Timestamps are in GMT/BST.
| 00:01:08 | raptor | i think i'm too involved in my 'spaceward ho!' game... |
| 00:10:41 | Watusimoto | good lord! |
| 00:14:52 | raptor | hyah! |
| 00:31:29 | raptor | Watusimoto: should i release a fixed zone id windows build for the contest? |
| 00:32:47 | Watusimoto | i'd say only if an entry needs it |
| 00:32:59 | Watusimoto | but it can be server only, |
| 00:33:05 | Watusimoto | i think |
| 00:33:31 | Watusimoto | I'm working on a script for bdd now |
| 00:33:55 | raptor | great! |
| 00:34:01 | raptor | i think bobdaduck might want an editor build that he can attach ids to.. |
| 00:44:58 | Watusimoto | oh, yes, of course |
| 00:45:13 | Watusimoto | he'll need it; but it need not be a general release |
| 00:45:31 | Watusimoto | so now text comes on the screen when you enter a zone, and disappears when you leave |
| 00:45:39 | Watusimoto | on the way to fully scripted annoyance |
| 00:46:08 | Watusimoto | knocking off for the evening... |
| 00:46:31 | raptor | night! |
| 00:46:41 | raptor | post your text code on pastie for me if you have time.. |
| 00:46:54 | Watusimoto | sure |
| 00:47:29 | Watusimoto | http://pastie.org/5578370 |
| 00:47:37 | Watusimoto | it works with the current build |
| 00:47:59 | Watusimoto | there is a design issue: |
| 00:48:01 | Watusimoto | textitem:removeFromGame() |
| 00:48:02 | Watusimoto | and |
| 00:48:07 | Watusimoto | levelgen:addItem(textitem) |
| 00:48:10 | Watusimoto | are asymmetrical |
| 00:48:15 | Watusimoto | that will have to get cleaned up |
| 00:48:27 | Watusimoto | but no worries |
| 00:48:40 | Watusimoto | feel free to build on i |
| 00:48:41 | Watusimoto | t |
| 00:48:47 | Watusimoto | if you feel so moved |
| 00:50:03 | raptor | great! |
| 00:50:05 | raptor | trhanks |
| 00:50:06 | raptor | thanks |
| 00:50:33 | raptor | time to take ou tthe trash - it's garbage man's christmas tomorrow! |
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| 05:33:58 | raptor | night! |
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| 15:57:26 | raptor | Watusimoto: http://pastie.org/5580604 |
| 15:57:27 | raptor | :) |
| 15:57:50 | raptor | we could develop a trap library |
| 15:57:51 | Watusimoto | great! |
| 15:58:00 | Watusimoto | I'll need to import my latest changes |
| 15:58:11 | Watusimoto | but looking forward to trying it |
| 16:00:41 | Watusimoto | so in this case, there is only one text item, regardless of the number of players |
| 16:00:47 | raptor | yeah... |
| 16:00:55 | raptor | i've been thinking that either: |
| 16:01:07 | raptor | 1. each zone needs its own manipulatable item |
| 16:01:21 | | Little_Apple has joined |
| 16:01:39 | raptor | 2. we need to keep a database of sorts of various items that are created and clean them up |
| 16:01:43 | raptor | hi Little_Apple |
| 16:01:50 | raptor | that code is here: http://pastie.org/5580604 |
| 16:02:00 | Little_Apple | ok thanks |
| 16:02:21 | raptor | basically just add the id's 1, 2, and 3 to three zones |
| 16:02:25 | raptor | you can figure it out |
| 16:02:46 | Watusimoto | each zone should have its own text item |
| 16:02:55 | raptor | Watusimoto: yes, i agree |
| 16:02:59 | Watusimoto | and perhaps each text item should be created once and just added and removed |
| 16:03:07 | raptor | on a timer |
| 16:03:08 | Watusimoto | textitems could be stored in a table inexed by zone |
| 16:04:19 | Watusimoto | so you could do levelgen:addItem(textitems[zone]) |
| 16:04:47 | Watusimoto | or maybe levelgen:addItem(textitems[zoneId]) would be easier |
| 16:05:03 | raptor | sure |
| 16:05:11 | Watusimoto | I was just about to look up if we have a method of tellign if an item is already in the game |
| 16:05:13 | raptor | i think onShipLeftZone is a bad way to destroy them, though |
| 16:05:18 | Watusimoto | yes |
| 16:05:23 | Watusimoto | could set a timer, as you said |
| 16:05:23 | raptor | i think timers would be better |
| 16:05:29 | Watusimoto | very easy! |
| 16:05:33 | raptor | i haven't used timers in lua yet |
| 16:05:41 | Watusimoto | let me see if I can figure it out (again) |
| 16:06:40 | Watusimoto | I think it would just be this: |
| 16:06:45 | raptor | huh... i think math.random only returns integers? |
| 16:06:56 | Watusimoto | Timer:scheduleOnce(textitem:removeFromGame(), 2000) |
| 16:08:01 | Watusimoto | math.random ([m [, n]]) |
| 16:08:01 | Watusimoto | This 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.) |
| 16:08:01 | Watusimoto | When 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]. |
| 16:08:19 | raptor | bah, ok |
| 16:08:21 | Watusimoto | we override it because lua 5.1 random number generator is broken |
| 16:08:48 | Watusimoto | perhaps our override changes the functionality? if so, I'd say it's a bug. the intent is that it work as documented |
| 16:09:10 | raptor | i can just multiply... |
| 16:10:10 | raptor | that timer thing isn't working... |
| 16:11:15 | Watusimoto | ok, will test |
| 16:11:35 | Watusimoto | looks like our random number generator should work as advertised |
| 16:11:42 | Watusimoto | S32 LuaScriptRunner::getRandomNumber(lua_State *L) |
| 16:13:39 | raptor | Little_Apple: http://bitfighter.org/luadocs/index.html |
| 16:13:46 | raptor | ^^ that is the new documentation |
| 16:13:56 | raptor | still incomplete, but getting better |
| 16:14:17 | Little_Apple | yea i poked around there for a bit |
| 16:14:29 | Little_Apple | found the zone member list... |
| 16:16:32 | | BFLogBot Commit: 9545076eb758 | Author: watusimoto | Message: Documentation |
| 16:16:33 | | BFLogBot Commit: 53524cc1e45f | Author: watusimoto | Message: Whitespace (I think!) |
| 16:16:35 | | BFLogBot Commit: 7975a059c024 | Author: watusimoto | Message: Comment |
| 16:16:36 | | BFLogBot Commit: 407d485c1b0b | Author: watusimoto | Message: Merge |
| 16:24:16 | raptor | can't get timers to work... doing this doesn't actually show the text message: http://pastie.org/5580686 |
| 16:24:45 | | Little_Apple Quit (Quit: Page closed) |
| 16:26:22 | raptor | looks like scheduleOnce isn't found anywhere? |
| 16:27:57 | raptor | in fact, all Timer methods are missing?? |
| 16:29:01 | Watusimoto | so timers seem to have a problem |
| 16:29:17 | Watusimoto | the code is all there |
| 16:29:22 | raptor | do i need to include some built in timer library? |
| 16:29:26 | Watusimoto | (in timers.lua, in the scripts folder) |
| 16:29:59 | Watusimoto | but the they are not being called from the C++ code |
| 16:30:11 | raptor | ah, a .lua... |
| 16:30:14 | raptor | ok |
| 16:30:15 | Watusimoto | yes |
| 16:30:24 | Watusimoto | it's a very nice library |
| 16:35:12 | raptor | so it is broken? because the text item isn't showing up at all... |
| 16:35:37 | raptor | so maybe the removeFromGame() is being called right away? |
| 16:37:59 | Watusimoto | thomas just sent you a level |
| 16:38:06 | Watusimoto | pm in forums |
| 16:38:29 | Watusimoto | I think the timer is firing immediately, yes |
| 16:42:00 | | Invisible_ has joined |
| 16:42:24 | Invisible_ | Hi |
| 16:42:36 | Watusimoto | hi |
| 16:42:44 | Watusimoto | not sure why it's firing prematurely though |
| 16:44:12 | Watusimoto | Maybe when a textitem is removed from the game, on the client it should fade out to make the effect less jarring |
| 16:44:20 | Watusimoto | that is, if this is going to become a common thing |
| 16:45:11 | Watusimoto | could be purely a client-side change |
| 16:45:14 | raptor | maybe the _tick deltatime is not what we think it is? |
| 16:45:27 | raptor | checking PMs.. |
| 16:45:47 | raptor | Invisible_: thanks for the level! |
| 16:46:05 | Watusimoto | what's the level count so far? |
| 16:46:08 | Invisible_ | welcome |
| 16:46:35 | Watusimoto | it's annoying that the pms won't let you sent a .level file |
| 16:46:55 | Watusimoto | maybe there's a setting somewhere... |
| 16:47:28 | raptor | yeah, and if the level is too big, the levelcode wrapper makes it all disappear |
| 16:47:33 | raptor | maybe send a zip? |
| 16:51:22 | Invisible_ | there should be a badge for best level in a contest |
| 16:51:34 | raptor | there is :) |
| 16:51:52 | raptor | i should mention that... |
| 16:51:59 | Invisible_ | great |
| 16:53:23 | Watusimoto | can't find a setting for allowed filetypes... |
| 16:53:45 | Watusimoto | seems like such an obvious setting to have... |
| 16:54:40 | raptor | in the admin console? |
| 16:54:57 | Watusimoto | looked there |
| 16:55:18 | Watusimoto | We need to call timer:_tick every tick to advance the timers |
| 16:56:15 | Watusimoto | ok, I know what the problem is |
| 16:56:36 | Watusimoto | we do it for robots, but not for levelgens... we've never wanted to do it for levelgens before, and it never got implemented |
| 16:56:37 | Watusimoto | void Robot::tickTimer(U32 deltaT) |
| 16:56:55 | Watusimoto | needs to be generalized to apply to levelgens as well |
| 16:57:31 | raptor | 9 levels from 5 authors (not counting bobdaduck's partial level) |
| 16:57:36 | raptor | is what i have |
| 16:57:40 | Watusimoto | we even have a method for it: |
| 16:57:41 | Watusimoto | void LuaScriptRunner::tickTimer(U32 deltaT) |
| 16:57:51 | Watusimoto | but it's just not used (or implemented) yet |
| 16:58:07 | Watusimoto | the body of that method is currently: |
| 16:58:08 | Watusimoto | TNLAssert(false, "Not (yet) implemented!"); |
| 16:58:12 | Watusimoto | which pretty much says it all |
| 16:58:33 | raptor | ha |
| 16:58:57 | Watusimoto | anyhow, 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. |
| 16:59:07 | Watusimoto | so I'll be back later |
| 16:59:12 | raptor | ok |
| 16:59:21 | Watusimoto | and timers will rise again! |
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| 17:07:03 | Invisible_ | raptor: how many levels are entered so far? |
| 17:09:08 | raptor | Invisible_: 9 from 5 authors |
| 17:09:22 | Invisible_ | for the contest |
| 17:09:25 | raptor | yes |
| 17:09:47 | raptor | your dad hasn't entered one yet, and neither have I or sam686 |
| 17:10:33 | Invisible_ | are people allowed to make more than 1 level? |
| 17:10:39 | raptor | yes |
| 17:10:57 | raptor | and I'll even allow extras to be eligible for voting |
| 17:25:11 | Invisible_ | I'm going... |
| 17:25:17 | Invisible_ | by |
| 17:25:24 | Invisible_ | e |
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| 17:29:45 | raptor | bye |
| 17:29:53 | | Invisible_ Quit (Ping timeout: 245 seconds) |
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| 18:25:06 | kaen | raptor I tried to push my changes but I can't login to bitfighter.org |
| 18:25:16 | kaen | neither hostkey nor password auth is working for me |
| 18:27:10 | raptor | kaen: oops |
| 18:27:26 | raptor | yeah, the server was compromised and we did a reinstall |
| 18:28:19 | raptor | huh - and now it won't let me log in either.. |
| 18:28:24 | kaen | :x |
| 18:30:28 | raptor | argh it's denying my host... |
| 18:30:38 | raptor | kaen: what it is your IP? |
| 18:31:24 | kaen | 24.18.162.2 |
| 18:37:09 | raptor | ok kaen, i'm sending you a password to ssh in PM |
| 18:40:04 | kaen | heh I forgot about that ^^; |
| 18:40:22 | raptor | :) |
| 18:40:23 | kaen | this is your freindly ghost saying hello |
| 18:40:23 | kaen | EOF |
| 18:40:31 | kaen | I love it |
| 18:40:51 | raptor | doh - misspelled as usual |
| 18:41:14 | | Watusimoto has joined |
| 18:42:24 | raptor | tell me if you can't edit the files you need... i think i left all the permissions the sam |
| 18:42:25 | raptor | *same |
| 18:42:44 | kaen | indeed I can not |
| 18:42:51 | raptor | bah! |
| 18:42:55 | raptor | ok one moment.. |
| 18:43:01 | kaen | sure thing :) |
| 18:44:42 | raptor | ok, it's all yours! |
| 18:45:30 | kaen | woohoo |
| 18:45:49 | kaen | that code for generating the months/years |
| 18:45:56 | kaen | I don't even know what I was thinking... |
| 18:46:09 | raptor | maybe it was late at night that you wrote it... |
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| 18:46:38 | kaen | that is almost certain. |
| 18:46:58 | kaen | it was actually pretty riddled with off-by-one errors |
| 18:47:10 | raptor | blech |
| 18:47:38 | kaen | iterating through the months since 0 AD with a 0 based index lol |
| 18:47:51 | raptor | haha |
| 19:34:58 | sam686 | Found a problem in stats: http://bitfighter.org/stats/player.php?player=Lone+Wolf%27s+Assistant&alltime=yes |
| 19:35:01 | sam686 | keep clicking on "(show only authenticated data)" or "Try searching" link |
| 19:36:50 | kaen | overescaping |
| 19:36:58 | kaen | better than the alternative I guess... |
| 19:37:09 | kaen | but I'll get on it. |
| 19:37:36 | raptor | the joys of text processing |
| 19:38:28 | kaen | if only this were a rails app... |
| 19:38:59 | raptor | then we'd only have to content with performance! :0 |
| 19:39:05 | raptor | *contend |
| 19:39:32 | kaen | you can say that again @_@ |
| 19:40:06 | kaen | I've had rails apps that consumed so much memory my VPS instance was killed |
| 19:40:16 | raptor | oh wow |
| 19:40:24 | kaen | before even processing a request, just in startup |
| 19:41:13 | kaen | but I've been playing go in GAE for the last couple days |
| 19:41:17 | kaen | it's lots of fun |
| 19:41:24 | kaen | playing with Go* |
| 19:41:39 | raptor | Google Go? |
| 19:41:43 | kaen | yep |
| 19:41:58 | kaen | and it's really performant from what I've seen |
| 19:42:14 | kaen | and I can't even describe how awesome built-in concurrency is |
| 19:42:57 | raptor | that must have some overhead.. |
| 19:43:19 | kaen | some I'm sure, I'm not educated enough on the topic yet |
| 19:43:57 | kaen | it build pretty fast too |
| 19:44:16 | kaen | builds* |
| 19:44:33 | kaen | the go standard lib builds in like 15 seconds on my laptop |
| 19:44:40 | sam686 | in this link: http://bitfighter.org/stats/player.php?player=%23%23%23HELLO%23%23%23&alltime=yes |
| 19:44:41 | sam686 | Clicking any link says "Please specify a player ( |
| 19:45:25 | kaen | sam686 you're awesome. |
| 19:45:36 | sam686 | Really, what happens is the web browser shops off anything after # symbol, and use it as something.. |
| 19:45:57 | sam686 | (Chops, not shops) |
| 19:46:09 | kaen | yeah, # is an achor specifier |
| 19:46:19 | kaen | needs to be escaped as well |
| 19:47:10 | sam686 | Found same problem with http://bitfighter.org/stats/player.php?player=%26&authed=yes&alltime=yes |
| 19:52:35 | sam686 | UMM, the + turns into spaces in this link (+ need to be %2B): http://bitfighter.org/stats/player.php?player=%2B&authed=yes&alltime=yes |
| 19:57:15 | sam686 | I 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 |
| 20:00:01 | sam686 | hey raptor, I think we have a zero-length name in database stats.. |
| 20:00:27 | raptor | what!? |
| 20:00:39 | sam686 | take a look at the last link I put.. |
| 20:02:02 | sam686 | It 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.. |
| 20:04:16 | sam686 | on 018 login screen, things have changed: you can't put spaces before your name. |
| 20:10:07 | kaen | oh my goodness... |
| 20:10:17 | kaen | fixed the date display bug in stats.php |
| 20:10:25 | kaen | but now it seems there's no data for december. |
| 20:10:33 | kaen | in the materialized view anyway |
| 20:10:43 | kaen | the base data is in place I'm sure :) |
| 20:11:59 | kaen | oh! because the trigger was deleted after the reinstall |
| 20:12:26 | kaen | so the tables need to be reaggregated and the trigger readded |
| 20:12:42 | kaen | good thing I still have all of this in a git repo :x |
| 20:13:08 | kaen | s/readded/re-added/ |
| 20:13:22 | raptor | wait wait wait... i restored everythign i thought... |
| 20:13:28 | kaen | oh really? |
| 20:13:34 | raptor | looking... |
| 20:13:41 | kaen | bah if that's then I'm stumped |
| 20:13:47 | kaen | that's the case* |
| 20:15:05 | kaen | what does SHOW TRIGGERS return? |
| 20:15:56 | raptor | ha, shows nothing... |
| 20:16:41 | sam686 | Graph 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 |
| 20:17:33 | raptor | haha sam686, you crack me up |
| 20:18:08 | raptor | do triggers not get saved in the dumps?? |
| 20:18:51 | kaen | I guess not |
| 20:19:55 | sam686 | Note how the name got blue: http://bitfighter.org/stats/player.php?player=<b+style%3D%27color%3Ablue%3B%27>rapto<%2Fb>&alltime=yes |
| 20:20:12 | kaen | I'll move the sql files to my home, raptor |
| 20:20:47 | raptor | argh |
| 20:20:53 | raptor | ok |
| 20:21:16 | kaen | sweet more html injection |
| 20:21:23 | kaen | another critical bug... |
| 20:21:30 | kaen | I think I need a tracker |
| 20:21:39 | raptor | that one's my fault i'm sure |
| 20:21:47 | kaen | nope, that's my file |
| 20:21:54 | kaen | and I should protect against it anyway |
| 20:22:29 | raptor | ok kaen |
| 20:22:30 | kaen | because that will also likely fix some of the other bugs sam is finding (###HELLO### etc) |
| 20:22:34 | raptor | i see player_stats_triggers.sql |
| 20:22:37 | raptor | is that the one? |
| 20:22:48 | kaen | yep |
| 20:22:57 | kaen | and then aggregate_* |
| 20:23:04 | raptor | ok |
| 20:23:12 | raptor | i thought i got these for sure... |
| 20:23:14 | kaen | the first sets the triggers, the second is a one-off aggregation |
| 20:23:22 | | kaen shrugs |
| 20:24:03 | kaen | want to compare oversights? my list for today is much longer :) |
| 20:27:28 | raptor | ok i think it's done, everything returned with no errors... |
| 20:40:03 | kaen | \o/ |
| 20:47:40 | sam686 | What happened to the player stats "All time" button? I don't see it anymore in a list of players.. |
| 20:47:51 | kaen | heh just fixed that... |
| 20:48:15 | kaen | just waiting for the scp to complete |
| 20:49:33 | kaen | done. |
| 21:01:16 | raptor | ha! my KDR is above .5! |
| 21:02:43 | kaen | I feel like there's a better default column to sort on than KDR |
| 21:02:57 | kaen | I'm thinking Last Seen or Points |
| 21:03:10 | raptor | points are almost completely arbitrary |
| 21:03:28 | kaen | KDR is completely manipulable since bots are counted |
| 21:04:04 | kaen | also it's easy to make zombies |
| 21:04:09 | raptor | maybe win-loss ratio? |
| 21:04:24 | kaen | I like it |
| 21:05:53 | raptor | most wins? |
| 21:06:07 | kaen | most wins is even better |
| 21:06:14 | raptor | most official wins? |
| 21:06:20 | raptor | to give our selves perks... |
| 21:06:22 | raptor | :) |
| 21:06:27 | kaen | muahaha |
| 21:06:53 | kaen | we will be heroes to anyone who can't use a mouse and keyboard at the same time |
| 21:07:41 | kaen | at any rate yes I'll sort on wins |
| 21:07:58 | kaen | official wins aren't tracked in my materialized view iirc |
| 21:08:38 | raptor | ok no problem |
| 21:09:54 | | bobdaduck has joined |
| 21:12:35 | bobdaduck | speedzone speed: "really slow" |
| 21:12:35 | bobdaduck | lol |
| 21:12:54 | sam686 | http://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) |
| 21:13:14 | kaen | XxX420(-CHUMP*CHANGE-)420XxX |
| 21:13:25 | kaen | I lmao'd |
| 21:13:28 | raptor | ha!! |
| 21:13:31 | sam686 | there should be 137 pages if you really are doing every different names (40 per page) |
| 21:14:20 | raptor | maybe we kill a few along the way... |
| 21:14:27 | kaen | 1. bots |
| 21:14:46 | sam686 | http://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.. |
| 21:14:50 | kaen | I don't remember everything else I do, to be honest |
| 21:14:52 | kaen | but I'll verify |
| 21:15:44 | raptor | bobdaduck: come to my server to see the new triggers we've started on... |
| 21:16:08 | raptor | 69.169.. |
| 21:22:21 | raptor | bobdaduck: the script i'm using: http://pastie.org/5581603 |
| 21:35:02 | | Watusimoto has joined |
| 21:35:09 | Watusimoto | hi |
| 21:35:18 | raptor | hi, brb |
| 21:35:20 | bobdaduck | Hai! |
| 21:35:30 | Watusimoto | hail |
| 21:35:33 | raptor | questino to ponder - do we have a way to get an object's ID in Lua? |
| 21:35:52 | Watusimoto | will ponder |
| 21:37:30 | bobdaduck | Hey wat |
| 21:38:55 | kaen | you know what? I really want to be able to use my usb ports again |
| 21:39:19 | kaen | so I'm ordering a motherboard right now I've decided. |
| 21:39:28 | kaen | budgets be damned! |
| 21:39:40 | sam686 | why isn't findItems working in levelgen like they do in bot? |
| 21:39:43 | raptor | don't do it! |
| 21:40:03 | kaen | too late :) |
| 21:40:13 | kaen | just have to drink less coffee in january |
| 21:40:38 | kaen | or brew more of it, anyway |
| 21:40:39 | sam686 | I even tried bot = Robot.new() bot:findGlobalItems() but doesn't work. |
| 21:41:32 | raptor | Watusimoto: 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? |
| 21:41:56 | sam686 | My idea was just to find all specific objects and add them velocity in levelgen.. |
| 21:46:54 | Watusimoto | raptor: how would you identify that object? |
| 21:47:04 | raptor | exactly |
| 21:47:18 | raptor | i was thinking about creating a method to grab an object by it's ID |
| 21:49:00 | Watusimoto | that would be the key |
| 21:49:01 | raptor | so you'd have the object have an ID in the editor |
| 21:49:20 | Watusimoto | I just broke some bots. will fix shortly |
| 21:49:26 | raptor | but since it looks like we don't have that - is there another way? |
| 21:49:47 | Watusimoto | no, I think we need to add that method |
| 21:49:53 | raptor | hmm... ok |
| 21:49:54 | Watusimoto | I can write it if you like |
| 21:50:09 | | BFLogBot Commit: e87bd998652d | Author: watusimoto | Message: Add untested getId method to BfObject; also change getClassID to getClassId for consistency. |
| 21:50:47 | raptor | even a simple iteration over all objects of a type, testing for the ID.. |
| 21:51:38 | raptor | sure - i'm taking care of kids at the moment.. |
| 21:51:42 | sam686 | grr a endless loop levelgen freezes bitfighter |
| 21:52:16 | | BFLogBot Commit: 3a9212d4e648 | Author: watusimoto | Message: Oops.. this should have been in that last checkin |
| 21:52:46 | | BFLogBot Commit: 47cc0f070e8e | Author: watusimoto | Message: Fix s_bot. No other bot I know of uses getClassId(). |
| 21:52:59 | Watusimoto | >>>even a simple iteration over all objects of a type, testing for the ID.. <<< that's probably the only good way to do it |
| 21:53:08 | Watusimoto | unless we built some sort of dictionary |
| 21:53:22 | Watusimoto | but for occasional use, iteration is probably good enough |
| 21:58:04 | raptor | the times i wish java collection were as readily available in c++... |
| 22:06:47 | Watusimoto | what attributes of collection do you want? |
| 22:07:07 | raptor | the usual choice is the HashMap |
| 22:07:14 | | BFLogBot Commit: a9c594aeaf5d | Author: watusimoto | Message: Documentation |
| 22:07:16 | raptor | c++11 has it as unordered_map, i think |
| 22:07:40 | Watusimoto | but what is the attribute of collection that you want to use? |
| 22:07:44 | raptor | it auto de-dupes when you try to add to it and has contant time retrieval |
| 22:07:55 | Watusimoto | ok |
| 22:08:14 | Watusimoto | there is set |
| 22:08:41 | Watusimoto | http://www.cplusplus.com/reference/set/set/ |
| 22:09:14 | bobdaduck | So raptor |
| 22:09:18 | bobdaduck | hows that compiling thing coming along? |
| 22:09:36 | bobdaduck | My version of bitfighter doesn't let scripts work on generic zones still. |
| 22:09:46 | raptor | oh bobdaduck, crud... forgot.. yeah should be good.. |
| 22:10:32 | bobdaduck | lol |
| 22:10:50 | bobdaduck | the script won't work unless I replace all my generic zones with loadout zones xD |
| 22:10:59 | bobdaduck | and it still doesn't preserve item IDs |
| 22:10:59 | Watusimoto | I can compile |
| 22:11:11 | raptor | already compiled |
| 22:11:13 | raptor | uploading.. |
| 22:11:19 | Watusimoto | in fact, if you don;t mind useing a debu..... never mind |
| 22:11:36 | raptor | bobdaduck: http://sam6.25u.com/upload/bitfighter-018-editor_id_and_zone_fixes.zip |
| 22:12:07 | bobdaduck | Excellent. |
| 22:12:14 | raptor | that has the zone and id fixes, but not all the crazy stuff we've done since... like idle changes, etc. |
| 22:12:37 | bobdaduck | idle changes? |
| 22:13:24 | raptor | just newer unseen changes that should improve performance but has a chance for new bugs, too :) |
| 22:15:53 | bobdaduck | alright! |
| 22:16:13 | bobdaduck | Now I just need to figure out how to make the teleporter destination change when the player crosses a zone and I'll be set. |
| 22:17:21 | raptor | yeah - that's what i'm trying to do, but i have no way of accessing a nearby teleporter |
| 22:17:48 | raptor | Watusimoto may have just coded it though... in which case i'll have to get you another compiled version... :-/ |
| 22:18:06 | bobdaduck | lolk |
| 22:18:13 | | bobdaduck Quit (Quit: Page closed) |
| 22:25:21 | raptor | map and set both have log(n) retrieval |
| 22:27:42 | sam686 | Engineer bug? I somehow just can't engineer forcefield or turrets... |
| 22:31:09 | raptor | engineer bug |
| 22:31:19 | raptor | item's get put at 0,0? |
| 22:31:48 | sam686 | engineer teleporters is fine, forcefield/turrets get put into (0,0) |
| 22:36:02 | Watusimoto | with 018 or with development code? |
| 22:36:18 | raptor | development code |
| 22:36:20 | raptor | latest |
| 22:37:43 | raptor | this is a nice site: http://en.cppreference.com/w/cpp/container |
| 22:37:45 | sam686 | it may be caused by not using the anchorPoint in EngineeredItem::EngineeredItem |
| 22:42:21 | | BFLogBot Commit: 8ebc50723f6c | Author: sam8641 | Message: Fix engineer Turret and Forcefield being put at (0,0) |
| 22:51:43 | | BFLogBot Commit: 076ae50e3739 | Author: watusimoto | Message: Whitespace |
| 22:51:45 | | BFLogBot Commit: fc24427a0d29 | Author: watusimoto | Message: Add finObjectById method to levelgens. |
| 22:51:46 | | BFLogBot Commit: 8d13a0f1cb6e | Author: watusimoto | Message: Merge |
| 22:51:51 | raptor | ooooo |
| 22:52:26 | Watusimoto | uh.. not sure what just happened |
| 22:52:35 | Watusimoto | I tried an unusual merge option, and got unexpected results |
| 22:52:49 | raptor | uhh, where did all that merge code come from? |
| 22:52:59 | Watusimoto | see comment above |
| 22:53:06 | Watusimoto | that was unexpected |
| 22:53:22 | Watusimoto | well, it's all commented stuff, so it won't matter |
| 22:54:04 | Watusimoto | so levelgen:findObjectById(999) will work |
| 22:54:21 | Watusimoto | obj = levelgen:findObjectById(999) |
| 22:54:33 | raptor | great! |
| 22:54:35 | raptor | let me try.. |
| 22:56:08 | kaen | erm did someone clean the stats DB of the exploiting usernames? |
| 22:56:13 | kaen | can't seem to find any of them now |
| 22:56:41 | Watusimoto | kaen -- what are you referring to by exploiting usernames? |
| 22:56:48 | Watusimoto | is this the multiboxing thing? |
| 22:56:53 | raptor | i didn't |
| 22:57:04 | Watusimoto | regardless of what it is, I didn't |
| 22:57:07 | raptor | at least not recently... |
| 22:57:19 | kaen | huh. some of the links sam gave earlier suddenly aren't working for me |
| 22:57:47 | kaen | don't worry about it. I'll drum up some local test cases |
| 22:58:43 | kaen | Watusimoto, some usernames in the db to inject html into the stats pages |
| 23:08:33 | Watusimoto | oh brother |
| 23:08:34 | Watusimoto | findItems(lua_State *L); |
| 23:08:34 | Watusimoto | findGlobalItems(lua_State *L); |
| 23:08:34 | Watusimoto | findObjectById(lua_State *L); |
| 23:08:41 | Watusimoto | which one(s) should we change? |
| 23:08:41 | raptor | argh |
| 23:08:54 | Watusimoto | whichis better? findObjects or findItems? |
| 23:08:59 | raptor | findItems is just within a certain range, right? |
| 23:09:04 | raptor | ah |
| 23:09:05 | Watusimoto | no |
| 23:09:06 | raptor | um |
| 23:09:17 | Watusimoto | items is a misnomer |
| 23:09:26 | Watusimoto | findItems will return a wall |
| 23:09:45 | raptor | then unmisnomer it, i say |
| 23:10:11 | Watusimoto | I sort of agree |
| 23:10:29 | raptor | unless there is already a findObjects... |
| 23:14:07 | Watusimoto | no, we can do it |
| 23:14:18 | Watusimoto | I'll have to fix all the bot scripts... again... |
| 23:14:26 | Watusimoto | but I;m getting used to that! |
| 23:16:10 | | BFLogBot Commit: 10cf509ac502 | Author: watusimoto | Message: Port findObjectById to robots |
| 23:19:14 | sam686 | another problem, the ships |
| 23:19:58 | sam686 | the ship's red / orange tail and all explostion pariticlas disappear everytime ship goes into view |
| 23:20:58 | sam686 | an obvious problem with "Distraction Curve" level.. |
| 23:21:15 | Watusimoto | guilty! |
| 23:21:26 | raptor | mask problem again? |
| 23:21:29 | Watusimoto | look for the spark clearing method |
| 23:21:30 | Watusimoto | no |
| 23:21:43 | Watusimoto | I was trying to fix the following situation: |
| 23:22:26 | Watusimoto | when 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 |
| 23:22:44 | Watusimoto | so I cleared them; that must get triggered when a ship comes into view |
| 23:22:56 | raptor | ok, i got bobdaducks next trigger working... |
| 23:23:17 | sam686 | parhaps that happens when you stops processing (idle()) the sparks manager.. |
| 23:23:19 | raptor | write down the bugs please! |
| 23:23:42 | Watusimoto | ummm, actually, maybe not |
| 23:24:05 | Watusimoto | FXManager::clearSparks() is only called in two spots |
| 23:24:31 | Watusimoto | s2cSetLevelInfo and ClientGame::setSpawnDelayed |
| 23:24:40 | Watusimoto | neither would be associated with a ship object being created |
| 23:25:28 | Watusimoto | so I rescind my prior guilty plea, change my plea to not guilty, your honor |
| 23:33:10 | sam686 | then why does Ship::onAddedToGame always calls setSpawnDelayed which always clears sparks even for every enemy ships? |
| 23:34:46 | Watusimoto | just because I plead not guilty doesn't mean I _am_ not guilty |
| 23:36:06 | Watusimoto | good grief -- there is some bad logic in onAddedTogame |
| 23:36:37 | Watusimoto | setSpawnDelayed should only be run when the ship that is spawining is the local client |
| 23:36:40 | Watusimoto | not another player |
| 23:37:09 | Watusimoto | therefore, I am not sure that's the right place for that call |
| 23:37:29 | Watusimoto | though the addition of a check for that condition would fix the bug you reported |
| 23:41:20 | Watusimoto | I can't test this at the moment, but this might work: |
| 23:41:21 | Watusimoto | if(isGhost()) // Client |
| 23:41:21 | Watusimoto | if(getClientInfo() == static_cast<ClientGame *>(game)->getLocalRemoteClientInfo()) |
| 23:41:21 | Watusimoto | static_cast<ClientGame *>(game)->setSpawnDelayed(false); // Server tells us we're undelayed by spawning our ship |
| 23:41:32 | Watusimoto | (I inserted that middle line) |
| 23:41:59 | Watusimoto | actually, will probably need braces: |
| 23:41:59 | Watusimoto | if(isGhost()) // Client |
| 23:42:00 | Watusimoto | { |
| 23:42:00 | Watusimoto | if(getClientInfo() == static_cast<ClientGame *>(game)->getLocalRemoteClientInfo()) |
| 23:42:00 | Watusimoto | static_cast<ClientGame *>(game)->setSpawnDelayed(false); // Server tells us we're undelayed by spawning our ship |
| 23:42:00 | Watusimoto | } |
| 23:42:53 | Watusimoto | actually, will test that now |
| 23:50:37 | Watusimoto | ok, that will fix the probelm |
| 23:50:44 | Watusimoto | I'll check it in |
| 23:50:52 | | YoshiSmb has joined |
| 23:51:31 | | BFLogBot Commit: 0f6ee00ec6c9 | Author: watusimoto | Message: Fix problem with sparks being cleared when ship comes into scope |
| 23:51:33 | Watusimoto | but I don't really like that fix |
| 23:52:07 | raptor | hi |
| 23:55:25 | | raptor has left |