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IRC Log for 2013-12-23

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00:07:21sam686I guess there is some problems with Triangulate::Process and duplicate points. http://sam6.25u.com/upload/screenshot_161.png
00:07:41sam686http://sam6.25u.com/upload/screenshot_160.png when using pointInTriangle instead of insideTriangle
00:07:56sam686I only made the loadout semi-transparent to see the overlap
00:08:42sam686and all I wanted to do is to create a Hole in a middle...
00:17:35raptorwhoa, interesting
00:18:50sam686it may be insideTriangle returning true when point is on the edge, while the other may return false..
00:19:18sam686but it sure appears that the root of the overlapping points problem is in Triangulate::Process for filling the polygons..
00:22:10raptorI've seen people use that as artwork..
00:23:58sam686Could try replacing Triangulate::Process with poly2try, but it may have worst problems, crash... freeze.... Seen those on BotZone generation...
00:24:17raptoryeah...
00:24:37sam686Triangulate::Process is crash proof but isn't very good it appears..
00:24:43raptorI think it's fine how is... it's really fast and that's what's needed
00:28:32raptorwhich bug to do next...
00:28:41raptori'll take a look at the UTF level file one
01:00:20Darrel Quit (Read error: Connection reset by peer)
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02:27:49raptorhi vs73nx
02:27:55vs73nxhello
02:28:06raptorI have started to review your code - looks much nicer now
02:28:13vs73nxthanks
02:28:41raptorI want to ask for forgiveness, my family has been very sick the last few days so I haven't been able to do to much brain work
02:28:48vs73nxthats ok
02:28:54raptorand I wasn't able to get to your stuff
02:29:07vs73nxits christmas so im not expecting much from anyone
02:29:26raptorI had a few things I wanted to go over with you, are you in a position to do so now?
02:29:35vs73nxyes i am
02:30:28raptorok
02:30:49Nothing_Muchoh no raptor :(
02:30:53raptori see 3 possible things right off the bat..
02:31:57raptor#1 config.cpp:704 - that getInputString method isn't used anywhere, can you remove it?
02:33:21raptorshould i continue, or wait for you to adjust things?
02:33:47vs73nxi adjusted that
02:33:52raptorgreat!
02:33:54raptor#2
02:34:36raptorInputCode.cpp:1754, there are letters missing
02:34:56raptorspecifically CDFGHJKL
02:35:18vs73nxok i didnt change that but ill change it back
02:35:18raptorand it broke a few things in-game...
02:35:32vs73nxmy editor went bezerk so im sorry about that
02:35:42raptoroh? it must have been an accident
02:35:46raptorno worries
02:35:49vs73nxthats ok
02:36:00raptorif you're able to cope with my pickiness...
02:36:09vs73nxyes i can ;p
02:37:38raptoractually more than 3, sorry..
02:37:51vs73nxwhere are the letters missing... i cant see them in my source code anywhere on the line of code you suggested
02:38:47raptorlike this: keyNames[S32(KEY_C)] = "C";
02:39:15raptori pulled the latest from your repo
02:39:40vs73nxoh ok
02:40:34raptorthis is what i see: http://imagebin.org/283429
02:41:18raptorold on the left, yours on thr right
02:41:33vs73nxok fixed it
02:44:27raptorok next:
02:44:57raptorSymbolShape.cpp:627 and 649-658
02:45:04raptorlooks like unneeded code?
02:46:00raptorunused code, i mean
02:46:05raptorcan be pruned
02:56:38raptorstill around?
02:56:51vs73nxyes
02:57:18vs73nxsorry juggling GCI and dogecoins/feathercoins
02:57:24vs73nxcryptocurrency
02:57:28raptorheh
02:57:36vs73nxyes pruned them
02:57:43raptori'm juggling my youngest child who just learned to army crawl
02:57:51raptornothing is safe..
02:57:52vs73nxheh
02:58:17raptorok, those are the cosmetic changes
02:58:41raptorthere are some actual code problems I see when actually testing in the editor
02:59:27raptorI think one can be traced to config.cpp:785
02:59:30raptorthere's a
02:59:33raptor->
02:59:43raptorwhich I think should be a double colon
03:00:13vs73nxsorry bout that i skipped all my classes about pointers and namespaces...
03:00:29vs73nxi understand them now though
03:00:31raptorheh - well we'll keep you honest.. :)
03:00:50raptorI still think namespaces are semi-evil
03:01:18vs73nxnope i need the -> for it to work
03:01:56vs73nxwait nvm fixed it
03:02:07vs73nxi did inputCodeManager instead of InputCodeManager
03:02:07raptorwas is a 'static' problem?
03:02:40vs73nxmore errors
03:02:47vs73nx778:85: error: cannot call member function �std::string Zap::InputCodeManager::getEditorBinding(Zap::InputCodeManager::EditorBindingNameEnum) const� without object
03:02:55raptorheh
03:03:03raptorok, here we go with the static problems
03:03:07raptorlet me look..
03:03:54sam686think of static function in a class as not being able to access any non-static non-global stuff..
03:04:10sam686static = global it seems...
03:04:36raptorvs73nx: what does that line look like now? (copy and paster here please)
03:05:59raptorvs73nx: wait, it was correct before I said to change it to a ::
03:06:12vs73nxoh so i was right?
03:06:17raptoryes
03:06:33sam686don't use :: for a non-static stuff in class
03:06:33raptorthe issue was that the EDITOR_BINDING_TABLE had some incorrect values in it
03:06:47vs73nxreally?
03:06:52raptorno wait
03:06:53raptoractually
03:06:56raptoractually
03:06:58raptorah ha
03:08:07raptorThe issue is with InputCode.cpp:524
03:08:18raptorthat method returns a new binding set every time
03:08:39raptorand when you exit the game it overwrites your INI values with defaults
03:08:57vs73nxoh if you put it that way thats bad
03:09:07raptorheh
03:09:24raptorIt should be more like InputCodeManager::getBinding
03:09:46raptoryou see mBindingSets
03:10:01raptorthat is a member on the InputCodeManager class and initialized in its constructor
03:10:11raptorthere should be something similar for the editor ones
03:10:20raptorthen you use the same object every time
03:10:48raptorsomethign like: EditorBindingSet mEditorBindingSet; in the header
03:11:30raptoractually... nothing in the constructor
03:11:37raptorthen in the getEditorBinding method:
03:12:41vs73nxi do
03:12:42vs73nxconst EditorBindingSet *editorBindingSet = mEditorBindingSet;
03:12:42vs73nxreturn editorBindingSet->getEditorBinding(bindingName);
03:12:46raptoryou do something similar to (not exactly sure): return mEditorBindingSet.getEditorBinding(bindingName);
03:13:05raptoralmost - it wouldn't be a pointer
03:13:30raptorit only is in the normal one because of the Vectors there
03:13:51raptoror, you could use the pointer like so, but make sure to dereference the set: const EditorBindingSet *editorBindingSet = &mEditorBindingSet;
03:14:47raptorand follow the same pattern in setEditorBinding
03:14:58raptorso it's always using the same exact object and not copies
03:15:59vs73nxthere fixed it
03:16:01vs73nxconst EditorBindingSet *editorBindingSet = &mEditorBindingSet;
03:16:01vs73nxreturn editorBindingSet->getEditorBinding(bindingName);
03:18:04raptorgreat
03:18:18raptoryou'll have to do something similar with setEditorBinding, too
03:18:40raptordo you understand the fundamental problem with the object copies?
03:19:49raptoror at least, with making sure we always are using the same EditorBindingSet?
03:22:01vs73nxok i got th have lunch
03:22:36raptorok
03:22:40raptori'll be here later
03:44:46BFLogBot Commit: 2af5c0320130 | Author: buckyballreaction | Message: Fix reading of UTF-8 level files
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04:01:09vs73nxraptor: is this good enough?
04:01:09vs73nxhttp://pastie.org/8570568
04:03:03raptori'd not use the pointer
04:03:14raptorit just adds complication (and you forgot the '&')
04:03:27raptorjust do: mEditorBindingSet.setEditorBinding
04:03:37raptorand mEditorBindingSet.getEditorBinding
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04:15:34fordcarsHi
04:15:41raptorhi
04:16:03fordcarsAnyboy know what bot:hasLosPt(pt) is in 019?
04:16:16fordcarsBtfighter doesn't tell me
04:16:44raptoroh?
04:16:44BFLogBot Commit: dabedf96119c | Author: buckyballreaction | Message: Add some in-place string trimming methods
04:16:47raptorlet me check...
04:17:44raptorI think it's here: http://bitfighter.org/luadocs/class_lua_script_runner.html
04:17:48raptorpointCanSeePoint
04:18:04raptorso bf:pointCanSeePoint(pt1, pt2)
04:20:08fordcarsAhh ok
04:20:11fordcarsThanks :)
04:24:00fordcarsOh and by the way Lua Docs still say getLoc instead of getPos
04:24:29raptorWHAT
04:25:57fordcarsDun Dun DUUUUUUUN
04:26:39raptorwhere
04:27:16fordcarsOh uh
04:27:17raptorit says: "deprecated" use getPos() instead
04:27:19fordcarsBfObject
04:27:25fordcarsIt does?
04:27:31raptoryes, click on it
04:27:53fordcarsAhh ok
04:28:17fordcarsMaybe it should say "WARNING: Deprecated!" in red next to it :)
04:32:38raptorback in a bit..
04:41:57fordcarsBack in a bit, later!
04:42:01fordcars Quit (Quit: Page closed)
04:44:16vs73nxraptor: there fixed it
04:46:05vs73nxraptor: http://pastie.org/8570608
05:38:26raptorhi vs73nx, I'm heading to bed soon
05:38:28raptorbut
05:38:34raptorin the header
05:38:38raptordon't use a pointer
05:39:07raptorand in those methods, use the . (dot) instead of the ->
05:39:16vs73nxoh ok
05:39:32vs73nxis it because theres much less overhead for using . (dot)?
05:39:40raptorif you use a pointer, then you'd have to create the EditorBindingSet with 'new' somewhere... which then gets messy
05:39:53raptoroverhead is the same, I think, but it's about allocating the memory
05:40:04raptorbest to avoid 'new' whenever possible
05:40:48vs73nxoh ok, are you able to point (no pun intended) me to a resource explaining why not to use new?
05:41:54vs73nxnvm if you cant
05:42:42raptor'new' is OK to use when needed
05:42:52raptorbut, you have to use 'delete' with 'new'
05:43:09raptorand sometimes that puts you into a difficult situation
05:43:23vs73nxalright thanks
05:46:11vs73nxwait one more question?
05:46:41vs73nxin the header im doing
05:46:42vs73nxEditorBindingSet mEditorBindingSet;
05:47:11vs73nxbit it gives me the compiler error
05:47:12vs73nx/home/vs73nx/development/eclipseProgs/c++/vs37nx-work4bitfighter/zap/InputCode.h:41:21: error: field �mEditorBindingSet� has incomplete type
05:47:28raptorhere's a semi-decent explanation for pros/cons with 'new': http://gribblelab.org/CBootcamp/7_Memory_Stack_vs_Heap.html
05:47:43raptorah
05:49:36raptoryou may need to put the full struct above the InputCodeManager class declaration in the header
05:50:21vs73nxI did struct EditorBindingSet;
05:50:27vs73nxaf ew lines above it
05:50:37raptorthat's just a forward declaration that only works with pointer types
05:50:49raptorwith non-pointer types, it needs to know the full thing
05:51:53vs73nxso i put the whole struct above it?
05:53:11raptoryes
05:54:26vs73nxbut it requires variables from InputCodeManager
05:54:33raptorah rats
05:54:35raptorwell that stinks
05:54:43vs73nxInputCodeManager::EditorBindingNameEnum
05:55:01raptoroh boo...
05:55:15vs73nxid say that in each function you have
05:55:16vs73nxEditorBindingSet mEditorBindingSet;
05:55:43raptorthat's bad
05:55:56raptorbecause it creates a brand new EditorBindingSet with all the defaults
05:56:09vs73nxhmmm... your right
05:56:12raptorwe only want one copy
05:56:22raptorok, we may have to use the pointer...
05:56:24raptorlet me see
05:58:48raptorok, in the InputCodeManager constructor, do: mEditorBindingSet = new EditorBindingSet;
05:59:00vs73nxso in the ctor would i alloc the memory using new and in the dtor delete it?
05:59:01raptorthen in the destructor, do: delete mEditorBindingSet;
05:59:05raptoryep
05:59:23raptorthat should be clean... since we only use it on InputCodeManager
05:59:33raptorand don't actually use the object anywhere else
06:00:00raptorthen you change your dots back to arrows
06:00:11raptorI need to sleep now, still getting over a cold
06:00:29vs73nxgood night then
06:00:32raptorwhen you're done, commit everything to your repo and i'll look first thing tomorrow
06:00:33vs73nxand get well soon!
06:00:38raptorthanks!
06:00:41raptornight everyone!
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09:14:35vs73nxWatusimoto: hi
09:14:48Watusimotohi!
09:15:00vs73nxive done the task
09:15:12vs73nxraptor said that hed look at it later
09:15:52Watusimotogreat. Did you get the help to work?
09:15:59vs73nxno
09:16:12vs73nxthat is a bit out of my dapth
09:16:15Watusimotoso what what did you change since my last message?
09:16:17vs73nx*depth
09:16:21Watusimoto(that's fine, as per my message)
09:16:52Watusimoto(it's not out of yur depth, per se, it's just a weirdly implemented system that may not be worth your while to learn. but you certainly could)
09:17:07vs73nxmaybe a task after GCI
09:17:17vs73nxgot rid of the EditorBindingSet mEditorBindingSet; in each function as it makes a new EditorBindingSet each time it is called
09:17:21Watusimotowell, I'll implement the missing bits, so no worries
09:17:29vs73nxoh thanks then
09:17:52Watusimotoyou make a new EditorBindingSet each time that function is called?
09:17:58vs73nxno
09:18:08vs73nxi have a pointer
09:18:18vs73nxdont worry the memory is all accounted for
09:18:40Watusimotothat wasn't my concern. In the last iteration that I complained about, there was no memory leak
09:18:48Watusimotothat wasn't the issue
09:18:53vs73nxit is made with 'new' and deleted with 'delete' as it should
09:19:26vs73nxi also fixed some things in inputcode which were deleted when my editor went bezerk
09:20:14Watusimotowhy did you choose this name? m_EditorBindingSet
09:21:45vs73nxwait pushed changes to repo now
09:21:49Watusimotook
09:21:54vs73nxdidnt get around to it untill now
09:22:15Watusimotono worries
09:22:24vs73nxk done pushed
09:25:05WatusimotoInputCodeManager::setEditorBinding has weird indention... just noticed that
09:25:36Watusimotook, here is a simple question (maybe)
09:26:41Watusimotowhy in inputCodeManager do you do mEditorBindingSet = new EditorBindingSet, whereas there is no similar new/delete for binding sets used in the game itself?
09:27:17Watusimotoi.e. why do you make mEditorBindingSet a pointer and not a reference?
09:27:32Watusimoto(though I agree it does seem to be properly cleaned up)
09:28:03vs73nxdont know really
09:28:09vs73nxjust did it i guess
09:28:22vs73nxa pointer seemed like a reasonable idea at the time
09:29:18vs73nxi have a very basic understanding of pointers and references
09:29:33vs73nxso i have trouble understanding these concepts
09:29:59Watusimotoin general, it is better to use a reference because it will be automatically cleaned up. You do clean up the pointer properly, but it is more fragile -- if someone removes teh delete statement int he future, it will create a leak. With a reference, there is no such possibility.
09:30:13Watusimotosometimes a pointer is necessary, but in this case it is not
09:31:09Watusimotohere is how I think about it... if I want an object (as you do in this case), I use a reference. If I want to have a reference to someone else's object, I use a pointer (confusing words there, I know).
09:31:42Watusimotousually, the owner will create a reference, though that's not always possible
09:32:08Watusimotoso in this case inputCodeManager owns the binding set, so it should be a reference
09:32:25vs73nxso in the header i do EditorBindingSet &mEditorBindingSet;
09:33:27Watusimoto(there are certainly exceptions... such as if you didn't want to instantiate the binding set until the editor was called, then a pointer would be better; for example if it was an expensive operation and you wanted to do lazy initialization. But that is not the case here)
09:33:38Watusimotowithout the &
09:33:43vs73nxerror: uninitialized reference member �Zap::InputCodeManager::mEditorBindingSet� [-fpermissive]
09:33:51vs73nxso without the &
09:33:54Watusimotoyes
09:33:59Watusimotojust like declarin an int
09:34:01Watusimotoint x;
09:34:12WatusimotoBindingSet mBindingSet;
09:35:36vs73nxerror: field �mEditorBindingSet� has incomplete type
09:36:14Watusimotodo you knwo what that means?
09:36:32vs73nxno
09:36:57Watusimotowhen you create a pointer, the compiler knows how much memory it needs to allocate (usually 4 or 8 bytes or so)
09:37:15Watusimotowith a reference, it does not know, because the object could be anything
09:37:22Watusimotobut it needs to know
09:37:28vs73nxright
09:37:31vs73nxok
09:37:31Watusimotootherwise it can't reserve the memory for the object
09:37:45Watusimotoso... does that offer a clue as to how to fix the problem?
09:38:37vs73nxyes
09:38:41Watusimotoyou need to tell the compiler about what the EditorBindingSet looks like...
09:38:59vs73nxits a struct
09:39:10vs73nxso...
09:39:14vs73nxwait i get it
09:39:36Watusimototell me
09:40:03vs73nxnope i didnt get it
09:40:31Watusimotoyou added struct EditorBindingSet; right?
09:40:36Watusimotoand it didn't work, right?
09:40:39vs73nxpointer references and stuff is my biggest gap in my programming education
09:40:47vs73nxyes i did
09:40:49Watusimotothis isn't a pointer issue
09:41:03vs73nxoh ok
09:41:19Watusimotoknowing it is a struct isn't helpful here... it needs more information, to know how many members that struct has
09:41:52Watusimotohow else can you tell the compiler about what a class contains?
09:45:16vs73nxthe problem is that i paste the struct above that block of code, and it cant tell the contents of the struct before the actual struct...
09:46:12Watusimototry #including it
09:47:27vs73nx#includeing something that is already there
09:47:39Watusimotoit's already there?
09:47:52Watusimotoin the .h file?
09:47:52vs73nxim working in the inputCode header FYI
09:48:24Watusimotook, where is EditorBindingSet declared?
09:48:40vs73nxhttp://pastie.org/8570976
09:49:00vs73nxsorry wrong paste
09:49:01vs73nxhttp://pastie.org/8570977
09:49:51Watusimotosorry, where is it defined?
09:50:10Watusimotosame file?
09:50:13vs73nxyes
09:50:23Watusimotothen the definition needs to be above it
09:50:29vs73nxinputCode.h
09:50:45WatusimotoBindingSet should be above too, no?
09:51:00vs73nxhttp://pastie.org/8570978
09:51:18vs73nxEditorBindingSet is declared above it
09:51:43WatusimotoI'm looking at the header now
09:52:01Watusimotothere is this: struct BindingSet;
09:52:10Watusimotobut that's just a forward declaration
09:52:26Watusimotoso this should not work:
09:52:26WatusimotoVector<BindingSet> mBindingSets;
09:52:44Watusimoto(but it does, apparently)
09:52:55vs73nxit does
09:53:11vs73nxby some dark compiler magic
09:54:21Watusimotoyes :-)
09:54:40Watusimotook, well this will take a little rearranging, but I see no fundamental problems here
09:55:16Watusimotoso move the defs of BindingSet and EditorBindingSet up above the def of InputCodeManager
09:55:35Watusimotothat will break the xmacros because we don't define BindingTable until down a little lower
09:56:08Watusimotoso then pull the defs of bindingtable and editorbt up above the bindingsets and things should compile ok
09:56:47Watusimotoit is a bit weird that bindingtable is defined inside InputCodeManager anyway, because it's not really a part of InputCodeManager, so that will be cleaner as well
09:57:07Watusimotoand, before you do this, make sure eclipse is not autoformatting your code!!!!!
09:57:29vs73nxk
09:57:42Watusimotoalso, while you're in there, I like this line you added:
09:57:42Watusimoto/*----------------------------------------EDITOR_BINDING_TABLE-------------------------------------------*/
09:57:51vs73nxthanks
09:57:51Watusimotowould you add the same for BINDING_TABLE?
09:58:01vs73nxyes i will
09:58:04Watusimotoit makes it much easier to understand, for some reason
09:58:14WatusimotoI may start adding that to all the xmacro defs
09:58:17vs73nxyes and much preetier
09:58:29Watusimotoyes
09:58:51Watusimotothere -- you may have made an enduring style change to our codebase
09:59:13vs73nxcool
09:59:17Watusimoto(as proof we'll steal good ideas from anywhere!)
09:59:28vs73nxheh
10:00:10vs73nxbut the defs of BindingTable require thins such as
10:00:11vs73nxInputCodeManager::BindingNameEnum
10:02:55vs73nxjust bought 0.00052199 BITCOINS
10:03:06vs73nxtrading them for fethercoins
10:05:48vs73nxSo making a reference to EditorBindingSet requires the struct to be above the InputCode class but the EditorBindingSet requires things from InputCode.
10:05:56vs73nxthose needs just cant be met...
10:06:40Watusimotosure they can
10:06:45vs73nxhow?
10:07:08Watusimotonot sure at the moment, but I've never found an unresolvable situation like this
10:07:12WatusimotoI doubt this is the first
10:07:38Watusimotowhat does editorBindingset need from inputcode?
10:08:53vs73nxhttp://pastie.org/8570997
10:10:32WatusimotoEditorBindingNameEnum ?
10:10:42vs73nxyes
10:10:46Watusimotook, no problem
10:11:33WatusimotoDeclare that enum outside of InputCode, make it a "free standing" enum
10:11:41Watusimotodelcare it above InputCode
10:12:16Watusimotothen you'll need to find all refs to InputCodeManager::EditorBindingNameEnum and make them just EditorBindingNameEnum
10:12:37vs73nxand the BINDING_TABLE ?
10:13:54Watusimotomove it to the top!
10:19:09vs73nxalso had to fix everything in config.cpp
10:19:30Watusimotoyes, anything that refers tot hat enum will have to change
10:19:38Watusimotoit's the price of progress!
10:19:40vs73nxagreed
10:30:37Watusimotook, our guests have arrived, will be back later
10:31:22vs73nxok have a great time
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11:42:19vs73nxexpected declaration before �}� token error
11:42:26vs73nxthis is going to be fun
11:42:46vs73nxsearchong through thousands of lines of code
11:42:47vs73nx;D
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12:19:53vs73nxok goodnight everyone!
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17:00:28ChanServ sets mode +o
17:00:38raptorgood morning!
17:01:22oskopekgood evening :)
17:01:36Watusimotohi
17:06:09raptoroh hi Watusimoto
17:06:27raptorI talked with vs73nx last night (I see you did too)
17:06:43raptorreviewed a lot of his work - looks like you suggested he use a reference as well
17:06:55Watusimoto:-)
17:07:04Watusimotohe'll get there... he's really close
17:07:06raptorI first made that suggestion, but then realized he'd have to refactor that whole header so I said to stick with a pointer
17:07:13Watusimotohe's just a bit confused
17:07:40Watusimotoah well, having to deal with conflicting direction from two "bosses" is part of programming
17:07:44raptorthere were a number of other anomolous code changes that I had him revert
17:08:01raptorlike leftover code from multiple things and accidental deletion of some important bits
17:08:27Watusimotomaybe I should say "we'll get there"
17:09:04raptoroh, tell your son he can submit two maps, one for each gametype
17:09:24Watusimotooh right
17:09:37Watusimotowell, he's an inch from being grounded from the computer for a while
17:09:37raptori'm hoping for more... hint, hint
17:09:42raptorah, ok
17:09:45Watusimotomaybe two inches
17:09:52Watusimotoas this is christmas
17:09:57raptori wouldn't dare ask for leniency in that
17:10:15Watusimotothe deadline is the 26th, right?
17:10:23Watusimotoand the gametypes are core and retrieve?
17:10:23raptoras I rightfully needed to be grounded several times as a teenager...
17:10:29raptorcorrect
17:10:34raptormidnight PST 26th
17:10:37Watusimotook
17:10:43Watusimotowill pass it along
17:10:47raptorwhich means if you sneak one in when i'm asleep, you get another 7-8 hours
17:10:52Watusimoto:-)
17:12:35raptormy vacation starts today!
17:12:48raptornow I have to pretend to be productive around the house...
17:23:14WatusimotoAfter about 4 days of fiddling, I finally got my tests to work properly. Not the real tests that test bot leveling, but just the ones that test getting setup to test bot leveling... creating games, adding teams, and bots/humans to teams
17:23:18Watusimotowhat a pain
17:24:30Canseco Quit (Remote host closed the connection)
17:29:42raptoryay!
17:30:54Watusimotohopefuly, though, the rest will go quickly, as I created some neat methods for creating and testing teams
17:31:20raptoroh excellent
17:31:29raptori've just been slowly fixing bugs
17:31:35WatusimotosetTeams(gamePair, "BBBBB HH H B B B");
17:31:35WatusimotoEXPECT_EQ("BBBBB HH H B B B", getTeams(gamePair));
17:31:44raptorha!
17:31:47Watusimotocreates then verifies 6 teams
17:32:24raptornifty
17:43:09Watusimotowith teams HHH B, what should morebots produce?
17:43:15WatusimotoHHH BBB or HHH BB?
17:43:55WatusimotoI think we decided HHH BBB
17:44:04Watusimotoin which case I miscoded the tests
17:45:10raptorBB
17:45:15raptorno wait
17:45:23raptoryeah, BB
17:45:38raptor1 team-increment at a time
17:45:42Watusimotook, gotta go make dinner... back laterz (feel free to amend your answer... the window will be open for a while)
17:46:19Watusimotops and HHHH B BB morebots ==> HHHH BB BBB?
17:46:26Watusimotoor HHHH BBBB BBBB
17:46:36Watusimotoor...
17:46:45raptorHHHH BB BB
17:47:01raptorman, you're getting into some rarer edge cases...
17:47:09raptorthen HHHH BBB BBB
17:47:13Watusimotojust need some rules!
17:47:24Watusimototests aer all about edge cases
17:58:31raptorwell great - now i'm waffling
17:58:50raptorI think I coded it before as 1 team increment at a time
17:59:04raptorbut what does the player really want? probably fill up all teams evenly on first try
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19:59:52Watusimotoraptor: I think when you originall coded it, it filled the teams on the first try
20:00:12Watusimotoand I think I recall us discussing and agreeing that was how it should work
20:00:35Watusimotobtw, be very careful when eating frozen sticky rice dessert in bamboo stick
20:00:49Skybax_What
20:00:53Watusimotoit is, apparently, not intnded to be eaten while frozen, as I learned too late
20:00:57Skybax_ is now known as Skybax
20:01:18WatusimotoI served it for dinner for company... it was a bit like gnawing on a frozen... bamboo stick
20:01:20SkybaxI don't even
20:01:52SkybaxI'm eating biscuits and gravy
20:01:54Watusimotoessentially this:
20:01:56Watusimotohttp://www.alibaba.com/sticky-rice-dessert-bamboo-suppliers.html
20:02:09Watusimotobetter: http://www.alibaba.com/product-free/116769621/Sticky_Rice_Dessert.html
20:02:33Watusimotointerestingly, that page includes a link called "Not exactly what you want?" no, it wasn't
20:02:36SkybaxWhy is one of them pink
20:02:43Watusimotothat was the baby
20:03:11Watusimotofrozen sticky rice dessert in baby bamboo stick
20:03:11SkybaxBaby?
20:03:17SkybaxAh
20:03:24Watusimotothe little ones are always a bit more tender
20:03:29Watusimotounless they are frozen, of course
20:03:34SkybaxApparently I don't know enough about the life cycle of bamboo
20:03:50Watusimotowell, we made it through one of them... two more to go
20:04:23Watusimotoafter the baby bamboo hatch, they are tender and pink for a few days before they grow their hard, woody shell
20:05:07Watusimotoif you can catch one, and stuff it full of sticky rice dessert, it should be extra tasty
20:05:34Watusimotounfortunately, the ones we got were old, wizened, gristley bamboo sticks that had become tough and... cold
20:05:37Watusimotofrozen, actually
20:05:44Skybax_ has joined
20:06:51Skybax_Ha
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20:27:38WatusimotoIn this situation, moreBots adds a whole lot of moreBots:
20:27:39WatusimotosetTeams(gamePair, "BBBBB HH H B B B"); EXPECT_EQ("BBBBB HH H B B B", getTeams(gamePair));
20:27:39WatusimotogamePair.server->moreBots(); EXPECT_EQ("BBBBB HHBBB HBBBB BBBBB BBBBB BBBBB", getTeams(gamePair));
20:28:02WatusimotoUnrealistic? sure. But that's a lot of bots
20:34:04SkybaxI like bots
20:38:37SkybaxWhen are bot spawns going to be added?
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22:26:21vs73nxhello
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22:33:43fordcarsUh, lua is giving me a weird error that I don't have in 018.
22:33:55fordcars***ROBOT ERROR*** Error compiling script C:\Users\Carl\AppData\Roaming\Bitfighter\robots/zombie.bot C:\Users\Carl\AppData\Roaming\Bitfighter\robots/zombie.bot:85: '=' expected near 'bulletFromTeam'
22:34:30fordcarslocal bulletFromTeam = false
22:34:37fordcarsThat is line 85
22:35:00fordcarss_bot is exactly the same too and it works
22:36:10fordcarsOh o
22:36:33fordcarsThis didn't happen earlier and now it does, I didn't even touch that :O
22:36:46fordcarsMust be the Team index or something that is messed up
22:37:14fordcarsUh nope
23:08:16vs73nxim trying o m mine and it ISNT WORKING!!!
23:10:04koda Quit (Quit: koda)
23:30:18Skybax:O
23:31:09Skybaxfordcars: is zombiebot still borked?
23:31:26fordcarsYep
23:31:30SkybaxPoo
23:33:05Skybaxfordcars: is Skybot still borked?
23:54:37Nothing_MuchHi everyone
23:54:50Flynnn Quit (Quit: This computer has gone to sleep)
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