#bitfighter IRC Log

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IRC Log for 2014-10-05

Timestamps are in GMT/BST.

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00:46:52fordcarsNight!
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13:33:21fordcarsWatusimoto, do you know why calling bf:findAllObjects(items, ObjType.Ship, ObjType.Robot) crashes and logs this: Could not validate params for function Robot::canSeePoint() Expected: Lua point
13:33:37fordcarsIt returns no line number
13:33:44Watusimotohi
13:33:58fordcarsWeird thing is, that method is used somewhere else and works fine
13:34:00fordcarsHi :)
13:34:18Watusimotomost likely one of your arguments is a nil
13:34:38Watusimotoand I'm going to guess it's the robot
13:34:48fordcarsReally?
13:34:53Watusimotoit's my guess
13:34:59Watusimotoit's consistent with your symptoms
13:35:08fordcarsbot:findVisibleObjects(items, ObjType.Robot works fine
13:35:38fordcarsOh wait
13:35:39fordcarsHaha ok
13:35:57fordcarsit returns the bot itself doesn't it?
13:36:01fordcarsMaybe it doesn't like that
13:36:12fordcarsIt is called from a bot
13:36:15Watusimotodoes it work then suddenly crash?
13:36:21fordcarsYeah
13:36:25fordcarson first tick
13:36:28fordcarsWhen it is called
13:36:30Watusimotoso that's most likely it
13:36:43Watusimotoadd a nil check before calling the function, and print a message if you get a nil
13:36:55Watusimotoyou'll probably see the message just before the crash
13:37:08fordcarsWhat would be nil?
13:37:25Watusimotowell, I'm guessing the robot
13:37:29Watusimotobut now I'm less sure
13:37:37Watusimotooh wait
13:37:45Watusimotolet me look at findallobjs
13:37:57fordcarsOk
13:38:27WatusimotoI misunderstood
13:38:42Watusimotook, you are looking for all items of type ship or type robot that bot can see
13:38:45Watusimotois that right?
13:38:59fordcarsUh, nearly
13:38:59Watusimotono that's not
13:39:06fordcarsAll robots and ship on the map
13:39:09Watusimotoyou are looking for all ships and all bot son the levlee
13:39:11Watusimotoyes
13:39:29Watusimotoso why is canSeePoint getting called?
13:39:39fordcarsRobot:canSeePoint() is called for whatever reason in the background I guess
13:40:17WatusimotoI don't see it in the code
13:40:21fordcarsAndmy guess is when it calls Robot:canSeePoint() with the bot's pos itself, it crashes
13:40:23fordcarsWeird
13:40:56Watusimotohttp://hastebin.com/gotesihape.lua
13:41:47WatusimotoI don't see how canSeePoint is getting called
13:42:08Watusimotoare you sure it's the findObjects code that's crashing?
13:42:36fordcarsYep :/
13:42:46fordcarsWait, I'll try with ObjType.Ship only
13:43:33fordcarsOh wow still crashes
13:43:50Watusimotousually we see crashes with canSeePoint when robot has died, and has a nil location
13:44:03fordcarsHmm
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13:49:17fordcarsWatusimoto: Oh my, it looks like it wasn't that function, sorry!
13:49:24Watusimotoso I did a quick search for places where canSeePoint is called from within the code, and it appears to be mostly bot navigation related.
13:49:29Watusimotoha
13:49:30Watusimoto:-)
13:49:35fordcarsIt's in some random s_bot function
13:49:41fordcars:)
13:49:47fordcarsIt still crashes though
13:50:02fordcarsBut there is no nil check there
13:50:13Watusimotodid you modify something that made it crash?
13:51:51fordcarsNo, all I did is that I made the bot look for a random enemy if it has absolutely nothing to do, to make it stop it from doing weird things
13:52:04fordcarsBut there is a nil check actually, if(pt ~= nil)
13:52:11fordcarsAnd yet, canSeePoint still says it is nil
13:52:16fordcarsif pt ~= nil then gotoPositionWasNil = false if not bot:canSeePoint(pt) then
13:52:27fordcarsWait
13:52:44Watusimotomaybe it should be pt == nil?
13:52:46fordcarsNvm
13:52:59fordcarsUh, I doubt it, I didn't touch that part
13:53:02Watusimotono, sorry
13:53:07WatusimotoI was confused
13:53:12fordcars:)
13:53:17WatusimotoI haven't had any caffein yet today...
13:53:23Watusimotocaffiene
13:53:32fordcarsOh my
13:53:37fordcarsCaffine
13:53:46fordcarsCaffeine
13:53:48Watusimotook, gotta go
13:53:53Watusimotoeine, yes, that's it
13:53:57fordcarsOk, later!
13:54:01Watusimotobye!
13:56:32fordcarsYep, my fault, I forgot to getPos(), sorry!
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13:58:17raptorhello!
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13:58:43fordcarsHello!
14:03:18raptorok, my 019d branch is almost done
14:04:10fordcarsgtg!
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19:11:17raptorhello!
19:12:33kodahi
19:15:34raptorsam686 / Watusimoto - I have my 019d branch mostly done
19:15:42Watusimotohey there
19:15:44Watusimotogreat!
19:15:52raptorI'd like to push it; it will be another repo head, though
19:15:56WatusimotoI'm reworking the undo/redo system in the editor, which is now broken
19:16:00Watusimotofine with me
19:16:01raptoroh no!
19:16:13Watusimotoyeah, we need to move forward to a new paradigm
19:16:26Watusimotowith the level stuff the old way is harder and harder to maintain
19:16:55raptorif I push this, you need to make sure you are on the right branch. I added a bookmark called 'main' which should take you to the dev head
19:17:26raptoralso sam686 I think I got most of your game recorder fixes in, but i'd like you to verify
19:18:18raptorWatusimoto: are you thinking of moving to a deterministic system instead of state-saving one?
19:18:45Watusimotouh....
19:19:02WatusimotoI'm creationg the concept of an editor "change"
19:19:05Watusimotothat can be reversed
19:19:15raptorso yes!
19:19:16Watusimotoso you save a series of incremental diffs to the level
19:19:20Watusimotoyes then
19:19:37WatusimotoI've got add & delete coded (but untested)
19:19:38raptordeterministic == roughly diff-based
19:19:49Watusimotoafter I get geometry changes done I can see if it works
19:20:05Watusimotothe advantage is that it will be easier to allow undo of things like attribute changes, or team changes, or whatever
19:20:12Watusimotoright now some of that stuff doesn't undo
19:20:24raptoryes
19:20:28Watusimotothis will make it easier to add undo for anything
19:20:40raptorare you encapsulating the idea of an 'action'?
19:20:44Watusimoto(except possibly a script that does weird stuff?)
19:20:49Watusimotoyes
19:20:57WatusimotoEditorWorkUnit class
19:21:02raptorha!
19:21:15Watusimotoand an EditorUndoManager
19:21:28Watusimotoand a new Editor namespace
19:21:39raptorexcellent... even though that name brings nightmares of Java enterprise workflows
19:21:40Watusimototrying to keep it clean, and testab;e
19:22:01Watusimotothough I have written 0 tests so far
19:22:19Watusimotobut you should be able to test this with just a level, and no editor UI
19:22:26raptorso I made a decision to include LuaJIT and the debian changes into 019d
19:22:32Watusimotook, good
19:22:41WatusimotoI think you convinced me that was the way to go
19:23:00Watusimotobetter performance, better support(?)
19:23:14raptorthe mailing list is good support
19:23:22raptorbut so far we've never hit a case where we've needed it
19:23:36raptorI got it fully integrated with the docs already available
19:24:04Watusimotoexcellent
19:27:41raptorok, here comes the monster push.. please forgive for any confusion!
19:27:54raptoroh, i'm also including win64 support
19:28:09raptorsince windows 10 (x64-only) is right around the corner
19:28:59raptorany day now...
19:29:38BFLogBot Commit: a44ae4077b | Author: buckyballreaction | Message: Start 019d branch from the debian branch. Bring in new tomcrypt in order to compile
19:29:39BFLogBot Commit: 418498d25d | Author: buckyballreaction | Message: Add missing luajit source, too
19:29:41BFLogBot Commit: 27f75a305f | Author: sam8641 | Message: Fixed green dot problem, from zero length title underline on some systems including linux software renderer
19:29:42BFLogBot Commit: bab51a418d | Author: sam8641 | Message: Fix broken client side saving downloaded recorded game
19:29:44BFLogBot Commit: d75cdf3a18 | Author: sam8641 | Message: Fix game recorder, easily allow changing version text display at main menu.
19:29:45BFLogBot Commit: f15a6f11b2 | Author: sam8641 | Message: Fixed some ClientGame destructor not called warnings on dedicated build
19:29:47BFLogBot Commit: b8e27199f0 | Author: sam8641 | Message: Game recording: fwrite on thread with buffering to fix some lag on VPS/slow disk
19:29:48BFLogBot Commit: ab3562a8f8 | Author: sam8641 | Message: Remove printf I left behind, add some protection on incompete recorded file
19:29:50BFLogBot Commit: f312af5525 | Author: buckyballreaction | Message: Guarantee consistency with uploading images to pleiades
19:29:51BFLogBot Commit: 2e6cef702a | Author: sam8641 | Message: Add player name display during playback
19:29:53BFLogBot Commit: 0e4fddd571 | Author: sam8641 | Message: Fix incorrect teams for TextItem and LineItem on playback
19:29:54BFLogBot Commit: 170b9a1ef7 | Author: buckyballreaction | Message: Better precision in HTF score saving/loading
19:29:56BFLogBot Commit: 65325e7971 | Author: buckyballreaction | Message: Remove Sparkle.framework duplicat files before symlinking them
19:29:57BFLogBot Commit: b651828546 | Author: buckyballreaction | Message: Finish fixing Sparkle.framework
19:29:59BFLogBot Commit: 098f406e8f | Author: buckyballreaction | Message: Combined CMake build system and library update for 019d. This brings in all enhancements and fixes from the development branch. Notable changes: - Better Linux and OSX support - Win64 support - OSX library fixes - Overall better CMake library detection on all systems
19:30:00BFLogBot Commit: 9371ecf115 | Author: buckyballreaction | Message: Minor output changes to tnlping: better readability, usage examples
19:30:02BFLogBot Commit: 81a8f74488 | Author: buckyballreaction | Message: Add ICON_BASE variable to notifier so Linux distros can set it
19:30:03BFLogBot Commit: 5d591f344a | Author: buckyballreaction | Message: Clean up code a little for editor grid rendering
19:30:05BFLogBot Commit: cace105b5d | Author: buckyballreaction | Message: Don't show so many grid lines if we've zoomed out a lot
19:30:06BFLogBot Commit: de08c7c9d8 | Author: buckyballreaction | Message: Clean up and document some VoiceEncoder/Decoder methods
19:30:08BFLogBot Commit: 7692f2c4c3 | Author: buckyballreaction | Message: Fix OSX crash with attempting to initialize the font manager when using the '-dedicated' flag. I don't know the exact reason for the crashes, but I suspect it has to do with GL texture usage without a proper video system initialization
19:30:09BFLogBot Commit: 549010cb4b | Author: sam8641 | Message: Fixed game recording crash when record directory have number too big or not start with a number
19:30:11BFLogBot Commit: b5dd7d8913 | Author: buckyballreaction | Message: Various compiler warnings and fixes for 019d. This fixes the tests, although they don't all pass...
19:30:12BFLogBot Commit: 9ae58faeae | Author: buckyballreaction | Message: Fix compiling in windows
19:30:14BFLogBot Commit: 3e7cc7e95a | Author: buckyballreaction | Message: Fix missing OSX build resources
19:30:22raptorphoew!
19:32:11sam686RAM is getting cheaper and cheaper, and using 4 GB or more on windows needs amd64/x64 cpu
19:33:02sam686same with hard disks
19:33:57Watusimotook, back later...
19:33:59Watusimotobye!
19:35:09raptorhi sam686
19:35:18sam686hi
19:36:02raptorif you have the time, could you please verify the 019d code works on your system?
19:36:11raptorthe bookmark is 'fixes-019'
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19:41:39sam686hg is weard, pull from my existing 020 is 10176 (3e7cc7e95a4a) but pull from mostly clean 019 is 9676 (3e7cc7e95a4a) with a bunch of older but higher revision changes on top
19:41:55raptoryeah, i transplanted a lot
19:45:10sam686my cmake is old, its missing "Generates Visual Studio 12 project", only goes up to 11 for me
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19:53:38sam686amd graphics, i got a "Catalyst control system" has encountered a problem and needs to close. when I click close, my computer screens fades to black until I move the mouse, multiple times that lasted 20 seconds
19:53:53raptorwith bitfighter??
19:53:55sam686no
19:54:05sam686its while in a middle of installing cmake
19:54:06raptoroh good.. you had me worried
19:54:11raptoroh that's not good
19:54:51sam686except the "catalyst" encountered a problem was behind another window so i didn't see it for long time
19:55:57sam686I also get the repeating fade to black screens when I kill a debugging program left in a paused state for over a day
19:56:43sam686must be something weard with windows turn off monitor after a few hours have a problem with something..
19:59:19sam686i see, cmake automatically detects the newest vidual studio 12 and uses it without the -G option
19:59:59sam68612 = 2013 10 = 2010, 11 = not sure
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20:10:11sam686http://sam6.25u.com//bitfighter/levels6/blizzard.level http://sam6.25u.com//bitfighter/levels6/blizzard.levelgen
20:10:13sam686gives me Could not validate params for function LuaScriptRunner::subscribe()
20:10:47sam686i don't know whats the problem with my subscribe
20:13:35sam686my SlotMachine http://bitfighter.org/levels/levels/view/69 is also affected by the same problem
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20:24:03fordcars has joined
20:24:43fordcarsOh crap
20:24:58fordcarsOh never mind
20:25:50sam686?
20:31:08fordcarsSorry, I messed up my irc login
20:31:13raptorhia gain
20:31:23raptorsam686: Lua problems with 019d and not 019c?
20:33:03sam686haven't tested 019c yet..
20:33:26raptorDid you compile Win64?
20:33:27sam686the problem might have started with 9530 (1ce8dd76754a)
20:33:48sam686cmake happens to default to 32 bit
20:34:20raptorah yes, you have to add Win64 to the generator name
20:34:28raptorand i think you need at least cmake 3.0
20:34:54raptorha! I did that commit...
20:35:02raptorand that was in 019c, i think
20:35:21sam686it does work without that checkArgList in subscribe
20:36:52sam686another problem, neutral line item is invisible when global is off, earliear version always showed it even with global off (does that way before adding the global option)
20:37:36raptori broke OSX build...
20:37:40sam686and it defaults to off for neutral lineitem for old levels that was created lacking that option
20:37:56raptorso render bug?
20:38:32raptorI thought I saw a render change for gamerecorder to lineitem...
20:38:47sam686I didn't really test my level scripts on 019c either..
20:40:43raptorfeel free to fix anything... i'm working on OSX building :(
20:49:21BFLogBot Commit: 1c5495d58e | Author: sam8641 | Message: Fixed neutral team LineItem rendering from incorrect neutral team checks.
21:16:35Flynnn Quit (Quit: This computer has gone to sleep)
21:19:46Flynnn has joined
21:27:02Potal has joined
21:29:09Potalhey party people/
21:30:17fordcarsHey
21:31:16Potalwhats good fordy
21:32:00fordcarsUh. the stuff that isn't bad? You?
21:32:20Potallol
21:32:25fordcarsI am guess you are NeonPortal :P
21:32:26PotalUh...
21:32:28PotalDurr.
21:32:32Potalpotal..
21:32:32PotalLOL
21:32:38Potalthe stuff that aint bad your a funny man
21:32:45fordcarsLol
21:33:20fordcarsSo, wassup?
21:33:37Potalnice mountain hike today
21:33:39Potalnice mountain air
21:33:44Potalnow im back to this dump
21:33:50fordcarsNice :D
21:33:51Potalwith the landfill and chem plant in the air
21:33:55fordcarsWow
21:33:57PotalThere it is, poetry
21:33:59Potalcx
21:34:07fordcarsI live next to a farm
21:34:20PotalAh yes the farm
21:34:26PotalSo dirty but quaint
21:34:32PotalI remember those days
21:34:36fordcarsThe smell of cow shit is always welcome in my naustrils
21:34:39PotalWith the dirty farm stank.
21:34:43Potallol
21:34:51Potalbelive me its better than a landfill x.x
21:34:55fordcarsHuehue
21:35:01Potaland a makeup chemical plant nextdoor x.x
21:35:20fordcarsWhere do you live?
21:35:28PotalNew York
21:35:31fordcarsOh and /nick newnick
21:35:34fordcarsOh ok
21:35:37PotalDude there are correctional facilities everywhere x.x!
21:35:47Potal....
21:35:49fordcarsHaha
21:35:52PotalIt says its already being used..
21:35:56PotalSomeone has the name portal >:U
21:35:57fordcarsOh lol
21:35:59Potalim jealous
21:36:04Potal is now known as NeonPortal
21:36:07NeonPortal>:U
21:36:11fordcars:U
21:36:24fordcarsl
21:36:26fordcars:u
21:36:31NeonPortalc:<
21:36:38fordcars.
21:36:39fordcars:u
21:36:42fordcars.
21:36:44fordcars:U
21:36:49fordcarsOk whatever :P
21:36:53NeonPortalB) ooo baby u so sexy with your smilies
21:36:53fordcars()()
21:36:54NeonPortallololol
21:37:04NeonPortalwigglewigglewiigle
21:37:05fordcars2 sexy 4 u
21:37:09fordcarsHaha
21:37:12NeonPortalwigglewigglewiggle
21:37:37fordcars>.<
21:37:49NeonPortal>\/<
21:37:52sam686lua subscribe(Event.tick) stopped working for me, but subscribe(0) works. looks like it thinks Event.tick is nil
21:38:12fordcars(-(-(- -)-)-)
21:38:15fordcarsReally?
21:39:14Flynnn Quit (Quit: This computer has gone to sleep)
21:40:13sam686I figured out the problem, subscribe(Event.Tick) works but not subscribe(Event.tick)
21:45:35YoshiSmb has joined
21:45:43YoshiSmbHi guys
21:47:54NeonPortalhey sam686 is there something going on witht he bots? They seem to not be all loading up to level parameters on the sever
21:47:56NeonPortalserver8
21:50:42sam686which server? or is it you hosting?
21:51:05NeonPortalyour server
21:51:40sam686the min/max players doesn't automatically add bots
21:51:54sam686you can still add bots through menu or /addbot
21:52:19NeonPortalITs been automatically adding bots though, why would it stop??
21:52:29NeonPortalespecially if its a MINIMUM player count
21:52:43sam686the min/max players only makes the level get skipped when its not in range of players
21:52:52fordcarsNeonPortal, add Robot <team> <robot file> in the beginning of the level file
21:56:14YoshiSmb still doesn't have is "BBB" badge...
21:56:49fordcarsHey guys, anybody down for a game?
21:57:44NeonPortalah okay
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22:00:06raptor Quit ()
22:09:24YoshiSmb Quit (Ping timeout: 246 seconds)
22:13:10sam686Changing .tick into .Tick hopefully fixes the problem on some of my levelgens, http://bitfighter.org/levels/ shows what 3 that is recently updated from me
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