#bitfighter IRC Log

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IRC Log for 2013-06-24

Timestamps are in GMT/BST.

01:00:21koda has joined
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09:19:59raptorgood day!
09:20:12kaengreetings
09:20:31watusimotohey o
09:20:39raptordangling pointers!
09:20:53kaenmy VPS apparently got restored the other day. I almost got to complete an ssh connection before they took it back down again :<
09:21:00kaennice fix btw, raptor
09:21:04kaensorry for the trouble :x
09:21:11raptoroh... no worries
09:21:30raptoractually i was talking about another problem... which I think I forgot to CC you on the e-mail (sorry)
09:22:25raptorok sent
09:24:18raptorwatusimoto: it strikes me that deleting the proxies via another method would still leave the objects in the LuaW cache table
09:25:02raptormaybe that doesn't matter...
09:25:19raptoralso, i've already tried using bfobject -> setLuaProxy(NULL) to clear out the copied pointer in the undo state. It never clears for some reason
09:25:33watusimotoyou are probably right that it would leave the items in the cache table
09:25:41watusimotomaybe we can clear that out as well
09:25:57watusimotoactually, maybe we only need to clear that out
09:26:17watusimotobecause removing items from the cache table will delete the proxies, no?
09:26:33raptorproxies are only deleted when _gc is called
09:27:08watusimotowe could remove the cache table and force garbage collection
09:27:32raptorbut that still leaves the dangling pointer in the copied BfObjects
09:28:03watusimotoI don't think so.. what is the order of operations here?
09:28:10watusimoto1) initiate script
09:28:21watusimoto2) create undo state
09:28:27raptor1.1 add bfobject to main GridDatabase
09:28:43raptorok back up
09:28:46watusimotowhere does bfobject come from?
09:28:50raptorthis happanes when you do 'undo()'
09:28:55watusimotono
09:28:55raptor*happens
09:29:01watusimotoI'm thinking when you first run a script
09:29:05raptoroh
09:29:08watusimotobefore that there are no proxies
09:29:12raptorcorrect
09:29:14watusimotoso you hit ctrl-; or whatever
09:29:14raptorok
09:29:19watusimoto2) create undo state
09:29:25raptoryes
09:29:30watusimoto3) do scripty things, creating objects and perhaps some proxies
09:29:35raptoryes
09:29:41watusimoto4) terminate script
09:29:49watusimoto5) do something else in editor which...
09:29:55watusimoto5a) triggers undo state
09:30:06raptoryep
09:30:08watusimotowhich 5b) creates copy of proxy pointer
09:30:12raptoryes
09:30:15watusimotowhich 5c) sucks
09:30:16watusimotoso
09:30:43watusimotoafter 4 we delete cache table and force gc, so there are now no more proxies to worry about when we get to 5)
09:31:12raptor(we have another bug with _gc - it seems to only trigger on game exit)
09:31:31watusimotoit should be triggered every time lua does its gc
09:32:51raptorwell, i've never seen it triggered until i shut the game down
09:34:20watusimotowell, we could even brute force it; clobber the cache table then cycle through our objects and delete any proxies we find
09:34:26watusimotothat's pretty ugly, though
09:34:56watusimotoI'll bet forcing lua to do gc will be enough
09:35:35raptorok, i'll try that...
09:36:24watusimotothe 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
09:36:56raptorI tried to manually set that to NULL before the copy with ->setLuaProxy(NULL)
09:36:58watusimotowe could even assert that in the datbase itself
09:37:01raptorthat didn't work
09:37:13raptornot sure why..
09:37:18watusimotoactually, don';t assert that
09:37:49watusimotocould a script have been resetting the proxy after you NULLed it?
09:38:35raptorI don't know... i put my check in saveUndoState() right before the copy was done
09:45:10raptorawww man, one of my servers has a harddrive failure...
10:01:48watusimotothat sucks!
10:11:23Nothing_Much has joined
10:27:53raptoryay, my back up is several months old
10:28:18raptor /sarcasm: Unknown command
10:28:23kaenhehe
10:28:49raptorlooks like my backup server was being rejected by SSH for a while...
10:28:52raptorman
10:28:53kaenin my client if you do //sarcasm it will print /sarcasm
10:28:56kaen/sarcasm
10:29:03raptor/sarcasm
10:29:06kaen:)
10:29:06raptoroh hey, cool
10:31:12bobdaduck/sarcasm
10:31:54bobdaduckAt my work I mark things as "very complete" instead of just "complete"
10:38:43bobdaduckDnD is "complete" but not "very complete"
10:44:22koda Quit (Ping timeout: 268 seconds)
11:21:39Watusimoto_ has joined
11:58:16bobdaduck Quit (Remote host closed the connection)
12:36:12raptori can't look at the proxy thing for a bit... this server situation is taking my time :-/
12:48:58Watusimoto_ Quit (Ping timeout: 240 seconds)
13:03:40fordcars has joined
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14:06:02bobdaducklevelgen:isCoordOccupied()
14:06:03bobdaduckPLZ
14:12:17raptor?
14:13:38bobdaduckReturn an array of objects that are at the exact coord.
14:13:48bobdaduckOr nil if its empty.
14:13:57raptoruse case?
14:14:31bobdaduckLets say I make a testitem when someone says "deployTest"
14:14:48bobdaduckLets say I don't want people putting sixty testItems as a trap in the same spot that will crash the server.
14:15:12bobdaduckOr in a level I'm making right now, when someone goes over a zone it makes a spawnpoint at a spot
14:15:21bobdaduckand I don't want people making a million spawnpoints in the same spot
14:15:40bobdaduckSo I would use it in place of declaring a global variable switch for each time I want to use the mechanic
14:16:08raptorbut a global switch is so easy and is super fast
14:16:23bobdaduckIf I'm going to be using this thing like twenty times in the level
14:16:29raptor20 switches!
14:16:30bobdaducktwenty global switches is... Less than Ideal.
14:16:54bobdaduckAnd 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.
14:17:11raptorreusable
14:17:21raptorwell, there is a findGlobalObjects
14:17:44bobdaduckNo there isn't
14:17:46bobdaducknot until 019
14:17:50bobdaduckwhich is still like two months out
14:19:40bobdaduckOr what if I want to fling a ship towards a wall
14:19:46bobdaduckbut only if there isn't something in the way?
14:23:19raptoroh yeah..
14:23:34raptorisn't there a pointCanSeePoint() ?
14:23:41bobdaduckuh.
14:24:01bobdaduckno.
14:29:12raptorbut toggles are so good! and they save so much processing power!
14:33:29bobdaduckAnd they mean I need 40 different IDs!
14:33:32fordcarsif (y == yOfObject) and (x == xOfObject) then return false -----?
14:33:35bobdaduckI'd really only use 2!
14:33:48bobdaduckI don't have the object
14:34:05fordcarsoh lol
14:34:07bobdaduckI want to get the object
14:34:08bobdaduckxD
14:42:05bobdaduckWhy can't robots be instantiated from levelgen?
14:53:44fordcarsbtw bot the zombie is nearly done
14:54:40fordcarsit's cool, it has lots of randoms events, so they won't all behave at the same time and in the same way
14:55:22Watusimoto_don't we have a function to find all objects at a location?
14:55:38Watusimoto_maybe that's only in the C++ side of things
14:56:46bobdaduckThere's definitely not that in lua.
14:56:55bobdaduck...because that's exactly what I'm asking for.
14:56:58bobdaduckbot the zombie lol
14:57:23raptorWatusimoto_: we have a findObjects variant in c++ that takes a Rect
14:57:34bobdaduckThe level to go with it is coming along as well
14:57:52Watusimoto_yes, that must be what I'm thinking of
14:58:11Watusimoto_we could expose that pretty easily if we wanted
14:58:48Watusimoto_I'd be willing to do it if it someone (i.e. bobdaduck) put it on the running bug list
14:59:03bobdaduckyay
14:59:05bobdaduck!butg
14:59:07bobdaduck!bug
14:59:07BFLogBotTo 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
15:00:56raptorbobdaduck: is always willing to add bugs
15:01:05raptorerr, i mean create bugs
15:01:10raptori mean, find bugs
15:01:15bobdaduckbuild bugs.
15:01:21bobdaduckI invent them.
15:08:19fordcarshey 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?
15:08:31fordcarsthe 9s show up
15:09:16raptor Quit ()
15:12:03bobdaduckWhat are you doing?
15:13:00fordcars:P it's the rate the zombies get faster
15:13:10fordcarswanna see the bot?
15:14:35bobdaduckyes
15:14:53bobdaduckDunno if I can join
15:14:57bobdaduckWe'll try it
15:15:12fordcarsoh ok hosting
15:15:20fordcarsand ignore the numbers in chat :P
15:23:02bobdaduckits cool that it'll work across gametypes
15:23:29fordcarsyep :P
15:23:37fordcarswhat will it be called?
15:23:42fordcarsZombot!
15:23:50fordcarsBotbie!
15:23:54fordcarslol
15:25:11fordcarsgetGameTimeTotal() -- bots can get game time
15:26:55bobdaduckbot the zombie
15:26:58bobdaduckbotdazombie
15:27:06fordcarslol ok
15:27:44bobdaduckCool. 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.
15:27:56bobdaduckOH OH OH AND IF THE BOT KILLS SOMEONE IT SHOULD GET A SPEED BOOST
15:28:03bobdaduckwait no that won't work
15:28:03bobdaduckxD
15:29:11fordcarsLOL
15:29:58fordcarswhat, you want admin to decide when bot hits .8 speed?
15:30:11Watusimoto_ Quit (Read error: No buffer space available)
15:30:13bobdaduckgetGameTimeTotal at the start of the game
15:30:22bobdaduckand calculate how much to increase difficulty each tick off of that
15:30:35fordcarsyeah I know, but what does the admin do?
15:30:51bobdaduck/addtime 10
15:31:04bobdaduckAnd the bot will just keep increasing its speed past 1
15:31:12fordcarsoh kokokokok
15:31:27Watusimoto_ has joined
15:31:28fordcarswell I can get time remaining
15:31:43fordcarscalculate the rate on tick, so if it changes, the bot will ajust
15:32:05bobdaduckyou could just get time remaining at the beginning of the game
15:32:10bobdaduckand never get it again
15:32:10fordcarsyeah
15:32:16fordcarswell if addtime 10
15:32:44bobdaduckin a 20 minute game, extending it 10 minutes would theoretically mean the bot eventually reaches 1.5 speed
15:32:55fordcarsdoesn't work...
15:33:02Watusimoto_found this oddly interesting
15:33:03Watusimoto_https://en.wikipedia.org/wiki/List_of_screw_drives
15:33:22fordcarswow Watusimoto
15:33:24bobdaduckWhy doesn't it work?
15:34:04fordcarsremember, bots are players!!!!!!
15:34:08fordcars1 is max speed
15:34:48fordcarswow, one way screws are cool!
15:34:58bobdaduckWhat no
15:35:03bobdaduckYou can set s_bots speed to 2
15:35:20bobdaduckhost I'll show you
15:35:43fordcarsyeah but it won't go faster
15:37:35bobdaduckbah!
15:38:23fordcarsok so it will calculate each tick, it'll be cooler anyway
15:38:36bobdaduckit will?
15:38:41fordcarswell maybe
15:39:06fordcarsif you add 1000 seconds, the bot will slow down and slowly speed up again
15:39:22bobdaducknah
15:39:24fordcarsor maybe I should just do it in main?
15:39:37bobdaduckprobably just in main and only do it once
15:39:42fordcarsokokokokokokokok
15:49:12bobdaduck Quit (Remote host closed the connection)
15:52:24fordcarscan bots get the fps?
15:57:00fordcarslater guys, gtg
15:57:26LordDVG Quit (Remote host closed the connection)
16:01:25fordcars Quit (Ping timeout: 250 seconds)
16:08:33Watusimoto_Good night, gentlemen
16:08:47Watusimoto_ Quit (Remote host closed the connection)
16:12:07BFLogBot Commit: 2e9ba914a846 | Author: watusimoto | Message: Render special indicator pointing out where loadout is displayed when showing relevant inline help item
16:12:09BFLogBot Commit: 033dd5667ae9 | Author: watusimoto | Message: Add placeholder for test
17:19:18raptor has joined
17:19:18ChanServ sets mode +o raptor
17:19:28raptorhowdy howdy
18:43:54fordcars has joined
18:54:01raptorok, running garbage collector right after running an editor plugin does not wipe the proxies..
18:54:08raptorit doesn't even detect garbage...
19:20:45fordcars Quit (Ping timeout: 250 seconds)
20:07:20BFLogBot Commit: e2f522dc4281 | Author: buckyballreaction | Message: Remove some old comments
20:39:26raptorkaen: you around?
21:18:39raptorI think we need some way to static cast any BfObject* to its underlying type (like WallItem or LoadoutZone)
21:25:49raptorbut that requires reflection and is only doable with RTTI :(
21:25:55raptorstink
21:35:30BFLogBot Commit: 7d677622c168 | Author: buckyballreaction | Message: Rename method to make more sense
22:20:16fordcars has joined
22:39:54kaenraptor, I'm not sure I understand why you'd need that.
22:40:00kaensounds a lot like dynamic cast :x
22:40:08raptoryes but compile time!
22:40:15kaenah I see
22:40:21raptorok, i'm just acting like a spoiled java brat
22:40:36raptoroh and hello!
22:40:43kaenhello :)
22:40:49raptoranyways.. I just found a solution to my problem and sent an e-mail..
22:41:59raptorbut it feels so ugly
22:42:04raptorblech
22:45:17Skybax has joined
22:45:20SkybaxHi
22:45:28raptorSkybax!
22:45:30raptorhi
22:45:40SkybaxHow've you guys been? lol
22:45:49raptorgood
22:45:57fordcarswow Skybax!
22:46:10SkybaxHi ford
22:46:29raptorI played your 'Diode' level the other day - I thought it was clever
22:46:38raptoror was it 'LED'
22:46:40SkybaxMine?
22:46:44raptoryes, i think so
22:46:51SkybaxLED sounds more familiar than Diode
22:46:55raptorLED, yes
22:46:57raptorclever
22:47:02SkybaxThanks :3
22:47:04raptorbecause it had diodes
22:47:06raptor:)
22:47:38fordcarsHi
22:47:43raptorhi fordcars
22:47:52fordcarsHI
22:47:56SkybaxAh yes. LED. I made that one a lonnnnng time ago lol
22:48:04SkybaxI just logged on and checked it
22:48:22fordcarshehe
22:48:41raptorman.. s_bot needs work
22:49:46fordcarsyou bet
22:50:19raptordo you know why it's so schizophrenic?
22:50:35raptorit acts all indecisive...
22:50:45raptorand circley circles a lot
22:51:08fordcarsyeah
22:51:29raptordo tell
22:53:39fordcarsI hate when they start going nuts going back and forth in CTF
22:53:53fordcarsbecause the flag keeps getting picked up
22:53:59raptorkaen: what do you think about making s_bot a state machine?
22:54:11raptori may have asked that before..
22:54:53raptorlike create a whole bunch of states, assign relevant ones to the gametype, then jsut have s_bot move between them
22:55:12SkybaxI'm learning JavaScript
22:55:23raptor*gasp*
22:55:41fordcarsoooohhh nice
22:55:45raptorfor a class?
22:55:49fordcarsa real language
22:55:50SkybaxNo just for fun
22:55:55raptoroh cool
22:55:58SkybaxI like code
22:56:13raptorhave you looked at the bitfighter Lua API yet? :)
22:56:29raptorbecause... bobdaduck has made some really crazy things so far with it
22:56:31SkybaxI haven't xD unless there's organized lessons I can follow, it's hard for me to learn it
22:56:40raptorah
22:57:01raptorwell there's Lua tutorials... but we're lacking on the bitfighter side..
22:57:08SkybaxI'm learning through codeacademy.com
22:57:14raptor takes a look
22:57:28SkybaxThere's a tab on there where you can make your own coding lessons for people
22:57:37SkybaxIf you make some Lua lessons I'll take em xD
22:58:19raptorunder 'teach' ?
22:58:24SkybaxYesh
22:59:22SkybaxMy profile http://www.codecademy.com/skybax
22:59:26SkybaxG2g ttyl
23:00:08raptorlater
23:01:39Skybax_ has joined
23:01:59Skybax_This works on my iPhone. Who woulda thunk it
23:02:09raptorwelcome to IRC!
23:02:44Skybax_Lol now there's two of me..
23:03:55Skybax Quit (Ping timeout: 250 seconds)
23:04:11Skybax_Did you say anything after my profile link? I had to turn off my computer before it shut off lol
23:04:19raptornope
23:04:32fordcarsnice I made an account on CodeAcademy but never used it :P
23:04:36raptoryou can always look a the logs: http://bitfighter.org/irclogs/
23:04:46Skybax_Okay xD
23:05:29fordcarsSkybax, this page is really helpful for Bitfighter's Lua API: http://bitfighter.org/wiki/index.php/Script_structure
23:05:45Skybax_I just found out about code academy like five days ago and I've been on there for like 6 hours a day
23:05:54raptorgreat!
23:06:02raptoryou'll pick up basic coding practices
23:06:22raptorwhere's bobdaduck to show you the crazy Lua stuff he's done..
23:06:53raptorLua is similar-ish to javascript in flow, although syntax is differenct (not as C-based)
23:07:02raptor*different
23:07:21Skybax_I already have somewhat of a coding foundation.. I knew BASIC and I was adequate at HTML
23:07:35raptorahh BASIC
23:07:42raptori loved nibbles
23:07:51fordcarsYAY BASIC
23:08:56Skybax_I taught myself BASIC by playing around with a text-based game maker lol
23:10:10Skybax_I actually have an unfinished Mario based game somewhere on my hard drive lol
23:10:45fordcarsHaha nice!
23:11:06fordcarsphew finally done bob's ZombieBot :P
23:11:38Skybax_What does it do
23:17:09raptoryeah, fordcars, can you show us?
23:18:48fordcarshehe ok :P hosting in a sec
23:18:59raptoroh goodie
23:24:25raptorgoing to bed
23:24:27raptornight!
23:24:39raptor Quit ()
23:24:41fordcarslater!
23:26:05Skybax_Bai
23:32:31Skybax_ Quit (Ping timeout: 250 seconds)

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