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IRC Log for 2014-02-12

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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.
00:05:19Watusimotoouch
00:05:35Watusimotowhat do you think about the rank indicator I did last night?
00:11:24raptori honestly hven't gotten a good look at it
00:11:40raptori did see it, it seemed harmless
00:11:46raptorbut havent' spent more thought on it
00:19:00Watusimoto:-)
00:19:19Watusimotowell, if we are going to release tomorrow, we're going to have to fish or cut bait!
00:19:34WatusimotoI guess I would vote to keep it
00:19:37raptortomorrow?
00:19:47Watusimotoisn't that what we said?
00:19:50Watusimotowedensday?
00:20:11raptori don't remember deciding on anything definitive, just "before you left". Is that tomorrow?
00:20:15Watusimotobecause I'll be gone Friday -> a long time
00:20:51Watusimotobefore I leave means tomorrow otherwise things will get too crunched on thursday
00:22:33Nothing_Much Quit (Remote host closed the connection)
00:23:24raptori'd say leave it for now - i still think it's harmless
00:25:25Nothing_Much has joined
00:34:29Watusimotobtw, do you know who Michael Schumacher is?
00:34:37raptorsounds familiar
00:34:58Watusimotohe's the german forumula 1 driver who is in a coma after a ski accident
00:35:45Watusimotohe'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
00:35:57Watusimotoso his accident has made me consider my mortality
00:36:34raptorhmmm
00:36:38Watusimotobasically, all I want to say is my wife knows the passwords to all the bitfighter.org accounts should I join Schumacher next week :-)
00:36:48raptoroh my..
00:36:59raptorok, well, maybe i'll get to meet mrs. Watusimoto
00:37:07WatusimotoI hope not :-)
00:37:22Watusimotoshe knows who the princinpal actors are in the project
00:37:43Watusimotoso that's the backup plan
00:37:49raptorI hope not as well, with regards to your mortal considerations
00:37:56Watusimotoof course not
00:38:02raptorok
00:38:05Watusimotoit's 1 in a 1000
00:38:10Watusimotobut you never know
00:38:21WatusimotoI did buy a helmet last year
00:38:50raptorbrain buckets are good
00:38:52Watusimotoand I cracked my skull hard the 2nd day I wore it
00:38:59raptorouch
00:39:06Watusimotowell, I was rather glad I had it
00:39:54raptori've attempted to do a minimal test case with luajit, but starting from scratch in a custom .cpp file with a main()
00:40:11raptorso far it's working OK
00:40:17raptorwhich makes me suspect LuaWrapper
00:40:27raptoroh.. but I haven't made the *L static yet...
00:40:30koda Quit (Quit: koda)
00:42:11raptori don't think I expected to talk with you about a Bitfighter will...
00:45:15WatusimotoI just want people to know there is a rough plan if I get hit by a bus
00:45:37raptorha! that's what my boss always says - I need to have backup in case I get hit by a bus
00:45:38Watusimotothough I still look both ways before crossing the street
00:45:53Watusimotoand I fully intend to never implement it
00:46:04raptorheh, ok
00:56:03Watusimotowell, good night!
00:56:29BFLogBot 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
00:56:31BFLogBot Commit: 570b817285e5 | Author: watusimoto | Message: I *think* this fixes the assert that keeps tripping
00:56:32BFLogBot Commit: 6742dd2c9014 | Author: watusimoto | Message: Fix issue with delayed display of help items after activating help
00:56:34BFLogBot Commit: 49aa1d6e8cf8 | Author: watusimoto | Message: Fix test build
00:56:35BFLogBot Commit: 7de4523d1a62 | Author: watusimoto | Message: Fix test, others still fail
00:56:37BFLogBot Commit: c50112fca25c | Author: watusimoto | Message: Shift-H, available in debug builds only, races through inline help items
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01:02:29raptornight!
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02:47:17raptori think i solved some of my luajit problems
02:47:26raptorscripts are actually starting now!
02:53:45kaenwow, great work raptor!
02:53:56kaenI got my development tablet today.
02:54:08raptorOOoooo
02:54:11raptorfrom the company?
02:55:28kaenyep
02:56:00kaenfor $1000 the display looks a lot like those cards from cereal boxes that move when you move your head just right
02:56:11kaen... still a fledgling technology
02:56:22raptorsooo..... answer me this: development... and... tablet?
02:57:08kaenwell, I'll be doing some really heavy work with Android, EGL, and JNI...
02:57:13raptorthose two things don't fit together in my mind
02:57:18kaenohh
02:57:27kaenjust a normal tablet
02:57:27raptoroh, haha
02:57:34raptorgreat!
02:58:31kaenmaybe I could port bitfighter to use S3D ...
02:58:32kaen:)
02:58:56raptorhaha
02:59:36BFLogBot Commit: bd4d9d239766 | Author: sam8641 | Message: Undo 965ba54f4cbd that breaks game recorder playback, and cause objects to lag back to old position
02:59:38BFLogBot Commit: 2a2c8ca79db0 | Author: sam8641 | Message: Make teleporters animate all the time, seeking in playback no longer makes objects completely at wrong locations.
02:59:47BFLogBot Commit: ac157d4cab82 | Author: sam8641 | Message: Make mFxManager not idle or idle slow or fast when playing back recorded gameplay at different speeds.
03:00:25raptorha! sam686... let me see what you just did
03:02:09raptorinteresting...
03:10:49sam686the thing is all players do /idle makes the server go into a pause/suspended mode where nothing happens, no idling objects.
03:11:14sam686things can continue to animate if wanted, like phasers animate even while paused/suspended
03:14:15raptorIT WORKS
03:14:18raptorLUAJIT WORKS
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03:21:10Nothing_MuchHi everyone
03:21:22raptorhello
03:21:24kaenhi
03:21:26kaenwhoa!
03:21:27kaenawesome
03:21:53Nothing_Muchwhat's goin' on guys?
03:22:01Nothing_Muchcodin' stuff?]
03:22:08BFLogBot Commit: 73a975f732f0 | Author: buckyballreaction | Message: Make Lua Timers _tick method a little more robust. It doesn't use the _stackTracer, though
03:22:29raptorok, so now
03:22:32raptorbenchmarks!
03:22:43raptorwhat's a good test to compare lua-vec vs luajit?
03:23:02Nothing_Muchgood luck with whatever it is you're doing guys!
03:23:33sam686robots is a good LUA test
03:23:38raptorooo I know
03:23:44raptoroh yeah, that too
03:24:08bobdaduckLevelgen carnival is a good lua test
03:24:24raptorI agree!
03:24:28raptorcan you send it to me?
03:24:32bobdaduckNo its broken
03:24:35bobdaducklike all my other levelgens
03:24:58raptorbecause of the timer thingY?
03:25:07bobdaduckI dunno I haven't looked at it
03:25:18bobdaduckI can send you what it currently is and you can try to get it working
03:25:27raptorok
03:25:31raptorthat'd be good!
03:25:34bobdaduckI suspect much of the problems will be getTeamIndx >> getTeamIndex
03:26:04raptorwell... want to beta test 019a? we're hoping to release tomorrow...
03:26:32bobdaduckUh
03:26:33bobdaduckSure
03:26:41bobdaduckMaybe DnD will work there.
03:26:51raptorok, let me get you a build
03:27:07bobdaduckI can HG pull or whatever
03:27:15bobdaduckactually no just get me a build
03:27:21bobdaduckit takes half an hour to compile
03:27:28sam686CPU?
03:27:44raptorok
03:28:06bobdaduckdual core 2.10
03:28:10bobdaduck4 gb ram
03:28:26sam686dual core what? 2.1 GHz?
03:28:31bobdaduckyeah
03:29:18sam686I have quad core 3.4 GHz... more specific is intel i7-2600
03:30:04Nothing_Muchintel or amd?
03:30:20bobdaduckpentium?
03:30:22bobdaduckI don't know.
03:30:31bobdaduckDoesn't say in system info
03:30:34Nothing_MuchI got an AMD Athlon 64 4200
03:30:36Nothing_Muchyeah that's Intel
03:30:38Nothing_Muchnice
03:31:09bobdaduckI've got $1000 or so saved for getting a new computer post-mission though
03:31:25bobdaduckKeeping up with the times and such
03:31:49sam686on windows, system properties from control panel
03:31:56bobdaduckyeah
03:32:03sam686it will then say exactly what cpu it is
03:32:16sam686like pentium G-something something
03:32:45raptorok compiling...
03:32:45bobdaduckyeah
03:32:56raptoryou'll get a ReleaseWithDebugInfo build
03:32:59bobdaduckPentium Dual core T4300, 2.10 GHz
03:33:11raptorso it should be fast but give us proper crash info :)
03:41:14bobdaduckin 019a can you make it so I can zoom in farther in the editor?
03:41:53raptorget it while it's hot: http://sam6.25u.com/upload/Bitfighter-019a-beta-Windows-9445-73a975f732f0.zip
03:42:00raptoroh... uhh... good idea
03:42:08bobdaduckIf I hold like spacebar or something
03:42:11raptorthat's your build bobdaduck
03:42:44raptorso explain to me the use case? the code has a limit put in because it seemed like levels shouldn't be that large
03:43:14sam686zoom in farther or zoom out farther?
03:43:31raptoroh, oops, i misread
03:43:41bobdaduckzoom in
03:43:45bobdaduckI'm working with Quartz...
03:43:48raptori may have done that, but i don't remember
03:43:56raptorlet me see how easy it is to change...
03:44:32bobdaduckif its difficult then don't bother but it'd be nice
03:44:49raptori agree it'd be nice - and i don't think it'll be difficult
03:44:55bobdaduckzoom out farther you can hack by pressing Z
03:45:22raptorah yes, but there are more problems with zooming out far... like rendering waaay too many lines
03:45:45bobdaducklol
03:47:03raptorbobdaduck: it's easy, but, please give me a decent scale of how much more you'd think would be good
03:47:18bobdaduckuh
03:47:19raptortwice as much?
03:47:21raptor10 times?
03:47:28bobdaducklike 1.5 more
03:47:39bobdaducknot a full magnification (with the more grid lines and stuff)
03:47:47bobdaduckjust enough that I can click between all these tiny points
03:47:52raptorso an object could be 1.5 bigger than it is?
03:47:56raptorahhh
03:48:11bobdaduckWell like a full magnification... Unit... adds another layer of grid lines
03:48:26bobdaduckNot that far, but a little farther than there is right now
03:48:29raptorah, that's 10x
03:48:53raptorand you want more grid lines? that may not be so easy...
03:48:59bobdaduckNo
03:49:01bobdaduckno more grid liines
03:49:05bobdaducknot a full magnifaction layer
03:49:13raptorok
03:49:33raptori will get you a screenshot soon...
03:49:39raptorand you can tell me if it's big enough
03:50:29bobdaduckFiring up 019a
03:51:27raptornormal magnification: http://imagebin.org/292858
03:51:28bobdaduckhosting...
03:52:35bobdaduckeverything seems to be running fine thus far
03:54:19raptornew scale: http://imagebin.org/292860
03:54:35raptorso it went from 2.5 to 10x
03:54:55bobdaduckthat seems just about right
03:55:12raptorthat's HUGE!
03:55:15raptorbut seems good to me
03:55:41raptoryou can even see that the spybugs aren't really circles at that zoom factor...
03:55:58BFLogBot Commit: 5725d2838abc | Author: sam8641 | Message: Dim only the max players, keep player count full bright.
03:57:18bobdaduckTeleporters will take you places!
03:58:19BFLogBot Commit: 43ebe577da9b | Author: buckyballreaction | Message: More zoom in the editor
03:58:31raptorwell that wasn't hard
03:58:42bobdaduckwhen you have sensor and cloak it shows the white lines on yourself...
03:58:53raptorhaha
03:59:08raptorbut at least sensor works with cloak again!
03:59:24raptoralthough i made it more advantageous to cloakers... sensor has to be closer
04:01:30bobdaduckuh
04:01:36bobdaduckso what am I testing for in 019a here?
04:03:17raptornothing really, just that it stinks less
04:03:25raptoroh, and checkout the new plugins
04:03:50bobdaduckho?
04:03:52bobdaduckhow?
04:04:00raptoreditor -> F9
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04:04:52raptoralso, if you want to try and run dnd or carnival in it - we can try and make sure the 019a API is less broke
04:04:54bobdaduckI have no idea what any of them do
04:05:02bobdaduckI did run DnD
04:05:03bobdaduckno problems
04:05:28kaenthe descriptions are kind of pedantic :/
04:05:55raptoradd a whole bunch of polywalls, select them, and do the offset_polygons one
04:06:00bobdaduck"Simplify II"
04:06:08raptoroh... heh
04:06:17kaenwait, hover over the names
04:06:28kaenthere should be a useful description in yellow text on the bottom
04:06:31raptorah yes, the hover!
04:06:48bobdaduckThere's no yellow text
04:06:55kaenor white?
04:07:02kaenit's on the bottom of the screen
04:07:06bobdaduckoh yeah its in white
04:07:22bobdaduckSimplify II still makes no sense lol
04:07:55raptormaybe we should say: "less curvy curves!"
04:07:57bobdaduckYou and your math jargon
04:08:02bobdaduckYeah that would make sense.
04:08:54kaenIt would be ideal to have the short description and somewhere to put a blurb
04:09:06kaenor some sort of long help text.
04:09:47kaenand an onMenuChanged callback while I'm at it
04:10:03kaenand value getters for MenuItem references
04:10:06bobdaduck019 seems to be running very smoothly on pi server...
04:11:53fordcarsYes!
04:12:13raptorkaen can you open a feature on that? I agree with all of those ideas
04:13:32raptorbobdaduck: can you get me levelgen carnival? i'd like to use it as a stress tester on my lua improvements
04:13:54bobdaduckyeh
04:13:58destroyerimo Quit (Ping timeout: 248 seconds)
04:13:59bobdaduckwhere send it to?
04:15:54raptoruhh private pastie in an IRC PM?
04:16:34raptorif it's too big, then just zip and PM in forums
04:17:56bobdaduckI'ma do forums..
04:18:57raptorkk
04:18:58bobdaducksent
04:27:27raptorthansk!
04:31:57raptorit works!
04:34:37raptori love the globular nexus
04:36:32raptorbobdaduck: I sent you back the fixed version
04:51:42raptoroops, my luajit branch has x,y coordinates reversed...
05:02:49raptorbobdaduck: this levelgen is perfect! it's helping me solve all the bugs...
05:04:14Nothing_MuchHey guys, let me know when the new release will be released. :D
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05:23:15raptorsure thing
05:31:20raptorkaen: you around?
05:36:36Nothing_Muchnope
05:36:41Nothing_Muchhe's prolly asleep
05:36:49Nothing_Muchor busy with setting up his job thingy
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06:37:23raptorok well, i should sleep on my issue...
06:41:14raptor Quit ()
07:12:15fordcarsNight!
07:12:17fordcars:P
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13:36:32kaenthey gave me this expensive prototype and an experimental OS image and they want me to flash it myself ...
13:37:05kaenone expensive paperweight, coming right up!
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14:27:11Nothing_Muchkaen: dd?
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14:39:01raptorgood morning!
14:44:57kaenmorning!
14:45:12raptorok, so I think i have one major hurdle left with lua jit
14:45:30kaenNothing_Much, can't dd the important part (the bootloader)
14:45:42raptorthis is now luavec: http://pastie.org/pastes/8726298/text
14:45:47Nothing_Muchkaen: Oh goodness that's not good
14:45:52Nothing_Muchmornin' raptor
14:46:05raptorso the issue is - how do i determine if a particular Lua table is a 'point' in the C API?
14:46:32kaent.ispoint
14:46:41kaen:)
14:46:47raptorha, duh
14:46:53raptorsee this is why i shouldn't stay up late...
14:47:00kaenwhoa, that's awesome raptor!
14:47:07kaenit supports operator overloading?!
14:47:21raptoryes - i just found that...
14:47:33raptorwe can really enhance point stuff by having in Lua like this
14:47:50kaenmost definitely
14:47:51raptorhere ar ethe built in ones: http://lua-users.org/wiki/MetatableEvents
14:48:25kaenwhoa! I thought it was a luajit extension
14:48:28kaenall this time ...
14:48:42raptoryeah, i'm trying to keep it pure Lua 5.1 still
14:48:53kaenbeautiful
14:55:12raptori'm trying to think of an efficient way to tell if a table is a point
14:55:21raptorin the C API
14:55:30raptori thought of testing for the fields 'x' and 'y'
14:55:43raptorbut lua_getfield does some weird stuff if ithey don't exist
15:04:11Watusimoto_ Quit (Ping timeout: 250 seconds)
15:24:15kaenwhat kind of weird stuff? does rawget help?
15:24:24raptoryeah, i'm going to use rawget
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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.
17:10:36raptorwatusimoto: do you think we're good to release today/tomorrow?
17:10:55raptorsam686 did some polishing last night...
17:20:46BFLogBot Commit: 8eb8284efb02 | Author: buckyballreaction | Message: Fix some compiler warnings
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17:51:01raptorso the next question is:
17:51:26raptorwhy does setGeom() work with a point that is (nan, nan) in Lua 5.1, but not in luajit?
17:52:26raptorthat Carnival level is perfect - it even has math errors to test!
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18:02:38bobdaduckGlad to help xD
18:03:35raptori'm actually suprised this doesn't crash...
18:06:36bobdaduckDue to luajt or due to my add coding habits?
18:07:01raptoryour math on something in Carnival has 'undefined' behavior
18:07:13raptorluajit happens to crash - but the old Lua just ignores it
18:07:47bobdaducklol
18:09:34koda Quit (Quit: koda)
18:10:00raptorah rats, i missed koda again..
18:14:07bobdaduckAlso you should make it so that point.angleTo
18:14:15bobdaduckand ship:getAngle() return angles in the same direction
18:15:24raptorhow so?
18:15:43raptori think angleTo() returns angles between -tau/2 and tau/2 right?
18:15:50raptorwhat does ship:getAngle() return?
18:16:09bobdaduckbetween tau/2 and -tau/2.
18:16:31raptoroh, does angleTo not do that then?
18:16:36bobdaducka 350 degree in ship:getAngle is returned as -30 degrees in angleTo
18:16:57bobdaduckEssentially, one measures the angle clockwise and the other measures it counter clockwise.
18:17:54raptor-10?
18:17:59raptoroh wait
18:18:03bobdaducker yeah -10
18:18:04raptorso getAngle() is the problem?
18:18:13bobdaduckOne of them is a problem
18:18:13raptorit can return more than tau/2 ?
18:18:21raptorok, i'll take a look
18:18:45bobdaducklook at the code I have to use to make it work: http://pastie.org/8726899
18:19:31raptorhahaha
18:19:34raptorthat's horrid
18:19:37raptorand funny
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18:20:57raptorWatusimoto_, 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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18:27:38raptorwell, i think it's a good idea to make them match
18:28:44bobdaduckit certainly doesn't make any sense that they don't.
18:28:55bobdaduckAlso lua methods for turret:setWeapon would be nice.
18:30:44raptorseems like turret weapon choices aren't going away...
18:31:07bobdaduckNot when they're already in so many levels, no.
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18:50:58raptori can't seem to find out why getAngle() is returning between 0 an tau
18:51:14raptorthe code says it should be -tau/2 to tau/2
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18:53:57raptorit needs to be server-side...
18:54:44Watusimotohi
18:54:49raptorhi
18:54:53Watusimotojust here for a sec
18:54:59raptorok
18:55:00Watusimotoyou asked about release tonight
18:55:05raptoryes
18:55:15WatusimotoI think we have to do it tonight or after I return
18:55:36WatusimotoThings aren't quite where I want them, but they never are
18:55:42raptorthink it is feasible we do it tonight?
18:55:42Watusimotoso we could go for it tonight
18:55:46Watusimotoyes
18:55:51raptorok, let's do it!
18:55:55Watusimotook
18:56:24WatusimotoI 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
18:56:43raptorbobdaduck found a bug: ship:getAngle() returns between 0 and tau, but everything else (like point.angleTo) does angles between -tau/2 and tau/2
18:56:47Watusimotoalso, we have a notifier problem
18:57:02Watusimotointeresting
18:57:09Watusimotonot a bug exactly, but an inconsisnetency
18:57:16Watusimotowe should probably fix it
18:57:22raptorthe C API atan2() does -tau/2 to tau/2
18:57:34Watusimotobut which direction is "0"?
18:57:37raptorso i'm thinking we fix it to do that, too...
18:57:49raptorto the right!
18:58:07Watusimotowell... ok. let's fix it and scan the scripts to see if its used anywhere
18:58:23Watusimotoor really, it may not matter
18:58:33Watusimotoas sin(tau) == sin(0)
18:59:11raptorit matters - because comparing point.angleTo(somePoint) will fail when comparing it to the ship:getAngle()
18:59:29raptorthe offset is tau/2
18:59:41raptorit wouldn't matter if the offset were tau
19:00:06raptoranyways, i've traced the issue to the Move.angle - but everywhere i see, it should match atan2()...
19:01:23Watusimotook
19:01:28Watusimotowell, I support upgrading it
19:01:36raptorok, that's what i'm working on...
19:01:36Watusimotoanyway... got to go... back later
19:01:39raptorwhat is the notifier issue?
19:01:41raptorok, later!
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19:24:19bobdaduckI think DnD is starting to suffer from code degredation...
19:24:33bobdaduckI'm finding random walls and speedzones lying in random places inside and outside the levels
19:24:48bobdaduckand 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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20:22:54raptorso Watusimoto, when you get back - I have a patch that makes sure the Move.angle is between -tau/2 and tau/2
20:23:01Watusimotook,back
20:23:10raptorand i tested it, and there is no weird behavior between all the various move objects
20:23:44raptoroh hello
20:24:53raptorbut in my head, we haven't really addressed tthe real question: should we standardize on all angles being between that range?
20:25:49raptorbecause 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
20:29:52Watusimotoi think the important thing is that we be consistent
20:30:05Watusimotowhen do you prefer 0-tau?
20:31:24WatusimotoI think 0-tau is more intuitive for non-programmers
20:32:41bobdaduck^^
20:33:31raptoryes
20:33:56raptorbut it would mean we have to normalize a *lot* of output methods, both in Lua and in the c++
20:34:13raptoror
20:34:15raptoror
20:34:29raptorwe could just guarantee that 0-tau is on the Lua end
20:35:18raptorso taht means changing the 'point' Lua class to output in that manner
20:35:41raptorwe'd end up with anything-goes in c++, but in Lua it would be 0-tau
20:37:58bobdaduckAlso can we make a way to change the master script for a server from in-game?
20:38:21raptorplease clarify, master script?
20:41:33bobdaduckglobal script
20:41:36bobdaduckwhatever you call it
20:41:43raptorah global scripts
20:41:48bobdaduckYeah
20:41:54bobdaducksome way to change that dynamically in-game.
20:42:17bobdaduckShort of hard-coding the script to completely change functionality when message "codeword" is received
20:42:51raptoractually, there's a trick
20:43:02raptoryou can edit the INI directly and run the /loadini command
20:43:10raptorif you're an admin
20:43:30raptorok, back soon - have to go to meeting
20:43:43bobdaduckYeah that's not what I'm looking for xD
20:45:36bobdaduckI'd sooner do the arbitrary hardcoding method
20:55:00Watusimotothe way I see it the levelgen script is really part of the level
20:55:11Watusimotoso swapping them in and out seems a bit illogical
20:55:14Watusimotoor at least confusing
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21:01:38bobdaduckWell, lets say, HYPOTHETICALLY that I have a global script that makes it so everyone has infinite energy but can only use mines
21:01:58bobdaduckAnd we play a few levels like that and people get bored of that
21:02:07bobdaduckand HYPOTHETICALLY I have a different script that I want to use instead because the novelty has worn off
21:02:52bobdaduckI'd have to restart the entire server after modifying the ini
21:03:07bobdaduckWhich is annoying to the players I'm hosting for.
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21:43:15raptorWatusimoto: thoughts on the range of angles in Lua? (per my comments above starting at 13:33)
21:45:53Watusimotoso intuitiveness is the only issue, right?
21:48:13Watusimotohttp://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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22:04:21raptor'mapped' means we write our own offset?
22:05:21raptoryeah, atan2 really does mean -tau/2 to tau/2, mathematically
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22:08:15raptorso what do you want to do? I'm willing to adjust our Lua side to guarantee 0-tau
22:09:05raptoror guarantee that it is -pi to pi everywhere
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22:34:22kodaso, hello
22:34:36raptorhi koda
22:34:43raptorI need to update my Xcode 3 project...
22:34:50raptorprobably to pure CMake...
22:34:53raptoron OSX
22:34:55koda\o/
22:35:01kodathat sounds nice and efficient
22:35:12raptorand I may need to see how you bundled hedgewars...
22:35:21kaen Quit (Remote host closed the connection)
22:35:28raptorXcode is becoming too cumbersome
22:35:48raptormaintaining that project, I mean - and I'm the only one who can build with it anyways...
22:38:11bobdaduckWhat is xcode and cmake?
22:39:10raptorxcode is like visual studio, but for OSX
22:39:11BFLogBot Commit: dc7044832fd1 | Author: buckyballreaction | Message: Make Ship angle consistent in c++ and Lua
22:39:27raptorcmake is what we use to generate your visual studio files
22:40:16raptori made a decision to be consistent everywhere: -tau/2 to tau/2
22:42:58bobdaduckk
22:52:25kodaraptor: plus there is an extension for cmake to build on ios
22:52:38kodaso a single process to generate all scripts would be indeed nice
22:52:58raptoroh yeah, definitely
22:53:07raptordid you have a hard time building 32bit OSX with cmake?
22:54:29Flynnn Quit (Quit: This computer has gone to sleep)
22:55:06Watusimotohi raptor; sorry didn't see your msg
22:55:34Watusimotolet's do -tau/2 to tau/2
22:55:37raptorno worries, I did the easiest
22:55:38raptordone!
22:55:41Watusimotogood
22:55:47WatusimotoI think it's the right choice
22:56:06Watusimotohi koda
22:56:40kodaWatusimoto: o/
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22:59:59bobdaducko/!
23:03:02raptoryay, i broke all the move object tests
23:06:11kodayay, you can call it a day
23:10:17BFLogBot Commit: 38abba9642fa | Author: buckyballreaction | Message: Add turret:setWeapon()
23:19:36kaen has joined
23:20:25Watusimotogreat, we have a failing test
23:20:37raptori'm fixing!
23:20:43raptor(for Move object)
23:26:36raptorthere, my sins are gone
23:26:41BFLogBot Commit: 853ca5086e05 | Author: buckyballreaction | Message: Fix/update Move object tests
23:29:06bobdaduck Quit (Remote host closed the connection)
23:29:46Watusimotoraptor: maybe you know this
23:29:54Watusimotohere is the line that is asserting
23:29:55Watusimotoclient1->getGameObjDatabase()->findObjects(PlayerShipTypeNumber, fillVector);
23:30:07Watusimotoin this case client1 is suspended
23:30:26Watusimotothere are two players connected, client1 and client2
23:30:41Watusimotoin this case, the test is asserting that client1 should be able to see client2's ship
23:31:07Watusimotothat was at one point true; but we've been changing the way stuff works when you get suspended...
23:31:22Watusimotoshould the suspended player still be able to see a non-suspended player's ship?
23:31:30raptorah, when you're suspended, you lose your control object, and any other moveobject then goes out of scope
23:31:35raptorno
23:31:43Watusimotook, so the test is now invalid
23:31:56Watusimotoclient2 should see one ship, it's own
23:32:01raptorcorrect
23:32:05raptorand client1 should see non
23:32:05Watusimotoclient1 should see nothing, because it's suspended
23:32:07raptor*none
23:32:09raptoryes
23:32:13Watusimotoand server should see one ship
23:32:16Watusimotook
23:32:18raptoryes
23:32:19Watusimotovery good
23:32:23Watusimotowill adjust accordingly
23:32:35WatusimotoI don;t want to move forward with the release if tests are failing
23:32:58raptorsoudns like like a good habit
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23:59:51raptori'm so close with luajit that I can almost taste victory...

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