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| 00:05:08 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 00:05:19 | Watusimoto | ouch |
| 00:05:35 | Watusimoto | what do you think about the rank indicator I did last night? |
| 00:11:24 | raptor | i honestly hven't gotten a good look at it |
| 00:11:40 | raptor | i did see it, it seemed harmless |
| 00:11:46 | raptor | but havent' spent more thought on it |
| 00:19:00 | Watusimoto | :-) |
| 00:19:19 | Watusimoto | well, if we are going to release tomorrow, we're going to have to fish or cut bait! |
| 00:19:34 | Watusimoto | I guess I would vote to keep it |
| 00:19:37 | raptor | tomorrow? |
| 00:19:47 | Watusimoto | isn't that what we said? |
| 00:19:50 | Watusimoto | wedensday? |
| 00:20:11 | raptor | i don't remember deciding on anything definitive, just "before you left". Is that tomorrow? |
| 00:20:15 | Watusimoto | because I'll be gone Friday -> a long time |
| 00:20:51 | Watusimoto | before I leave means tomorrow otherwise things will get too crunched on thursday |
| 00:22:33 | | Nothing_Much Quit (Remote host closed the connection) |
| 00:23:24 | raptor | i'd say leave it for now - i still think it's harmless |
| 00:25:25 | | Nothing_Much has joined |
| 00:34:29 | Watusimoto | btw, do you know who Michael Schumacher is? |
| 00:34:37 | raptor | sounds familiar |
| 00:34:58 | Watusimoto | he's the german forumula 1 driver who is in a coma after a ski accident |
| 00:35:45 | Watusimoto | he's about my age, and was skiing with a son about the age of my son, skiing off trail as I often do, and crashed and is in a coma |
| 00:35:57 | Watusimoto | so his accident has made me consider my mortality |
| 00:36:34 | raptor | hmmm |
| 00:36:38 | Watusimoto | basically, all I want to say is my wife knows the passwords to all the bitfighter.org accounts should I join Schumacher next week :-) |
| 00:36:48 | raptor | oh my.. |
| 00:36:59 | raptor | ok, well, maybe i'll get to meet mrs. Watusimoto |
| 00:37:07 | Watusimoto | I hope not :-) |
| 00:37:22 | Watusimoto | she knows who the princinpal actors are in the project |
| 00:37:43 | Watusimoto | so that's the backup plan |
| 00:37:49 | raptor | I hope not as well, with regards to your mortal considerations |
| 00:37:56 | Watusimoto | of course not |
| 00:38:02 | raptor | ok |
| 00:38:05 | Watusimoto | it's 1 in a 1000 |
| 00:38:10 | Watusimoto | but you never know |
| 00:38:21 | Watusimoto | I did buy a helmet last year |
| 00:38:50 | raptor | brain buckets are good |
| 00:38:52 | Watusimoto | and I cracked my skull hard the 2nd day I wore it |
| 00:38:59 | raptor | ouch |
| 00:39:06 | Watusimoto | well, I was rather glad I had it |
| 00:39:54 | raptor | i've attempted to do a minimal test case with luajit, but starting from scratch in a custom .cpp file with a main() |
| 00:40:11 | raptor | so far it's working OK |
| 00:40:17 | raptor | which makes me suspect LuaWrapper |
| 00:40:27 | raptor | oh.. but I haven't made the *L static yet... |
| 00:40:30 | | koda Quit (Quit: koda) |
| 00:42:11 | raptor | i don't think I expected to talk with you about a Bitfighter will... |
| 00:45:15 | Watusimoto | I just want people to know there is a rough plan if I get hit by a bus |
| 00:45:37 | raptor | ha! that's what my boss always says - I need to have backup in case I get hit by a bus |
| 00:45:38 | Watusimoto | though I still look both ways before crossing the street |
| 00:45:53 | Watusimoto | and I fully intend to never implement it |
| 00:46:04 | raptor | heh, ok |
| 00:56:03 | Watusimoto | well, good night! |
| 00:56:29 | | BFLogBot Commit: 262e16af6651 | Author: watusimoto | Message: Fade inline item hightlights when text is faded; only pass the team, render method doesn't need the whole ship |
| 00:56:31 | | BFLogBot Commit: 570b817285e5 | Author: watusimoto | Message: I *think* this fixes the assert that keeps tripping |
| 00:56:32 | | BFLogBot Commit: 6742dd2c9014 | Author: watusimoto | Message: Fix issue with delayed display of help items after activating help |
| 00:56:34 | | BFLogBot Commit: 49aa1d6e8cf8 | Author: watusimoto | Message: Fix test build |
| 00:56:35 | | BFLogBot Commit: 7de4523d1a62 | Author: watusimoto | Message: Fix test, others still fail |
| 00:56:37 | | BFLogBot Commit: c50112fca25c | Author: watusimoto | Message: Shift-H, available in debug builds only, races through inline help items |
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| 01:02:29 | raptor | night! |
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| 02:42:29 | | destroyerimo Quit (Ping timeout: 272 seconds) |
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| 02:47:17 | raptor | i think i solved some of my luajit problems |
| 02:47:26 | raptor | scripts are actually starting now! |
| 02:53:45 | kaen | wow, great work raptor! |
| 02:53:56 | kaen | I got my development tablet today. |
| 02:54:08 | raptor | OOoooo |
| 02:54:11 | raptor | from the company? |
| 02:55:28 | kaen | yep |
| 02:56:00 | kaen | for $1000 the display looks a lot like those cards from cereal boxes that move when you move your head just right |
| 02:56:11 | kaen | ... still a fledgling technology |
| 02:56:22 | raptor | sooo..... answer me this: development... and... tablet? |
| 02:57:08 | kaen | well, I'll be doing some really heavy work with Android, EGL, and JNI... |
| 02:57:13 | raptor | those two things don't fit together in my mind |
| 02:57:18 | kaen | ohh |
| 02:57:27 | kaen | just a normal tablet |
| 02:57:27 | raptor | oh, haha |
| 02:57:34 | raptor | great! |
| 02:58:31 | kaen | maybe I could port bitfighter to use S3D ... |
| 02:58:32 | kaen | :) |
| 02:58:56 | raptor | haha |
| 02:59:36 | | BFLogBot Commit: bd4d9d239766 | Author: sam8641 | Message: Undo 965ba54f4cbd that breaks game recorder playback, and cause objects to lag back to old position |
| 02:59:38 | | BFLogBot Commit: 2a2c8ca79db0 | Author: sam8641 | Message: Make teleporters animate all the time, seeking in playback no longer makes objects completely at wrong locations. |
| 02:59:47 | | BFLogBot Commit: ac157d4cab82 | Author: sam8641 | Message: Make mFxManager not idle or idle slow or fast when playing back recorded gameplay at different speeds. |
| 03:00:25 | raptor | ha! sam686... let me see what you just did |
| 03:02:09 | raptor | interesting... |
| 03:10:49 | sam686 | the thing is all players do /idle makes the server go into a pause/suspended mode where nothing happens, no idling objects. |
| 03:11:14 | sam686 | things can continue to animate if wanted, like phasers animate even while paused/suspended |
| 03:14:15 | raptor | IT WORKS |
| 03:14:18 | raptor | LUAJIT WORKS |
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| 03:21:10 | Nothing_Much | Hi everyone |
| 03:21:22 | raptor | hello |
| 03:21:24 | kaen | hi |
| 03:21:26 | kaen | whoa! |
| 03:21:27 | kaen | awesome |
| 03:21:53 | Nothing_Much | what's goin' on guys? |
| 03:22:01 | Nothing_Much | codin' stuff?] |
| 03:22:08 | | BFLogBot Commit: 73a975f732f0 | Author: buckyballreaction | Message: Make Lua Timers _tick method a little more robust. It doesn't use the _stackTracer, though |
| 03:22:29 | raptor | ok, so now |
| 03:22:32 | raptor | benchmarks! |
| 03:22:43 | raptor | what's a good test to compare lua-vec vs luajit? |
| 03:23:02 | Nothing_Much | good luck with whatever it is you're doing guys! |
| 03:23:33 | sam686 | robots is a good LUA test |
| 03:23:38 | raptor | ooo I know |
| 03:23:44 | raptor | oh yeah, that too |
| 03:24:08 | bobdaduck | Levelgen carnival is a good lua test |
| 03:24:24 | raptor | I agree! |
| 03:24:28 | raptor | can you send it to me? |
| 03:24:32 | bobdaduck | No its broken |
| 03:24:35 | bobdaduck | like all my other levelgens |
| 03:24:58 | raptor | because of the timer thingY? |
| 03:25:07 | bobdaduck | I dunno I haven't looked at it |
| 03:25:18 | bobdaduck | I can send you what it currently is and you can try to get it working |
| 03:25:27 | raptor | ok |
| 03:25:31 | raptor | that'd be good! |
| 03:25:34 | bobdaduck | I suspect much of the problems will be getTeamIndx >> getTeamIndex |
| 03:26:04 | raptor | well... want to beta test 019a? we're hoping to release tomorrow... |
| 03:26:32 | bobdaduck | Uh |
| 03:26:33 | bobdaduck | Sure |
| 03:26:41 | bobdaduck | Maybe DnD will work there. |
| 03:26:51 | raptor | ok, let me get you a build |
| 03:27:07 | bobdaduck | I can HG pull or whatever |
| 03:27:15 | bobdaduck | actually no just get me a build |
| 03:27:21 | bobdaduck | it takes half an hour to compile |
| 03:27:28 | sam686 | CPU? |
| 03:27:44 | raptor | ok |
| 03:28:06 | bobdaduck | dual core 2.10 |
| 03:28:10 | bobdaduck | 4 gb ram |
| 03:28:26 | sam686 | dual core what? 2.1 GHz? |
| 03:28:31 | bobdaduck | yeah |
| 03:29:18 | sam686 | I have quad core 3.4 GHz... more specific is intel i7-2600 |
| 03:30:04 | Nothing_Much | intel or amd? |
| 03:30:20 | bobdaduck | pentium? |
| 03:30:22 | bobdaduck | I don't know. |
| 03:30:31 | bobdaduck | Doesn't say in system info |
| 03:30:34 | Nothing_Much | I got an AMD Athlon 64 4200 |
| 03:30:36 | Nothing_Much | yeah that's Intel |
| 03:30:38 | Nothing_Much | nice |
| 03:31:09 | bobdaduck | I've got $1000 or so saved for getting a new computer post-mission though |
| 03:31:25 | bobdaduck | Keeping up with the times and such |
| 03:31:49 | sam686 | on windows, system properties from control panel |
| 03:31:56 | bobdaduck | yeah |
| 03:32:03 | sam686 | it will then say exactly what cpu it is |
| 03:32:16 | sam686 | like pentium G-something something |
| 03:32:45 | raptor | ok compiling... |
| 03:32:45 | bobdaduck | yeah |
| 03:32:56 | raptor | you'll get a ReleaseWithDebugInfo build |
| 03:32:59 | bobdaduck | Pentium Dual core T4300, 2.10 GHz |
| 03:33:11 | raptor | so it should be fast but give us proper crash info :) |
| 03:41:14 | bobdaduck | in 019a can you make it so I can zoom in farther in the editor? |
| 03:41:53 | raptor | get it while it's hot: http://sam6.25u.com/upload/Bitfighter-019a-beta-Windows-9445-73a975f732f0.zip |
| 03:42:00 | raptor | oh... uhh... good idea |
| 03:42:08 | bobdaduck | If I hold like spacebar or something |
| 03:42:11 | raptor | that's your build bobdaduck |
| 03:42:44 | raptor | so explain to me the use case? the code has a limit put in because it seemed like levels shouldn't be that large |
| 03:43:14 | sam686 | zoom in farther or zoom out farther? |
| 03:43:31 | raptor | oh, oops, i misread |
| 03:43:41 | bobdaduck | zoom in |
| 03:43:45 | bobdaduck | I'm working with Quartz... |
| 03:43:48 | raptor | i may have done that, but i don't remember |
| 03:43:56 | raptor | let me see how easy it is to change... |
| 03:44:32 | bobdaduck | if its difficult then don't bother but it'd be nice |
| 03:44:49 | raptor | i agree it'd be nice - and i don't think it'll be difficult |
| 03:44:55 | bobdaduck | zoom out farther you can hack by pressing Z |
| 03:45:22 | raptor | ah yes, but there are more problems with zooming out far... like rendering waaay too many lines |
| 03:45:45 | bobdaduck | lol |
| 03:47:03 | raptor | bobdaduck: it's easy, but, please give me a decent scale of how much more you'd think would be good |
| 03:47:18 | bobdaduck | uh |
| 03:47:19 | raptor | twice as much? |
| 03:47:21 | raptor | 10 times? |
| 03:47:28 | bobdaduck | like 1.5 more |
| 03:47:39 | bobdaduck | not a full magnification (with the more grid lines and stuff) |
| 03:47:47 | bobdaduck | just enough that I can click between all these tiny points |
| 03:47:52 | raptor | so an object could be 1.5 bigger than it is? |
| 03:47:56 | raptor | ahhh |
| 03:48:11 | bobdaduck | Well like a full magnification... Unit... adds another layer of grid lines |
| 03:48:26 | bobdaduck | Not that far, but a little farther than there is right now |
| 03:48:29 | raptor | ah, that's 10x |
| 03:48:53 | raptor | and you want more grid lines? that may not be so easy... |
| 03:48:59 | bobdaduck | No |
| 03:49:01 | bobdaduck | no more grid liines |
| 03:49:05 | bobdaduck | not a full magnifaction layer |
| 03:49:13 | raptor | ok |
| 03:49:33 | raptor | i will get you a screenshot soon... |
| 03:49:39 | raptor | and you can tell me if it's big enough |
| 03:50:29 | bobdaduck | Firing up 019a |
| 03:51:27 | raptor | normal magnification: http://imagebin.org/292858 |
| 03:51:28 | bobdaduck | hosting... |
| 03:52:35 | bobdaduck | everything seems to be running fine thus far |
| 03:54:19 | raptor | new scale: http://imagebin.org/292860 |
| 03:54:35 | raptor | so it went from 2.5 to 10x |
| 03:54:55 | bobdaduck | that seems just about right |
| 03:55:12 | raptor | that's HUGE! |
| 03:55:15 | raptor | but seems good to me |
| 03:55:41 | raptor | you can even see that the spybugs aren't really circles at that zoom factor... |
| 03:55:58 | | BFLogBot Commit: 5725d2838abc | Author: sam8641 | Message: Dim only the max players, keep player count full bright. |
| 03:57:18 | bobdaduck | Teleporters will take you places! |
| 03:58:19 | | BFLogBot Commit: 43ebe577da9b | Author: buckyballreaction | Message: More zoom in the editor |
| 03:58:31 | raptor | well that wasn't hard |
| 03:58:42 | bobdaduck | when you have sensor and cloak it shows the white lines on yourself... |
| 03:58:53 | raptor | haha |
| 03:59:08 | raptor | but at least sensor works with cloak again! |
| 03:59:24 | raptor | although i made it more advantageous to cloakers... sensor has to be closer |
| 04:01:30 | bobdaduck | uh |
| 04:01:36 | bobdaduck | so what am I testing for in 019a here? |
| 04:03:17 | raptor | nothing really, just that it stinks less |
| 04:03:25 | raptor | oh, and checkout the new plugins |
| 04:03:50 | bobdaduck | ho? |
| 04:03:52 | bobdaduck | how? |
| 04:04:00 | raptor | editor -> F9 |
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| 04:04:52 | raptor | also, if you want to try and run dnd or carnival in it - we can try and make sure the 019a API is less broke |
| 04:04:54 | bobdaduck | I have no idea what any of them do |
| 04:05:02 | bobdaduck | I did run DnD |
| 04:05:03 | bobdaduck | no problems |
| 04:05:28 | kaen | the descriptions are kind of pedantic :/ |
| 04:05:55 | raptor | add a whole bunch of polywalls, select them, and do the offset_polygons one |
| 04:06:00 | bobdaduck | "Simplify II" |
| 04:06:08 | raptor | oh... heh |
| 04:06:17 | kaen | wait, hover over the names |
| 04:06:28 | kaen | there should be a useful description in yellow text on the bottom |
| 04:06:31 | raptor | ah yes, the hover! |
| 04:06:48 | bobdaduck | There's no yellow text |
| 04:06:55 | kaen | or white? |
| 04:07:02 | kaen | it's on the bottom of the screen |
| 04:07:06 | bobdaduck | oh yeah its in white |
| 04:07:22 | bobdaduck | Simplify II still makes no sense lol |
| 04:07:55 | raptor | maybe we should say: "less curvy curves!" |
| 04:07:57 | bobdaduck | You and your math jargon |
| 04:08:02 | bobdaduck | Yeah that would make sense. |
| 04:08:54 | kaen | It would be ideal to have the short description and somewhere to put a blurb |
| 04:09:06 | kaen | or some sort of long help text. |
| 04:09:47 | kaen | and an onMenuChanged callback while I'm at it |
| 04:10:03 | kaen | and value getters for MenuItem references |
| 04:10:06 | bobdaduck | 019 seems to be running very smoothly on pi server... |
| 04:11:53 | fordcars | Yes! |
| 04:12:13 | raptor | kaen can you open a feature on that? I agree with all of those ideas |
| 04:13:32 | raptor | bobdaduck: can you get me levelgen carnival? i'd like to use it as a stress tester on my lua improvements |
| 04:13:54 | bobdaduck | yeh |
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| 04:13:59 | bobdaduck | where send it to? |
| 04:15:54 | raptor | uhh private pastie in an IRC PM? |
| 04:16:34 | raptor | if it's too big, then just zip and PM in forums |
| 04:17:56 | bobdaduck | I'ma do forums.. |
| 04:18:57 | raptor | kk |
| 04:18:58 | bobdaduck | sent |
| 04:27:27 | raptor | thansk! |
| 04:31:57 | raptor | it works! |
| 04:34:37 | raptor | i love the globular nexus |
| 04:36:32 | raptor | bobdaduck: I sent you back the fixed version |
| 04:51:42 | raptor | oops, my luajit branch has x,y coordinates reversed... |
| 05:02:49 | raptor | bobdaduck: this levelgen is perfect! it's helping me solve all the bugs... |
| 05:04:14 | Nothing_Much | Hey guys, let me know when the new release will be released. :D |
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| 05:23:15 | raptor | sure thing |
| 05:31:20 | raptor | kaen: you around? |
| 05:36:36 | Nothing_Much | nope |
| 05:36:41 | Nothing_Much | he's prolly asleep |
| 05:36:49 | Nothing_Much | or busy with setting up his job thingy |
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| 06:37:23 | raptor | ok well, i should sleep on my issue... |
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| 07:12:15 | fordcars | Night! |
| 07:12:17 | fordcars | :P |
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| 13:36:32 | kaen | they gave me this expensive prototype and an experimental OS image and they want me to flash it myself ... |
| 13:37:05 | kaen | one expensive paperweight, coming right up! |
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| 14:27:11 | Nothing_Much | kaen: dd? |
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| 14:39:01 | raptor | good morning! |
| 14:44:57 | kaen | morning! |
| 14:45:12 | raptor | ok, so I think i have one major hurdle left with lua jit |
| 14:45:30 | kaen | Nothing_Much, can't dd the important part (the bootloader) |
| 14:45:42 | raptor | this is now luavec: http://pastie.org/pastes/8726298/text |
| 14:45:47 | Nothing_Much | kaen: Oh goodness that's not good |
| 14:45:52 | Nothing_Much | mornin' raptor |
| 14:46:05 | raptor | so the issue is - how do i determine if a particular Lua table is a 'point' in the C API? |
| 14:46:32 | kaen | t.ispoint |
| 14:46:41 | kaen | :) |
| 14:46:47 | raptor | ha, duh |
| 14:46:53 | raptor | see this is why i shouldn't stay up late... |
| 14:47:00 | kaen | whoa, that's awesome raptor! |
| 14:47:07 | kaen | it supports operator overloading?! |
| 14:47:21 | raptor | yes - i just found that... |
| 14:47:33 | raptor | we can really enhance point stuff by having in Lua like this |
| 14:47:50 | kaen | most definitely |
| 14:47:51 | raptor | here ar ethe built in ones: http://lua-users.org/wiki/MetatableEvents |
| 14:48:25 | kaen | whoa! I thought it was a luajit extension |
| 14:48:28 | kaen | all this time ... |
| 14:48:42 | raptor | yeah, i'm trying to keep it pure Lua 5.1 still |
| 14:48:53 | kaen | beautiful |
| 14:55:12 | raptor | i'm trying to think of an efficient way to tell if a table is a point |
| 14:55:21 | raptor | in the C API |
| 14:55:30 | raptor | i thought of testing for the fields 'x' and 'y' |
| 14:55:43 | raptor | but lua_getfield does some weird stuff if ithey don't exist |
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| 15:24:15 | kaen | what kind of weird stuff? does rawget help? |
| 15:24:24 | raptor | yeah, i'm going to use rawget |
| 17:09:56 | | -hubbard.freenode.net- *** Looking up your hostname... |
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| 17:09:56 | | -hubbard.freenode.net- *** No Ident response |
| 17:09:56 | | -hubbard.freenode.net- *** Couldn't look up your hostname |
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| 17:10:09 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 17:10:36 | raptor | watusimoto: do you think we're good to release today/tomorrow? |
| 17:10:55 | raptor | sam686 did some polishing last night... |
| 17:20:46 | | BFLogBot Commit: 8eb8284efb02 | Author: buckyballreaction | Message: Fix some compiler warnings |
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| 17:51:01 | raptor | so the next question is: |
| 17:51:26 | raptor | why does setGeom() work with a point that is (nan, nan) in Lua 5.1, but not in luajit? |
| 17:52:26 | raptor | that Carnival level is perfect - it even has math errors to test! |
| 17:55:43 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 18:02:38 | bobdaduck | Glad to help xD |
| 18:03:35 | raptor | i'm actually suprised this doesn't crash... |
| 18:06:36 | bobdaduck | Due to luajt or due to my add coding habits? |
| 18:07:01 | raptor | your math on something in Carnival has 'undefined' behavior |
| 18:07:13 | raptor | luajit happens to crash - but the old Lua just ignores it |
| 18:07:47 | bobdaduck | lol |
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| 18:10:00 | raptor | ah rats, i missed koda again.. |
| 18:14:07 | bobdaduck | Also you should make it so that point.angleTo |
| 18:14:15 | bobdaduck | and ship:getAngle() return angles in the same direction |
| 18:15:24 | raptor | how so? |
| 18:15:43 | raptor | i think angleTo() returns angles between -tau/2 and tau/2 right? |
| 18:15:50 | raptor | what does ship:getAngle() return? |
| 18:16:09 | bobdaduck | between tau/2 and -tau/2. |
| 18:16:31 | raptor | oh, does angleTo not do that then? |
| 18:16:36 | bobdaduck | a 350 degree in ship:getAngle is returned as -30 degrees in angleTo |
| 18:16:57 | bobdaduck | Essentially, one measures the angle clockwise and the other measures it counter clockwise. |
| 18:17:54 | raptor | -10? |
| 18:17:59 | raptor | oh wait |
| 18:18:03 | bobdaduck | er yeah -10 |
| 18:18:04 | raptor | so getAngle() is the problem? |
| 18:18:13 | bobdaduck | One of them is a problem |
| 18:18:13 | raptor | it can return more than tau/2 ? |
| 18:18:21 | raptor | ok, i'll take a look |
| 18:18:45 | bobdaduck | look at the code I have to use to make it work: http://pastie.org/8726899 |
| 18:19:31 | raptor | hahaha |
| 18:19:34 | raptor | that's horrid |
| 18:19:37 | raptor | and funny |
| 18:20:06 | | watusimoto Quit (Ping timeout: 260 seconds) |
| 18:20:57 | raptor | Watusimoto_, kaen, sam686: what do you think to me making ship:getAngle() properly match up with the range of the C function atan2(), which is -pi to pi ? |
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| 18:27:38 | raptor | well, i think it's a good idea to make them match |
| 18:28:44 | bobdaduck | it certainly doesn't make any sense that they don't. |
| 18:28:55 | bobdaduck | Also lua methods for turret:setWeapon would be nice. |
| 18:30:44 | raptor | seems like turret weapon choices aren't going away... |
| 18:31:07 | bobdaduck | Not when they're already in so many levels, no. |
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| 18:50:58 | raptor | i can't seem to find out why getAngle() is returning between 0 an tau |
| 18:51:14 | raptor | the code says it should be -tau/2 to tau/2 |
| 18:52:09 | | Watusimoto has joined |
| 18:53:57 | raptor | it needs to be server-side... |
| 18:54:44 | Watusimoto | hi |
| 18:54:49 | raptor | hi |
| 18:54:53 | Watusimoto | just here for a sec |
| 18:54:59 | raptor | ok |
| 18:55:00 | Watusimoto | you asked about release tonight |
| 18:55:05 | raptor | yes |
| 18:55:15 | Watusimoto | I think we have to do it tonight or after I return |
| 18:55:36 | Watusimoto | Things aren't quite where I want them, but they never are |
| 18:55:42 | raptor | think it is feasible we do it tonight? |
| 18:55:42 | Watusimoto | so we could go for it tonight |
| 18:55:46 | Watusimoto | yes |
| 18:55:51 | raptor | ok, let's do it! |
| 18:55:55 | Watusimoto | ok |
| 18:56:24 | Watusimoto | I still need to test the installer on my wife's computer, but realistically, if it doesn't work, I don't know if I can fix it |
| 18:56:43 | raptor | bobdaduck found a bug: ship:getAngle() returns between 0 and tau, but everything else (like point.angleTo) does angles between -tau/2 and tau/2 |
| 18:56:47 | Watusimoto | also, we have a notifier problem |
| 18:57:02 | Watusimoto | interesting |
| 18:57:09 | Watusimoto | not a bug exactly, but an inconsisnetency |
| 18:57:16 | Watusimoto | we should probably fix it |
| 18:57:22 | raptor | the C API atan2() does -tau/2 to tau/2 |
| 18:57:34 | Watusimoto | but which direction is "0"? |
| 18:57:37 | raptor | so i'm thinking we fix it to do that, too... |
| 18:57:49 | raptor | to the right! |
| 18:58:07 | Watusimoto | well... ok. let's fix it and scan the scripts to see if its used anywhere |
| 18:58:23 | Watusimoto | or really, it may not matter |
| 18:58:33 | Watusimoto | as sin(tau) == sin(0) |
| 18:59:11 | raptor | it matters - because comparing point.angleTo(somePoint) will fail when comparing it to the ship:getAngle() |
| 18:59:29 | raptor | the offset is tau/2 |
| 18:59:41 | raptor | it wouldn't matter if the offset were tau |
| 19:00:06 | raptor | anyways, i've traced the issue to the Move.angle - but everywhere i see, it should match atan2()... |
| 19:01:23 | Watusimoto | ok |
| 19:01:28 | Watusimoto | well, I support upgrading it |
| 19:01:36 | raptor | ok, that's what i'm working on... |
| 19:01:36 | Watusimoto | anyway... got to go... back later |
| 19:01:39 | raptor | what is the notifier issue? |
| 19:01:41 | raptor | ok, later! |
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| 19:24:19 | bobdaduck | I think DnD is starting to suffer from code degredation... |
| 19:24:33 | bobdaduck | I'm finding random walls and speedzones lying in random places inside and outside the levels |
| 19:24:48 | bobdaduck | and like they don't match anything and I can't figure out where they go or if they even go somewhere or how they got there |
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| 20:22:54 | raptor | so Watusimoto, when you get back - I have a patch that makes sure the Move.angle is between -tau/2 and tau/2 |
| 20:23:01 | Watusimoto | ok,back |
| 20:23:10 | raptor | and i tested it, and there is no weird behavior between all the various move objects |
| 20:23:44 | raptor | oh hello |
| 20:24:53 | raptor | but in my head, we haven't really addressed tthe real question: should we standardize on all angles being between that range? |
| 20:25:49 | raptor | because being between 0 and tau is really nice sometimes; but all C API methods are -tau/2 and tau/2, which means Lua math returns that, too |
| 20:29:52 | Watusimoto | i think the important thing is that we be consistent |
| 20:30:05 | Watusimoto | when do you prefer 0-tau? |
| 20:31:24 | Watusimoto | I think 0-tau is more intuitive for non-programmers |
| 20:32:41 | bobdaduck | ^^ |
| 20:33:31 | raptor | yes |
| 20:33:56 | raptor | but it would mean we have to normalize a *lot* of output methods, both in Lua and in the c++ |
| 20:34:13 | raptor | or |
| 20:34:15 | raptor | or |
| 20:34:29 | raptor | we could just guarantee that 0-tau is on the Lua end |
| 20:35:18 | raptor | so taht means changing the 'point' Lua class to output in that manner |
| 20:35:41 | raptor | we'd end up with anything-goes in c++, but in Lua it would be 0-tau |
| 20:37:58 | bobdaduck | Also can we make a way to change the master script for a server from in-game? |
| 20:38:21 | raptor | please clarify, master script? |
| 20:41:33 | bobdaduck | global script |
| 20:41:36 | bobdaduck | whatever you call it |
| 20:41:43 | raptor | ah global scripts |
| 20:41:48 | bobdaduck | Yeah |
| 20:41:54 | bobdaduck | some way to change that dynamically in-game. |
| 20:42:17 | bobdaduck | Short of hard-coding the script to completely change functionality when message "codeword" is received |
| 20:42:51 | raptor | actually, there's a trick |
| 20:43:02 | raptor | you can edit the INI directly and run the /loadini command |
| 20:43:10 | raptor | if you're an admin |
| 20:43:30 | raptor | ok, back soon - have to go to meeting |
| 20:43:43 | bobdaduck | Yeah that's not what I'm looking for xD |
| 20:45:36 | bobdaduck | I'd sooner do the arbitrary hardcoding method |
| 20:55:00 | Watusimoto | the way I see it the levelgen script is really part of the level |
| 20:55:11 | Watusimoto | so swapping them in and out seems a bit illogical |
| 20:55:14 | Watusimoto | or at least confusing |
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| 21:01:38 | bobdaduck | Well, lets say, HYPOTHETICALLY that I have a global script that makes it so everyone has infinite energy but can only use mines |
| 21:01:58 | bobdaduck | And we play a few levels like that and people get bored of that |
| 21:02:07 | bobdaduck | and HYPOTHETICALLY I have a different script that I want to use instead because the novelty has worn off |
| 21:02:52 | bobdaduck | I'd have to restart the entire server after modifying the ini |
| 21:03:07 | bobdaduck | Which is annoying to the players I'm hosting for. |
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| 21:43:15 | raptor | Watusimoto: thoughts on the range of angles in Lua? (per my comments above starting at 13:33) |
| 21:45:53 | Watusimoto | so intuitiveness is the only issue, right? |
| 21:48:13 | Watusimoto | http://en.wikipedia.org/wiki/Atan2 suggests that the C++ method is correct, but that results "can be mapped" to the 0-tau range |
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| 22:04:21 | raptor | 'mapped' means we write our own offset? |
| 22:05:21 | raptor | yeah, atan2 really does mean -tau/2 to tau/2, mathematically |
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| 22:08:15 | raptor | so what do you want to do? I'm willing to adjust our Lua side to guarantee 0-tau |
| 22:09:05 | raptor | or guarantee that it is -pi to pi everywhere |
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| 22:34:22 | koda | so, hello |
| 22:34:36 | raptor | hi koda |
| 22:34:43 | raptor | I need to update my Xcode 3 project... |
| 22:34:50 | raptor | probably to pure CMake... |
| 22:34:53 | raptor | on OSX |
| 22:34:55 | koda | \o/ |
| 22:35:01 | koda | that sounds nice and efficient |
| 22:35:12 | raptor | and I may need to see how you bundled hedgewars... |
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| 22:35:28 | raptor | Xcode is becoming too cumbersome |
| 22:35:48 | raptor | maintaining that project, I mean - and I'm the only one who can build with it anyways... |
| 22:38:11 | bobdaduck | What is xcode and cmake? |
| 22:39:10 | raptor | xcode is like visual studio, but for OSX |
| 22:39:11 | | BFLogBot Commit: dc7044832fd1 | Author: buckyballreaction | Message: Make Ship angle consistent in c++ and Lua |
| 22:39:27 | raptor | cmake is what we use to generate your visual studio files |
| 22:40:16 | raptor | i made a decision to be consistent everywhere: -tau/2 to tau/2 |
| 22:42:58 | bobdaduck | k |
| 22:52:25 | koda | raptor: plus there is an extension for cmake to build on ios |
| 22:52:38 | koda | so a single process to generate all scripts would be indeed nice |
| 22:52:58 | raptor | oh yeah, definitely |
| 22:53:07 | raptor | did you have a hard time building 32bit OSX with cmake? |
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| 22:55:06 | Watusimoto | hi raptor; sorry didn't see your msg |
| 22:55:34 | Watusimoto | let's do -tau/2 to tau/2 |
| 22:55:37 | raptor | no worries, I did the easiest |
| 22:55:38 | raptor | done! |
| 22:55:41 | Watusimoto | good |
| 22:55:47 | Watusimoto | I think it's the right choice |
| 22:56:06 | Watusimoto | hi koda |
| 22:56:40 | koda | Watusimoto: o/ |
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| 22:59:59 | bobdaduck | o/! |
| 23:03:02 | raptor | yay, i broke all the move object tests |
| 23:06:11 | koda | yay, you can call it a day |
| 23:10:17 | | BFLogBot Commit: 38abba9642fa | Author: buckyballreaction | Message: Add turret:setWeapon() |
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| 23:20:25 | Watusimoto | great, we have a failing test |
| 23:20:37 | raptor | i'm fixing! |
| 23:20:43 | raptor | (for Move object) |
| 23:26:36 | raptor | there, my sins are gone |
| 23:26:41 | | BFLogBot Commit: 853ca5086e05 | Author: buckyballreaction | Message: Fix/update Move object tests |
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| 23:29:46 | Watusimoto | raptor: maybe you know this |
| 23:29:54 | Watusimoto | here is the line that is asserting |
| 23:29:55 | Watusimoto | client1->getGameObjDatabase()->findObjects(PlayerShipTypeNumber, fillVector); |
| 23:30:07 | Watusimoto | in this case client1 is suspended |
| 23:30:26 | Watusimoto | there are two players connected, client1 and client2 |
| 23:30:41 | Watusimoto | in this case, the test is asserting that client1 should be able to see client2's ship |
| 23:31:07 | Watusimoto | that was at one point true; but we've been changing the way stuff works when you get suspended... |
| 23:31:22 | Watusimoto | should the suspended player still be able to see a non-suspended player's ship? |
| 23:31:30 | raptor | ah, when you're suspended, you lose your control object, and any other moveobject then goes out of scope |
| 23:31:35 | raptor | no |
| 23:31:43 | Watusimoto | ok, so the test is now invalid |
| 23:31:56 | Watusimoto | client2 should see one ship, it's own |
| 23:32:01 | raptor | correct |
| 23:32:05 | raptor | and client1 should see non |
| 23:32:05 | Watusimoto | client1 should see nothing, because it's suspended |
| 23:32:07 | raptor | *none |
| 23:32:09 | raptor | yes |
| 23:32:13 | Watusimoto | and server should see one ship |
| 23:32:16 | Watusimoto | ok |
| 23:32:18 | raptor | yes |
| 23:32:19 | Watusimoto | very good |
| 23:32:23 | Watusimoto | will adjust accordingly |
| 23:32:35 | Watusimoto | I don;t want to move forward with the release if tests are failing |
| 23:32:58 | raptor | soudns like like a good habit |
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| 23:59:51 | raptor | i'm so close with luajit that I can almost taste victory... |