bitfighter
21:52:16BFLogBot Commit: 3a9212d4e648 | Author: watusimoto | Message: Oops.. this should have been in that last checkin
21:52:46BFLogBot Commit: 47cc0f070e8e | Author: watusimoto | Message: Fix s_bot. No other bot I know of uses getClassId().
21:52:59Watusimoto>>>even a simple iteration over all objects of a type, testing for the ID.. <<< that's probably the only good way to do it
21:53:08Watusimotounless we built some sort of dictionary
21:53:22Watusimotobut for occasional use, iteration is probably good enough
21:58:04raptorthe times i wish java collection were as readily available in c++...
22:06:47Watusimotowhat attributes of collection do you want?
22:07:07raptorthe usual choice is the HashMap
22:07:14BFLogBot Commit: a9c594aeaf5d | Author: watusimoto | Message: Documentation
22:07:16raptorc++11 has it as unordered_map, i think
22:07:40Watusimotobut what is the attribute of collection that you want to use?
22:07:44raptorit auto de-dupes when you try to add to it and has contant time retrieval
22:07:55Watusimotook
22:08:14Watusimotothere is set
22:08:41Watusimotohttp://www.cplusplus.com/reference/set/set/
22:09:14bobdaduckSo raptor
22:09:18bobdaduckhows that compiling thing coming along?
22:09:36bobdaduckMy version of bitfighter doesn't let scripts work on generic zones still.
22:09:46raptoroh bobdaduck, crud... forgot.. yeah should be good..
22:10:32bobdaducklol
22:10:50bobdaduckthe script won't work unless I replace all my generic zones with loadout zones xD
22:10:59bobdaduckand it still doesn't preserve item IDs
22:10:59WatusimotoI can compile
22:11:11raptoralready compiled
22:11:13raptoruploading..
22:11:19Watusimotoin fact, if you don;t mind useing a debu..... never mind
22:11:36raptorbobdaduck: http://sam6.25u.com/upload/bitfighter-018-editor_id_and_zone_fixes.zip
22:12:07bobdaduckExcellent.
22:12:14raptorthat has the zone and id fixes, but not all the crazy stuff we've done since... like idle changes, etc.
22:12:37bobdaduckidle changes?
22:13:24raptorjust newer unseen changes that should improve performance but has a chance for new bugs, too :)
22:15:53bobdaduckalright!
22:16:13bobdaduckNow I just need to figure out how to make the teleporter destination change when the player crosses a zone and I'll be set.
22:17:21raptoryeah - that's what i'm trying to do, but i have no way of accessing a nearby teleporter
22:17:48raptorWatusimoto may have just coded it though... in which case i'll have to get you another compiled version... :-/
22:18:06bobdaducklolk
22:18:13bobdaduck Quit (Quit: Page closed)
22:25:21raptormap and set both have log(n) retrieval
22:27:42sam686Engineer bug? I somehow just can't engineer forcefield or turrets...
22:31:09raptorengineer bug
22:31:19raptoritem's get put at 0,0?
22:31:48sam686engineer teleporters is fine, forcefield/turrets get put into (0,0)
22:36:02Watusimotowith 018 or with development code?
22:36:18raptordevelopment code
22:36:20raptorlatest
22:37:43raptorthis is a nice site: http://en.cppreference.com/w/cpp/container
22:37:45sam686it may be caused by not using the anchorPoint in EngineeredItem::EngineeredItem
22:42:21BFLogBot Commit: 8ebc50723f6c | Author: sam8641 | Message: Fix engineer Turret and Forcefield being put at (0,0)
22:51:43BFLogBot Commit: 076ae50e3739 | Author: watusimoto | Message: Whitespace
22:51:45BFLogBot Commit: fc24427a0d29 | Author: watusimoto | Message: Add finObjectById method to levelgens.
22:51:46BFLogBot Commit: 8d13a0f1cb6e | Author: watusimoto | Message: Merge
22:51:51raptorooooo
22:52:26Watusimotouh.. not sure what just happened
22:52:35WatusimotoI tried an unusual merge option, and got unexpected results
22:52:49raptoruhh, where did all that merge code come from?
22:52:59Watusimotosee comment above
22:53:06Watusimotothat was unexpected
22:53:22Watusimotowell, it's all commented stuff, so it won't matter
22:54:04Watusimotoso levelgen:findObjectById(999) will work
22:54:21Watusimotoobj = levelgen:findObjectById(999)
22:54:33raptorgreat!
22:54:35raptorlet me try..
22:56:08kaenerm did someone clean the stats DB of the exploiting usernames?
22:56:13kaencan't seem to find any of them now
22:56:41Watusimotokaen -- what are you referring to by exploiting usernames?
22:56:48Watusimotois this the multiboxing thing?
22:56:53raptori didn't
22:57:04Watusimotoregardless of what it is, I didn't
22:57:07raptorat least not recently...
22:57:19kaenhuh. some of the links sam gave earlier suddenly aren't working for me
22:57:47kaendon't worry about it. I'll drum up some local test cases
22:58:43kaenWatusimoto, some usernames in the db to inject html into the stats pages
23:08:33Watusimotooh brother
23:08:34WatusimotofindItems(lua_State *L);
23:08:34WatusimotofindGlobalItems(lua_State *L);
23:08:34WatusimotofindObjectById(lua_State *L);
23:08:41Watusimotowhich one(s) should we change?
23:08:41raptorargh
23:08:54Watusimotowhichis better? findObjects or findItems?
23:08:59raptorfindItems is just within a certain range, right?
23:09:04raptorah
23:09:05Watusimotono
23:09:06raptorum
23:09:17Watusimotoitems is a misnomer
23:09:26WatusimotofindItems will return a wall
23:09:45raptorthen unmisnomer it, i say
23:10:11WatusimotoI sort of agree
23:10:29raptorunless there is already a findObjects...
23:14:07Watusimotono, we can do it
23:14:18WatusimotoI'll have to fix all the bot scripts... again...
23:14:26Watusimotobut I;m getting used to that!
23:16:10BFLogBot Commit: 10cf509ac502 | Author: watusimoto | Message: Port findObjectById to robots
23:19:14sam686another problem, the ships
23:19:58sam686the ship's red / orange tail and all explostion pariticlas disappear everytime ship goes into view
23:20:58sam686an obvious problem with "Distraction Curve" level..
23:21:15Watusimotoguilty!
23:21:26raptormask problem again?
23:21:29Watusimotolook for the spark clearing method
23:21:30Watusimotono
23:21:43WatusimotoI was trying to fix the following situation:
23:22:26Watusimotowhen you go idle, your ship dies, and an explosion ensues; you might sit there for 5 minutes, but when you resume, all your sparks are still there, like you just exploded
23:22:44Watusimotoso I cleared them; that must get triggered when a ship comes into view
23:22:56raptorok, i got bobdaducks next trigger working...
23:23:17sam686parhaps that happens when you stops processing (idle()) the sparks manager..
23:23:19raptorwrite down the bugs please!
23:23:42Watusimotoummm, actually, maybe not
23:24:05WatusimotoFXManager::clearSparks() is only called in two spots
23:24:31Watusimotos2cSetLevelInfo and ClientGame::setSpawnDelayed
23:24:40Watusimotoneither would be associated with a ship object being created
23:25:28Watusimotoso I rescind my prior guilty plea, change my plea to not guilty, your honor
23:33:10sam686then why does Ship::onAddedToGame always calls setSpawnDelayed which always clears sparks even for every enemy ships?
23:34:46Watusimotojust because I plead not guilty doesn't mean I _am_ not guilty
23:36:06Watusimotogood grief -- there is some bad logic in onAddedTogame
23:36:37WatusimotosetSpawnDelayed should only be run when the ship that is spawining is the local client
23:36:40Watusimotonot another player
23:37:09Watusimototherefore, I am not sure that's the right place for that call
23:37:29Watusimotothough the addition of a check for that condition would fix the bug you reported
23:41:20WatusimotoI can't test this at the moment, but this might work:
23:41:21Watusimoto if(isGhost()) // Client
23:41:21Watusimoto if(getClientInfo() == static_cast<ClientGame *>(game)->getLocalRemoteClientInfo())
23:41:21Watusimoto static_cast<ClientGame *>(game)->setSpawnDelayed(false); // Server tells us we're undelayed by spawning our ship
23:41:32Watusimoto(I inserted that middle line)
23:41:59Watusimotoactually, will probably need braces:
23:41:59Watusimoto if(isGhost()) // Client
23:42:00Watusimoto {
23:42:00Watusimoto if(getClientInfo() == static_cast<ClientGame *>(game)->getLocalRemoteClientInfo())
23:42:00Watusimoto static_cast<ClientGame *>(game)->setSpawnDelayed(false); // Server tells us we're undelayed by spawning our ship
23:42:00Watusimoto }
23:42:53Watusimotoactually, will test that now
23:50:37Watusimotook, that will fix the probelm
23:50:44WatusimotoI'll check it in
23:50:52YoshiSmb has joined
23:51:31BFLogBot Commit: 0f6ee00ec6c9 | Author: watusimoto | Message: Fix problem with sparks being cleared when ship comes into scope
23:51:33Watusimotobut I don't really like that fix
23:52:07raptorhi
23:55:25raptor has left

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