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| 09:19:59 | raptor | good day! |
| 09:20:12 | kaen | greetings |
| 09:20:31 | watusimoto | hey o |
| 09:20:39 | raptor | dangling pointers! |
| 09:20:53 | kaen | my VPS apparently got restored the other day. I almost got to complete an ssh connection before they took it back down again :< |
| 09:21:00 | kaen | nice fix btw, raptor |
| 09:21:04 | kaen | sorry for the trouble :x |
| 09:21:11 | raptor | oh... no worries |
| 09:21:30 | raptor | actually i was talking about another problem... which I think I forgot to CC you on the e-mail (sorry) |
| 09:22:25 | raptor | ok sent |
| 09:24:18 | raptor | watusimoto: it strikes me that deleting the proxies via another method would still leave the objects in the LuaW cache table |
| 09:25:02 | raptor | maybe that doesn't matter... |
| 09:25:19 | raptor | also, i've already tried using bfobject -> setLuaProxy(NULL) to clear out the copied pointer in the undo state. It never clears for some reason |
| 09:25:33 | watusimoto | you are probably right that it would leave the items in the cache table |
| 09:25:41 | watusimoto | maybe we can clear that out as well |
| 09:25:57 | watusimoto | actually, maybe we only need to clear that out |
| 09:26:17 | watusimoto | because removing items from the cache table will delete the proxies, no? |
| 09:26:33 | raptor | proxies are only deleted when _gc is called |
| 09:27:08 | watusimoto | we could remove the cache table and force garbage collection |
| 09:27:32 | raptor | but that still leaves the dangling pointer in the copied BfObjects |
| 09:28:03 | watusimoto | I don't think so.. what is the order of operations here? |
| 09:28:10 | watusimoto | 1) initiate script |
| 09:28:21 | watusimoto | 2) create undo state |
| 09:28:27 | raptor | 1.1 add bfobject to main GridDatabase |
| 09:28:43 | raptor | ok back up |
| 09:28:46 | watusimoto | where does bfobject come from? |
| 09:28:50 | raptor | this happanes when you do 'undo()' |
| 09:28:55 | watusimoto | no |
| 09:28:55 | raptor | *happens |
| 09:29:01 | watusimoto | I'm thinking when you first run a script |
| 09:29:05 | raptor | oh |
| 09:29:08 | watusimoto | before that there are no proxies |
| 09:29:12 | raptor | correct |
| 09:29:14 | watusimoto | so you hit ctrl-; or whatever |
| 09:29:14 | raptor | ok |
| 09:29:19 | watusimoto | 2) create undo state |
| 09:29:25 | raptor | yes |
| 09:29:30 | watusimoto | 3) do scripty things, creating objects and perhaps some proxies |
| 09:29:35 | raptor | yes |
| 09:29:41 | watusimoto | 4) terminate script |
| 09:29:49 | watusimoto | 5) do something else in editor which... |
| 09:29:55 | watusimoto | 5a) triggers undo state |
| 09:30:06 | raptor | yep |
| 09:30:08 | watusimoto | which 5b) creates copy of proxy pointer |
| 09:30:12 | raptor | yes |
| 09:30:15 | watusimoto | which 5c) sucks |
| 09:30:16 | watusimoto | so |
| 09:30:43 | watusimoto | after 4 we delete cache table and force gc, so there are now no more proxies to worry about when we get to 5) |
| 09:31:12 | raptor | (we have another bug with _gc - it seems to only trigger on game exit) |
| 09:31:31 | watusimoto | it should be triggered every time lua does its gc |
| 09:32:51 | raptor | well, i've never seen it triggered until i shut the game down |
| 09:34:20 | watusimoto | well, we could even brute force it; clobber the cache table then cycle through our objects and delete any proxies we find |
| 09:34:26 | watusimoto | that's pretty ugly, though |
| 09:34:56 | watusimoto | I'll bet forcing lua to do gc will be enough |
| 09:35:35 | raptor | ok, i'll try that... |
| 09:36:24 | watusimoto | the important thing, though, is making sure when the script is done that mProxy (or whatever) is NULL for every object we put in the database |
| 09:36:56 | raptor | I tried to manually set that to NULL before the copy with ->setLuaProxy(NULL) |
| 09:36:58 | watusimoto | we could even assert that in the datbase itself |
| 09:37:01 | raptor | that didn't work |
| 09:37:13 | raptor | not sure why.. |
| 09:37:18 | watusimoto | actually, don';t assert that |
| 09:37:49 | watusimoto | could a script have been resetting the proxy after you NULLed it? |
| 09:38:35 | raptor | I don't know... i put my check in saveUndoState() right before the copy was done |
| 09:45:10 | raptor | awww man, one of my servers has a harddrive failure... |
| 10:01:48 | watusimoto | that sucks! |
| 10:11:23 | | Nothing_Much has joined |
| 10:27:53 | raptor | yay, my back up is several months old |
| 10:28:18 | raptor | /sarcasm: Unknown command |
| 10:28:23 | kaen | hehe |
| 10:28:49 | raptor | looks like my backup server was being rejected by SSH for a while... |
| 10:28:52 | raptor | man |
| 10:28:53 | kaen | in my client if you do //sarcasm it will print /sarcasm |
| 10:28:56 | kaen | /sarcasm |
| 10:29:03 | raptor | /sarcasm |
| 10:29:06 | kaen | :) |
| 10:29:06 | raptor | oh hey, cool |
| 10:31:12 | bobdaduck | /sarcasm |
| 10:31:54 | bobdaduck | At my work I mark things as "very complete" instead of just "complete" |
| 10:38:43 | bobdaduck | DnD is "complete" but not "very complete" |
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| 12:36:12 | raptor | i can't look at the proxy thing for a bit... this server situation is taking my time :-/ |
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| 14:06:02 | bobdaduck | levelgen:isCoordOccupied() |
| 14:06:03 | bobdaduck | PLZ |
| 14:12:17 | raptor | ? |
| 14:13:38 | bobdaduck | Return an array of objects that are at the exact coord. |
| 14:13:48 | bobdaduck | Or nil if its empty. |
| 14:13:57 | raptor | use case? |
| 14:14:31 | bobdaduck | Lets say I make a testitem when someone says "deployTest" |
| 14:14:48 | bobdaduck | Lets say I don't want people putting sixty testItems as a trap in the same spot that will crash the server. |
| 14:15:12 | bobdaduck | Or in a level I'm making right now, when someone goes over a zone it makes a spawnpoint at a spot |
| 14:15:21 | bobdaduck | and I don't want people making a million spawnpoints in the same spot |
| 14:15:40 | bobdaduck | So I would use it in place of declaring a global variable switch for each time I want to use the mechanic |
| 14:16:08 | raptor | but a global switch is so easy and is super fast |
| 14:16:23 | bobdaduck | If I'm going to be using this thing like twenty times in the level |
| 14:16:29 | raptor | 20 switches! |
| 14:16:30 | bobdaduck | twenty global switches is... Less than Ideal. |
| 14:16:54 | bobdaduck | And I'd like the code to be... What's the term? Make it so I can use the code on different levels without having to make major changes. |
| 14:17:11 | raptor | reusable |
| 14:17:21 | raptor | well, there is a findGlobalObjects |
| 14:17:44 | bobdaduck | No there isn't |
| 14:17:46 | bobdaduck | not until 019 |
| 14:17:50 | bobdaduck | which is still like two months out |
| 14:19:40 | bobdaduck | Or what if I want to fling a ship towards a wall |
| 14:19:46 | bobdaduck | but only if there isn't something in the way? |
| 14:23:19 | raptor | oh yeah.. |
| 14:23:34 | raptor | isn't there a pointCanSeePoint() ? |
| 14:23:41 | bobdaduck | uh. |
| 14:24:01 | bobdaduck | no. |
| 14:29:12 | raptor | but toggles are so good! and they save so much processing power! |
| 14:33:29 | bobdaduck | And they mean I need 40 different IDs! |
| 14:33:32 | fordcars | if (y == yOfObject) and (x == xOfObject) then return false -----? |
| 14:33:35 | bobdaduck | I'd really only use 2! |
| 14:33:48 | bobdaduck | I don't have the object |
| 14:34:05 | fordcars | oh lol |
| 14:34:07 | bobdaduck | I want to get the object |
| 14:34:08 | bobdaduck | xD |
| 14:42:05 | bobdaduck | Why can't robots be instantiated from levelgen? |
| 14:53:44 | fordcars | btw bot the zombie is nearly done |
| 14:54:40 | fordcars | it's cool, it has lots of randoms events, so they won't all behave at the same time and in the same way |
| 14:55:22 | Watusimoto_ | don't we have a function to find all objects at a location? |
| 14:55:38 | Watusimoto_ | maybe that's only in the C++ side of things |
| 14:56:46 | bobdaduck | There's definitely not that in lua. |
| 14:56:55 | bobdaduck | ...because that's exactly what I'm asking for. |
| 14:56:58 | bobdaduck | bot the zombie lol |
| 14:57:23 | raptor | Watusimoto_: we have a findObjects variant in c++ that takes a Rect |
| 14:57:34 | bobdaduck | The level to go with it is coming along as well |
| 14:57:52 | Watusimoto_ | yes, that must be what I'm thinking of |
| 14:58:11 | Watusimoto_ | we could expose that pretty easily if we wanted |
| 14:58:48 | Watusimoto_ | I'd be willing to do it if it someone (i.e. bobdaduck) put it on the running bug list |
| 14:59:03 | bobdaduck | yay |
| 14:59:05 | bobdaduck | !butg |
| 14:59:07 | bobdaduck | !bug |
| 14:59:07 | BFLogBot | To enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List |
| 15:00:56 | raptor | bobdaduck: is always willing to add bugs |
| 15:01:05 | raptor | err, i mean create bugs |
| 15:01:10 | raptor | i mean, find bugs |
| 15:01:15 | bobdaduck | build bugs. |
| 15:01:21 | bobdaduck | I invent them. |
| 15:08:19 | fordcars | hey kaen, is it normal that I add 0.0002 on each frame to 0.0001, and that at some point it will be ex: 0.00299999999999? |
| 15:08:31 | fordcars | the 9s show up |
| 15:09:16 | | raptor Quit () |
| 15:12:03 | bobdaduck | What are you doing? |
| 15:13:00 | fordcars | :P it's the rate the zombies get faster |
| 15:13:10 | fordcars | wanna see the bot? |
| 15:14:35 | bobdaduck | yes |
| 15:14:53 | bobdaduck | Dunno if I can join |
| 15:14:57 | bobdaduck | We'll try it |
| 15:15:12 | fordcars | oh ok hosting |
| 15:15:20 | fordcars | and ignore the numbers in chat :P |
| 15:23:02 | bobdaduck | its cool that it'll work across gametypes |
| 15:23:29 | fordcars | yep :P |
| 15:23:37 | fordcars | what will it be called? |
| 15:23:42 | fordcars | Zombot! |
| 15:23:50 | fordcars | Botbie! |
| 15:23:54 | fordcars | lol |
| 15:25:11 | fordcars | getGameTimeTotal() -- bots can get game time |
| 15:26:55 | bobdaduck | bot the zombie |
| 15:26:58 | bobdaduck | botdazombie |
| 15:27:06 | fordcars | lol ok |
| 15:27:44 | bobdaduck | Cool. You should make it so that it hits .8 speed at 80% gametime. And if you can, it'd be cool if the admin could set overtime where bots start going faster than the actual humans. |
| 15:27:56 | bobdaduck | OH OH OH AND IF THE BOT KILLS SOMEONE IT SHOULD GET A SPEED BOOST |
| 15:28:03 | bobdaduck | wait no that won't work |
| 15:28:03 | bobdaduck | xD |
| 15:29:11 | fordcars | LOL |
| 15:29:58 | fordcars | what, you want admin to decide when bot hits .8 speed? |
| 15:30:11 | | Watusimoto_ Quit (Read error: No buffer space available) |
| 15:30:13 | bobdaduck | getGameTimeTotal at the start of the game |
| 15:30:22 | bobdaduck | and calculate how much to increase difficulty each tick off of that |
| 15:30:35 | fordcars | yeah I know, but what does the admin do? |
| 15:30:51 | bobdaduck | /addtime 10 |
| 15:31:04 | bobdaduck | And the bot will just keep increasing its speed past 1 |
| 15:31:12 | fordcars | oh kokokokok |
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| 15:31:28 | fordcars | well I can get time remaining |
| 15:31:43 | fordcars | calculate the rate on tick, so if it changes, the bot will ajust |
| 15:32:05 | bobdaduck | you could just get time remaining at the beginning of the game |
| 15:32:10 | bobdaduck | and never get it again |
| 15:32:10 | fordcars | yeah |
| 15:32:16 | fordcars | well if addtime 10 |
| 15:32:44 | bobdaduck | in a 20 minute game, extending it 10 minutes would theoretically mean the bot eventually reaches 1.5 speed |
| 15:32:55 | fordcars | doesn't work... |
| 15:33:02 | Watusimoto_ | found this oddly interesting |
| 15:33:03 | Watusimoto_ | https://en.wikipedia.org/wiki/List_of_screw_drives |
| 15:33:22 | fordcars | wow Watusimoto |
| 15:33:24 | bobdaduck | Why doesn't it work? |
| 15:34:04 | fordcars | remember, bots are players!!!!!! |
| 15:34:08 | fordcars | 1 is max speed |
| 15:34:48 | fordcars | wow, one way screws are cool! |
| 15:34:58 | bobdaduck | What no |
| 15:35:03 | bobdaduck | You can set s_bots speed to 2 |
| 15:35:20 | bobdaduck | host I'll show you |
| 15:35:43 | fordcars | yeah but it won't go faster |
| 15:37:35 | bobdaduck | bah! |
| 15:38:23 | fordcars | ok so it will calculate each tick, it'll be cooler anyway |
| 15:38:36 | bobdaduck | it will? |
| 15:38:41 | fordcars | well maybe |
| 15:39:06 | fordcars | if you add 1000 seconds, the bot will slow down and slowly speed up again |
| 15:39:22 | bobdaduck | nah |
| 15:39:24 | fordcars | or maybe I should just do it in main? |
| 15:39:37 | bobdaduck | probably just in main and only do it once |
| 15:39:42 | fordcars | okokokokokokokok |
| 15:49:12 | | bobdaduck Quit (Remote host closed the connection) |
| 15:52:24 | fordcars | can bots get the fps? |
| 15:57:00 | fordcars | later guys, gtg |
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| 16:01:25 | | fordcars Quit (Ping timeout: 250 seconds) |
| 16:08:33 | Watusimoto_ | Good night, gentlemen |
| 16:08:47 | | Watusimoto_ Quit (Remote host closed the connection) |
| 16:12:07 | | BFLogBot Commit: 2e9ba914a846 | Author: watusimoto | Message: Render special indicator pointing out where loadout is displayed when showing relevant inline help item |
| 16:12:09 | | BFLogBot Commit: 033dd5667ae9 | Author: watusimoto | Message: Add placeholder for test |
| 17:19:18 | | raptor has joined |
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| 17:19:28 | raptor | howdy howdy |
| 18:43:54 | | fordcars has joined |
| 18:54:01 | raptor | ok, running garbage collector right after running an editor plugin does not wipe the proxies.. |
| 18:54:08 | raptor | it doesn't even detect garbage... |
| 19:20:45 | | fordcars Quit (Ping timeout: 250 seconds) |
| 20:07:20 | | BFLogBot Commit: e2f522dc4281 | Author: buckyballreaction | Message: Remove some old comments |
| 20:39:26 | raptor | kaen: you around? |
| 21:18:39 | raptor | I think we need some way to static cast any BfObject* to its underlying type (like WallItem or LoadoutZone) |
| 21:25:49 | raptor | but that requires reflection and is only doable with RTTI :( |
| 21:25:55 | raptor | stink |
| 21:35:30 | | BFLogBot Commit: 7d677622c168 | Author: buckyballreaction | Message: Rename method to make more sense |
| 22:20:16 | | fordcars has joined |
| 22:39:54 | kaen | raptor, I'm not sure I understand why you'd need that. |
| 22:40:00 | kaen | sounds a lot like dynamic cast :x |
| 22:40:08 | raptor | yes but compile time! |
| 22:40:15 | kaen | ah I see |
| 22:40:21 | raptor | ok, i'm just acting like a spoiled java brat |
| 22:40:36 | raptor | oh and hello! |
| 22:40:43 | kaen | hello :) |
| 22:40:49 | raptor | anyways.. I just found a solution to my problem and sent an e-mail.. |
| 22:41:59 | raptor | but it feels so ugly |
| 22:42:04 | raptor | blech |
| 22:45:17 | | Skybax has joined |
| 22:45:20 | Skybax | Hi |
| 22:45:28 | raptor | Skybax! |
| 22:45:30 | raptor | hi |
| 22:45:40 | Skybax | How've you guys been? lol |
| 22:45:49 | raptor | good |
| 22:45:57 | fordcars | wow Skybax! |
| 22:46:10 | Skybax | Hi ford |
| 22:46:29 | raptor | I played your 'Diode' level the other day - I thought it was clever |
| 22:46:38 | raptor | or was it 'LED' |
| 22:46:40 | Skybax | Mine? |
| 22:46:44 | raptor | yes, i think so |
| 22:46:51 | Skybax | LED sounds more familiar than Diode |
| 22:46:55 | raptor | LED, yes |
| 22:46:57 | raptor | clever |
| 22:47:02 | Skybax | Thanks :3 |
| 22:47:04 | raptor | because it had diodes |
| 22:47:06 | raptor | :) |
| 22:47:38 | fordcars | Hi |
| 22:47:43 | raptor | hi fordcars |
| 22:47:52 | fordcars | HI |
| 22:47:56 | Skybax | Ah yes. LED. I made that one a lonnnnng time ago lol |
| 22:48:04 | Skybax | I just logged on and checked it |
| 22:48:22 | fordcars | hehe |
| 22:48:41 | raptor | man.. s_bot needs work |
| 22:49:46 | fordcars | you bet |
| 22:50:19 | raptor | do you know why it's so schizophrenic? |
| 22:50:35 | raptor | it acts all indecisive... |
| 22:50:45 | raptor | and circley circles a lot |
| 22:51:08 | fordcars | yeah |
| 22:51:29 | raptor | do tell |
| 22:53:39 | fordcars | I hate when they start going nuts going back and forth in CTF |
| 22:53:53 | fordcars | because the flag keeps getting picked up |
| 22:53:59 | raptor | kaen: what do you think about making s_bot a state machine? |
| 22:54:11 | raptor | i may have asked that before.. |
| 22:54:53 | raptor | like create a whole bunch of states, assign relevant ones to the gametype, then jsut have s_bot move between them |
| 22:55:12 | Skybax | I'm learning JavaScript |
| 22:55:23 | raptor | *gasp* |
| 22:55:41 | fordcars | oooohhh nice |
| 22:55:45 | raptor | for a class? |
| 22:55:49 | fordcars | a real language |
| 22:55:50 | Skybax | No just for fun |
| 22:55:55 | raptor | oh cool |
| 22:55:58 | Skybax | I like code |
| 22:56:13 | raptor | have you looked at the bitfighter Lua API yet? :) |
| 22:56:29 | raptor | because... bobdaduck has made some really crazy things so far with it |
| 22:56:31 | Skybax | I haven't xD unless there's organized lessons I can follow, it's hard for me to learn it |
| 22:56:40 | raptor | ah |
| 22:57:01 | raptor | well there's Lua tutorials... but we're lacking on the bitfighter side.. |
| 22:57:08 | Skybax | I'm learning through codeacademy.com |
| 22:57:14 | | raptor takes a look |
| 22:57:28 | Skybax | There's a tab on there where you can make your own coding lessons for people |
| 22:57:37 | Skybax | If you make some Lua lessons I'll take em xD |
| 22:58:19 | raptor | under 'teach' ? |
| 22:58:24 | Skybax | Yesh |
| 22:59:22 | Skybax | My profile http://www.codecademy.com/skybax |
| 22:59:26 | Skybax | G2g ttyl |
| 23:00:08 | raptor | later |
| 23:01:39 | | Skybax_ has joined |
| 23:01:59 | Skybax_ | This works on my iPhone. Who woulda thunk it |
| 23:02:09 | raptor | welcome to IRC! |
| 23:02:44 | Skybax_ | Lol now there's two of me.. |
| 23:03:55 | | Skybax Quit (Ping timeout: 250 seconds) |
| 23:04:11 | Skybax_ | Did you say anything after my profile link? I had to turn off my computer before it shut off lol |
| 23:04:19 | raptor | nope |
| 23:04:32 | fordcars | nice I made an account on CodeAcademy but never used it :P |
| 23:04:36 | raptor | you can always look a the logs: http://bitfighter.org/irclogs/ |
| 23:04:46 | Skybax_ | Okay xD |
| 23:05:29 | fordcars | Skybax, this page is really helpful for Bitfighter's Lua API: http://bitfighter.org/wiki/index.php/Script_structure |
| 23:05:45 | Skybax_ | I just found out about code academy like five days ago and I've been on there for like 6 hours a day |
| 23:05:54 | raptor | great! |
| 23:06:02 | raptor | you'll pick up basic coding practices |
| 23:06:22 | raptor | where's bobdaduck to show you the crazy Lua stuff he's done.. |
| 23:06:53 | raptor | Lua is similar-ish to javascript in flow, although syntax is differenct (not as C-based) |
| 23:07:02 | raptor | *different |
| 23:07:21 | Skybax_ | I already have somewhat of a coding foundation.. I knew BASIC and I was adequate at HTML |
| 23:07:35 | raptor | ahh BASIC |
| 23:07:42 | raptor | i loved nibbles |
| 23:07:51 | fordcars | YAY BASIC |
| 23:08:56 | Skybax_ | I taught myself BASIC by playing around with a text-based game maker lol |
| 23:10:10 | Skybax_ | I actually have an unfinished Mario based game somewhere on my hard drive lol |
| 23:10:45 | fordcars | Haha nice! |
| 23:11:06 | fordcars | phew finally done bob's ZombieBot :P |
| 23:11:38 | Skybax_ | What does it do |
| 23:17:09 | raptor | yeah, fordcars, can you show us? |
| 23:18:48 | fordcars | hehe ok :P hosting in a sec |
| 23:18:59 | raptor | oh goodie |
| 23:24:25 | raptor | going to bed |
| 23:24:27 | raptor | night! |
| 23:24:39 | | raptor Quit () |
| 23:24:41 | fordcars | later! |
| 23:26:05 | Skybax_ | Bai |
| 23:32:31 | | Skybax_ Quit (Ping timeout: 250 seconds) |