[11/20/2010 2:10:58 AM] Max Hushahn: hi [11/20/2010 2:11:27 AM] Samuel Williams: HELLO [11/20/2010 2:11:35 AM] karamazovapy: holler [11/20/2010 2:11:41 AM] Samuel Williams: hi [11/20/2010 2:11:58 AM] karamazovapy: dungeon server is back up - we're gonna try to crash it now that debugging is running [11/20/2010 2:12:03 AM] Samuel Williams: ok [11/20/2010 2:12:24 AM] Samuel Williams: i don't see dungen server [11/20/2010 2:12:30 AM] Max Hushahn: yeah [11/20/2010 2:12:34 AM] Max Hushahn: i didnt specify a hostname [11/20/2010 2:12:39 AM] Max Hushahn: so its just called "bitfighter" [11/20/2010 2:12:46 AM] Samuel Williams: ok i am in [11/20/2010 2:16:13 AM] Max Hushahn: wait come back i know a crashhy map [11/20/2010 2:16:14 AM] Max Hushahn: :) [11/20/2010 2:18:55 AM] karamazovapy: haha...nice [11/20/2010 2:18:59 AM] Max Hushahn: :) [11/20/2010 2:19:13 AM] karamazovapy: what'd you do? [11/20/2010 2:19:14 AM] Max Hushahn: hmmm [11/20/2010 2:19:17 AM] Max Hushahn: oh [11/20/2010 2:19:23 AM] Max Hushahn: theres a part that has ALOT of resource items [11/20/2010 2:19:28 AM] Max Hushahn: which i pushed around which crashed it [11/20/2010 2:19:34 AM] Samuel Williams: unlimited speed booster for zoomer while lagged out... [11/20/2010 2:19:35 AM] Max Hushahn: but on the vps [11/20/2010 2:19:38 AM] Max Hushahn: it said nothing happened [11/20/2010 2:19:45 AM] Samuel Williams: freeze? [11/20/2010 2:20:01 AM] karamazovapy: has it officially crashed, or did we just give up? [11/20/2010 2:20:09 AM] karamazovapy: maybe it's still doing math [11/20/2010 2:20:09 AM] Max Hushahn: the last thing it reports, is that you connecged [11/20/2010 2:20:17 AM] Max Hushahn: lets see [11/20/2010 2:20:18 AM] Samuel Williams: server hangs with too many collisions.. [11/20/2010 2:20:36 AM] Max Hushahn: well its defitenatly gone [11/20/2010 2:20:52 AM] karamazovapy: that just means it isn't communicating with the master [11/20/2010 2:20:57 AM] karamazovapy: is the process dead? [11/20/2010 2:21:09 AM] Samuel Williams: i got auto disconnect from lagging [11/20/2010 2:21:25 AM] Max Hushahn: hmmmm [11/20/2010 2:21:34 AM] Max Hushahn: ill have to exit out of the process [11/20/2010 2:21:40 AM] Max Hushahn: which is frozen right now [11/20/2010 2:21:46 AM] karamazovapy: I suspect it's just crazy math that grinds the server to a halt [11/20/2010 2:21:48 AM] Max Hushahn: hold on [11/20/2010 2:21:49 AM] Max Hushahn: i see [11/20/2010 2:21:53 AM] Max Hushahn: now it says _k is disconnected [11/20/2010 2:22:03 AM] Max Hushahn: so its chugg-in [11/20/2010 2:22:07 AM] karamazovapy: so maybe it's caught up now? [11/20/2010 2:22:09 AM] karamazovapy: let it sit [11/20/2010 2:22:14 AM] karamazovapy: we'll see if it shows up on the server list [11/20/2010 2:22:16 AM] Max Hushahn: yes [11/20/2010 2:22:27 AM] Chris Eykamp: A pushes B pushes C which pushes A which pushes B and so on [11/20/2010 2:22:29 AM] Samuel Williams: don't see it listed on server no more [11/20/2010 2:22:44 AM] karamazovapy: it might come back [11/20/2010 2:22:49 AM] karamazovapy: maybe when the timer runs out [11/20/2010 2:22:50 AM] Max Hushahn: will it try to re=establish? [11/20/2010 2:23:04 AM] Samuel Williams: it should [11/20/2010 2:23:05 AM] karamazovapy: watusimoto would know that best [11/20/2010 2:23:27 AM] Max Hushahn: watusimoto? [11/20/2010 2:23:31 AM] Chris Eykamp: It will (probably) come back, but it may take a wile [11/20/2010 2:24:11 AM] karamazovapy: hm...so is there a code fix to tell the program to fudge the math when things get too crazy, or do we just have to be careful? [11/20/2010 2:24:27 AM] Max Hushahn: is there a way to go out of the app, and to the main menu, take a look to see if the process is still running, and then attach back to the process? [11/20/2010 2:24:49 AM] karamazovapy: you should be able to detach from screen and reopen it [11/20/2010 2:24:59 AM] Samuel Williams: i still don't see dungun server [11/20/2010 2:25:08 AM] Max Hushahn: lets, see [11/20/2010 2:25:10 AM] Max Hushahn: what was it again [11/20/2010 2:25:13 AM] Max Hushahn: control d? [11/20/2010 2:25:18 AM] karamazovapy: ctrl a, d [11/20/2010 2:25:21 AM] Max Hushahn: i think ill have to refresh [11/20/2010 2:25:33 AM] karamazovapy: it might take the server 10 or 15 minutes just to show up again [11/20/2010 2:25:35 AM] karamazovapy: who knows [11/20/2010 2:25:36 AM] Max Hushahn: ok detached [11/20/2010 2:25:40 AM] karamazovapy: then top [11/20/2010 2:25:50 AM] Max Hushahn: gbd bitfighterd is still running [11/20/2010 2:26:00 AM] karamazovapy: so it didn't "crash" per se [11/20/2010 2:26:06 AM] Max Hushahn: not yet [11/20/2010 2:26:09 AM] karamazovapy: we just all disconnected [11/20/2010 2:26:16 AM] Max Hushahn: well [11/20/2010 2:26:21 AM] Max Hushahn: we just all lagged TERRIBLY [11/20/2010 2:26:22 AM] karamazovapy: well the motion in the level is going to decrease over time [11/20/2010 2:26:27 AM] Max Hushahn: and for me, my game client froze [11/20/2010 2:26:42 AM] karamazovapy: the math will get progressively easier as things lose speed [11/20/2010 2:26:59 AM] Max Hushahn: this si strange [11/20/2010 2:27:00 AM] Max Hushahn: is [11/20/2010 2:27:04 AM] Max Hushahn: it never happened in Zap! [11/20/2010 2:27:08 AM] Max Hushahn: why is it happening now? [11/20/2010 2:27:21 AM] karamazovapy: it's back! [11/20/2010 2:27:26 AM] Max Hushahn: YAY [11/20/2010 2:27:31 AM] Max Hushahn: now wait [11/20/2010 2:27:35 AM] Samuel Williams: good [11/20/2010 2:27:36 AM] Max Hushahn: how do i attach to it again? [11/20/2010 2:27:40 AM] karamazovapy: looks like the level ended [11/20/2010 2:28:17 AM] karamazovapy: try screen -r [11/20/2010 2:29:04 AM] Max Hushahn: ok [11/20/2010 2:29:07 AM] Max Hushahn: says theyre all detached [11/20/2010 2:29:13 AM] Max Hushahn: err [11/20/2010 2:29:19 AM] Max Hushahn: it says there are several suitable screens on [11/20/2010 2:29:37 AM] karamazovapy: do you have more than one instance of screen running? [11/20/2010 2:29:41 AM] Max Hushahn: ill have to find the right one [11/20/2010 2:29:52 AM] Max Hushahn: yeah aparently the other crashed ones didnt crash [11/20/2010 2:30:01 AM] karamazovapy: you can kill them from top, I guess [11/20/2010 2:30:31 AM] Max Hushahn: lets see [11/20/2010 2:30:32 AM] Max Hushahn: is it this one? [11/20/2010 2:30:39 AM] Max Hushahn: nope [11/20/2010 2:30:41 AM] Max Hushahn: killing [11/20/2010 2:30:42 AM] Samuel Williams: lagged out from server... [11/20/2010 2:30:45 AM] karamazovapy: the numbers will be one apart, bitfighterd and screen [11/20/2010 2:31:18 AM] karamazovapy: looks like he killed the wrong instance [11/20/2010 2:31:25 AM] Max Hushahn: uh oh [11/20/2010 2:31:46 AM] karamazovapy: no big deal [11/20/2010 2:32:02 AM] Max Hushahn: :( [11/20/2010 2:32:30 AM] Max Hushahn: ok [11/20/2010 2:32:37 AM] Max Hushahn: killing all the screens so i know which is which [11/20/2010 2:33:00 AM] karamazovapy: like I said - the PIDs will be one apart for bitfighterd and its associated screen [11/20/2010 2:33:11 AM] karamazovapy: like 36523 and 36524 [11/20/2010 2:33:49 AM] Max Hushahn: up [11/20/2010 2:34:05 AM] Max Hushahn: ok [11/20/2010 2:34:14 AM] Max Hushahn: but i had four servers sitll going, was my roble [11/20/2010 2:34:16 AM] Max Hushahn: problem [11/20/2010 2:34:23 AM] Max Hushahn: all that crashed/one good one [11/20/2010 2:34:30 AM] Max Hushahn: ok [11/20/2010 2:34:32 AM] Max Hushahn: servers up [11/20/2010 2:35:01 AM] karamazovapy: ah [11/20/2010 2:35:02 AM] Max Hushahn: man [11/20/2010 2:35:06 AM] Max Hushahn: this vps is great [11/20/2010 2:35:11 AM] karamazovapy: nifty, huh? [11/20/2010 2:35:42 AM] Max Hushahn: nifity shifty [11/20/2010 2:35:45 AM] Max Hushahn: pretty neat [11/20/2010 2:37:08 AM] karamazovapy: I've found my time mucking around with a linux shell has been helpful, also for my home media player (which has a lightweight linux framework) [11/20/2010 2:37:36 AM] Max Hushahn: ooh [11/20/2010 2:37:38 AM] Max Hushahn: neet [11/20/2010 2:37:43 AM] Samuel Williams: i could try debugging my server when it does cras , see what it comes up with [11/20/2010 2:37:57 AM] karamazovapy: heck, the more info the better [11/20/2010 2:38:03 AM] Samuel Williams: but i will need a map... [11/20/2010 2:38:23 AM] Max Hushahn: ok [11/20/2010 2:38:24 AM] Max Hushahn: samuel [11/20/2010 2:38:27 AM] Max Hushahn: ill give you a map [11/20/2010 2:38:31 AM] Max Hushahn: the map that crashed [11/20/2010 2:38:32 AM] Max Hushahn: too [11/20/2010 2:38:38 AM] Samuel Williams: ok [11/20/2010 2:39:47 AM] Max Hushahn: lets see [11/20/2010 2:39:48 AM] Max Hushahn: ok [11/20/2010 2:39:52 AM] Max Hushahn: puzzle caverns i think it is [11/20/2010 2:40:04 AM] Max Hushahn: yeah that must be it [11/20/2010 2:40:18 AM] karamazovapy: the one we just crashed was the battle dungeon [11/20/2010 2:40:22 AM] Max Hushahn: no not that one [11/20/2010 2:40:23 AM] Max Hushahn: yeah [11/20/2010 2:40:24 AM] Max Hushahn: your right [11/20/2010 2:40:29 AM] *** Max Hushahn sent Dongoun.level *** [11/20/2010 2:40:32 AM] Max Hushahn: theres the map [11/20/2010 2:41:24 AM] Max Hushahn: NOooooo file transfer has failed [11/20/2010 2:41:31 AM] Samuel Williams: ok, got a map [11/20/2010 2:41:36 AM] Max Hushahn: goood [11/20/2010 2:41:38 AM] karamazovapy: I cancelled my receipt [11/20/2010 2:41:41 AM] Max Hushahn: ooh [11/20/2010 2:41:42 AM] Max Hushahn: i see [11/20/2010 2:41:43 AM] Max Hushahn: ok [11/20/2010 2:42:39 AM] Max Hushahn: watusimoto, [11/20/2010 2:43:09 AM] Max Hushahn: has there been any graphical/gl framework changes since zap? [11/20/2010 2:43:21 AM] Max Hushahn: its so strange that it used to be, (and sitll runs) without freezing [11/20/2010 2:43:31 AM] Samuel Williams: ok running in my server [11/20/2010 2:43:36 AM] Max Hushahn: i suppose [11/20/2010 2:43:39 AM] Samuel Williams: running it in my sever... [11/20/2010 2:43:40 AM] karamazovapy: there have been a ton of revisions [11/20/2010 2:43:41 AM] Max Hushahn: I can just take those just out [11/20/2010 2:43:48 AM] Max Hushahn: but that defeats the purpose of the trap [11/20/2010 2:44:02 AM] Max Hushahn: it would be better if we could just adress this issue, rather than just put a blanket over it [11/20/2010 2:45:45 AM] Max Hushahn: crash [11/20/2010 2:45:47 AM] Max Hushahn: nope nvm [11/20/2010 2:46:05 AM] Max Hushahn: hmmm [11/20/2010 2:46:11 AM] Max Hushahn: it works on your server better [11/20/2010 2:46:15 AM] Max Hushahn: ope [11/20/2010 2:46:15 AM] Max Hushahn: wait [11/20/2010 2:46:17 AM] Max Hushahn: crash [11/20/2010 2:46:20 AM] Max Hushahn: wait [11/20/2010 2:46:21 AM] Max Hushahn: though [11/20/2010 2:46:29 AM] Max Hushahn: ill keep it up and see if it resolves [11/20/2010 2:46:40 AM] Samuel Williams: makes my computer run very slow [11/20/2010 2:46:46 AM] karamazovapy: it could be that the low processing power of the VPSes isn't cutting it [11/20/2010 2:46:51 AM] Max Hushahn: yes [11/20/2010 2:46:59 AM] Max Hushahn: but im not terminating it [11/20/2010 2:47:02 AM] Max Hushahn: so, it lets it go [11/20/2010 2:47:08 AM] Samuel Williams: my server still going, slow and laggy though... [11/20/2010 2:47:14 AM] Max Hushahn: what if i tried this on my power-desktop computer [11/20/2010 2:47:27 AM] Max Hushahn: i may install ubuntu server on that [11/20/2010 2:47:37 AM] Max Hushahn: which is a 3 ghz dual core processor [11/20/2010 2:47:40 AM] Max Hushahn: ht [11/20/2010 2:47:45 AM] Max Hushahn: should have enough power [11/20/2010 2:47:49 AM] Max Hushahn: for a little tiny game [11/20/2010 2:48:02 AM] Max Hushahn: that is light, but e xplodes like a nuclear warhead at certain times [11/20/2010 2:53:00 AM] Samuel Williams: my client crash > zap_d.exe!Zap::Teleporter::unpackUpdate(TNL::GhostConnection * connection=0x09157ae8, TNL::BitStream * stream=0x0012f098) Line 158 + 0x25 bytes C++ [11/20/2010 2:53:10 AM] Max Hushahn: hmm [11/20/2010 2:55:56 AM] Samuel Williams: This is where the stack is zap_d.exe!Zap::Point::Point(const Zap::Point & pt={...}) Line 47 + 0x29 bytes C++ > zap_d.exe!Zap::Teleporter::unpackUpdate(TNL::GhostConnection * connection=0x09157ae8, TNL::BitStream * stream=0x0012f098) Line 158 + 0x25 bytes C++ zap_d.exe!TNL::GhostConnection::readPacket(TNL::BitStream * bstream=0x0012f098) Line 495 + 0x2f bytes C++ zap_d.exe!Zap::ControlObjectConnection::readPacket(TNL::BitStream * bstream=0x0012f098) Line 203 C++ zap_d.exe!TNL::NetConnection::readRawPacket(TNL::BitStream * bstream=0x0012f098) Line 256 + 0x13 bytes C++ zap_d.exe!TNL::NetInterface::processPacket(const TNL::Address & sourceAddress={...}, TNL::BitStream * pStream=0x0012f098) Line 440 C++ [11/20/2010 2:57:39 AM] Max Hushahn: this is intersesting [11/20/2010 2:57:45 AM] Samuel Williams: i see what is going on, mDest[dest] when dest = -842150451 [11/20/2010 2:58:12 AM] Samuel Williams: in line 158 teleporter.cpp FXManager::emitTeleportInEffect(mDest[dest], 0); [11/20/2010 2:58:25 AM] Chris Eykamp: how many destinations does this teleporter have? [11/20/2010 2:58:39 AM] Samuel Williams: arraysize = 16 [11/20/2010 2:59:02 AM] Samuel Williams: element count = 1 [11/20/2010 2:59:06 AM] Chris Eykamp: yes, but that's probably just an allocation size [11/20/2010 2:59:07 AM] Chris Eykamp: yes 1 [11/20/2010 2:59:18 AM] karamazovapy: one destination - they're old maps [11/20/2010 2:59:46 AM] Chris Eykamp: ok, so something bogus got written by theserver. I think dest should always be 0 in this case [11/20/2010 2:59:47 AM] Samuel Williams: sonething with corruption with stream->read(&dest); [11/20/2010 2:59:58 AM] Samuel Williams: and it gets a huge number out of range [11/20/2010 3:00:04 AM] Chris Eykamp: probably with the correspoinding write in packupdate [11/20/2010 3:01:35 AM] Chris Eykamp: packupdate runs on the server, unpack on the client [11/20/2010 3:02:08 AM] Samuel Williams: damaged packet can cause this [11/20/2010 3:02:19 AM] Chris Eykamp: yes, but not repeatedly [11/20/2010 3:02:30 AM] Chris Eykamp: my money is on mLastDest being messed up somehow on the server [11/20/2010 3:02:35 AM] Chris Eykamp: perhaps uninitialized [11/20/2010 3:03:05 AM] Samuel Williams: for now, my fix is to add [11/20/2010 3:03:06 AM] Samuel Williams: if(dest >= mDest.mArraySize) return; [11/20/2010 3:03:21 AM] Chris Eykamp: where? [11/20/2010 3:03:40 AM] Samuel Williams: teleporter.cpp line 158 [11/20/2010 3:03:46 AM] Samuel Williams: stream->read(&dest); if(dest >= mDest.mArraySize) return; FXManager::emitTeleportInEffect(mDest[dest], 0); [11/20/2010 3:03:52 AM] Max Hushahn: hmmm [11/20/2010 3:04:08 AM] Samuel Williams: and check for negative, too [11/20/2010 3:04:09 AM] Chris Eykamp: well, thisi spoitentially easy.. mdest is only set in one place [11/20/2010 3:04:15 AM] Chris Eykamp: this is potentially [11/20/2010 3:04:21 AM] Samuel Williams: if(dest >= mDest.mArraySize || dest<0) return; [11/20/2010 3:04:42 AM] Chris Eykamp: line 209 [11/20/2010 3:07:05 AM] Chris Eykamp: I can see how mDest might not get set [11/20/2010 3:08:41 AM] Samuel Williams: time for me to crash my server (only my client crash in this case) [11/20/2010 3:10:49 AM] Chris Eykamp: I have a good fix [11/20/2010 3:11:03 AM] Chris Eykamp: move setMaskBits(TeleportMask); down to line 218 [11/20/2010 3:11:18 AM] Chris Eykamp: if that flag doesn'g get set, the packet isn't set [11/20/2010 3:11:50 AM] Chris Eykamp: by moving it down, the flag only gets set when mLastDest gets set, so they are now better tied together [11/20/2010 3:12:10 AM] Chris Eykamp: I'm going to check this fix in. Can you update and try reproducing? [11/20/2010 3:12:30 AM] Chris Eykamp: oh wait a minute... what version aer you guys running? [11/20/2010 3:12:40 AM] Samuel Williams: 013F [11/20/2010 3:12:47 AM] Samuel Williams: with updates from google code [11/20/2010 3:13:02 AM] Samuel Williams: but not today updates, yesterday updates [11/20/2010 3:14:54 AM] Chris Eykamp: ok, made the fix in 013f, it's checked in [11/20/2010 3:14:57 AM] Chris Eykamp: also fixed trunk [11/20/2010 3:17:09 AM] Max Hushahn: cya [11/20/2010 3:17:18 AM] Max Hushahn: i gotta crash [11/20/2010 3:17:27 AM] karamazovapy: good work today! [11/20/2010 3:18:12 AM] Samuel Williams: got a server crash just now, when i get flag when both CTF flag side by side [11/20/2010 3:18:32 AM] Samuel Williams: devision by zert [11/20/2010 3:18:38 AM] Samuel Williams: zero [11/20/2010 3:18:50 AM] Max Hushahn: good work by everybody! [11/20/2010 3:19:16 AM] Samuel Williams: flagitem.cpp line 179 [11/20/2010 3:19:41 AM] Samuel Williams: must be S32 spawnIndex = TNL::Random::readI() % spawnPoints.size(); [11/20/2010 3:19:51 AM] Samuel Williams: when spawnPoints.size(); is zero [11/20/2010 3:32:47 AM] watusimoto: where did these issues come from??? [11/20/2010 3:33:27 AM] karamazovapy: the old dungeons are a haven for crashy behavior [11/20/2010 3:33:48 AM] karamazovapy: they were based almost entirely on quirks and exploits...we're finally debugging the causes [11/20/2010 3:42:25 AM] watusimoto: is this one a team game or a solo game? [11/20/2010 3:44:35 AM] karamazovapy: they're all team games because they use flags [11/20/2010 3:45:30 AM] watusimoto: mmmmmmmm is that true? [11/20/2010 3:45:50 AM] watusimoto: what about a 1 team zone control? [11/20/2010 3:46:05 AM] karamazovapy: that wasn't allowed in zap [11/20/2010 3:46:19 AM] karamazovapy: although there could be a team flag for one team and no flag for the other team [11/20/2010 3:46:38 AM] watusimoto: ok, do you know what game type this was? [11/20/2010 3:46:55 AM] karamazovapy: I'm not positive which level he was testing, but I think it was based on a CTF [11/20/2010 3:47:36 AM] watusimoto: ctf is defined as alwyas being a team game [11/20/2010 3:48:31 AM] watusimoto: what color was the flag? [11/20/2010 3:48:47 AM] watusimoto: i.e. was it neutral or hostile, or on a team? [11/20/2010 3:48:51 AM] karamazovapy: team flags [11/20/2010 3:48:57 AM] karamazovapy: neutral and hostile weren't options [11/20/2010 3:49:14 AM] karamazovapy: but I'm just guessing on which map this was... [11/20/2010 3:49:57 AM] watusimoto: right [11/20/2010 3:50:05 AM] karamazovapy: all zoomber's dungeons were CTFs or retrieves [11/20/2010 3:50:12 AM] karamazovapy: his server is back up [11/20/2010 3:55:04 AM] watusimoto: could the flag have been defined for a team that wasn';t defined? [11/20/2010 3:55:17 AM] watusimoto: i.e. flag for team 3 on a 2 team game [11/20/2010 3:56:02 AM] karamazovapy: it's a possibility...I don't think it was, but it's possible. [11/20/2010 3:57:45 AM] watusimoto: because that _might_ lead to the situation that we saw [11/20/2010 4:07:28 AM] watusimoto: you can now set the game time in a levelgen [11/20/2010 4:07:56 AM] karamazovapy: nice start [11/20/2010 4:08:15 AM] watusimoto: start??? I'm finished!!! [11/20/2010 4:09:01 AM] karamazovapy: haha...well I want to declare teams with levelgens! [11/20/2010 4:12:23 AM] watusimoto: did you ever try that by adding a level line that defined a team? [11/20/2010 4:13:05 AM] karamazovapy: I believe I did...but it wasn't happy [11/20/2010 4:13:20 AM] karamazovapy: I'll try it again before I bug you anymore about it [11/20/2010 4:16:15 AM] watusimoto: that's ok, mostly just curious. we should have a regular method to do that. the add line is a total hack [11/20/2010 4:17:41 AM] karamazovapy: the trouble I seem to remember had to do with teams versus spawn points...but I might've been pushing the boundaries in an unusual way [11/20/2010 4:18:47 AM] watusimoto: oh, that's a really good point. how do we ensure that the team you add has at least one spawn pt? [11/20/2010 4:18:57 AM] watusimoto: Make you supply it with the team def? [11/20/2010 4:19:55 AM] karamazovapy: you could have it assign a spawn point at the origin as a catchall if there isn't another at execution [11/20/2010 4:21:06 AM] watusimoto: that's a thought... but the way to handl that would be for any team with no spawns, not just in the levelgen [11/20/2010 4:21:21 AM] watusimoto: but that might be a better alternative than crashing [11/20/2010 4:21:53 AM] karamazovapy: right [11/20/2010 4:22:15 AM] watusimoto: well, I'm done for the ngiht [11/20/2010 4:22:35 AM] karamazovapy: it's been a big night! [11/20/2010 4:22:42 AM] watusimoto: no kidding [11/20/2010 4:23:00 AM] watusimoto: I had hped to have the addteam thing done tonight... but other stuff came up [11/20/2010 4:23:16 AM] watusimoto: I think we may be near the turning point on this game [11/20/2010 4:23:23 AM] watusimoto: I feel a swing of momentum [11/20/2010 4:23:31 AM] watusimoto: I;ve felt it before, but not this strong [11/20/2010 4:23:34 AM] karamazovapy: yeah, all these extra development-capable people are a big difference [11/20/2010 4:24:09 AM] karamazovapy: anyway...there will be another BBB in about two weeks [11/20/2010 4:24:30 AM] watusimoto: that was great before [11/20/2010 4:24:34 AM] watusimoto: we'll be on 014 by then [11/20/2010 4:24:51 AM] watusimoto: so... maybe no soccer levels until we get that worked out? [11/20/2010 4:24:52 AM] karamazovapy: exciting! [11/20/2010 4:25:04 AM] karamazovapy: there's a good soccer level on the contest server [11/20/2010 4:25:07 AM] watusimoto: I think we'er gong to release with soccer as is [11/20/2010 4:25:20 AM] watusimoto: you said you thought it was kind fo flaky [11/20/2010 4:25:33 AM] karamazovapy: eh...yeah [11/20/2010 4:25:39 AM] watusimoto: but I want to get more feedback, and that's only going to happen when people start plaing it [11/20/2010 4:25:40 AM] karamazovapy: I expect the ball to go where I'm facing [11/20/2010 4:25:51 AM] watusimoto: that's what 014a will be fore [11/20/2010 4:26:03 AM] karamazovapy: I think getting hit by the ball should result in more pushback on the ship [11/20/2010 4:26:09 AM] karamazovapy: but anyway...you were going [11/20/2010 4:26:20 AM] watusimoto: :) [11/20/2010 4:26:24 AM] karamazovapy: night [11/20/2010 12:31:28 PM] Max Hushahn: something else [11/20/2010 12:31:30 PM] Max Hushahn: Object "Turret" in level "levels/D.level" [11/20/2010 12:31:42 PM] Max Hushahn: constantly shows up in terminal, when ever its placed [11/20/2010 1:58:37 PM] watusimoto: ?? [11/20/2010 1:59:01 PM] Max Hushahn: when I have a ghost ship in the game [11/20/2010 1:59:03 PM] Max Hushahn: that line shows up [11/20/2010 1:59:05 PM] Max Hushahn: in terminal [11/20/2010 1:59:12 PM] Max Hushahn: wait [11/20/2010 1:59:17 PM] Max Hushahn: but that says turret [11/20/2010 1:59:38 PM] Max Hushahn: here [11/20/2010 1:59:38 PM] Max Hushahn: Object "Ship" in level "levels/YellowSnow.level" [11/20/2010 1:59:50 PM] Max Hushahn: and it doesnt do that for every object [11/20/2010 2:00:03 PM] Max Hushahn: just all the ships, and thats the first time ive seen object turret.. [11/20/2010 2:02:26 PM] Samuel Williams: i am having a strange random client crash with lots of spy bug and mines , in my server map ZZZZ [11/20/2010 2:02:56 PM] Zoomber: mines are probably the thing [11/20/2010 2:02:56 PM] Samuel Williams: one of a crash tell mme it have fail on pulling joystick? [11/20/2010 2:02:59 PM] Zoomber: how many of them are there? [11/20/2010 2:03:08 PM] Samuel Williams: one hundres spy bug and 10 mines on one spot [11/20/2010 2:06:47 PM] Zoomber: yeah [11/20/2010 2:06:53 PM] Zoomber: that will probably be buggy [11/20/2010 2:07:09 PM] Zoomber: thats harder/not as bad as an issue, though [11/20/2010 2:07:14 PM] Zoomber: if you have 10 mines on one spot [11/20/2010 2:07:20 PM] Zoomber: they will blow up immeadiately i believe [11/20/2010 2:07:28 PM] Zoomber: wwhich will pop the spy bugs [11/20/2010 2:07:29 PM] Zoomber: all at once [11/20/2010 2:07:32 PM] Zoomber: when you start the game [11/20/2010 2:14:58 PM] Samuel Williams: there is one server crash i had to fix, it is devision by zero [11/20/2010 2:15:16 PM] Samuel Williams: flagtiem.cpp line 180 [11/20/2010 2:15:19 PM] Zoomber: oof [11/20/2010 2:15:23 PM] Zoomber: ill take a lookc [11/20/2010 2:15:25 PM] Samuel Williams: if(spawnIndex == 0){ mInitialPos = Point(0,0); }else{ spawnIndex = TNL::Random::readI() % spawnIndex; mInitialPos = spawnPoints[spawnIndex].getPos(); } [11/20/2010 2:16:29 PM] Samuel Williams: in battledungen, this fix put the flag in the middle of map instead of crashing [11/20/2010 2:18:09 PM] Samuel Williams: oops, lissing a line [11/20/2010 2:18:09 PM] Zoomber: hmm [11/20/2010 2:18:10 PM] Samuel Williams: S32 spawnIndex = spawnPoints.size(); if(spawnIndex == 0){ mInitialPos = Point(0,0); }else{ spawnIndex = TNL::Random::readI() % spawnIndex; mInitialPos = spawnPoints[spawnIndex].getPos(); } [11/20/2010 2:18:57 PM] Samuel Williams: to test, put the spawn point in the finishing flag area for quick test [11/20/2010 2:19:18 PM] Samuel Williams: I have it going in my server without crash [11/20/2010 2:20:06 PM] watusimoto: always the same level? [11/20/2010 2:20:33 PM] Samuel Williams: grrr, my server making bouncy sound repeatedly [11/20/2010 2:21:26 PM] Zoomber: aparently, resources seem to make things very laggy only if they are forced onto walls by other resources [11/20/2010 2:21:30 PM] Zoomber: items [11/20/2010 2:21:31 PM] Zoomber: * [11/20/2010 2:21:57 PM] Chris Eykamp: like I said... A pushes B hits wall, pushes A and in a big loop [11/20/2010 2:22:24 PM] Zoomber: so why did it work fine in zap? [11/20/2010 2:22:57 PM] Samuel Williams: can any of you crash my server in battle dungen? [11/20/2010 2:23:43 PM] Chris Eykamp: I don't know; we added some checks for that to limit the number of times things can get pushed around in a frame; perhaps they're not working; perhaps you're not running the latest code; perhaps this is a different situation [11/20/2010 2:24:16 PM] Zoomber: the resource items freeze in my own bitfighter game, and my vps's game [11/20/2010 2:24:18 PM] Samuel Williams: i believe you not running latest version that limit number of colission [11/20/2010 2:24:33 PM] Samuel Williams: it does not freeze my server. no matter how hard t try [11/20/2010 2:24:33 PM] Zoomber: oh, maybe [11/20/2010 2:24:47 PM] Chris Eykamp: hi sam -- I posted a fix for the symptoms of that flag problem [11/20/2010 2:25:05 PM] Chris Eykamp: but need to see a level to understand how to prevent it in the first place [11/20/2010 2:25:41 PM] Zoomber: just tested it in zap [11/20/2010 2:25:43 PM] Samuel Williams: i will see how to prevent that, may take a while [11/20/2010 2:26:00 PM] Zoomber: the framerate seeemd to drop slightly, but no lag lag at all after 3 seconds [11/20/2010 2:26:39 PM] Chris Eykamp: if there aer a lot of testitmes banging around on each other, that's still a lot fo calcuations to do, even if we limit the number per item [11/20/2010 2:27:38 PM] Chris Eykamp: btw, the next release will be 014; don't know if I told you; with the reserved names and soccer mods [11/20/2010 2:28:29 PM] Samuel Williams: my server making annoying bouncy sound, lots of annoying sound [11/20/2010 2:28:59 PM] Zoomber: here we go [11/20/2010 2:29:09 PM] Zoomber: ok [11/20/2010 2:29:10 PM] Zoomber: better [11/20/2010 2:29:16 PM] Chris Eykamp: maybe we need to limit the number of collision sounds per frame] [11/20/2010 2:29:17 PM] Zoomber: the server didnt freeze over [11/20/2010 2:29:25 PM] Zoomber: maybe [11/20/2010 2:29:27 PM] Chris Eykamp: maybe all those collisions are laying sound upon sound [11/20/2010 2:29:31 PM] Zoomber: do you know how Zap! did it? [11/20/2010 2:29:34 PM] Chris Eykamp: so it get loud and annoying [11/20/2010 2:29:50 PM] Zoomber: im telling you, zap could hanle the resource items all smooth [11/20/2010 2:30:00 PM] Chris Eykamp: I know nothing about how zap worked after the commercial product was forked from the base I started with [11/20/2010 2:30:09 PM] Chris Eykamp: they may have fixed that later [11/20/2010 2:30:49 PM] Samuel Williams: so, it must be your (zoomber) outdated server version, [11/20/2010 2:31:00 PM] Chris Eykamp: I'll bet it is 013e [11/20/2010 2:31:00 PM] Zoomber: let me check [11/20/2010 2:31:00 PM] Samuel Williams: the collision check was added a while ago [11/20/2010 2:31:07 PM] Chris Eykamp: which didn't have the collision check [11/20/2010 2:31:12 PM] Zoomber: which version should i be using [11/20/2010 2:31:18 PM] Chris Eykamp: gotta run. [11/20/2010 2:31:37 PM] Chris Eykamp: upgrade to 013f [11/20/2010 2:31:51 PM] Chris Eykamp: that will have it. [11/20/2010 2:32:36 PM] Zoomber: ok [11/20/2010 2:35:08 PM] Samuel Williams: found where the server making annoying sound [11/20/2010 2:35:18 PM] Samuel Williams: moveObject.cpp line 426 [11/20/2010 2:35:39 PM] Samuel Williams: i took off the SFXObject::play [11/20/2010 2:35:45 PM] Samuel Williams: and the server is silent now [11/20/2010 2:35:59 PM] Zoomber: hmmmmm [11/20/2010 2:36:12 PM] Zoomber: does that affect the client side? [11/20/2010 2:36:34 PM] Samuel Williams: i don't know, [11/20/2010 2:36:42 PM] Samuel Williams: don't notice any difference [11/20/2010 2:36:44 PM] Zoomber: do you hear sound when you join the game? [11/20/2010 2:36:45 PM] Zoomber: oh ok [11/20/2010 2:36:50 PM] Zoomber: probably not then [11/20/2010 2:37:02 PM] Zoomber: have you tried hitting the resource objects again? [11/20/2010 2:37:17 PM] Zoomber: let me just build this game and i can join you [11/20/2010 2:37:44 PM] Samuel Williams: ok, i still hear bouncy hit sound as usual [11/20/2010 2:40:36 PM] Samuel Williams: as for the CTF flag, it can happen when the CTF flag is too close to each other and server can't fine a far enough spot to put the flag after capture [11/20/2010 2:43:08 PM] Zoomber: fight [11/20/2010 2:43:10 PM] Zoomber: err right [11/20/2010 2:43:16 PM] Zoomber: makes sense [11/20/2010 2:43:25 PM] Samuel Williams: master server restarted itself, .... [11/20/2010 2:43:35 PM] Zoomber: master? [11/20/2010 2:43:52 PM] Samuel Williams: yes, ii was disconnected from master for a while [11/20/2010 2:44:28 PM] Zoomber: ah [11/20/2010 2:44:31 PM] Zoomber: hold on [11/20/2010 2:44:39 PM] Zoomber: having trouble getting my app to run [11/20/2010 4:09:24 PM] karamazovapy: I have Zap v1.107, 1.160, 1.194, 1.96, 1.5.0, and 1.5.0rc2 if you ever want to compare old versions [11/20/2010 4:10:24 PM | Edited 4:10:52 PM] karamazovapy: those releases date back to 2004 [11/20/2010 4:11:00 PM] Samuel Williams: i only played zap a long time ago in instantaction . com [11/20/2010 4:11:21 PM] Samuel Williams: not there any more,... [11/20/2010 4:13:26 PM] Samuel Williams: i found a client crash, something to do in sparkManager.cpp ... emitSpark [11/20/2010 4:14:03 PM] Samuel Williams: i edited line 98 in sparkManager.cpp to hopefully fix..... [11/20/2010 4:14:09 PM] Samuel Williams: if(sparkType == SparkTypeLine && firstFreeIndex[sparkType] < MaxSparks - 2) { s2 = gSparks[sparkType] + firstFreeIndex[sparkType]; // Since we know we had room for two, this one should be available [11/20/2010 8:38:19 PM] Chris Eykamp: what was the error this fixes? [11/20/2010 8:39:15 PM] Samuel Williams: might send you all the differences in my code [11/20/2010 8:40:11 PM] Chris Eykamp: did you get an array index problem or something? [11/20/2010 8:40:30 PM] Samuel Williams: array grows too big and corrupts memory [11/20/2010 8:40:53 PM] Samuel Williams: it was writing array out of range and then corrupts memory [11/20/2010 8:43:06 PM] Chris Eykamp: most sparks are a sinlge point, except for "line sparks" whihc consist of two points [11/20/2010 8:43:33 PM] Samuel Williams: i will try sending my patch file, take a look in it and see what i have done [11/20/2010 8:43:36 PM] Chris Eykamp: you made a change where we aer about to write teh second point in that line [11/20/2010 8:43:42 PM] Chris Eykamp: ok [11/20/2010 8:43:42 PM] *** Samuel Williams sent 113.patch,... *** [11/20/2010 8:43:51 PM] Chris Eykamp: failed [11/20/2010 8:44:12 PM] Samuel Williams: why it fail? [11/20/2010 8:44:19 PM] karamazovapy: it bad [11/20/2010 8:44:19 PM] Chris Eykamp: I don't know [11/20/2010 8:44:21 PM] karamazovapy: it fail [11/20/2010 8:44:32 PM] Samuel Williams: open it in text editor. [11/20/2010 8:44:40 PM] Chris Eykamp: but let me ask you this before I dig into it... [11/20/2010 8:44:54 PM] Chris Eykamp: ...I didn't get the file I mean... teh send failed [11/20/2010 8:45:09 PM] Chris Eykamp: did you do other things in the patch that make this fix necessary? [11/20/2010 8:45:10 PM] Samuel Williams: send fail, di i try again? [11/20/2010 8:45:21 PM] Chris Eykamp: paste it on pastebin [11/20/2010 8:46:54 PM] Samuel Williams: http://96.2.123.136/113.patch [11/20/2010 8:50:35 PM] Chris Eykamp: I'll go through these, but it would be helpful to know what issues you were addressing [11/20/2010 8:51:55 PM] Samuel Williams: gametype.cpp amd fame.cpp, fix the maxplayers and minplayers not getting skipped [11/20/2010 8:53:09 PM] Samuel Williams: gridDB.cpp - to fix client zoom out freeze when flag goes extremely out of bounce [11/20/2010 8:54:17 PM] Samuel Williams: moveObject.cpp - stops server from making sound, side affect of client not making sound when one player hits another [11/20/2010 8:55:19 PM] Samuel Williams: ship.cpp - ignore, i was testing something... [11/20/2010 8:56:06 PM] Samuel Williams: sparkmanager.cpp - client crash with too many explotions, array index goes out of range [11/20/2010 8:56:52 PM] Samuel Williams: teleporter.cpp - client crash on out of range index fix [11/20/2010 8:57:28 PM] Samuel Williams: UIQueryServers.cpp - i want to connect using local host (127.0.0.1) [11/20/2010 8:57:36 PM] Chris Eykamp: I've fixed a couple of these already, so I'll ignore them too [11/20/2010 8:57:43 PM] Samuel Williams: ok.. [11/20/2010 8:58:02 PM] Chris Eykamp: the UIQueryServers one I am interested in. i know its kind foa personal fix, but I'd like to know more about hit [11/20/2010 8:58:21 PM | Edited 8:58:47 PM] Samuel Williams: LAN only pings port 28000, [11/20/2010 8:59:13 PM] Samuel Williams: i had to find a way to connect without masterserver in other port numbers [11/20/2010 9:00:00 PM] Chris Eykamp: so you wanted to connect to a lan machine on port 1000, say, without involving the master [11/20/2010 9:00:10 PM] Chris Eykamp: and by default you can only use 28000 [11/20/2010 9:00:19 PM] Samuel Williams: yes [11/20/2010 9:00:55 PM] Samuel Williams: including if one computer is running multiple server, they must be different port numbers [11/20/2010 9:01:01 PM] Chris Eykamp: looks like you're pinging 28000-28004 [11/20/2010 9:01:18 PM] Samuel Williams: yes - but only on 127.0.0.1 (own computer) [11/20/2010 9:01:18 PM] Chris Eykamp: instead of just 28000 [11/20/2010 9:01:24 PM] Samuel Williams: yes [11/20/2010 9:02:14 PM] Samuel Williams: broadcasting multiple ports may increase LAN traffic... [11/20/2010 9:02:19 PM] Chris Eykamp: yes [11/20/2010 9:02:25 PM] Chris Eykamp: but why your localhost? [11/20/2010 9:02:35 PM] Chris Eykamp: so you can run a dedicated server and connect to it via a client [11/20/2010 9:02:41 PM] Chris Eykamp: local clinet [11/20/2010 9:02:42 PM] Samuel Williams: because i am running server in the same computer as my client [11/20/2010 9:02:51 PM] Samuel Williams: (multiple server) [11/20/2010 9:03:05 PM] Chris Eykamp: oh, so you have a server on 28000, 28001, ... 28004 [11/20/2010 9:03:12 PM] Samuel Williams: yes [11/20/2010 9:03:15 PM] Chris Eykamp: and you want to make sure you can see all of them [11/20/2010 9:03:19 PM] Samuel Williams: yes [11/20/2010 9:03:24 PM] Chris Eykamp: whereas ordinarily you'd only see the one on 28000 [11/20/2010 9:03:37 PM] Chris Eykamp: unless you had a master helping you out [11/20/2010 9:03:37 PM] Samuel Williams: yes - when not using master server [11/20/2010 9:03:43 PM] Chris Eykamp: which you don't [11/20/2010 9:03:45 PM] Chris Eykamp: got it [11/20/2010 9:03:56 PM] Chris Eykamp: ok, well here's a question... [11/20/2010 9:04:23 PM] Chris Eykamp: is this the best solution to this problem in general? i.e. one that others might also find useful? [11/20/2010 9:04:57 PM] Samuel Williams: if i connect to my server using internet address, connection will go computer --> router -> computer, and if my router have to restart- i lose connection [11/20/2010 9:05:01 PM] Samuel Williams: to my server [11/20/2010 9:05:58 PM] Chris Eykamp: there is (or was) a way to specify address/port of a server to connect to [11/20/2010 9:06:08 PM] Chris Eykamp: which probably would have solved this [11/20/2010 9:06:11 PM] Samuel Williams: wish there is a /connect command [11/20/2010 9:06:17 PM] Chris Eykamp: where? [11/20/2010 9:06:23 PM] Samuel Williams: not there yet [11/20/2010 9:06:29 PM] Chris Eykamp: where would you want it [11/20/2010 9:06:39 PM] Samuel Williams: /connect while browsing server list [11/20/2010 9:06:53 PM] Samuel Williams: (since you can already type) [11/20/2010 9:06:59 PM] Chris Eykamp: what about a menu item on the main menu' [11/20/2010 9:07:02 PM] Chris Eykamp: ? [11/20/2010 9:07:05 PM] Samuel Williams: ok [11/20/2010 9:07:12 PM] Chris Eykamp: that might be easier [11/20/2010 9:07:15 PM] Chris Eykamp: from a UI pov [11/20/2010 9:07:27 PM] Samuel Williams: called it like "manuel connect" [11/20/2010 9:07:55 PM] Chris Eykamp: exact;ly; it would ask for an ip and a port number [11/20/2010 9:08:00 PM] Samuel Williams: yes [11/20/2010 9:08:10 PM] Chris Eykamp: want to try writing one? [11/20/2010 9:08:22 PM] Samuel Williams: i can try [11/20/2010 9:08:26 PM] Chris Eykamp: I can help [11/20/2010 9:08:49 PM] Chris Eykamp: I jsut refactored the menu system to make this sort of thing easier [11/20/2010 9:09:23 PM] Chris Eykamp: we'd need a menu with 3 items: a ip address entry, a port entry, and a go! item [11/20/2010 9:09:30 PM] Chris Eykamp: a bit like the hosting menu [11/20/2010 9:10:29 PM] Chris Eykamp: in fact, the hosting menu is probably a very good model for how to do it -- it has text inputs and an entry that issues a command [11/20/2010 9:10:46 PM] Samuel Williams: ok, i will try [11/20/2010 9:11:08 PM] Chris Eykamp: give it a shot. I'm about to break for dinner, but I'll be on later. [11/20/2010 9:11:27 PM] Chris Eykamp: when I come back, I'm going to go through the patch file, and get it into the codebase for the release [11/20/2010 9:11:50 PM] Chris Eykamp: and finish implementing K's levelgen requests [11/20/2010 9:12:46 PM] Chris Eykamp: you might want to creaet an new filter for the input fields that takes numbers and .s. You'll see what I mean as you get into it. [11/20/2010 9:35:19 PM] Chris Eykamp: sam: on your changes to config.cpp/resolve leveldir, I think it would make mroe sense to move your code up to the top of the function. See [11/20/2010 9:35:20 PM] Chris Eykamp: http://pastebin.com/G59ZiyKf [11/20/2010 9:35:25 PM] Chris Eykamp: and let me know if you agree [11/20/2010 9:36:33 PM] Samuel Williams: ok, it is there because of using full path to the map file [11/20/2010 9:36:44 PM] Samuel Williams: map folder- i mean [11/20/2010 9:37:09 PM] Samuel Williams: it should work [11/20/2010 9:37:48 PM] Chris Eykamp: in that example, it wouldn't matter [11/20/2010 9:39:08 PM] Chris Eykamp: actually, where you put it would fail if strictjoindir(rootDataDir, "levels"))) existed [11/20/2010 9:40:19 PM] Chris Eykamp: my mistake [11/20/2010 9:40:24 PM] Samuel Williams: if it fail, ii should continue until it does not fail [11/20/2010 9:40:43 PM] Chris Eykamp: right, actually where you put it and where I put it make no difference [11/20/2010 9:40:46 PM] Chris Eykamp: carry on [11/20/2010 9:41:25 PM] Chris Eykamp: because we essentially do that check inside the first block [11/20/2010 9:41:27 PM] Samuel Williams: putting it on top looks better.. i guess [11/20/2010 9:41:51 PM] Chris Eykamp: the intent seems clearer [11/20/2010 9:41:59 PM] Chris Eykamp: ok, done [11/20/2010 9:52:29 PM] Chris Eykamp: why did you remove the bounds checking for min/max players in gameType? [11/20/2010 9:53:01 PM | Edited 9:54:07 PM] Samuel Williams: doesn't need to be checked, it not going to crash at all or cause any problems, [11/20/2010 9:53:11 PM] Samuel Williams: it can help then maxplayers = 0 [11/20/2010 9:53:20 PM] Samuel Williams: see game.cpp changes [11/20/2010 9:54:30 PM] Chris Eykamp: looking there now [11/20/2010 10:14:12 PM] Chris Eykamp: I agree [11/20/2010 10:14:31 PM] Samuel Williams: good [11/20/2010 11:13:03 PM] Samuel Williams: UIChat.cpp line 234 [11/20/2010 11:13:04 PM] Samuel Williams: { if(mLineEditor.length() > 10) { const char * str1 = mLineEditor.c_str(); int a=0; while(a < 9) { //comparing one character at a time. if(str1[a] != "/connect "[a] ) a=99; a=a+1; } if(a == 9){ Address addr1(&str1[9]); joinGame(addr1,false,false); return; } } [11/20/2010 11:14:11 PM] sys: Available commands: /me [text] /topic [text] /add [skypename+] /alertson [text] /alertsoff /leave /goadmin /get creator /get role /whois [skypename] /setrole [skypename] MASTER|HELPER|USER|LISTENER /kick [skypename] /kickban [skypename] /get uri /get guidelines /get xguidelines /set guidelines [text] /get options /set options [[+|-]flag] .. /setpassword [password] [password hint] /clearpassword /get password_hint /get banlist /get allowlist /set banlist [[+|-]mask] .. /set allowlist [[+|-]mask] .. /golive [token] /help For more help please see http://www.skype.com/go/help.chathelp [11/20/2010 11:33:36 PM] Chris Eykamp: hi sam [11/20/2010 11:33:40 PM] Chris Eykamp: you added this: [11/20/2010 11:33:41 PM] Chris Eykamp: if(visibleExtent.x > 8192 || visibleExtent.x > 8192) return; [11/20/2010 11:33:51 PM] Chris Eykamp: I assume the second .x was intended to be a .y [11/20/2010 11:34:13 PM] Samuel Williams: yes, forgot the .y [11/20/2010 11:34:33 PM] Samuel Williams: this is to make sure zooming out won't freeze client [11/20/2010 11:34:37 PM] Samuel Williams: on big maps [11/20/2010 11:36:37 PM] Chris Eykamp: so what happens on really big maps when you zoom out? at some boundary point, the stars disappear? [11/20/2010 11:37:11 PM] Samuel Williams: yes, to prevent extreme slow (or 3 second freeze) [11/20/2010 11:37:43 PM] Chris Eykamp: you are finding a lot of problems; you must be trying lots of different things [11/20/2010 11:37:58 PM] Samuel Williams: the limit 8192 could be reduced, but need testing... [11/20/2010 11:38:27 PM] Chris Eykamp: Most people try things a little at a time [11/20/2010 11:38:40 PM] Chris Eykamp: You seem to be really pusing the boundaries, in a lot fo areas [11/20/2010 11:39:13 PM] Samuel Williams: mainly, this happens when the flag mistake goes extremely out of bounce, and zooms out too much [11/20/2010 11:39:34 PM] Chris Eykamp: well, these fixes are great [11/20/2010 11:40:43 PM] Chris Eykamp: so the freezing happens during the zoom, right? [11/20/2010 11:41:35 PM] Samuel Williams: yes, but only on some extreme huge size map [11/20/2010 11:42:03 PM] Chris Eykamp: I just made a VERY large map, and it only froze a little; so you must be at an extreme size [11/20/2010 11:42:15 PM] Samuel Williams: I have a working /connect 1.2.3.4:28000 while on server list http://96.2.123.136/bitfight/uichat1.txt [11/20/2010 11:42:37 PM] Chris Eykamp: great; I look forward to reading it [11/20/2010 11:43:05 PM] Samuel Williams: it is currently not a menu... [11/20/2010 11:43:21 PM] Samuel Williams: it is typing /connect [11/20/2010 11:45:16 PM] Chris Eykamp: that's fine for now [11/20/2010 11:45:22 PM] Chris Eykamp: it gets you what you need [11/20/2010 11:45:33 PM] Chris Eykamp: and will probably work for most players who are advanced enough to need it [11/20/2010 11:45:49 PM] Chris Eykamp: the only disadvantate is that it's hard to make it "discoverable" [11/20/2010 11:45:58 PM] Chris Eykamp: mostly, people will find it by asking inthe forums [11/20/2010 11:46:06 PM] Chris Eykamp: with a menu, it's pretty easy to find [11/20/2010 11:46:19 PM] Chris Eykamp: but that's ok for now [11/20/2010 11:46:45 PM] Samuel Williams: making it in a menu is harder, espesially when i don't know much about menus. [11/20/2010 11:46:49 PM] Chris Eykamp: :) [11/20/2010 11:47:33 PM] Chris Eykamp: It is a bit harder, yes. The other problem with a menu is that we only have so many "slots" for menus; this function is not really so important that it deserves one [11/20/2010 11:47:52 PM] Chris Eykamp: and it is more appropriate to have it under the game lobby [11/20/2010 11:48:00 PM] Chris Eykamp: than hanging out there on its own [11/20/2010 11:48:34 PM] Chris Eykamp: maybe we need a console in the game lobby [11/20/2010 11:48:42 PM] Chris Eykamp: an oglconsole [11/20/2010 11:48:42 PM] Samuel Williams: ok, /connect command is good enough. [11/20/2010 11:49:18 PM] Samuel Williams: well more commands might come, might need to come up with a system. [11/20/2010 11:49:21 PM] Chris Eykamp: I like that mechanism for inputting commands because it's clear it's an special mode [11/20/2010 11:49:33 PM] Chris Eykamp: we have the system [11/20/2010 11:49:48 PM] Chris Eykamp: we just need a few more commands to make it worthwhile. [11/20/2010 11:50:09 PM] Chris Eykamp: Though... it might be interesting to print some of the raw packet info from piniging the various servers [11/20/2010 11:50:14 PM] Chris Eykamp: if any of that would be useful... [11/20/2010 11:50:32 PM] Chris Eykamp: not sure, but we could dump it to the console if we decide it woul dbe good [11/20/2010 11:56:48 PM] Chris Eykamp: so that stars fix seems to disable some of the zoom effect fo stars at a scale that they were pretty screwy anyway, and avoids the machine getting bogged down drawing the screwiness... and at a scale at which no normal player will encounter. [11/20/2010 11:56:54 PM] Chris Eykamp: I'm satisified. [11/20/2010 11:57:29 PM] Samuel Williams: good [11/21/2010 12:32:52 AM] Zoomber: artifact one [11/21/2010 12:32:57 AM] Zoomber: flag crashers [11/21/2010 12:32:59 AM] *** Zoomber sent D4.level *** [11/21/2010 12:33:05 AM] Zoomber: perfect timing [11/21/2010 12:33:19 AM] *** Zoomber sent D4.level *** [11/21/2010 12:33:39 AM] Zoomber: watusimoto [11/21/2010 12:33:43 AM] Zoomber: this is the file you wanted [11/21/2010 12:34:17 AM] Samuel Williams: any changes in this map? [11/21/2010 12:34:22 AM] Zoomber: maybe, we need to limit caps per framework [11/21/2010 12:34:38 AM] Chris Eykamp: this map exhibitied the flag crash? [11/21/2010 12:34:42 AM] Zoomber: this is quart'z mini dungeon [11/21/2010 12:34:43 AM] Zoomber: yes [11/21/2010 12:34:46 AM] Zoomber: i just tried it again [11/21/2010 12:34:49 AM] Zoomber: froze [11/21/2010 12:34:54 AM] Chris Eykamp: any special steps to make it happen? [11/21/2010 12:34:56 AM] karamazovapy: freakin dungeons... [11/21/2010 12:34:59 AM] Zoomber: feels like a math problem [11/21/2010 12:35:05 AM] Zoomber: just like the resource itesm [11/21/2010 12:35:07 AM] Zoomber: no special steps [11/21/2010 12:35:10 AM] Zoomber: all that has to happne is [11/21/2010 12:35:15 AM] Zoomber: the flags must be on top fo each other [11/21/2010 12:35:27 AM] Zoomber: maybe, if i set flagspawns, [11/21/2010 12:35:36 AM] Zoomber: sam686 may have gave me that idea, i think [11/21/2010 12:36:18 AM] Zoomber: HAHA! [11/21/2010 12:36:19 AM] Zoomber: fixed it [11/21/2010 12:36:32 AM] Chris Eykamp: how so? [11/21/2010 12:36:33 AM] Zoomber: all we needed was the flagspawns [11/21/2010 12:36:43 AM] Zoomber: i put in one for red and blue, right where the flags were, and it worked fine [11/21/2010 12:37:05 AM] Chris Eykamp: ok; since you better understand the problem, can you create a really simple level that demonstrates it? [11/21/2010 12:37:13 AM] Zoomber: sure [11/21/2010 12:40:43 AM] Zoomber: almst done [11/21/2010 12:40:47 AM] Zoomber: added descriptions to it [11/21/2010 12:41:00 AM] *** Zoomber sent Flagproblemsolution.level *** [11/21/2010 12:41:13 AM] Zoomber: @watusimoto try doing the green/yellow side first [11/21/2010 12:41:16 AM] Zoomber: youl kno once you see [11/21/2010 12:41:24 AM] Chris Eykamp: ok [11/21/2010 12:41:36 AM] Zoomber: the blue/red side crashes [11/21/2010 12:41:36 AM] Samuel Williams: I am running a dungeon server, so far it did not crash.. it is running with this patch http://96.2.123.136/113.patch [11/21/2010 12:41:40 AM] Zoomber: the other side doesnt [11/21/2010 12:42:01 AM] Chris Eykamp: this is what you sent earlier? [11/21/2010 12:42:42 AM] Zoomber: ill use 13e [11/21/2010 12:42:54 AM] Zoomber: since this is the version thats advertised on bitfighter right now [11/21/2010 12:43:30 AM] Zoomber: heh, mines still up :) [11/21/2010 12:43:31 AM] Samuel Williams: 013E does not have the flag fix, only my patch have the flag spawn fix [11/21/2010 12:43:49 AM] Samuel Williams: so 013E may crash on flag spawn [11/21/2010 12:43:59 AM] Zoomber: wait, your server, or the server named "dungeon server" [11/21/2010 12:43:59 AM] Zoomber: ? [11/21/2010 12:44:16 AM] Samuel Williams: "Dungeon Maps" it is called [11/21/2010 12:44:26 AM] Zoomber: in [11/21/2010 1:02:48 AM] Zoomber: how were you able to control four zap ships at once? i can open four applications, but not move them all at once [11/21/2010 1:03:03 AM] Samuel Williams: i use game controller, [11/21/2010 1:03:11 AM] Samuel Williams: game controll controls all [11/21/2010 1:03:24 AM] karamazovapy: it's like the shadow government [11/21/2010 1:03:31 AM] Zoomber: or _k's army [11/21/2010 1:03:52 AM] Samuel Williams: but it slows down my computer, [11/21/2010 1:04:10 AM] Zoomber: i was able to do it with a keyboard in the previous zap [11/21/2010 1:04:23 AM] Zoomber: you need to be able to contrll two ships for some dungeons [11/21/2010 1:04:40 AM] karamazovapy: you can still do it with a keyboard, but you need to customize the keys [11/21/2010 1:05:35 AM] Zoomber: and by defining? [11/21/2010 1:06:03 AM] karamazovapy: jes, I believe so. [11/21/2010 1:06:09 AM] karamazovapy: like two player side by side [11/21/2010 1:06:23 AM] Samuel Williams: yes, one keyboard, the other game controller [11/21/2010 1:06:31 AM] Samuel Williams: or both 2 seperate game controller [11/21/2010 1:06:38 AM] Zoomber: you cant do two keyboards? [11/21/2010 1:06:41 AM] karamazovapy: oh, I thought there was a split keyboard option [11/21/2010 1:06:58 AM] Zoomber: err, one key that moves two? [11/21/2010 1:07:03 AM] Zoomber: ships [11/21/2010 1:07:07 AM] karamazovapy: I guess that would mess up with the mouse [11/21/2010 1:07:10 AM] Chris Eykamp: only one window has focus and gets key events [11/21/2010 1:07:37 AM] Zoomber: oh, ok [11/21/2010 1:07:44 AM] Zoomber: shoot [11/21/2010 1:07:47 AM] karamazovapy: oh well [11/21/2010 1:09:01 AM] Zoomber: hmm [11/21/2010 1:16:39 AM] Chris Eykamp: sam: the /connect mod you made tonight... does that supercede all the changes to UIQueryServers you made earlier? [11/21/2010 1:17:15 AM] Samuel Williams: doesn't need it, it is seperate [11/21/2010 1:18:51 AM] Chris Eykamp: so I should still review the UIQueryServer stuff? [11/21/2010 1:19:44 AM] Samuel Williams: don't need to, you can just do the /connect first, and it will just work [11/21/2010 1:20:59 AM] Samuel Williams: but, i first did that way because i want to list non-default port LAN server [11/21/2010 1:23:49 AM] Chris Eykamp: That's what I was hoping for! [11/21/2010 1:24:01 AM] Samuel Williams: good [11/21/2010 1:24:44 AM] Chris Eykamp: this is great.. raptor solved the fact that on linux, ctrl, alt, and shift were all hardcoded to always be off [11/21/2010 1:25:07 AM] Chris Eykamp: I never knew that, because I never thought tot try the editor on Linux, and that's where the modifiers are used [11/21/2010 1:25:13 AM] Chris Eykamp: who knew? [11/21/2010 1:25:50 AM] Samuel Williams: and ctrl + M? to see more messages [11/21/2010 1:26:14 AM] Chris Eykamp: right -- that must not have worked either. But I never tested that on Linux! [11/21/2010 1:26:40 AM] Samuel Williams: i have linux ubuntu installed, but didn't use much [11/21/2010 1:26:47 AM] Chris Eykamp: me too [11/21/2010 1:27:10 AM] Chris Eykamp: actually, I'd like to port this whole thing over to SDL; it would solve a lot of the games input quirks [11/21/2010 1:27:24 AM] Chris Eykamp: we are really at the edge of what glut can handle [11/21/2010 1:27:59 AM] Samuel Williams: yes, need better keyboard input [11/21/2010 1:28:07 AM] Chris Eykamp: that's the biggest one [11/21/2010 1:28:34 AM] Chris Eykamp: we can get mouse wheel with freeglut, but I'd really like to bind ctrl- to weapon/module presets [11/21/2010 1:28:40 AM] karamazovapy: why do we need better keyboard input? [11/21/2010 1:28:50 AM] Chris Eykamp: and ctrl doesn't register as a key event in GLUT [11/21/2010 1:28:57 AM] Chris Eykamp: it's like you never pressed the keys [11/21/2010 1:29:06 AM] Chris Eykamp: ctrl-+ is the same way [11/21/2010 1:29:16 AM] Chris Eykamp: I'd like to use that to zoom in on the editor [11/21/2010 1:29:20 AM] Chris Eykamp: like photoshop [11/21/2010 1:29:20 AM] Samuel Williams: and ctrl + / for trying to bring up console [11/21/2010 1:29:29 AM] Chris Eykamp: bingo [11/21/2010 1:29:37 AM] karamazovapy: ...why do we need better keyboard input? [11/21/2010 1:29:50 AM] Samuel Williams: editor, mainly [11/21/2010 1:29:58 AM] Chris Eykamp: didn't you read what we just put in?\ [11/21/2010 1:30:12 AM] karamazovapy: ... [11/21/2010 1:30:26 AM] Chris Eykamp: ctrl, ctrl<+>, ctrl etc. [11/21/2010 1:30:32 AM] Chris Eykamp: can't do those in glut [11/21/2010 1:30:41 AM] karamazovapy: why does that matter, is what I'm asking [11/21/2010 1:30:56 AM] Chris Eykamp: because I want to bind commands to those keys [11/21/2010 1:31:05 AM] karamazovapy: does everything really have to have a hotkey? [11/21/2010 1:31:09 AM] Samuel Williams: more shortcut buttons on map editor [11/21/2010 1:31:21 AM] Chris Eykamp: well, presets should, no? [11/21/2010 1:31:24 AM] Chris Eykamp: hey... wait a minute [11/21/2010 1:31:31 AM] Chris Eykamp: you use a controller, right? [11/21/2010 1:31:33 AM] karamazovapy: I do [11/21/2010 1:31:42 AM] Samuel Williams: yes, logitech dual action [11/21/2010 1:31:57 AM] Chris Eykamp: and you don't want keyboard users to get a leg up by use of hot keys! [11/21/2010 1:32:01 AM] Chris Eykamp: I'm on to you, pal [11/21/2010 1:32:08 AM] karamazovapy: haha...I don't care [11/21/2010 1:32:16 AM] karamazovapy: I just don't see what the point is [11/21/2010 1:32:26 AM] Samuel Williams: might be hard to do map editor on game controller [11/21/2010 1:32:40 AM] karamazovapy: you don't need to do the map editor with a game controller [11/21/2010 1:33:04 AM] Chris Eykamp: imagine you like your current loadout. you want to save it as a preset to get it back later. You press alt-1, and it's saved in slot 1 [11/21/2010 1:33:17 AM] Chris Eykamp: when you want it back, you press ctrl-1, and fly over a load out zone [11/21/2010 1:33:37 AM] karamazovapy: it takes me literally one second or less to change loadouts [11/21/2010 1:33:56 AM] Chris Eykamp: you're not a spaz like me [11/21/2010 1:34:04 AM | Edited 1:34:42 AM] Samuel Williams: game controller, i press (edit) 4-1-2-1-2-3 [11/21/2010 1:34:12 AM] karamazovapy: exactly - it's really easy on a controller [11/21/2010 1:34:17 AM] Samuel Williams: silple isn't it [11/21/2010 1:34:26 AM] karamazovapy: you hardly have to move your thumb [11/21/2010 1:34:58 AM] Chris Eykamp: well, that's the answer to why I want to move to SDL; and to make it more firendly to people using non-american keyboards [11/21/2010 1:35:00 AM] karamazovapy: I'd be pretty clumsy if I was trying to hit the number row [11/21/2010 1:35:17 AM] Chris Eykamp: who might want to bind their n-with-a-tilde key to something [11/21/2010 1:35:50 AM] karamazovapy: I'm not against moving frameworks or anything, I just question how many things players really need instant access to [11/21/2010 1:35:59 AM] Chris Eykamp: everything [11/21/2010 1:36:13 AM] Chris Eykamp: well, not to worry -- it's not going to happen tonight [11/21/2010 1:36:24 AM] karamazovapy: hey, I'm not even doing any of the work, doesn't matter to me [11/21/2010 1:36:29 AM] Chris Eykamp: i acutally did a provisional conversion about 2 years ago [11/21/2010 1:36:30 AM] Samuel Williams: mostly more key shortcut for map editor would be nice [11/21/2010 1:36:35 AM] Chris Eykamp: and it seemed to work [11/21/2010 1:36:46 AM] Chris Eykamp: and most of the code I wrote is still there [11/21/2010 1:37:01 AM] Samuel Williams: map editor, ctrl+c to copy ctrl+v to paste, that what i might want [11/21/2010 1:37:07 AM] karamazovapy: we have that [11/21/2010 1:37:14 AM] karamazovapy: you will, for linux, soon [11/21/2010 1:37:21 AM] Chris Eykamp: I'm really dreading the newpackaging that would be required more than anything [11/21/2010 1:38:14 AM] karamazovapy: I think we're quickly approaching the point where we don't need to change much [11/21/2010 1:38:30 AM] Chris Eykamp: 8-) [11/21/2010 1:38:54 AM] Chris Eykamp: you know what I hate about skype? it;s these stupid animated emoticons [11/21/2010 1:38:59 AM] karamazovapy: haha [11/21/2010 1:39:09 AM] karamazovapy: emoticons are for girls [11/21/2010 1:39:34 AM] Chris Eykamp: indeed [11/21/2010 1:48:38 AM] Chris Eykamp: zoomber: you around still? [11/21/2010 1:49:19 AM] Samuel Williams: i am,--- but zoomber? [11/21/2010 2:05:22 AM] Zoomber: juhjnm [11/21/2010 2:05:24 AM] Zoomber: back [11/21/2010 2:05:25 AM] Zoomber: now [11/21/2010 2:05:46 AM] Zoomber: emoticons? : ) [11/21/2010 2:05:59 AM] Zoomber: : p [11/21/2010 2:06:00 AM] Chris Eykamp: just wanted to know what the state of the osx packaging is [11/21/2010 2:06:03 AM] Zoomber: : D [11/21/2010 2:06:11 AM] Zoomber: for 13f? [11/21/2010 2:06:17 AM] Chris Eykamp: 014\ [11/21/2010 2:06:20 AM] Zoomber: oh [11/21/2010 2:06:23 AM] Chris Eykamp: forget 013f [11/21/2010 2:06:26 AM] Zoomber: i havent taken a stab at that one yet [11/21/2010 2:06:26 AM] Chris Eykamp: we're going all the way [11/21/2010 2:06:29 AM] Zoomber: want me to compile it? [11/21/2010 2:06:45 AM] Chris Eykamp: ok. I'd like to get something out soon, but we keep fixing stuff [11/21/2010 2:06:46 AM] Zoomber: well i have an older 014 compiled [11/21/2010 2:06:50 AM] Zoomber: but i now you made edits since theen [11/21/2010 2:06:53 AM] Zoomber: yeah [11/21/2010 2:06:55 AM] Chris Eykamp: lots [11/21/2010 2:07:00 AM] Chris Eykamp: and will be making more [11/21/2010 2:07:04 AM] Zoomber: well, i came up with an idea in my head [11/21/2010 2:07:09 AM] Zoomber: installable level packs [11/21/2010 2:07:22 AM] Zoomber: the user would form now on, in mac, install the game using an installer [11/21/2010 2:07:26 AM] Chris Eykamp: yeah, I''ve thought about that too... just not sure how it would work [11/21/2010 2:07:33 AM] Zoomber: which would basically copy the game into the appilcations folder [11/21/2010 2:07:49 AM] Zoomber: then, you could also chekmark which level packs you wanted included in your levels folder [11/21/2010 2:08:01 AM] Zoomber: I can do all this on the installer creating utility for mac [11/21/2010 2:08:26 AM] Chris Eykamp: better would be to make it work with an existing install, not just a new one [11/21/2010 2:08:29 AM] Zoomber: and, I can have robot add-ins too [11/21/2010 2:08:38 AM] Zoomber: the way i do it [11/21/2010 2:08:46 AM | Edited 2:08:53 AM] Zoomber: id have to put in alot more work then, but i can do that [11/21/2010 2:08:55 AM] Zoomber: too [11/21/2010 2:08:59 AM] Chris Eykamp: your proposal wouldn't work for linux or win [11/21/2010 2:09:07 AM] karamazovapy: oh, like an "advanced" install for a windows machine [11/21/2010 2:09:18 AM] Zoomber: right, [11/21/2010 2:09:19 AM] karamazovapy: lots of windows installers let you select modules [11/21/2010 2:09:31 AM] Zoomber: i can create an mpkg on mac with some software i use [11/21/2010 2:09:33 AM] Chris Eykamp: I don't think the installer is the right place to do this [11/21/2010 2:10:11 AM] Zoomber: the levels will all go in an already made levels folder, (and if there is no levels folder, one will be created) [11/21/2010 2:10:17 AM] karamazovapy: to be fair, it's pretty easy to unzip a file in the appropriate folder [11/21/2010 2:12:24 AM] Zoomber: infact, let me get the latest svn righ tnow [11/21/2010 2:13:55 AM] Chris Eykamp: trunk [11/21/2010 2:14:02 AM] Zoomber: yea [11/21/2010 2:14:03 AM] Zoomber: got that [11/21/2010 2:15:45 AM] Chris Eykamp: sam: what's the griddb stuff for? [11/21/2010 2:18:17 AM] Samuel Williams: the grid stuff is where is also a place where client freeze when map flag goes extremely out of bounce on map [11/21/2010 2:19:14 AM] karamazovapy: you've been around for a month and you're finding bugs that I haven't noticed since the game was created...insane. [11/21/2010 2:19:38 AM] Samuel Williams: good at finding freezing crashing bugs [11/21/2010 2:19:41 AM] Zoomber: yeah [11/21/2010 2:19:45 AM] Zoomber: wait [11/21/2010 2:19:58 AM] karamazovapy: loi [11/21/2010 2:19:59 AM] Zoomber: _k didnt you find that toO? [11/21/2010 2:20:05 AM] Zoomber: that one game [11/21/2010 2:20:10 AM] karamazovapy: no idea [11/21/2010 2:20:10 AM] Zoomber: we were playing , it was a hunters game [11/21/2010 2:20:17 AM] Zoomber: and you got outsdie the map [11/21/2010 2:20:20 AM] karamazovapy: I probably floated some flags out into the abyss at some point, yeah [11/21/2010 2:20:23 AM] Zoomber: we had a war, and then you let go fo a flag [11/21/2010 2:20:27 AM | Edited 2:20:49 AM] Zoomber: to go otu into black hole of darkness [11/21/2010 2:20:37 AM] Zoomber: right [11/21/2010 2:20:39 AM] karamazovapy: but that was another crazy math thing [11/21/2010 2:20:46 AM] karamazovapy: like sending a resource item out into space [11/21/2010 2:20:48 AM] karamazovapy: or a soccer ball [11/21/2010 2:21:01 AM] Zoomber: ping:watusimoto: games compiled [11/21/2010 2:21:51 AM] Chris Eykamp: good [11/21/2010 2:22:05 AM] Zoomber: agh, you know what sucks? [11/21/2010 2:22:15 AM] Zoomber: is i got logging to work in my old 014 build [11/21/2010 2:22:22 AM] Zoomber: and now i have to find it again! [11/21/2010 2:22:45 AM] Zoomber: tried putting the -command in "other C flags" that specifies something whil ebuilding [11/21/2010 2:23:46 AM] Zoomber: meh, how did i do it before [11/21/2010 2:28:06 AM] Zoomber: no [11/21/2010 2:28:09 AM] Zoomber: i do have it in the right place [11/21/2010 2:28:14 AM] Zoomber: but why doesnt it log! [11/21/2010 2:29:20 AM] Zoomber: i dont understand [11/21/2010 2:29:49 AM] Zoomber: wait [11/21/2010 2:29:52 AM] Zoomber: wait [11/21/2010 2:29:56 AM] Zoomber: ITS WORKING [11/21/2010 2:30:01 AM] karamazovapy: thank CLU [11/21/2010 2:30:02 AM] Zoomber: meh [11/21/2010 2:30:08 AM] Zoomber: glad thats done [11/21/2010 2:30:24 AM] Zoomber: aha [11/21/2010 2:30:33 AM] Zoomber: it wasnt wrigint down anything untill i hosted a game because [11/21/2010 2:30:37 AM | Edited 2:30:44 AM] Zoomber: there were no servers online : ) [11/21/2010 2:30:56 AM] karamazovapy: bazinga [11/21/2010 2:31:33 AM] Zoomber: ringade ding ding a dong [11/21/2010 2:31:36 AM] Zoomber: building the game all day long [11/21/2010 2:31:38 AM] karamazovapy: I'm ashamed to admit that I've recently given in to the maplestory bug, yet again [11/21/2010 2:31:55 AM] Zoomber: o? [11/21/2010 2:31:58 AM] Zoomber: any familliar bug? [11/21/2010 2:32:16 AM] karamazovapy: the one that compels you to play? [11/21/2010 2:33:10 AM] Zoomber: o [11/21/2010 2:33:25 AM] Zoomber: like when [11/21/2010 2:33:25 AM] Zoomber: I [11/21/2010 2:33:36 AM] Zoomber: nevermind [11/21/2010 2:33:56 AM] karamazovapy: I consider it a guilty pleasure [11/21/2010 2:34:04 AM] karamazovapy: but I really like old school platformers [11/21/2010 2:34:07 AM] Zoomber: i consider agreeing [11/21/2010 2:34:13 AM] karamazovapy: and every once in a while I like an rpg [11/21/2010 2:34:18 AM] karamazovapy: so this feeds into both [11/21/2010 2:34:48 AM] Zoomber: i made an rpg zap level once [11/21/2010 2:34:55 AM] Zoomber: was uncompleted [11/21/2010 2:34:57 AM] Zoomber: but fun [11/21/2010 2:35:05 AM] karamazovapy: how did that work? [11/21/2010 2:35:18 AM] Zoomber: you used your immagination [11/21/2010 2:35:23 AM] Zoomber: the physics were there for you [11/21/2010 2:35:26 AM] Zoomber: nah, mostly textitems [11/21/2010 2:35:35 AM] Zoomber: and resource items [11/21/2010 2:35:47 AM] karamazovapy: ah, I meant in the attribute building respect [11/21/2010 2:35:57 AM] Zoomber: oh [11/21/2010 2:36:31 AM] Zoomber: something like, there were these defense structures you had to destroy at the beginniing, and once you killed the turrets defending it, you could break open the barrier (force field), and shoot the mine (power core) [11/21/2010 2:36:44 AM] Zoomber: the origonal function, would then cause a resource item to explode out [11/21/2010 2:36:45 AM] karamazovapy: every couple years I go back and play final fantasy for nintendo [11/21/2010 2:36:48 AM] Zoomber: through a tunnel [11/21/2010 2:37:06 AM] Zoomber: ahh, final fantasy [11/21/2010 2:37:12 AM] Zoomber: i had one for the gameboy i think [11/21/2010 2:37:23 AM] Zoomber: the guy who gave me the game took it back [11/21/2010 2:37:34 AM] Zoomber: then my gameboy "disappeared" the week later [11/21/2010 2:38:47 AM] Zoomber: newer something [11/21/2010 2:38:58 AM] Zoomber: it was fun [11/21/2010 2:39:25 AM] karamazovapy: a future supervisor script could result in some really interesting dungeons/adventure levels [11/21/2010 2:40:27 AM] karamazovapy: I did a little work with interactive robots, but I got distracted by actual "work" [11/21/2010 2:41:37 AM] karamazovapy: I'd like to see more robot development by the community, but I think it's one step more complicated than people are willing to go [11/21/2010 2:42:07 AM] Zoomber: that would be pretty cool [11/21/2010 2:42:12 AM] Zoomber: triggers too [11/21/2010 2:42:44 AM] karamazovapy: I don't get why no one even bothers with levelgens! [11/21/2010 2:42:45 AM] Zoomber: if resourcex,y x,y hits resource x,y x,y.. [11/21/2010 2:42:48 AM] Zoomber: then do this [11/21/2010 2:43:00 AM] karamazovapy: (yeah, that's supervisor script material) [11/21/2010 2:43:07 AM] Zoomber: oh : ) [11/21/2010 2:44:31 AM] karamazovapy: but yeah, that'll produce a lot of fun stuff! [11/21/2010 2:44:39 AM] karamazovapy: like objective-based levels [11/21/2010 2:45:40 AM] Zoomber: yeah [11/21/2010 2:45:43 AM] Zoomber: thatd be great [11/21/2010 2:46:25 AM] karamazovapy: I'm still pretty excited that the mac crashes might be behind us! [11/21/2010 2:48:55 AM] Zoomber: yeah [11/21/2010 2:49:04 AM] Zoomber: especially that they were fixed right before the bbb [11/21/2010 2:49:27 AM] karamazovapy: we're looking at december 3rd [11/21/2010 2:49:33 AM] Zoomber: aww man [11/21/2010 2:49:40 AM] Zoomber: packaging app quit [11/21/2010 2:49:43 AM] Zoomber: unexpectadly [11/21/2010 2:52:03 AM] karamazovapy: hmm [11/21/2010 2:54:02 AM] Zoomber: oh right [11/21/2010 2:54:12 AM] Zoomber: i forgot to build the actuall interface [11/21/2010 2:54:15 AM] Zoomber: shame on me! [11/21/2010 3:12:40 AM] Zoomber: gotta crash [11/21/2010 3:12:42 AM] Zoomber: see ya all later [11/21/2010 3:12:53 AM] Zoomber: install package almost done :) [11/21/2010 1:25:24 PM] Chris Eykamp: great [11/21/2010 1:25:44 PM] Zoomber: i just have to build it [11/21/2010 1:25:59 PM] Zoomber: and add in the extra level packs i should put in [11/21/2010 1:26:22 PM] Zoomber: the only problem is my packaging software keeps crashing when I try to build it [11/21/2010 1:28:23 PM] Zoomber: strange [11/21/2010 1:28:32 PM] Zoomber: maybe it cant find my levels referene [11/21/2010 1:29:35 PM] Zoomber: aaah [11/21/2010 1:29:40 PM] Zoomber: it cant find the levels for some.reason [11/21/2010 1:30:19 PM] Zoomber: wierd [11/21/2010 1:33:48 PM] Zoomber: ba [11/21/2010 1:33:49 PM] Chris Eykamp: what can't? bitfighter or your packaging tool? [11/21/2010 1:33:51 PM] Zoomber: thats not the problem [11/21/2010 1:34:02 PM] Zoomber: ok i found out what was wrong though [11/21/2010 1:34:06 PM] Zoomber: sort of [11/21/2010 1:34:08 PM] Chris Eykamp: good -- because we changed the way bitfighter looks for levels [11/21/2010 1:34:23 PM] Zoomber: yeah, [11/21/2010 1:34:24 PM] Zoomber: that wasn tit [11/21/2010 1:34:25 PM] Chris Eykamp: and while I am 99% sure it still wroks properly... [11/21/2010 1:34:31 PM] Zoomber: the packaging software [11/21/2010 1:34:38 PM] Zoomber: couldnt find the level references i imported [11/21/2010 1:34:43 PM] Zoomber: that wasnt even the problem [11/21/2010 1:35:07 PM] Zoomber: the problem is, its having trouble applying correct privliges when creating the bitfighter game package [11/21/2010 1:36:24 PM] Zoomber: hmmm [11/21/2010 1:36:26 PM] Zoomber: this is wierd [11/21/2010 1:36:33 PM] Zoomber: i think its the packaging software itself [11/21/2010 1:39:18 PM] Zoomber: hmmm [11/21/2010 1:49:56 PM] Zoomber: odd [11/21/2010 1:50:30 PM] Zoomber: yeah [11/21/2010 1:50:34 PM] Zoomber: its the packaging software itself [11/21/2010 1:50:43 PM] Zoomber: something is wrong with it [11/21/2010 1:58:17 PM] Zoomber: i may have to redownload the sdk [11/21/2010 6:37:01 PM] Zoomber: ok [11/21/2010 6:37:04 PM] Zoomber: good news [11/21/2010 6:37:08 PM] Zoomber: i got the packaging software fixed [11/21/2010 6:37:19 PM] Zoomber: neutral news [11/21/2010 6:37:29 PM] Zoomber: I dont know which level packs i hsould add to the installer [11/21/2010 6:44:29 PM] Zoomber: bad news, [11/21/2010 6:44:34 PM] Zoomber: i dont have any bad news to say [11/21/2010 6:44:56 PM] Samuel Williams: hello [11/21/2010 6:44:59 PM] Zoomber: hey [11/21/2010 6:48:57 PM] Chris Eykamp: hi [11/21/2010 6:49:08 PM] Zoomber: hi [11/21/2010 6:49:24 PM] Chris Eykamp: sam -- wanted to make sure I understand the gridDb changes you made [11/21/2010 6:49:43 PM] Chris Eykamp: I assume it was to protect against giant items bogging the database down; is that right? [11/21/2010 6:50:11 PM] Samuel Williams: yes, including extremely long barriers [11/21/2010 6:50:42 PM] Chris Eykamp: my analysis shows there aer 16x16 slots for items inthe database [11/21/2010 6:50:42 PM] Samuel Williams: in the future, there might be a /sendmap [11/21/2010 6:50:46 PM] Chris Eykamp: great [11/21/2010 6:51:05 PM] Chris Eykamp: and that large items "wrap around" and end up in the same bucket more than once [11/21/2010 6:51:17 PM] Chris Eykamp: and that that provides no additional benefit [11/21/2010 6:51:35 PM] Chris Eykamp: so the change you made should hae no impact beyond making it quicker to insert and delete items [11/21/2010 6:51:48 PM] Chris Eykamp: is that your conclusion as well? [11/21/2010 6:52:35 PM | Edited 6:52:44 PM] Samuel Williams: making the threshold (256) too small cause it to go through walls or make the walls disappear at some point [11/21/2010 6:53:46 PM | Edited 6:54:15 PM] Samuel Williams: but it is there to prevent some big extremely long giant (barriers or goals) from freezing client/server [11/21/2010 6:54:39 PM] Chris Eykamp: I think the 256 should (perhaps) be BucketRowCount * bucketWidth [11/21/2010 6:54:59 PM] Samuel Williams: not sure [11/21/2010 6:55:29 PM] Chris Eykamp: I'm not sure either. where did the 256 come from? trial and error? [11/21/2010 6:55:38 PM] Samuel Williams: yes, [11/21/2010 6:55:44 PM] Samuel Williams: i first tried 16, but walls disappearing [11/21/2010 6:55:55 PM] Samuel Williams: and going through them [11/21/2010 6:55:58 PM] Zoomber: @wat did my message show? got the packaging software to work [11/21/2010 6:56:05 PM] Chris Eykamp: @z: great [11/21/2010 6:56:24 PM] Zoomber: ill be back in like 15 minutes [11/21/2010 6:56:37 PM] Zoomber: gotta get back home [11/21/2010 6:56:43 PM] Zoomber: but [11/21/2010 6:56:58 PM] Zoomber: i want to update my sdk [11/21/2010 6:57:01 PM] Zoomber: project [11/21/2010 6:57:08 PM] Chris Eykamp: @s this bit of code is tricky for me , but I'm goiung to figure out what the 256 should be; I'm confident it should be derived fromsom other values [11/21/2010 6:57:12 PM] Zoomber: as its similar to an xcode project in a sense [11/21/2010 6:58:01 PM] Chris Eykamp: also, the moveOnject fix, with the sound; looks like it was making a sound on the dedicated server [11/21/2010 6:58:12 PM] Samuel Williams: yes [11/21/2010 6:58:13 PM] Chris Eykamp: but you would still want the sound on the client; [11/21/2010 6:58:16 PM] Chris Eykamp: correct? [11/21/2010 6:58:21 PM] Samuel Williams: yes [11/21/2010 6:58:33 PM] Chris Eykamp: ok; the fix is slightly different [11/21/2010 6:58:38 PM] Chris Eykamp: to make that work [11/21/2010 6:58:40 PM] Samuel Williams: the sound is made when one player hits another player (or ship) [11/21/2010 6:58:56 PM] Chris Eykamp: ok good; then everything should work [11/21/2010 7:00:12 PM] Chris Eykamp: I've committed the spark change, though it's a bit different that what you proposed. take a look if you're interested [11/21/2010 7:00:26 PM] Samuel Williams: ok... will update [11/21/2010 7:00:51 PM] Chris Eykamp: I'm happy though because that problem you found is on an old bug report that I was having trouble resolving [11/21/2010 7:01:25 PM] Chris Eykamp: I could easily replicate it, but could not track it down. Turns out to be the spark problem [11/21/2010 7:01:57 PM] Chris Eykamp: so... good job! [11/21/2010 7:02:23 PM] Samuel Williams: good, it was an array writing out of range, damaging memory and crashing randomly [11/21/2010 7:02:33 PM] Samuel Williams: (almost randomly) [11/21/2010 7:03:55 PM] Chris Eykamp: yes; a sideeffect of my fix is the code is a bit clearer now [11/21/2010 7:04:12 PM] Chris Eykamp: so it may be easier to add triangle sparks or some other crazy thing in the future [11/21/2010 7:04:22 PM] Samuel Williams: ok [11/21/2010 7:06:36 PM] Samuel Williams: looks like you updated the trunk, but not 013F [11/21/2010 7:06:51 PM] Samuel Williams: commited, not updated [11/21/2010 7:07:48 PM] Chris Eykamp: ah, yes. I've given up on 013F [11/21/2010 7:08:02 PM] Chris Eykamp: we're just going to release 014. [11/21/2010 7:08:08 PM] Chris Eykamp: it was getting too painful [11/21/2010 7:08:12 PM] Samuel Williams: ok, [11/21/2010 7:08:30 PM] Chris Eykamp: I've been pretty diligent about keeping all fixes in both places up until about a week ago [11/21/2010 7:08:33 PM] Samuel Williams: i got 014 to compile good, [11/21/2010 7:08:38 PM] Chris Eykamp: great [11/21/2010 7:08:53 PM] Chris Eykamp: between you and me and dbuck, it just became too much to deal with [11/21/2010 7:09:04 PM | Edited 7:09:18 PM] Samuel Williams: i just needed to change the #include dsound and directinput stuff for my computer [11/21/2010 7:09:14 PM] Chris Eykamp: I saw that. [11/21/2010 7:09:25 PM] Chris Eykamp: what platform are you on? windows, I suppose [11/21/2010 7:09:29 PM] Samuel Williams: i put it as a define to make sure [11/21/2010 7:09:33 PM] Chris Eykamp: and vc++, I assume [11/21/2010 7:09:42 PM] Samuel Williams: yes i am in windows, [11/21/2010 7:10:02 PM] Samuel Williams: and gave a direct x headers as part of global paths in visual studio [11/21/2010 7:10:16 PM] Chris Eykamp: ah, I see [11/21/2010 7:10:25 PM] Zoomber: BACK! [11/21/2010 7:10:31 PM] Chris Eykamp: so you don't want to extract the headers and put them in a folder as I do [11/21/2010 7:10:59 PM] Samuel Williams: easier, and only i need to do it once, [11/21/2010 7:11:14 PM] Chris Eykamp: yes, I suppose it is [11/21/2010 7:11:30 PM] Chris Eykamp: I didn't want the SDK, so was looking for what are the minimum bits I need [11/21/2010 7:11:35 PM] Chris Eykamp: so I can delete the rest [11/21/2010 7:11:38 PM] Samuel Williams: i have a different projects that makes use of all the direct X headers and libraries.. [11/21/2010 7:11:43 PM] Chris Eykamp: right. [11/21/2010 7:13:00 PM] Chris Eykamp: well, I've ignored those directives, but perhaps we can find a way to include those files in a more general way; or at least come up with #defines that seem less specific than #SAMS_MACHINE or whatever. [11/21/2010 7:13:30 PM] Chris Eykamp: that might make it easier for others who are config'ed as you are [11/21/2010 7:13:31 PM] Samuel Williams: couldn't come up with a better name then SAM_ONLY [11/21/2010 7:13:39 PM] Chris Eykamp: :) [11/21/2010 7:14:05 PM] Chris Eykamp: what if I added my windows_only_do_not_distribute folder to the search path [11/21/2010 7:14:24 PM] Chris Eykamp: then we might not even need the ifdefs at all [11/21/2010 7:14:40 PM] Samuel Williams: right... [11/21/2010 7:14:44 PM] Chris Eykamp: I hate tinkering with my build configuration, but maybe that would just be a better way to go [11/21/2010 7:15:10 PM] Samuel Williams: visual studio - [11/21/2010 7:15:12 PM] Chris Eykamp: so I guess my target should be being able to remove those paths from the code [11/21/2010 7:15:20 PM] Zoomber: hello [11/21/2010 7:15:24 PM] Samuel Williams: -> tools -> options -> project and solutions [11/21/2010 7:15:33 PM] Chris Eykamp: every time I start mucking about with the build flags, I end up with a week of pain on my hands [11/21/2010 7:15:38 PM] Chris Eykamp: @z hi [11/21/2010 7:15:55 PM] Chris Eykamp: so it makes me a bit gun shy [11/21/2010 7:16:38 PM] Samuel Williams: have not test 014 much. [11/21/2010 7:16:58 PM] Samuel Williams: i will, as we move to 014 [11/21/2010 7:17:08 PM] Zoomber: @w when finished, could I add this Mac installer file project to the trunk? [11/21/2010 7:17:08 PM] Chris Eykamp: is it just the additional include directories that I need to add to? [11/21/2010 7:17:16 PM] Zoomber: in the mac subfolder [11/21/2010 7:17:27 PM] Zoomber: or installer [11/21/2010 7:17:28 PM] Chris Eykamp: @z: sure -- coordinate with raptor [11/21/2010 7:17:34 PM] Zoomber: ok [11/21/2010 7:18:12 PM] Chris Eykamp: @s I think it might be; I'll experiment a little and see if I can make it work. Then you won;t need the sam_only stuff [11/21/2010 7:18:23 PM] Samuel Williams: ok [11/21/2010 7:34:56 PM] Zoomber: btw [11/21/2010 8:00:26 PM] Zoomber: _k, you on? [11/21/2010 8:02:13 PM] Zoomber: @waitusimoto [11/21/2010 8:03:05 PM] Chris Eykamp: yeah; [11/21/2010 8:03:10 PM] Chris Eykamp: I'm on and off, btw [11/21/2010 8:03:16 PM] Chris Eykamp: I may disappear at any moment [11/21/2010 8:03:22 PM] Zoomber: would you be ok with me making a post telling people they can request host their level collections on my mac installer if they want? basically adds more selectble level packs to add [11/21/2010 8:03:32 PM] Zoomber: or should i refrain from this atm? [11/21/2010 8:03:41 PM] Zoomber: since windows and linux wont get that [11/21/2010 8:03:59 PM] Zoomber: and keep with the couple of packs i have [11/21/2010 8:05:15 PM] Samuel Williams: The flag issue with missing spawn? it is caused by removing the only spawn spot, i already fix that... flagitem.cpp http://96.2.123.136/113.patch [11/21/2010 8:06:34 PM] Samuel Williams: Also if wanting to log if zero flags, seed getCurrentLevelFileName().getString() [11/21/2010 8:06:45 PM] Chris Eykamp: @z: I'd like to think through the concept of level packs a little more. I think it's a great idea, but i twould be nice if there were better integrated into the game, rather than the installer, and that we could add levelpacks as we develop them, perhaps by adding a keyword or something that referred to a URL or something [11/21/2010 8:07:01 PM] Samuel Williams: without getString, it crash with LEVEL ERROR!! Level IIIIIIIIIIIIIIIIIIIIIIIIIIII... [11/21/2010 8:07:27 PM] Zoomber: hmm [11/21/2010 8:07:32 PM] Zoomber: you mean within the game menu? [11/21/2010 8:07:35 PM] Chris Eykamp: @s while you were fixing the flag thing, I was fixing the flag thing, with the main difference being that you had a real example of a level that was broken, and I did not, so I was guessing at the possible problem. Your flag fix is the next thing I'm looking at. [11/21/2010 8:07:45 PM] Samuel Williams: that was in the current trunk of 014 [11/21/2010 8:07:58 PM] Zoomber: like say, I make a pack, i upload it and people can download it inside the game? [11/21/2010 8:08:00 PM] Chris Eykamp: My fix was mainly an attempt to fix the symptom, and to find levels that caused the problme. [11/21/2010 8:08:08 PM] Chris Eykamp: so we could fix the cause [11/21/2010 8:08:21 PM] Chris Eykamp: @Z sent me a level he says will reproduce, but I haven't tried it yet [11/21/2010 8:08:23 PM] Samuel Williams: this line may fix it [11/21/2010 8:08:25 PM] Samuel Williams: for(S32 i = 0; i < gt->mFlags.size(); i++) [11/21/2010 8:08:35 PM] Samuel Williams: oopt not this line [11/21/2010 8:08:52 PM] Chris Eykamp: Flag spawsn shoule NEVER be 0 entries long; when you add a flag, you are also adding a flag spawn [11/21/2010 8:09:06 PM] Zoomber: oh, really? [11/21/2010 8:09:06 PM] Samuel Williams: ook it is this line [11/21/2010 8:09:07 PM] Zoomber: strange [11/21/2010 8:09:07 PM] Samuel Williams: // Now remove the occupied spots from our list of potential spawns for(S32 i = 0; i < gt->mFlags.size(); i++) [11/21/2010 8:09:08 PM] Chris Eykamp: so the fact that the spawnlist has 0 entries is a problem [11/21/2010 8:09:18 PM] Zoomber: then why did adding flag spawns fix my problem? [11/21/2010 8:09:22 PM] Zoomber: on that map [11/21/2010 8:09:43 PM] Chris Eykamp: yes -- so we have 3 flags and 3 spawns -- you don't want two flags to go back to the same place [11/21/2010 8:09:45 PM] Samuel Williams: it was removing all potentiol spawn [11/21/2010 8:10:23 PM] Chris Eykamp: There is some logic up above that deals with team games v. solo games, and team flags v. neutral flags, and I think the probelm is in that logic [11/21/2010 8:10:46 PM] Chris Eykamp: I want to look at z's level, and your fix, and my fix, and get it all straightened out [11/21/2010 8:10:52 PM] Chris Eykamp: it's next on my list [11/21/2010 8:11:54 PM] Chris Eykamp: it should never be able to remove all potential spawns. the number of spawns should always be >= the number of flags [11/21/2010 8:12:04 PM] Samuel Williams: http://96.2.123.136/flagproblemsolution.level if you want to see the problem level [11/21/2010 8:12:19 PM] Chris Eykamp: if it was removing all spawns, then the list of ptential spawns was wrong. [11/21/2010 8:12:37 PM] Chris Eykamp: I have that file loaded into my levels folder, waiting for a chance to look at it. [11/21/2010 9:27:01 PM] Zoomber: wat, you there? [11/21/2010 9:27:58 PM] Samuel Williams: i am here, you arelooking for someone else i guess? [11/21/2010 9:29:29 PM] Zoomber: watuismoto [11/21/2010 9:29:32 PM] Zoomber: i have the fix fixed [11/21/2010 9:30:10 PM] Zoomber: meaning i have a release and its testing time :) [11/21/2010 10:01:17 PM] Zoomber: sam, do u have a mac? [11/21/2010 10:01:52 PM] Samuel Williams: no, never had a mac.. [11/21/2010 10:01:58 PM] Zoomber: meraugh [11/21/2010 10:02:00 PM] Zoomber: np [11/21/2010 10:02:06 PM] Zoomber: just trying to test somethng [11/21/2010 10:02:17 PM] Samuel Williams: in version 014? [11/21/2010 10:02:24 PM] Zoomber: yeah [11/21/2010 10:02:29 PM] Zoomber: i have made an installer [11/21/2010 10:02:29 PM] Samuel Williams: i can run 014 [11/21/2010 10:07:33 PM] Chris Eykamp: hi [11/21/2010 10:09:08 PM] Zoomber: its a mac component [11/21/2010 10:09:13 PM] Zoomber: hi [11/21/2010 10:09:29 PM] Zoomber: i have the installer working [11/21/2010 10:09:39 PM] Chris Eykamp: great [11/21/2010 10:09:40 PM] Zoomber: just finished my first test [11/21/2010 10:09:47 PM] Chris Eykamp: excellent [11/21/2010 10:09:56 PM] Zoomber: raptor found quite some careless errors i made [11/21/2010 10:10:16 PM] Chris Eykamp: we're still making updates to the codebase, but I'm glad your part is more or elss ready [11/21/2010 10:10:24 PM] Zoomber: to the trunk? [11/21/2010 10:10:25 PM] Chris Eykamp: it helps to have some review your work [11/21/2010 10:10:27 PM] Chris Eykamp: yes [11/21/2010 10:10:33 PM] Zoomber: should I re=svn? [11/21/2010 10:10:37 PM] Chris Eykamp: not yet [11/21/2010 10:10:41 PM] Chris Eykamp: but yes [11/21/2010 10:10:49 PM] Zoomber: i updated about a couple hours ago [11/21/2010 10:10:50 PM] Zoomber: maybe 4 [11/21/2010 10:11:01 PM] Zoomber: should I release this as beta 2 though? [11/21/2010 10:11:05 PM] Zoomber: what I already have? [11/21/2010 10:11:10 PM] Chris Eykamp: I'm still going through Sam's fixes, and trying to understand them and get them into the code [11/21/2010 10:11:23 PM] Chris Eykamp: it's good stuff, things we'll want for the release [11/21/2010 10:11:46 PM] Zoomber: ok [11/21/2010 10:11:57 PM] Chris Eykamp: hold off a little. I assume building a new installer is easy once you have your process down [11/21/2010 10:12:14 PM] Chris Eykamp: of course, if you want ot send what you have to a friend to test or something like that, that would be fine [11/21/2010 10:13:08 PM] Chris Eykamp: I'm looking at the flag level you sent. Crashes just like you said it would [11/21/2010 10:13:11 PM] Chris Eykamp: which is great [11/21/2010 10:13:14 PM] Zoomber: right [11/21/2010 10:13:15 PM] Zoomber: that would be a great idea [11/21/2010 10:13:16 PM] Chris Eykamp: easy to reproduce [11/21/2010 10:13:25 PM] Chris Eykamp: so, hopefully, easy to fix [11/21/2010 10:13:42 PM] Zoomber: ok [11/21/2010 10:13:42 PM] Chris Eykamp: especially with sam's fix in hand [11/21/2010 10:13:44 PM] Zoomber: cool [11/21/2010 10:13:55 PM] Samuel Williams: yes, i did a cheap fix [11/21/2010 10:13:56 PM] Zoomber: would you like to see what the installer looks like? [11/21/2010 10:14:24 PM] Zoomber: origonally [11/21/2010 10:14:32 PM] Zoomber: i wanted to use the same image you have for the windows installer [11/21/2010 10:14:45 PM] Chris Eykamp: sure [11/21/2010 10:14:55 PM | Edited 10:15:17 PM] Zoomber: but, the sizing was wrong, and it made the text it was on top of unseeable [11/21/2010 10:14:58 PM] Chris Eykamp: it would be great if they were the same, but there's no compelling reason for thme to be [11/21/2010 10:16:00 PM] Zoomber: ok [11/21/2010 10:16:48 PM] Chris Eykamp: if you have something that works and looks good, that's really all we need [11/21/2010 10:19:41 PM] Zoomber: /Users/hushahn/Desktop/screenshots [11/21/2010 10:19:41 PM] Zoomber: oops [11/21/2010 10:19:47 PM] Zoomber: guess i cant transfer like that [11/21/2010 10:20:07 PM] *** Zoomber sent screenshots.zip *** [11/21/2010 10:20:17 PM] Chris Eykamp: ...stepping out for a few minutes... [11/21/2010 10:20:21 PM] Zoomber: ok [11/21/2010 11:18:26 PM] Chris Eykamp: the installer looks really good [11/21/2010 11:18:54 PM] Chris Eykamp: the only two things I would suggest are 1) get rid of the license; it's not something users need to worry about, and certainly not to agree to [11/21/2010 11:19:07 PM] Zoomber: ok [11/21/2010 11:19:19 PM] Chris Eykamp: and 2, this is really really minor, cetner the yellow ship under the steps. [11/21/2010 11:19:40 PM] Chris Eykamp: But this looks tons better than what you sent before; almost as good as the windows version I made :) [11/21/2010 11:20:10 PM] Zoomber: cool :) [11/21/2010 11:20:20 PM] Chris Eykamp: Also, if you;re going to include the readme, we probably should spend some time fixing it up [11/21/2010 11:20:31 PM] Chris Eykamp: not now, not for this release encessarily, but just in general [11/21/2010 11:20:41 PM] Zoomber: unfortonatly, due to some limitations [11/21/2010 11:20:46 PM] Zoomber: i can only have it in the corners [11/21/2010 11:20:57 PM] Zoomber: corner midpoints [11/21/2010 11:20:59 PM] Zoomber: or the center [11/21/2010 11:21:03 PM] Chris Eykamp: you may want to reformat the file to remove the line breaks so the display flows better [11/21/2010 11:21:22 PM] Zoomber: oh [11/21/2010 11:21:43 PM] Zoomber: i did a couple fixes [11/21/2010 11:21:46 PM] Chris Eykamp: you could add some whitespace to the image so it slides over, even if it's anchored to the corner. Even if its not centered, a little margin would help [11/21/2010 11:21:56 PM] Zoomber: yeah, thats a good idea [11/21/2010 11:21:57 PM] Chris Eykamp: but that's a totally trivial item [11/21/2010 11:22:12 PM] Chris Eykamp: 10-20 pixels would be a good place to start' [11/21/2010 11:22:26 PM] Zoomber: ok [11/21/2010 11:22:34 PM] Chris Eykamp: RetroBitfighter? [11/21/2010 11:22:48 PM] Zoomber: that wont be there in the release [11/21/2010 11:22:52 PM] Chris Eykamp: ;) [11/21/2010 11:23:06 PM] Zoomber: :D [11/21/2010 11:23:09 PM] Zoomber: :/ [11/21/2010 11:24:19 PM] Zoomber: yeah those are wierd [11/21/2010 11:24:34 PM] Zoomber: i dont know why they keep starting a new line in the middle of the last one [11/21/2010 11:25:31 PM] Chris Eykamp: linebreaks in the source file? [11/21/2010 11:25:59 PM] Zoomber: in the readme? [11/21/2010 11:26:29 PM] Zoomber: it looked like this [11/21/2010 11:26:30 PM] Zoomber: Modules are special powers that can be activated by pressing the appropriate module activation key. The modules in Bitfighter, and their function are: [11/21/2010 11:26:43 PM] Zoomber: they bump the sentence down before they finish their sentences [11/21/2010 11:26:44 PM] Chris Eykamp: are you using a text editor? [11/21/2010 11:26:55 PM] Zoomber: im embedding the readme within the installer [11/21/2010 11:27:14 PM] Zoomber: i think it uses [11/21/2010 11:27:16 PM] Zoomber: text edit [11/21/2010 11:27:25 PM] Zoomber: integrated into the software [11/21/2010 11:27:31 PM] Chris Eykamp: right; well I'll bet that there are linebreaks in the readme where it appears disjointed [11/21/2010 11:27:50 PM] Zoomber: aaaa [11/21/2010 11:27:53 PM] Chris Eykamp: well, edit the file, and turn on "visible whitespace" or whatever, if your editor has it, and you'll see [11/21/2010 11:28:01 PM] Zoomber: yeah [11/21/2010 11:28:05 PM] Zoomber: i can select it [11/21/2010 11:28:06 PM] Chris Eykamp: ok, you understand [11/21/2010 11:28:10 PM] Zoomber: if thats what you mean? [11/21/2010 11:28:23 PM] Zoomber: wait nope [11/21/2010 11:28:25 PM] Chris Eykamp: Join all the lines in the first paragraph into one super long line [11/21/2010 11:28:32 PM] Zoomber: right [11/21/2010 11:28:34 PM] Zoomber: like this [11/21/2010 11:28:39 PM] Zoomber: Zone Control - Team game with a single flag and multiple "capture zone"areas. The goal of the game is to escort a team member carrying the flag to each of the capture zones in the map. When a capture zone is entered by the flag carrier, the zone turns to that team's color and the team scores a point. If the capture zone was already owned by a different team, the team that lost the zone loses a point. If all the zones on the level are captured by a single team, that scores a "touchdown", and the zones and flag reset. [11/21/2010 11:28:41 PM] Zoomber: correct? [11/21/2010 11:28:45 PM] Zoomber: err [11/21/2010 11:28:59 PM] Zoomber: besides that one line there [11/21/2010 11:29:14 PM] Zoomber: Zone Control - Team game with a single flag and multiple "capture zone"areas. The goal of the game is to escort a team member carrying the flag to each of the capture zones in the map. When a capture zone is entered by the flag carrier, the zone turns to that team's color and the team scores a point. If the capture zone was already owned by a different team, the team that lost the zone loses a point. If all the zones on the level are captured by a single team, that scores a "touchdown", and the zones and flag reset. [11/21/2010 11:30:17 PM] Zoomber: are there some - options i can get rid of? [11/21/2010 11:30:23 PM] Zoomber: like -botsperteam? [11/21/2010 11:30:52 PM] Zoomber: and -joystick? [11/21/2010 11:30:57 PM] Chris Eykamp: there's a linefeed between a and game, and another between varies and from [11/21/2010 11:31:32 PM] Chris Eykamp: except no break between owned and by [11/21/2010 11:31:57 PM] Chris Eykamp: there's a wiki section on command line parameters that's up to date [11/21/2010 11:32:14 PM] Zoomber: ok [11/21/2010 11:32:17 PM] Zoomber: ill just display that [11/21/2010 11:32:41 PM] Chris Eykamp: here's the problem with the readme. First, no one reads it; second, the information is duplicated in the wiki; third, it needs ot be kept up to date [11/21/2010 11:33:11 PM] Chris Eykamp: What about just showing a 1 paragraph description of the game, and perhaps showing a link to the home page and perhaps the forums? [11/21/2010 11:33:18 PM] Chris Eykamp: The readme needs work. [11/21/2010 11:33:23 PM] Chris Eykamp: It needs a lot of work [11/21/2010 11:33:47 PM] Chris Eykamp: Bobdaduck wrote a couple of updates to it, which I've never done anything with. [11/21/2010 11:33:48 PM] Zoomber: i may be able have the installer "get" the wiki info [11/21/2010 11:34:10 PM] Chris Eykamp: mmmm.... if we do that, then we'll probably want ot create a special wiki page [11/21/2010 11:34:23 PM] Chris Eykamp: not sure it woudl eb worth it, unless it were pretty easy [11/21/2010 11:35:03 PM] Chris Eykamp: it might be better to have some general information, then a pointer to more specific info [11/21/2010 11:35:20 PM] Chris Eykamp: like hit F1 to see the commands or something [11/21/2010 11:35:22 PM] Zoomber: ok [11/21/2010 11:35:35 PM] Zoomber: i can have links on the page [11/21/2010 11:35:40 PM] Zoomber: like one to commands [11/21/2010 11:35:42 PM] Zoomber: one to hosting [11/21/2010 11:35:44 PM] Zoomber: etc [11/21/2010 11:36:18 PM] Chris Eykamp: I'm going to repalce the readme in svn with the one bobdaduck wrote.. hold on [11/21/2010 11:36:43 PM] Zoomber: ok [11/21/2010 11:36:56 PM] Zoomber: you knwo what? heres what ill do [11/21/2010 11:37:07 PM] Zoomber: ill use bobdaduck's readme in the beginning, nobody has to read it [11/21/2010 11:37:18 PM] Zoomber: and at the end, i can put up some links [11/21/2010 11:39:00 PM] Chris Eykamp: ok, it's in the trunk [11/21/2010 11:39:16 PM] Chris Eykamp: I fixed a few things, but to be honest, I haven't even read it [11/21/2010 11:39:47 PM] Zoomber: ok [11/21/2010 11:39:52 PM] Zoomber: gotta run for now [11/21/2010 11:39:57 PM] Zoomber: ill finish it up tuesday night [11/21/2010 11:40:05 PM] Zoomber: monday night if i have time [11/21/2010 11:40:20 PM] Zoomber: just give me a holler the date you would like me to release the package [11/21/2010 11:40:25 PM] Zoomber: night :) [11/21/2010 11:43:43 PM] Chris Eykamp: ok, so you're ready to go then? we'll want to do it soon. I'll be in touch [11/21/2010 11:43:57 PM] Samuel Williams: hello [11/21/2010 11:44:00 PM] Chris Eykamp: hi [11/21/2010 11:44:09 PM] Samuel Williams: i got 014 running my computer [11/21/2010 11:44:15 PM] Chris Eykamp: great [11/21/2010 11:44:15 PM] Samuel Williams: from the trunk [11/21/2010 11:44:26 PM] Chris Eykamp: yes -- I think it should work fine [11/21/2010 11:44:43 PM] Chris Eykamp: you need to use your forms password to play with sam686 [11/21/2010 11:44:52 PM] Chris Eykamp: but you've already figured that out [11/21/2010 11:44:56 PM] Samuel Williams: yes, [11/21/2010 11:45:09 PM] Samuel Williams: on strange problem, if i enter sam686, without password [11/21/2010 11:45:14 PM] Samuel Williams: host, [11/21/2010 11:45:19 PM] Samuel Williams: then it connects to master [11/21/2010 11:45:36 PM] Samuel Williams: i still am playing behind it [11/21/2010 11:45:44 PM] Chris Eykamp: it should connect to the master immediately after you enter your name [11/21/2010 11:46:11 PM | Edited 11:46:20 PM] Samuel Williams: if i play around with my firewall to block my connection to the master server [11/21/2010 11:46:21 PM] Chris Eykamp: yes [11/21/2010 11:46:33 PM] Samuel Williams: then later unblock it [11/21/2010 11:46:44 PM] Chris Eykamp: an unrelaible connection to the master is a total pain [11/21/2010 11:46:55 PM] Chris Eykamp: I tried to make sure it would work [11/21/2010 11:47:08 PM] Chris Eykamp: but you're about to tell me something i missed, right? [11/21/2010 11:47:23 PM] Samuel Williams: i will do more testing. [11/21/2010 11:47:35 PM] Chris Eykamp: let me tell you what should happen [11/21/2010 11:47:50 PM] Chris Eykamp: I haven;t done much testing while you are hosting, but if you join a game... [11/21/2010 11:48:17 PM] Chris Eykamp: the client starts up, enters a reserved name, but can't reach the master. client connects to game server, starts playing. [11/21/2010 11:48:39 PM] Samuel Williams: (or host a game) [11/21/2010 11:48:42 PM] Chris Eykamp: actually, it ocrurred to me I didn;t do a lot of testing with what happens if the password is bad, only good [11/21/2010 11:48:51 PM] Chris Eykamp: and I didn;t do too much when the player is hosting. [11/21/2010 11:48:57 PM] Chris Eykamp: It may shut down the server [11/21/2010 11:49:04 PM] Chris Eykamp: and force you to start again [11/21/2010 11:49:10 PM] Chris Eykamp: I'm actually not sure [11/21/2010 11:49:28 PM] Samuel Williams: it doesn't shut down, it keep running behing the menus and changing name [11/21/2010 11:49:31 PM] Chris Eykamp: Unfortunately, you are the first perosn to play with it besides me [11/21/2010 11:49:55 PM] Chris Eykamp: ok, so you get stuck in the menu until you enter a valid pw or an unreserved name? [11/21/2010 11:49:55 PM] Samuel Williams: then it goes the main menu, but keeps hosting in the backgroung, you can see,.. [11/21/2010 11:50:02 PM] Chris Eykamp: interesting [11/21/2010 11:50:10 PM] Chris Eykamp: can you hst a second game :-)\ [11/21/2010 11:50:13 PM] Chris Eykamp: (I know the anser) [11/21/2010 11:50:23 PM] Samuel Williams: i can video record and upload to youtube to show you exactly that is happening [11/21/2010 11:50:32 PM] Chris Eykamp: that's ok, I knoww aht's happening [11/21/2010 11:50:47 PM] Chris Eykamp: you get kicked to the name entry menu; (which is probably appropriate) [11/21/2010 11:50:57 PM] Chris Eykamp: but then it goes to the main menu rather than back to the game [11/21/2010 11:51:02 PM] Chris Eykamp: right? [11/21/2010 11:51:05 PM] Samuel Williams: yes [11/21/2010 11:51:41 PM] Samuel Williams: t well except i am still in game, behind the menus, and can't get rid of menu, [11/21/2010 11:51:48 PM] Chris Eykamp: using the firewall to contorl access ot he master is actually a really good idea [11/21/2010 11:51:59 PM] Samuel Williams: then i host again and "DUPLicate connection" [11/21/2010 11:52:07 PM] Samuel Williams: errror [11/21/2010 11:52:07 PM] Chris Eykamp: ah, I see [11/21/2010 11:52:23 PM] Chris Eykamp: I wondered what would happen. I knew it wouldn't work like you'dhoped it would [11/21/2010 11:52:56 PM] Chris Eykamp: the entire problem is that the name menu doesn't realize you've come from someplace else, and always drops you off in the main menu [11/21/2010 11:53:22 PM] Chris Eykamp: a flag on the menu should do the trick, then it can just close down and reactivaet the underlying interface, whatever that is [11/21/2010 11:53:31 PM] Samuel Williams: yes.. [11/21/2010 11:53:45 PM] Chris Eykamp: could be anything... help, join, host, whatever [11/21/2010 11:54:11 PM] Chris Eykamp: we alreayd have the concept of a "stack of menus", so we just ened to know we need to peel a layer of that stack. that's an easy fix [11/21/2010 11:54:33 PM] Chris Eykamp: we set that flag if we get there in any fashion except game startup [11/21/2010 11:54:59 PM] Chris Eykamp: in fact, we may not even need to tod that. Presence of other interfaces in the stack may be good enough [11/21/2010 11:55:09 PM] Chris Eykamp: hold on... this may be really easy [11/21/2010 11:56:10 PM] Samuel Williams: hold on to what? :D [11/21/2010 11:56:27 PM] Samuel Williams: f did not know that ( l a u g h ) [11/21/2010 11:57:49 PM] Chris Eykamp: hold on to your hat [11/21/2010 11:58:11 PM] Samuel Williams: i don't have ... well it is winter, so i can grab a hat [11/22/2010 12:02:55 AM] Chris Eykamp: ok... well... I have a fix. Will give it a nominal test, then will let you take a look [11/22/2010 12:03:27 AM | Edited 12:03:58 AM] Samuel Williams: ok, if you update to trunk. [11/22/2010 12:04:20 AM] Samuel Williams: - or send me the changes [11/22/2010 12:04:20 AM] Chris Eykamp: committed to trunk [11/22/2010 12:04:26 AM] Chris Eykamp: that seems easiest [11/22/2010 12:04:45 AM] Samuel Williams: updated, now i will compile [11/22/2010 12:04:49 AM] Chris Eykamp: so I only verified that 1) it compiled and 2) it worked under normal use case [11/22/2010 12:04:55 AM] Chris Eykamp: did not test your scenario [11/22/2010 12:05:19 AM] Chris Eykamp: crap hod on, forgot an else [11/22/2010 12:06:02 AM] Chris Eykamp: fixed in trunk [11/22/2010 12:06:30 AM] Samuel Williams: same problem [11/22/2010 12:06:35 AM] Chris Eykamp: see above [11/22/2010 12:06:36 AM] Samuel Williams: but willl update again [11/22/2010 12:06:41 AM] Chris Eykamp: :) [11/22/2010 12:07:07 AM] Samuel Williams: testing [11/22/2010 12:07:19 AM] Chris Eykamp: The fix was this: [11/22/2010 12:07:21 AM] Chris Eykamp: if(gNameEntryUserInterface.prevUIs.size()) gNameEntryUserInterface.reactivatePrevUI(); else gMainMenuUserInterface.activate(); [11/22/2010 12:07:28 AM] Chris Eykamp: added the first 3 of those 4 lines [11/22/2010 12:07:37 AM] Chris Eykamp: before it was just the 4th [11/22/2010 12:07:49 AM] Samuel Williams: good, no more main menu [11/22/2010 12:07:58 AM] Samuel Williams: while in game [11/22/2010 12:08:29 AM] Samuel Williams: but the game server (or own host) still say the old name (when name changed) [11/22/2010 12:09:04 AM] Samuel Williams: until disconnect [11/22/2010 12:09:26 AM] Chris Eykamp: ok, well arguably it shouldn't [11/22/2010 12:09:37 AM] Chris Eykamp: you changed to a non-reserved name? [11/22/2010 12:09:41 AM] Samuel Williams: yes [11/22/2010 12:10:05 AM] Chris Eykamp: ok, try this. Start with a reserved name like mine, then start your server, and change to sam686 and see if the name changes [11/22/2010 12:10:30 AM] Samuel Williams: ok, will try, [11/22/2010 12:10:32 AM] Samuel Williams: name? [11/22/2010 12:10:42 AM] Chris Eykamp: Watusimoto [11/22/2010 12:10:50 AM] Samuel Williams: i put my name without password, that what i did... [11/22/2010 12:11:02 AM] Chris Eykamp: but then you won;t see if the name changes [11/22/2010 12:11:10 AM] Chris Eykamp: you;d need to start with a different name [11/22/2010 12:11:17 AM] Samuel Williams: won't see while in game, checking scoreboard, until disconnect [11/22/2010 12:11:21 AM] Chris Eykamp: there is a mechanism for changing the name, used by the master to normalize capitalization [11/22/2010 12:11:34 AM] Chris Eykamp: I'm trying to think how we could use that to fix this prblem [11/22/2010 12:12:17 AM] Chris Eykamp: because if you connect to a host that's not firewalled, that host will verify your name [11/22/2010 12:12:31 AM] Samuel Williams: that is a hard part, client send to game server it's name is changed, then send to other client [11/22/2010 12:12:38 AM] Chris Eykamp: I forget what it;s supposed to do if it doesn;t like your name at that point [11/22/2010 12:12:44 AM] Chris Eykamp: yes [11/22/2010 12:12:49 AM] Chris Eykamp: along with your verification status. [11/22/2010 12:13:50 AM] Chris Eykamp: verified names need to be underlined, so all clients need to know which ones are verified (to render the underline), and well, it gets really messy when you have clients not connecting with the master [11/22/2010 12:14:10 AM] Chris Eykamp: but you know... for the ordinary user, if they can't connect to the master, they won;t be able to join a game [11/22/2010 12:14:21 AM] Chris Eykamp: so this is really a tiny problem [11/22/2010 12:14:21 AM] Samuel Williams: right, but without master, usually without a LAN there is no game server listed [11/22/2010 12:14:40 AM] Samuel Williams: /unless you remember the server ip:port and use /connect [11/22/2010 12:14:58 AM] Chris Eykamp: right. so we're dealing with lan games, self-hosting, and people using yoru command ((y)) but that;s a small number [11/22/2010 12:15:20 AM] Chris Eykamp: huh... ( yes ) maps to an animated thumb [11/22/2010 12:15:33 AM] Chris Eykamp: lovely [11/22/2010 12:16:08 AM] Samuel Williams: at least it is mostly working... [11/22/2010 12:16:18 AM] Chris Eykamp: how many people are goint ot know the ip/port of a server? [11/22/2010 12:16:32 AM] Chris Eykamp: and will be able to connect to it despite not being able to connect to the master [11/22/2010 12:16:45 AM] Chris Eykamp: it could happen, but is rare [11/22/2010 12:16:45 AM] Samuel Williams: if you post in a forum /connect 1.1.1.1:28000 while master server is down [11/22/2010 12:16:54 AM] Chris Eykamp: yes [11/22/2010 12:16:58 AM] Chris Eykamp: could happen [11/22/2010 12:17:03 AM] Chris Eykamp: the master has been down [11/22/2010 12:17:12 AM] Chris Eykamp: but it's pretty reliable. [11/22/2010 12:17:29 AM] Chris Eykamp: actually, it crashes all the time, but there;s a cron job that checks its status and restarts it [11/22/2010 12:17:40 AM] Samuel Williams: a few times disconnect/reconnect master is if the master restart it self [11/22/2010 12:17:48 AM] Chris Eykamp: and several people in the forms know how to restart it via a URL [11/22/2010 12:18:04 AM] Chris Eykamp: yes [11/22/2010 12:18:36 AM] Chris Eykamp: so the master is not 100% [11/22/2010 12:18:43 AM] Chris Eykamp: so we need to deal with these scenarios [11/22/2010 12:18:47 AM] Samuel Williams: don't want to restart when it is working perfectly..... [11/22/2010 12:18:49 AM] Chris Eykamp: but they are a total pain [11/22/2010 12:19:24 AM] Samuel Williams: but maybe a few game server could auto restart master using TCP when failing to connect to master [11/22/2010 12:19:55 AM] Samuel Williams: but should be limited to one or two game server [11/22/2010 12:20:10 AM] Chris Eykamp: maybe... but if knowledge of how to restatt the master got out, it could be dos'ed [11/22/2010 12:20:36 AM] Chris Eykamp: it takes a few minutes for all the game servers to reconnect, so restating it even once every 30 seconds would kill the game [11/22/2010 12:20:50 AM] Samuel Williams: maybe it is best to fix the master crashes [11/22/2010 12:20:57 AM] Chris Eykamp: oh yes, it would be [11/22/2010 12:21:43 AM] Chris Eykamp: it's just hard because it crashes about once every 24-36 hours, and I can't run it in gdb because then when it does crash, cron will see it still running and won't restart it [11/22/2010 12:21:52 AM] Chris Eykamp: and then the game will be dead [11/22/2010 12:22:02 AM] Chris Eykamp: until someone notices and alerts me and I can restart it [11/22/2010 12:22:25 AM] Chris Eykamp: it's kind of like testing your nuclear missiles. You can't eactly let one fly to see how it works [11/22/2010 12:23:26 AM] Samuel Williams: master server would be hard to test, i can see..... [11/22/2010 12:24:29 AM] Samuel Williams: in map editor, make use of BarrierMakerS (the polygon barrier [11/22/2010 12:25:08 AM | Edited 12:25:49 AM] Samuel Williams: i have made one that made use of BarrierMakerS (had to rename Goals to BarrierMakerS) [11/22/2010 12:25:36 AM] Chris Eykamp: and how did it work [11/22/2010 12:25:57 AM] Chris Eykamp: my early tests of the solid feature basically ground the server to a halt [11/22/2010 12:26:11 AM] Chris Eykamp: I made some fixes, but never went back to finish them [11/22/2010 12:26:11 AM] Samuel Williams: it works fine for me... [11/22/2010 12:26:14 AM] Chris Eykamp: ok, good [11/22/2010 12:26:27 AM] Samuel Williams: i will need to find the map... [11/22/2010 12:26:29 AM] Chris Eykamp: things that probably don't work are barriers intersecting S barriers [11/22/2010 12:26:47 AM] Chris Eykamp: the idea was you could take an existing map and replace barrierMaker with barrierMakerS [11/22/2010 12:26:50 AM] Chris Eykamp: or soemthing [11/22/2010 12:26:56 AM] Chris Eykamp: to creaet solid walls on old maps [11/22/2010 12:27:18 AM] Samuel Williams: yes, lines cross over instead of go around when multiple polygon barrier overlap [11/22/2010 12:27:29 AM] Chris Eykamp: We can do the solid walls for 014a [11/22/2010 12:28:14 AM] Chris Eykamp: it will require a little editor work, a change to the instructions, and soem work dealing with intersectinos, but all doable, and won't break client-server communications [11/22/2010 12:28:41 AM] Chris Eykamp: I opened a bug for it, which I'd like to get closed out [11/22/2010 12:29:08 AM] Chris Eykamp: ok, so on the can't connect to master but using bogus reserved name problem, where does it break down? [11/22/2010 12:29:30 AM] Chris Eykamp: name is not updated if you change name to non reserved [11/22/2010 12:31:00 AM] Samuel Williams: i found the map i made using BarrierMakerS [11/22/2010 12:31:33 AM] Chris Eykamp: entered a but report for that, btw [11/22/2010 12:31:39 AM] Chris Eykamp: so I won't forget [11/22/2010 12:33:30 AM] Samuel Williams: http://96.2.123.136/bitfight/Mine_Field.level if you want to see this map it uses BarrierMakerS [11/22/2010 12:33:54 AM] Chris Eykamp: great, I'll look at it [11/22/2010 12:34:03 AM] Chris Eykamp: we need a better way to share map code [11/22/2010 12:34:18 AM] Chris Eykamp: I wish I could select the text you just posted, and insert that into a new level [11/22/2010 12:34:34 AM] Samuel Williams: /getmap command needs to be added [11/22/2010 12:34:57 AM] Chris Eykamp: like getmap [11/22/2010 12:35:17 AM] Chris Eykamp: we need a good way to interact with the clipboard [11/22/2010 12:35:20 AM] Samuel Williams: or /getmap while in the game server to get the currently playing map [11/22/2010 12:35:31 AM] Chris Eykamp: oh I see, to save the map [11/22/2010 12:35:40 AM] Samuel Williams: yes [11/22/2010 12:35:44 AM] Chris Eykamp: that could work, excpet some people don't want to share their map [11/22/2010 12:35:56 AM] Chris Eykamp: maybe the map maker could disable that [11/22/2010 12:36:15 AM] Samuel Williams: permissions... it could be used (or password protected to get map [11/22/2010 12:36:28 AM] Chris Eykamp: yes [11/22/2010 12:36:44 AM] Chris Eykamp: so you'd do /getmap [11/22/2010 12:36:52 AM] Chris Eykamp: and it would write to your levels folder or something [11/22/2010 12:36:58 AM] Samuel Williams: yes [11/22/2010 12:37:28 AM] Chris Eykamp: What I really want (and might be more useful) would be a tool for grabbing code from the forums and getting that into a level easily [11/22/2010 12:37:53 AM] Chris Eykamp: or from pastebin [11/22/2010 12:37:56 AM] Chris Eykamp: or from whereever [11/22/2010 12:38:11 AM] Chris Eykamp: and also, I'd like to be able to edit a map that's on a remote server [11/22/2010 12:38:20 AM] Chris Eykamp: so maybe /getmap coupled with /putmap [11/22/2010 12:38:21 AM] Chris Eykamp: or something [11/22/2010 12:38:40 AM] Samuel Williams: /sendmap /getmap ? [11/22/2010 12:39:27 AM] Chris Eykamp: well, we can insert code via a levelgen... [11/22/2010 12:39:32 AM] Chris Eykamp: why not via another mechanism [11/22/2010 12:40:04 AM] Samuel Williams: and /getmap a levelgen map to get the code.. [11/22/2010 12:40:24 AM] Chris Eykamp: I suppose you'd have to do that/ [11/22/2010 12:40:41 AM] Chris Eykamp: because a level without its levelgen might be nothing at all [11/22/2010 12:41:04 AM] Samuel Williams: yes, like my levelgen map is basically empty without levelgen code. [11/22/2010 12:41:18 AM] Chris Eykamp: right. [11/22/2010 12:41:32 AM] Chris Eykamp: I'd like to be able to combine the levelgen and the map code into a single file [11/22/2010 12:41:42 AM] Chris Eykamp: and I just had an idea on how to do that [11/22/2010 12:41:53 AM] Chris Eykamp: do you use perl at all? [11/22/2010 12:42:05 AM] Samuel Williams: what is perl? [11/22/2010 12:43:07 AM] Chris Eykamp: scripting language. well, back in the old days, when people used to post perl scripts on newsgroups and such, there was a way of running a perl script such that it first extracted itself from a newsgroup posing, a feature built into the interpreter [11/22/2010 12:43:35 AM] Samuel Williams: never used it. [11/22/2010 12:43:51 AM] Chris Eykamp: I used that later to include non-perl code in the top half of a file, which referred to perl code in the bottom half, and the perl interpreter could just run the file, ignoring the stuff at the top half ... ok, not explaining this well [11/22/2010 12:44:39 AM] Samuel Williams: so after the normal level data the scrip can go below it? [11/22/2010 12:44:46 AM] Samuel Williams: in the level file? [11/22/2010 12:45:27 AM] Samuel Williams: but... some level file use the same script, like mine does. [11/22/2010 12:46:35 AM] Chris Eykamp: -xdirectory tells Perl that the program is embedded in a larger chunk of unrelated ASCII text, such as in a mail message. Leading garbage will be discarded until the first line that starts with #! and contains the string "perl". Any meaningful switches on that line will be applied. All references to line numbers by the program (warnings, errors, ...) will treat the #! line as the first line. Thus a warning on the 2nd line of the program (which is on the 100th line in the file) will be reported as line 2, and not as line 100. This can be overridden by using the #line directive. (See "Plain-Old-Comments-(Not!)" in perlsyn) [11/22/2010 12:47:06 AM] Chris Eykamp: I'd like to have the levefile have the levelcode above, lua below. [11/22/2010 12:47:44 AM] Chris Eykamp: In your situation, you could use a require statiemtn, or otherwise suck in a program or module or colelciton of routines from another location [11/22/2010 12:47:58 AM] Chris Eykamp: so... you would still have multiple files... [11/22/2010 12:48:08 AM] Chris Eykamp: ... and maybe that is the normal state of affairs [11/22/2010 12:48:22 AM] Samuel Williams: so, a script inside a level file? [11/22/2010 12:48:34 AM] Chris Eykamp: that was my thought. One neat package [11/22/2010 12:49:05 AM] Chris Eykamp: but now talking it through I'm not so sure [11/22/2010 12:49:17 AM] Samuel Williams: good, but my levelgen have multiple map using the same level gen, so make it an option. [11/22/2010 12:49:25 AM] Chris Eykamp: because if you require external files, it becomes impossible [11/22/2010 12:49:45 AM] Chris Eykamp: yes -- you could have your script suck in the code from an external source, just as you do now [11/22/2010 12:49:53 AM] Chris Eykamp: the level file might like like this: [11/22/2010 12:50:02 AM] Chris Eykamp: levelcode [11/22/2010 12:50:21 AM] Chris Eykamp: levelcode levelcode Script: require("samlevelcode.lua") [11/22/2010 12:50:25 AM] Samuel Williams: and, /getmap might get the combine map and script in one file? [11/22/2010 12:50:49 AM] Chris Eykamp: yes, but, of course, the system breaks down if samlevelcode.lua is not also imported [11/22/2010 12:51:00 AM] Chris Eykamp: and that might require something else, and, well, it gets messy quicly [11/22/2010 12:51:53 AM] Samuel Williams: basiclally, check the script to send all files needed.... [11/22/2010 12:52:02 AM] Chris Eykamp: well, that's pretty hard [11/22/2010 12:52:18 AM] Chris Eykamp: you'd need to parse the code and see what uses what [11/22/2010 12:53:00 AM] Samuel Williams: hard, but we should start with the basic, /getmap a non-levelgen for now, and refuse to send map that require script, for now... [11/22/2010 12:53:02 AM] Chris Eykamp: unless lua had a function to suck everything in then dump it out [11/22/2010 12:53:08 AM] Chris Eykamp: maybe [11/22/2010 12:53:41 AM] Chris Eykamp: I'm also uneasy about making sharing scripts too easy... seems a good way to exploit someone's amchine... "hey just type /getmap and check this out!" [11/22/2010 12:53:43 AM] Chris Eykamp: boom [11/22/2010 12:53:49 AM] Chris Eykamp: hard disk gone [11/22/2010 12:54:40 AM] Chris Eykamp: the other problem with /getmap is that it will add load to the game server [11/22/2010 12:54:58 AM] Samuel Williams: well, slowly send the map. [11/22/2010 12:55:05 AM] Chris Eykamp: yes, that's possible [11/22/2010 12:55:27 AM] Chris Eykamp: one or two lines a second or something [11/22/2010 12:55:49 AM] Samuel Williams: yes. [11/22/2010 12:56:02 AM] Chris Eykamp: that's probably the right solution there. [11/22/2010 12:56:26 AM] Chris Eykamp: I was going to suggest compression, but that is more complicated, and would make sending trickier [11/22/2010 12:57:05 AM] Samuel Williams: yes, it willl be harder, but most maps is below 16 kb anyway to not need compression [11/22/2010 12:57:20 AM] Chris Eykamp: way below 16k [11/22/2010 12:58:03 AM] Samuel Williams: i have 4 maps above 16 kb [11/22/2010 12:58:18 AM] Chris Eykamp: it would also be cool to have a way for players to give feedbakc on a map or rate it in-game [11/22/2010 12:58:22 AM] Chris Eykamp: wow [11/22/2010 12:58:27 AM] Chris Eykamp: 16K [11/22/2010 12:58:37 AM] Samuel Williams: up to 25 kb [11/22/2010 12:58:52 AM] Chris Eykamp: well, that's big [11/22/2010 12:59:00 AM] Samuel Williams: that map is Galaxy Crossover (bot) (with bot mesh zones) [11/22/2010 12:59:07 AM] Chris Eykamp: really [11/22/2010 12:59:10 AM] Chris Eykamp: fantastic [11/22/2010 12:59:13 AM] Chris Eykamp: how does it work? [11/22/2010 12:59:29 AM] Chris Eykamp: that's much bigger than I've ever tested [11/22/2010 12:59:40 AM] Samuel Williams: works mostly, but bots sometimes get stuck.. [11/22/2010 1:00:13 AM] Chris Eykamp: because of a nav error, or because of something projecting into a zone? [11/22/2010 1:01:07 AM] Samuel Williams: maybe i might make a levelgen script where the only function is to auto generate bot mesh zones from existing maps [11/22/2010 1:01:21 AM] Chris Eykamp: that would be super amazing [11/22/2010 1:01:47 AM] Chris Eykamp: actually, if that worked, we could just build the logic into the game [11/22/2010 1:02:15 AM] Samuel Williams: a command if the 2 points is visible will do, the command might already exist.. [11/22/2010 1:02:29 AM] Chris Eykamp: dont understand [11/22/2010 1:02:47 AM | Edited 1:02:53 AM] Samuel Williams: checking if 2 points can see each other [11/22/2010 1:02:52 AM] Chris Eykamp: ah [11/22/2010 1:02:58 AM] Chris Eykamp: it's there, but not for levelgens [11/22/2010 1:03:04 AM] Chris Eykamp: bots do it as part of their navigation [11/22/2010 1:03:38 AM] Chris Eykamp: the look ahead a few waypoints, and if they see their destination, they just ehad straight there [11/22/2010 1:04:08 AM] Samuel Williams: ok [11/22/2010 1:04:08 AM] Chris Eykamp: turrets do it [11/22/2010 1:04:16 AM] Chris Eykamp: they only shoot if they see you [11/22/2010 1:04:51 AM] Samuel Williams: what if i try using it in level gen, error? [11/22/2010 1:05:27 AM] Chris Eykamp: GameObject *GameObject::findObjectLOS(U32 typeMask, U32 stateIndex, Point rayStart, Point rayEnd, float &collisionTime, Point &collisionNormal) [11/22/2010 1:05:33 AM] Chris Eykamp: look in the code for usage examples [11/22/2010 1:05:46 AM] Chris Eykamp: if it finds no object, it can see the dest [11/22/2010 1:06:11 AM] Chris Eykamp: it just isn't exposed in the levelgen [11/22/2010 1:06:24 AM] Samuel Williams: ok, [11/22/2010 1:06:28 AM] Chris Eykamp: but it could be [11/22/2010 1:06:57 AM] Chris Eykamp: I guess it would just return visibility based on what's been loaded into the level at that ti,e [11/22/2010 1:06:59 AM] Chris Eykamp: time [11/22/2010 1:07:26 AM] Samuel Williams: as long as the level loads first..then the script runs [11/22/2010 1:07:30 AM] Chris Eykamp: since the levelcode gets in before the gencode gets run, you should be able to query it [11/22/2010 1:07:31 AM] Chris Eykamp: ues [11/22/2010 1:07:33 AM] Chris Eykamp: yes [11/22/2010 1:07:42 AM] Chris Eykamp: hmmmm [11/22/2010 1:08:11 AM] Samuel Williams: it is something i can do for tomorrow.. [11/22/2010 1:08:36 AM] Samuel Williams: i willl need to go , will come back tomorrow [11/22/2010 1:08:41 AM] Chris Eykamp: ok. [11/22/2010 1:08:42 AM] Chris Eykamp: see you [11/22/2010 1:08:45 AM] Samuel Williams: bye [11/22/2010 1:08:47 AM] Chris Eykamp: oh, one last thing [11/22/2010 1:08:50 AM] Samuel Williams: what? [11/22/2010 1:08:51 AM] Chris Eykamp: add your name to the credits [11/22/2010 1:08:56 AM] Chris Eykamp: when you get a chance [11/22/2010 1:08:59 AM] Chris Eykamp: you deserve it [11/22/2010 1:09:01 AM] Chris Eykamp: good night [11/22/2010 1:09:06 AM] Samuel Williams: where? [11/22/2010 1:09:10 AM] Chris Eykamp: uicredits [11/22/2010 1:09:17 AM] Chris Eykamp: which ever section you feel is best [11/22/2010 1:09:27 AM] Samuel Williams: ok [11/22/2010 4:02:23 AM] Chris Eykamp: so the problem with the flags was that being "at home" was determined by whether a flag had the same coordinates as a spawn point, so when you were picking up a flag/and returning it home at the same time, the game got confused and thought the flag was already at home, and thus that spawn point was unavailable for use (recall that when you place a flag, it generates a spawn point for it at that location) So... the game thought there were no spawn points available, and it got confused. [11/22/2010 4:03:00 AM] Chris Eykamp: The solution was to track whether a flag was at a spawnpoint via a flag rather than using spatial proximity, and the problem is resolved. [11/22/2010 4:04:27 AM] Chris Eykamp: A side effect is, though, that in the red-on-blue flag example in Z's test level, you can rack up tons of points quickly because you can pickup and return the flag instantly, and it is easy to repeat. But since you guys aren't going to do that in a level, I'm not going to worry about it. [11/22/2010 4:04:34 AM] Chris Eykamp: You're not going to do it, right? [11/22/2010 4:04:39 AM] Chris Eykamp: Right? [11/22/2010 4:04:53 AM] Chris Eykamp: Anyway, code is checked into trunk. See if you can break it [11/22/2010 4:14:36 AM] karamazovapy: I have twelve levels and two levelgens over 25k [11/22/2010 4:14:57 AM] karamazovapy: but to be fair, my whole collection is about 250 levels strong [11/22/2010 4:15:36 AM] Chris Eykamp: what do you think about being able to download the level you're playing [11/22/2010 4:15:56 AM] karamazovapy: it's a worthwhile option, if servers want to provide it [11/22/2010 4:16:48 AM] karamazovapy: but there are a number of reasons people wouldn't want to allow it [11/22/2010 4:18:23 AM] karamazovapy: for example, I think keeping maps private is a good reason for people to log on to other people's servers instead of always hosting their own games [11/22/2010 4:18:44 AM] Chris Eykamp: you'd have to be able to disable it from the server, or on a level-by-level basis [11/22/2010 4:18:50 AM] Chris Eykamp: probably default to disallow [11/22/2010 4:19:09 AM] Chris Eykamp: and it wouldn't work as well with levelgens [11/22/2010 4:19:36 AM] karamazovapy: also true, but I suppose if you enabled level downloads, enabling levelgen downloads wouldn't be such a leap [11/22/2010 4:19:53 AM] Chris Eykamp: it's just more complex [11/22/2010 4:20:05 AM] Chris Eykamp: what if one script included a function library? [11/22/2010 4:20:08 AM] karamazovapy: I suppose then you also feed into bots [11/22/2010 4:20:23 AM] Chris Eykamp: well, sam is hot to do it [11/22/2010 4:20:35 AM] Chris Eykamp: I'll let him figure it out :) [11/22/2010 4:20:51 AM] karamazovapy: he has all kinds of ideas [11/22/2010 4:21:05 AM] karamazovapy: like gray barriers *grumble grumble grumble* [11/22/2010 4:21:23 AM] Chris Eykamp: let him set it in the INI [11/22/2010 4:21:37 AM] Chris Eykamp: I don;t care how the game looks on his machine [11/22/2010 4:21:42 AM] karamazovapy: oh, same here [11/22/2010 4:21:53 AM] Chris Eykamp: that seems an easy solution [11/22/2010 4:22:07 AM] Chris Eykamp: easy to impelement too [11/22/2010 4:22:08 AM] karamazovapy: although I wouldn't mind seeing a prototype of dark gray/black barriers [11/22/2010 4:22:21 AM] Chris Eykamp: invisible walls? [11/22/2010 4:22:30 AM] karamazovapy: no, they'd be edged with a lighter gray [11/22/2010 4:22:40 AM] Chris Eykamp: to what end? [11/22/2010 4:23:31 AM] karamazovapy: might look cool [11/22/2010 4:23:48 AM] Chris Eykamp: do you need an INI setting too? [11/22/2010 4:23:59 AM] karamazovapy: I'd just be curious to see what it looked like [11/22/2010 4:24:20 AM] karamazovapy: his point about the over abundance of blue isn't completely without merit [11/22/2010 4:24:27 AM] Chris Eykamp: true [11/22/2010 4:24:49 AM] Chris Eykamp: if you had the INI setting, you could try different combos and propose a change game-wide [11/22/2010 4:25:42 AM] karamazovapy: it might be cool if there was a way for users to create skins [11/22/2010 4:26:01 AM] Chris Eykamp: copy and paste an INI section [11/22/2010 4:26:08 AM] Chris Eykamp: if we had one :) [11/22/2010 4:26:15 AM] karamazovapy: I mean, even custom icons for some things [11/22/2010 4:26:23 AM] karamazovapy: like different health packs and gofasts [11/22/2010 4:26:32 AM] Chris Eykamp: that would be super hard the way we do things [11/22/2010 4:26:45 AM] karamazovapy: yeah, I wasn't suggesting it was a realistic or reasonable option [11/22/2010 4:26:50 AM] karamazovapy: just an interesting daydream [11/22/2010 4:27:13 AM] karamazovapy: that stuff is vector drawn, right? [11/22/2010 4:27:23 AM] Chris Eykamp: yes, well, I'd like to get people to to experiment with looks and try to come up with new ideas [11/22/2010 4:27:24 AM] Chris Eykamp: yes [11/22/2010 4:27:44 AM] Chris Eykamp: everything is a series of points, jined into lines or polygons [11/22/2010 4:28:12 AM] Chris Eykamp: though, of course, programatically generated [11/22/2010 4:30:13 AM] karamazovapy: would it be possible to have a specially formatted text file with points defining alternate icons? [11/22/2010 4:30:35 AM] karamazovapy: so the game would use the defaults if an alternate file wasn't specified in the INI? [11/22/2010 4:31:22 AM] Chris Eykamp: maybe [11/22/2010 4:31:36 AM] Chris Eykamp: I've considered something like that for allowing customized ship designs [11/22/2010 4:32:08 AM] karamazovapy: I'm not sold on customizing things that actually matter [11/22/2010 4:32:21 AM] Chris Eykamp: but the easiest (for me) would be to have people download and mod the client, then post their results [11/22/2010 4:32:53 AM] Chris Eykamp: most of the render stuff is pretty centrally located in gameObjectRenderer [11/22/2010 4:33:01 AM] karamazovapy: hm [11/22/2010 4:33:10 AM] Chris Eykamp: perhaps not ideal ;) [11/22/2010 4:33:19 AM] Chris Eykamp: I've thought about how to do it with Lua [11/22/2010 4:33:38 AM] Chris Eykamp: that might be a good option for modding, but I'd be concerned about performance [11/22/2010 4:33:49 AM] Chris Eykamp: cause the render stuff runs every frame [11/22/2010 4:33:54 AM] karamazovapy: ah [11/22/2010 4:34:01 AM] karamazovapy: it can't cache the values? [11/22/2010 4:34:14 AM] Chris Eykamp: I don't know [11/22/2010 4:34:17 AM] Chris Eykamp: maybe? [11/22/2010 4:34:28 AM] Chris Eykamp: probably not [11/22/2010 4:34:36 AM] Chris Eykamp: maybe [11/22/2010 4:34:43 AM] karamazovapy: complicated question [11/22/2010 4:34:53 AM] Chris Eykamp: but then there's changing colors, and all that... probably not [11/22/2010 4:35:51 AM] karamazovapy: the difficult point we may be approaching is the one where we need to decide as a group which things are good development ideas and which things are not [11/22/2010 4:36:22 AM] Chris Eykamp: yes [11/22/2010 4:36:27 AM] Chris Eykamp: a very simple example: [11/22/2010 4:36:28 AM] Chris Eykamp: http://pastebin.com/w1zkanKR [11/22/2010 4:36:49 AM] Chris Eykamp: everythng from line 9 down would be the stuff a user might change [11/22/2010 4:36:58 AM] Chris Eykamp: maybe line 7 as well [11/22/2010 4:37:11 AM] Chris Eykamp: this is about the simplest example we have [11/22/2010 4:37:29 AM] Chris Eykamp: every 2 vertices define a line [11/22/2010 4:37:33 AM] karamazovapy: yeah, that's an easy option. I guess you could draw a square flag if you wanted [11/22/2010 4:37:45 AM] Chris Eykamp: only 1 color change, all lines [11/22/2010 4:37:45 AM] karamazovapy: or a stop sign or something [11/22/2010 4:37:49 AM] Chris Eykamp: right [11/22/2010 4:37:59 AM] Chris Eykamp: I'd rather have someone just draw what they want in photoshop [11/22/2010 4:38:06 AM] Chris Eykamp: it's easier for everyone [11/22/2010 4:39:14 AM] karamazovapy: I don't think anybody cares about that stuff too much [11/22/2010 4:39:41 AM] karamazovapy: for a while there, bobdaduck was really harping on about custom ships [11/22/2010 4:40:00 AM] Chris Eykamp: YES [11/22/2010 4:40:04 AM] Chris Eykamp: he was [11/22/2010 4:40:26 AM] karamazovapy: it's funny the things people get hung up on [11/22/2010 4:40:40 AM] karamazovapy: like the vital importance of soccer changes, or beacons, or anything else [11/22/2010 4:41:09 AM] Chris Eykamp: true [11/22/2010 4:42:57 AM] karamazovapy: I feel bad c.bob more or less left [11/22/2010 4:43:43 AM] Chris Eykamp: yes; not sure why [11/22/2010 4:44:27 AM] karamazovapy: a couple reasons. in part because I didn't want to publish my maps, and I also used the phrase "sweet zombie jesus" in game [11/22/2010 4:46:05 AM] Chris Eykamp: I see. [11/22/2010 4:46:20 AM] Chris Eykamp: I thought he was grounded or something [11/22/2010 4:46:59 AM] karamazovapy: he began to take his role in the game and position in zap/bitfighter history very seriously [11/22/2010 4:47:58 AM] Chris Eykamp: he did contribute a lot [11/22/2010 4:50:34 AM] karamazovapy: it's difficult to sum up the events that led to his departure without saying things that might be unfair [11/22/2010 4:51:43 AM] karamazovapy: but in the end, I think personal issues led to a general dissatisfaction with the state of affairs [11/22/2010 4:52:37 AM] Chris Eykamp: that's unfortunate [11/22/2010 4:52:48 AM] Chris Eykamp: It seemed to me he was well regarded in the communty [11/22/2010 4:53:04 AM] Chris Eykamp: and I think on the dev front, I took is ideas seriously [11/22/2010 4:54:16 AM] karamazovapy: I don't think anyone else did anything wrong. I think the root of his problems were personal. [11/22/2010 4:54:24 AM] karamazovapy: *was personal? [11/22/2010 4:54:28 AM] karamazovapy: I'll go with was. [11/22/2010 4:55:02 AM] Chris Eykamp: i see.. personal with you? [11/22/2010 4:56:09 AM] karamazovapy: personal with how he viewed himself, felt he was viewed, what he wanted from the game and community, what he perceived he was getting, maybe even his private life unrelated to the game [11/22/2010 4:57:06 AM] Chris Eykamp: well, that's too bad [11/22/2010 4:57:14 AM] Chris Eykamp: maybe he'll come back at some point [11/22/2010 4:57:20 AM] karamazovapy: he drops in on the forums occasionally [11/22/2010 4:57:20 AM] Chris Eykamp: especially if we conginue to grow [11/22/2010 4:58:40 AM] karamazovapy: but he took things SO seriously. with the ABFL, he would refuse to play any maps I had made and got really frustrated if other people didn't want to play his [11/22/2010 4:58:59 AM] karamazovapy: then he'd get set on a map he wanted and would refuse any other options [11/22/2010 4:59:47 AM] karamazovapy: from his point of view, I was being completely unreasonable by not just giving out the code for maps he wanted [11/22/2010 4:59:52 AM] Chris Eykamp: how old is he? [11/22/2010 5:00:00 AM] Chris Eykamp: do you know? [11/22/2010 5:00:16 AM] karamazovapy: I think he's about college age now? maybe just highschool [11/22/2010 5:00:51 AM] Chris Eykamp: he ws friends with bobdaduck, right? [11/22/2010 5:01:03 AM] Chris Eykamp: or am I confused? [11/22/2010 5:01:11 AM] karamazovapy: he was friends with iwin.rs [11/22/2010 5:01:12 AM] Chris Eykamp: I mean in the rea world [11/22/2010 5:01:23 AM] Chris Eykamp: another name we haven't seen for a while [11/22/2010 5:01:25 AM] karamazovapy: nah, bobdaduck is in utah, c.bob was texas [11/22/2010 5:01:30 AM] Chris Eykamp: oh, right [11/22/2010 5:01:47 AM] karamazovapy: but there's a real-world bobdaduck/zoomber/cracatoa connection [11/22/2010 5:02:07 AM] Chris Eykamp: zoomber is in la, I think [11/22/2010 5:02:21 AM] karamazovapy: they all went to the same school at different times [11/22/2010 5:02:53 AM] Chris Eykamp: weired [11/22/2010 5:03:24 AM] karamazovapy: yeah, it's not a coincidence, but it's funny [11/22/2010 5:04:28 AM] karamazovapy: oh - my bad - it wasn't zoomber, it's unknown [11/22/2010 5:04:46 AM] Chris Eykamp: ok [11/22/2010 5:04:59 AM] Chris Eykamp: haevn't seen him for a while either; he did great work with the bots [11/22/2010 5:05:53 AM] karamazovapy: I think he's just busy with life and his own projects [11/22/2010 5:06:24 AM] Chris Eykamp: well, I'm glad he did what he did [11/22/2010 5:06:37 AM] Chris Eykamp: my bots were so lame [11/22/2010 5:07:01 AM] karamazovapy: I'll do some work in that arena when I get the time and motivation [11/22/2010 5:07:11 AM] karamazovapy: I played around for a week before I got thesis busy [11/22/2010 5:08:34 AM] Chris Eykamp: ah, thesis [11/22/2010 5:08:37 AM] Chris Eykamp: good luck [11/22/2010 5:08:45 AM] Chris Eykamp: I quit while I was ahead, before thesis time [11/22/2010 5:09:11 AM] Chris Eykamp: phd or masters [11/22/2010 5:09:12 AM] karamazovapy: yeah, it's a pain. I'm stalled in the bureaucratic part of the process [11/22/2010 5:09:14 AM] Chris Eykamp: ? [11/22/2010 5:09:16 AM] karamazovapy: masters [11/22/2010 5:09:24 AM] karamazovapy: I'm going business world after this [11/22/2010 5:09:28 AM] Chris Eykamp: I passed up a 1yr masters program with no thesis [11/22/2010 5:09:32 AM] Chris Eykamp: why??? [11/22/2010 5:09:45 AM] karamazovapy: because I've been in school every fall since I was two [11/22/2010 5:10:00 AM] Chris Eykamp: not that it's hurt me -- no I meant why did I pass it up? [11/22/2010 5:10:14 AM] Chris Eykamp: in this economy, I'd stay in school as long as possible [11/22/2010 5:10:36 AM] karamazovapy: haha [11/22/2010 5:10:37 AM] Chris Eykamp: MBA? [11/22/2010 5:10:43 AM] karamazovapy: master of music [11/22/2010 5:10:49 AM] Chris Eykamp: good luck! [11/22/2010 5:10:55 AM] karamazovapy: I'm opening a venue when I move back to michigan in four weeks [11/22/2010 5:11:07 AM] Chris Eykamp: what kind of venue? [11/22/2010 5:11:34 AM] karamazovapy: live music - there isn't any place for it in east lansing [11/22/2010 5:11:44 AM] Chris Eykamp: like a dive bar with a stage? [11/22/2010 5:11:57 AM] karamazovapy: yes and no [11/22/2010 5:12:20 AM] Chris Eykamp: I'd do punk rock shows; no need to worry about the decor [11/22/2010 5:12:24 AM] karamazovapy: more a place with a good low stage, lights, and sound, but with bottled beer [11/22/2010 5:12:40 AM] Chris Eykamp: just dark and gloomy [11/22/2010 5:13:17 AM] Chris Eykamp: clubs are hard to make work [11/22/2010 5:13:40 AM] Chris Eykamp: but I suppose if you can keep it going for a while, you become a fixture [11/22/2010 5:13:44 AM] karamazovapy: it'll be easier on the bar block in a college town [11/22/2010 5:13:51 AM] Chris Eykamp: true [11/22/2010 5:14:10 AM] Chris Eykamp: bitfighter booths in the back :) [11/22/2010 5:14:12 AM] karamazovapy: there's a built in audience that's stuck driving out of town or going to basement parties [11/22/2010 5:14:27 AM] Chris Eykamp: and no one's doing it? [11/22/2010 5:14:53 AM] karamazovapy: no one has done it because of previous liquor license requirements [11/22/2010 5:15:12 AM] karamazovapy: thanks to bad economic times, there's a parallel route through the michigan redevelopment act [11/22/2010 5:16:06 AM] Chris Eykamp: never would have pegged MI as a difficult place to serve booze. It's not Boston, after all... [11/22/2010 5:16:33 AM] karamazovapy: after a college student in east lansing died on his 21st birthday, they really clamped down [11/22/2010 5:16:45 AM] karamazovapy: we also got a bad rap for some "riots" that happened at the close of march madness [11/22/2010 5:18:08 AM] Chris Eykamp: ah, yes, reactionary politics [11/22/2010 5:18:27 AM] Chris Eykamp: but what college hasn't had kids drinking themselves to death on their 21st? [11/22/2010 5:18:28 AM] karamazovapy: there's also some tension between the college community and the year round residents [11/22/2010 5:18:39 AM] Chris Eykamp: just like everywhere [11/22/2010 5:18:49 AM] Chris Eykamp: one of life's universal truths [11/22/2010 5:19:52 AM] karamazovapy: oh well [11/22/2010 5:20:32 AM] Chris Eykamp: well, good luck. Could be a lot of fun [11/22/2010 5:20:38 AM] Chris Eykamp: or could be a nightmare [11/22/2010 5:20:53 AM] Chris Eykamp: when some idiot drinks himself to death at your club [11/22/2010 5:21:05 AM] karamazovapy: much tougher if you're just serving bottled beer [11/22/2010 5:21:17 AM] Chris Eykamp: true [11/22/2010 5:21:36 AM] Chris Eykamp: I see bottled beer as opposed to liquor, not bottled v draft [11/22/2010 5:21:37 AM] karamazovapy: you'll fall asleep before you can drink enough beer to kill yourself [11/22/2010 5:21:55 AM] Chris Eykamp: unless you get in a car [11/22/2010 5:22:03 AM] karamazovapy: off the premises [11/22/2010 5:22:22 AM] Chris Eykamp: good luck arguing that :) [11/22/2010 5:22:22 AM] karamazovapy: and the ELPD is plenty jumpy about drunk drivers, so I'm not overly worried [11/22/2010 5:22:51 AM] karamazovapy: also tough to over serve someone 12 ounces at a time [11/22/2010 5:22:56 AM] Chris Eykamp: it's obviously a manageable risk [11/22/2010 5:23:33 AM] Chris Eykamp: I'm heading to bed [11/22/2010 5:23:40 AM] Chris Eykamp: see you later [11/22/2010 5:23:51 AM] karamazovapy: night [11/22/2010 5:23:53 AM] Chris Eykamp: hey, when is that big game you're planning [11/22/2010 5:24:05 AM] karamazovapy: dec 3rd, tentatively [11/22/2010 5:24:16 AM] Chris Eykamp: ok, cool; miy kids keep asking me [11/22/2010 5:24:26 AM] karamazovapy: yep, weekend after next [11/22/2010 5:24:29 AM] Chris Eykamp: new version will be out by then [11/22/2010 5:24:41 AM] Chris Eykamp: maybe even tested a little [11/22/2010 5:24:49 AM] Chris Eykamp: lots of crashes fixed [11/22/2010 5:24:56 AM] karamazovapy: hope the release goes a bit smoother than the last one [11/22/2010 5:25:06 AM] Chris Eykamp: yeah [11/22/2010 5:25:08 AM] Chris Eykamp: me too [11/22/2010 5:25:21 AM] karamazovapy: oh well. night. [11/22/2010 5:25:32 AM] Chris Eykamp: night [11/22/2010 10:12:42 PM] Samuel Williams: Made some changes to code. http://96.2.123.136/bitfight/1073.patch [11/22/2010 10:34:12 PM | Edited 10:42:57 PM] Samuel Williams: 1. flagItem.cpp - Fix missing .getString() for no flag spawn point logging. 2. Added more operators on point.h, Color(0.5) is changed to now be gray. 3. Forcefield fix - gameObjectRender.cpp - orange and dark color forcefield won't look like yellow/red/gray. Adjustable brightness should be moved to INI file. 4. UI.cpp - Button 1 on menus for game controller. 5. UIChat.cpp (moved to UIQueryServers.cpp?) - "/Connect" Allow use of uppercase letters. (with different location, EndGame is not needed, can't go to game, F5, "/connect") 6. Credits? for me? [11/22/2010 11:27:19 PM] Chris Eykamp: sam, you're not around, are you? [11/22/2010 11:27:38 PM] Samuel Williams: I AM HERE [11/22/2010 11:28:26 PM] Chris Eykamp: ok; I'm on the last issue; I'm trying to understand the griddb fix; for the life of me I can't see why where you set a limit of 256 for max size, why 16 wouldn't work just as well [11/22/2010 11:28:40 PM] Chris Eykamp: also can't see a problem in testing [11/22/2010 11:28:47 PM] Chris Eykamp: but you said you had problems at 64 [11/22/2010 11:28:50 PM] Chris Eykamp: what were they? [11/22/2010 11:29:09 PM] Samuel Williams: what 64? [11/22/2010 11:29:17 PM] Samuel Williams: don't remember [11/22/2010 11:29:43 PM] Chris Eykamp: if(maxx > minx + MAX_SIZE) maxx = minx + MAX_SIZE; if(maxy > miny + MAX_SIZE) maxy = miny + MAX_SIZE; [11/22/2010 11:29:52 PM] Chris Eykamp: you had 256 for Max_size [11/22/2010 11:30:02 PM] Chris Eykamp: (I replaced it with a constant) [11/22/2010 11:30:10 PM] Samuel Williams: ok.. [11/22/2010 11:30:11 PM] Chris Eykamp: does that ring a bell? [11/22/2010 11:30:32 PM] Samuel Williams: if it is too low, players will go through walls, [11/22/2010 11:30:42 PM] Samuel Williams: as it happens when i host dungen maps [11/22/2010 11:30:43 PM] Chris Eykamp: so you see the walls, but pass through? [11/22/2010 11:31:09 PM] Samuel Williams: i sometimes see disappearing walls (client) and players can go through some walls (server) [11/22/2010 11:31:29 PM] Samuel Williams: so the limit 256 is good and no more go through walls [11/22/2010 11:31:46 PM] Samuel Williams: (except for super long barriers) [11/22/2010 11:31:55 PM] Chris Eykamp: 256 would certainly work, even on long barriers [11/22/2010 11:32:04 PM] Chris Eykamp: the database is a grid of 16x16 "buckets" [11/22/2010 11:32:18 PM] Samuel Williams: ok., [11/22/2010 11:32:47 PM] Samuel Williams: but a flag respawn out of bounce before the flag fix was causing the problem [11/22/2010 11:32:48 PM] Chris Eykamp: each bucket is 1 unit in the editor wide (with a default gridsize) [11/22/2010 11:33:18 PM] Chris Eykamp: and when something extends beyond the 16th bucket, it wraps around and uses the first bucket again, and so on [11/22/2010 11:33:39 PM] Chris Eykamp: so when an item is > 16 units wide, it gets put in the same bucket twice [11/22/2010 11:33:43 PM] Samuel Williams: then it wraps around in very long loops? [11/22/2010 11:33:46 PM] Chris Eykamp: yes [11/22/2010 11:33:50 PM] Samuel Williams: ok [11/22/2010 11:34:06 PM] Chris Eykamp: if(maxx > minx + MAX_SIZE) maxx = minx + MAX_SIZE; if(maxy > miny + MAX_SIZE) maxy = miny + MAX_SIZE; [11/22/2010 11:34:08 PM] Chris Eykamp: ooops [11/22/2010 11:34:11 PM] Chris Eykamp: mBuckets[x & BucketMask][y & BucketMask] = [11/22/2010 11:34:15 PM] Chris Eykamp: where BucketMask is 15 [11/22/2010 11:34:35 PM] Chris Eykamp: so if x ranges between 0 and 256, then you hit the same bucket 16 times [11/22/2010 11:34:42 PM] Chris Eykamp: which works, but is wasteful [11/22/2010 11:34:55 PM] Chris Eykamp: all you need is to be in each bucket once [11/22/2010 11:35:14 PM] Chris Eykamp: I hope you;re understanding, because I'm not sure I'm clear [11/22/2010 11:35:25 PM | Edited 11:35:34 PM] Samuel Williams: i wanted to fix a freezing bug SOME how, and that is what i came up with. [11/22/2010 11:35:43 PM] Chris Eykamp: I think your fix is definitely on the right track [11/22/2010 11:35:59 PM] Chris Eykamp: before there were no limits, so a huge item might be in a bucket 100 times [11/22/2010 11:36:06 PM] Samuel Williams: yes [11/22/2010 11:36:52 PM] Chris Eykamp: I think the correct answer is 16, not 256 (and certainly not unlimited, as it was before), but wanted to understand what you had tried [11/22/2010 11:37:09 PM] Chris Eykamp: I'm 90% sure [11/22/2010 11:37:22 PM] Samuel Williams: should test first to prevent disappearing walls and go through walls [11/22/2010 11:37:35 PM] Chris Eykamp: I've got all kinds of test cases going on here [11/22/2010 11:37:51 PM] Chris Eykamp: long walls, short walls, up walls, lefty-righty walls [11/22/2010 11:38:15 PM] Chris Eykamp: I wanted to check with you to see if yo had a specially problemeatic test case [11/22/2010 11:38:20 PM] Samuel Williams: i can test a dungen map, where i had a problem with. [11/22/2010 11:38:34 PM] Chris Eykamp: would you do that? [11/22/2010 11:38:38 PM] Samuel Williams: ok [11/22/2010 11:38:39 PM] Chris Eykamp: Try it with 16 [11/22/2010 11:39:06 PM] Chris Eykamp: if this works, it will definitely be more efficient than the old code [11/22/2010 11:39:16 PM] Chris Eykamp: at least for levels with huge objects [11/22/2010 11:44:07 PM] Samuel Williams: looke like it is working with 16 [11/22/2010 11:45:29 PM] Chris Eykamp: I think so. I tried knocking it down to 13 to see how it failed, and there was a little section of the wall between 14 and 16 from the origin that I could go through; then solid again. [11/22/2010 11:45:52 PM] Chris Eykamp: I am curious how you figured out that there was a problem in this part of the code [11/22/2010 11:46:01 PM] Chris Eykamp: how did yo identify this as the slow part? [11/22/2010 11:46:28 PM] Chris Eykamp: you've found a series of problems that have the theme of things bogging down [11/22/2010 11:46:36 PM] Samuel Williams: the game was frozen, and i hit pause in debugger [11/22/2010 11:46:44 PM] Chris Eykamp: things I've notice, but not been able to pinpoint (like the stars issue) [11/22/2010 11:46:51 PM] Chris Eykamp: that seems pretty simpe [11/22/2010 11:46:55 PM] Chris Eykamp: I should try that :) [11/22/2010 11:47:35 PM] Chris Eykamp: ok, great. I liek this too because there's some theoretical reasons underlying the constant [11/22/2010 11:48:25 PM] Chris Eykamp: I'm going to check this in; all your other fixes are already in; this is the last [11/22/2010 11:48:46 PM] Chris Eykamp: awesome work [11/22/2010 11:49:07 PM] Samuel Williams: did you change the /connect so it works with uppercase /CONNECT [11/22/2010 11:49:17 PM] Samuel Williams: as well as /CoNnECT [11/22/2010 11:49:17 PM] Chris Eykamp: I didn't but could [11/22/2010 11:49:32 PM] Chris Eykamp: I would change it to use stricmp, perhaps [11/22/2010 11:49:45 PM] Chris Eykamp: or to lcase the char before doing the comparison [11/22/2010 11:49:50 PM] Samuel Williams: see this, the new code is here http://96.2.123.136/bitfight/1073.patch [11/22/2010 11:50:45 PM] Chris Eykamp: I created a special place for the /connect command, QueryServersUserInterface::issueChat, so we can add otehr commands there later if we have new ideas [11/22/2010 11:50:55 PM] Samuel Williams: ok [11/22/2010 11:51:20 PM] Chris Eykamp: is this a whole new crop of fixes? [11/22/2010 11:51:53 PM] Samuel Williams: mostly yes [11/22/2010 11:52:04 PM] Chris Eykamp: wow; you're really fast [11/22/2010 11:52:11 PM] Samuel Williams: including a forcefield fix with adjustable whiteness [11/22/2010 11:52:17 PM] Samuel Williams: (or bright ness) [11/22/2010 11:52:37 PM] Chris Eykamp: I had reverted to the old code (not checked in yet) because the fix I tried was pretty awful [11/22/2010 11:52:47 PM] Chris Eykamp: so I'd like to see what you did [11/22/2010 11:53:11 PM] Chris Eykamp: do you wwant your last name in the credits? [11/22/2010 11:53:20 PM] Samuel Williams: not sure.. [11/22/2010 11:53:26 PM] Samuel Williams: maybe [11/22/2010 11:53:30 PM] Chris Eykamp: why not? [11/22/2010 11:53:37 PM] Samuel Williams: ok [11/22/2010 11:53:40 PM] Chris Eykamp: I mean can't hurt [11/22/2010 11:53:46 PM] Chris Eykamp: not why the hell not??!? [11/22/2010 11:53:58 PM] Samuel Williams: ok last name is ok... [11/22/2010 11:54:20 PM] Chris Eykamp: though Coding Mike didn't want his name in because he was chaging jobs and wasn;t sure about it [11/22/2010 11:54:32 PM] Chris Eykamp: but he got his job, so maybe he's changed his mind :) [11/22/2010 11:54:57 PM] Samuel Williams: you see my last name here, right? [11/22/2010 11:55:01 PM] Chris Eykamp: Sure [11/22/2010 11:55:05 PM] Chris Eykamp: williams [11/22/2010 11:55:07 PM] Samuel Williams: Samuel Williams [11/22/2010 11:55:15 PM] Chris Eykamp: ok. [11/22/2010 11:55:31 PM] Chris Eykamp: I think I'm going to add Watusimoto next to my name [11/22/2010 11:55:41 PM] Samuel Williams: ok, like mine (sam686)? [11/22/2010 11:55:47 PM] Chris Eykamp: yes. btw, where do you live? [11/22/2010 11:55:59 PM | Edited 11:56:09 PM] Samuel Williams: united states, south Dakota, Sioux Falls [11/22/2010 11:56:52 PM] Chris Eykamp: South Dakota [11/22/2010 11:56:59 PM] Chris Eykamp: Ever hear of Oldham? [11/22/2010 11:57:08 PM] Samuel Williams: never heard of it [11/22/2010 11:57:18 PM] Chris Eykamp: It's a nothing little town in SD [11/22/2010 11:57:31 PM] Chris Eykamp: but it's the only place in SD I've visited [11/22/2010 11:57:44 PM] Chris Eykamp: I live in Portland, OR now, but used to live in Minneapolis [11/22/2010 11:57:51 PM] Chris Eykamp: and I have (distant) family there [11/22/2010 11:57:59 PM] Chris Eykamp: lots of corn! [11/22/2010 11:58:15 PM] Samuel Williams: don't like corn much... [11/22/2010 11:58:27 PM] Chris Eykamp: I wouldn't expect you would :) [11/22/2010 11:59:11 PM] Chris Eykamp: I'm assuming you are a professional coder [11/22/2010 11:59:52 PM] Samuel Williams: in levelgen, add pointCanSeePoint ? [11/23/2010 12:00:15 AM] Chris Eykamp: you want to, or are you asking me to? [11/23/2010 12:00:40 AM] Chris Eykamp: I can do it pretty quickly [11/23/2010 12:00:43 AM] Samuel Williams: i might want to, but don't know exactly how, [11/23/2010 12:01:04 AM] Chris Eykamp: tell you what; I'll add it and you can look a the diff and see what I did [11/23/2010 12:01:10 AM] Samuel Williams: it is for checking if point ca see eachother and can help auto generate bot mesh zones [11/23/2010 12:01:21 AM] Chris Eykamp: right -- I think it's a good function [11/23/2010 12:01:30 AM] Chris Eykamp: alternatively, if you want to do it, I can explain what needs to be done [11/23/2010 12:01:50 AM] Chris Eykamp: Since I just added a levelgen function a few days ago, it's fresh on my mind [11/23/2010 12:01:53 AM] Samuel Williams: i can update now if you already done it. [11/23/2010 12:02:02 AM] Chris Eykamp: I haven't done it yet! [11/23/2010 12:02:12 AM] Samuel Williams: oh, [11/23/2010 12:02:21 AM] Chris Eykamp: but I could do it now [11/23/2010 12:02:25 AM] Samuel Williams: o [11/23/2010 12:02:25 AM] Samuel Williams: ok [11/23/2010 12:02:52 AM] Chris Eykamp: I'll give it a shot. I think I can be done by 9:30 [11/23/2010 12:03:04 AM] Samuel Williams: my clock say 11:03 PM [11/23/2010 12:03:12 AM] Chris Eykamp: :) [11/23/2010 12:03:16 AM] Samuel Williams: time zone... [11/23/2010 12:03:27 AM] Chris Eykamp: if you make that levelgen idea work, I will be truly amazed [11/23/2010 12:05:21 AM] Chris Eykamp: what should we call the function? [11/23/2010 12:05:46 AM] Chris Eykamp: hasLos(p1, p2) [11/23/2010 12:05:53 AM] Samuel Williams: the same thing already in griddb.cpp [11/23/2010 12:06:07 AM] Samuel Williams: bool GridDatabase::pointCanSeePoint(const Point &point1, const Point &point2) [11/23/2010 12:06:49 AM] Chris Eykamp: ok, that's good [11/23/2010 12:19:37 AM] Chris Eykamp: as I'm working through this, I'm wondering why do this as part of a levelgen, and not built into the core game? [11/23/2010 12:23:19 AM] karamazovapy: core game! cha cha cha! [11/23/2010 12:31:24 AM] Chris Eykamp: well, it's 9:30 (PST) and the function is done, except it won't compile :) [11/23/2010 12:41:11 AM] Chris Eykamp: I've got myself in a very complex inheritance trap; grr.... [11/23/2010 12:44:57 AM] Chris Eykamp: samuel -- [11/23/2010 1:02:42 AM] Chris Eykamp: yeah... so.. I can't get this done tonight [11/23/2010 1:06:49 AM] Chris Eykamp: Here are the changes I made to luaLevelGenerator.cpp (see highlighted lines) [11/23/2010 1:06:51 AM | Edited 1:10:35 AM] Chris Eykamp: http://pastebin.com/04TgQDnZ [11/23/2010 1:08:02 AM] Chris Eykamp: And I added a functinon to levelLoader (the thing that calls the levelgen): virtual GridDatabase *getGridDatabase() = 0; [11/23/2010 1:11:28 AM] Chris Eykamp: levelLoader is inherited by both ServerGame and EditorUserInterface, which both have a getGridDatabase method, so I thought this will work out great [11/23/2010 1:13:11 AM] Chris Eykamp: But... the implementation for ServerGame's getGridDatabase() comes from it's parent object, Game, and suddenly things start looking bad because we can't inhert the implementation of getGridDatabase from Game and have it work as the implementation of the virtual function in levelLoader. [11/23/2010 1:14:14 AM] Chris Eykamp: So then I tried renaming getGridDatabase() to getGridDB() in levelLoader, and adding impelemntations of getGridDB() to ServerGame and EditorUserInterface, but that didn't work either. [11/23/2010 1:15:42 AM] Chris Eykamp: So, on top of all this, is the fact that while we are very luck to have a gridDatabase object in the editor (I added it only this summer to support some other functions), not every object gets added to the database at this point. However, walls do, and, for the moment, that may be all we need for the levelgen to run in the editor [11/23/2010 1:16:41 AM] Chris Eykamp: But... this turns out to be a much larger project than I anticipated, and I promised raptor that we'd get a beta 014 release out tonight or tomorrow at the latest, and I would like to integrate as many of your latest fixes as possible. [11/23/2010 1:16:49 AM] Chris Eykamp: So I can't do it tonight. [11/23/2010 1:18:29 AM] Samuel Williams: http://96.2.123.136/bitfight/luapoint.txt pointCanSeePoint in LUA, tested [11/23/2010 1:18:58 AM] Chris Eykamp: All that said... I really like the idea of constructing the bot nav zones programaticaly (even if it meant losing all the work I did to add them to the editor), and I think that it would make more sense to add that feature directly to the game rather than via a levelgen, as it seems likely that that is a function you'd want to run on any level that had bots, even (and especially) generated levels like the ones you created. [11/23/2010 1:20:29 AM] Samuel Williams: well, i leaned a lot about lua script... [11/23/2010 1:20:50 AM] Chris Eykamp: wait a minute [11/23/2010 1:21:11 AM] Chris Eykamp: these aer the bits from luaLevelGenerator [11/23/2010 1:21:24 AM] Chris Eykamp: oh, I see what you did [11/23/2010 1:21:43 AM] Chris Eykamp: this will liekly not work in the editor; will likely crash [11/23/2010 1:21:51 AM] Chris Eykamp: gServerGame is null there [11/23/2010 1:22:21 AM] Chris Eykamp: [Tuesday, November 23, 2010 1:19 AM] Samuel Williams: <<< well, i leaned a lot about lua script...that's what I thought you might say! [11/23/2010 1:22:21 AM] Samuel Williams: it worked for me...? in 014 [11/23/2010 1:22:26 AM] Chris Eykamp: in the editor??? [11/23/2010 1:22:36 AM] Chris Eykamp: or when you tested the level [11/23/2010 1:22:43 AM] Chris Eykamp: try hitting ctrl-R [11/23/2010 1:22:48 AM] Samuel Williams: yes, but the editor doesn't seem to run it until testing [11/23/2010 1:23:11 AM] Chris Eykamp: well, with ctrl-R you can run the levelgen in the editor and see the results [11/23/2010 1:23:15 AM] Chris Eykamp: without hosting [11/23/2010 1:23:28 AM] Chris Eykamp: if you do that... bad news [11/23/2010 1:23:43 AM] Chris Eykamp: However, there IS a database object in the editor [11/23/2010 1:24:04 AM] Chris Eykamp: which should work; but the question is how to access the right one [11/23/2010 1:24:11 AM] Samuel Williams: there is a command during gameplay, i think to show the mesh during map testing / hosting [11/23/2010 1:24:16 AM] Chris Eykamp: yes [11/23/2010 1:24:49 AM] Chris Eykamp: but we can't have a function that crashes the editor [11/23/2010 1:25:10 AM] sys: Available commands: /me [text] /topic [text] /add [skypename+] /alertson [text] /alertsoff /leave /goadmin /get creator /get role /whois [skypename] /setrole [skypename] MASTER|HELPER|USER|LISTENER /kick [skypename] /kickban [skypename] /get uri /get guidelines /get xguidelines /set guidelines [text] /get options /set options [[+|-]flag] .. /setpassword [password] [password hint] /clearpassword /get password_hint /get banlist /get allowlist /set banlist [[+|-]mask] .. /set allowlist [[+|-]mask] .. /golive [token] /help For more help please see http://www.skype.com/go/help.chathelp [11/23/2010 1:25:14 AM] Samuel Williams: /dzones ? [11/23/2010 1:25:18 AM] Chris Eykamp: I think so [11/23/2010 1:25:27 AM] Samuel Williams: stupid starting with / on this chat [11/23/2010 1:25:52 AM] Chris Eykamp: ?? [11/23/2010 1:26:14 AM] Samuel Williams: / shows commands in this skype ? [11/23/2010 1:26:26 AM] Samuel Williams: i put a space then / [11/23/2010 1:26:27 AM] Chris Eykamp: odd [11/23/2010 1:26:39 AM] Chris Eykamp: / does nothing at all for me... [11/23/2010 1:26:49 AM] Chris Eykamp: holy cow [11/23/2010 1:26:59 AM] Chris Eykamp: /help shows all kinds of stuff [11/23/2010 1:27:16 AM] Samuel Williams: anyway, i can work on it. and use /dzones to see bot mesh [11/23/2010 1:27:39 AM] Chris Eykamp: ok; we can figure out how to better integrate it later [11/23/2010 1:27:42 AM] Chris Eykamp: the parts are all there [11/23/2010 1:27:51 AM] Samuel Williams: or i can replace botmesh with goal zones or something i can see if /dzones don't work [11/23/2010 1:27:53 AM] Chris Eykamp: it's just a question of the right plumbing [11/23/2010 1:28:10 AM] Samuel Williams: anyway now i can try make a bot mesh zones [11/23/2010 1:28:29 AM] Chris Eykamp: yes; it will be awesome if you succeed [11/23/2010 1:28:39 AM] Chris Eykamp: as you know, making those zones really sucks [11/23/2010 1:29:00 AM] Chris Eykamp: you should have tried it before there was snapping and any real support for them at all [11/23/2010 1:29:01 AM] Samuel Williams: manuel = too much work/time for only one map [11/23/2010 1:29:08 AM] Chris Eykamp: YES [11/23/2010 1:29:43 AM] Samuel Williams: ok, my clock is 12:30, will go bye for tomorrow [11/23/2010 1:29:48 AM] Chris Eykamp: good night [11/23/2010 1:29:54 AM] Samuel Williams: NIGHT, bye [11/24/2010 12:19:44 PM] Zoomber: wow, you guys said alot [11/24/2010 12:20:38 PM] Zoomber: i realised my info-plist fixup wasn't included in the mac release [11/24/2010 12:21:25 PM] Zoomber: whcih tells mac, and the user getting info on it, (like on wndows when you right click and select "properties") [11/24/2010 12:21:30 PM] Zoomber: what version it is [11/24/2010 12:21:39 PM] Zoomber: and helps with some other things [11/24/2010 2:20:56 PM] Chris Eykamp: perhaps we can get it in for the final release next week [11/24/2010 2:21:04 PM] Chris Eykamp: see you! [11/24/2010 11:05:48 PM | Edited 11:06:11 PM] Samuel Williams: http://96.2.123.136/bitfight/1086.patch For pointCanSeePoint and others robot changes http://96.2.123.136/bitfight/BotZones.levelgen Most of the changes is for robots on any map. Add "Script BotZones.levelgen" at the botton of the level file, to make sure all wall barriers get loaded first. [11/24/2010 11:09:18 PM] Samuel Williams: BotNavMeshZone should generate automatically [11/24/2010 11:56:40 PM] karamazovapy: does this levelgen only work on the latest trunk? [11/24/2010 11:57:07 PM] Samuel Williams: i just got it going in my 013F too [11/24/2010 11:57:18 PM] karamazovapy: hm...doesn't seem to work on 013e [11/24/2010 11:57:36 PM] karamazovapy: or maybe it's just my maps [11/24/2010 11:57:38 PM] Samuel Williams: requires a working pointCanSeePoint [11/24/2010 11:57:44 PM] karamazovapy: ah - I gotcha [11/24/2010 11:59:17 PM] Samuel Williams: i am currently in 013F with 6 bots in arturus map, it works [11/24/2010 11:59:43 PM] karamazovapy: sweet! [11/25/2010 12:00:02 AM] karamazovapy: will you be working on bots in the future? [11/25/2010 12:00:14 AM] Samuel Williams: i think so... [11/25/2010 12:00:35 AM] Samuel Williams: bots is working in my server [11/25/2010 12:01:06 AM] karamazovapy: is it bot code you've written, or something old? [11/25/2010 12:01:44 AM] Samuel Williams: it uses the old quickbot, but with my new written auto generate bot zones for bot navigation [11/25/2010 12:02:15 AM] karamazovapy: oh, okay. quickbot doesn't have any logic for non-retrieve gametypes, does it? [11/25/2010 12:02:28 AM] karamazovapy: er - non ctf [11/25/2010 12:02:31 AM] karamazovapy: not retrieve [11/25/2010 12:02:35 AM] Samuel Williams: quickbot works on Capture the flag [11/25/2010 12:03:05 AM] karamazovapy: so to correct myself, isn't that the only gametype it works with right now? [11/25/2010 12:03:09 AM] karamazovapy: maybe bitmatch? [11/25/2010 12:03:46 AM] Samuel Williams: bitmatch have problems with bots not scoring at all [11/25/2010 12:04:27 AM] karamazovapy: yeah, I realize that. it's more the bot code I'm interested in [11/25/2010 12:04:31 AM] Samuel Williams: so, i could try to fix it, it is probably a problem some where in the c++ code [11/25/2010 1:00:31 AM] Chris Eykamp: wait -- are you saying you got the zone generation code working already??? [11/25/2010 1:00:53 AM] Samuel Williams: yes [11/25/2010 1:01:00 AM] Chris Eykamp: really? [11/25/2010 1:01:11 AM] Samuel Williams: mostly yes, it is not perfect... [11/25/2010 1:01:24 AM] Chris Eykamp: that's pretty good. [11/25/2010 1:01:48 AM] Samuel Williams: i got it working in my verstion 013F as well [11/25/2010 1:02:06 AM] Chris Eykamp: I tried a couple of different algorithms myself, but none worked very well. [11/25/2010 1:02:27 AM] Chris Eykamp: don't worry about 013f... [11/25/2010 1:02:34 AM] Chris Eykamp: it has no future [11/25/2010 1:03:00 AM] Samuel Williams: i know, but mainly any 013 can connect to my 013F server and play with bots. [11/25/2010 1:03:10 AM] Chris Eykamp: ah, I see. [11/25/2010 1:03:22 AM] Chris Eykamp: do you have a server up now by chance? [11/25/2010 1:03:29 AM] Samuel Williams: i will [11/25/2010 1:03:43 AM] Chris Eykamp: ok, let me know. I'd like to see it. [11/25/2010 1:04:11 AM] Samuel Williams: it is up [11/25/2010 1:13:24 AM] Chris Eykamp: I've never tried the bots with so many zones [11/25/2010 1:13:36 AM] Chris Eykamp: I was afraid the navigation might get bogged down [11/25/2010 1:14:04 AM] Chris Eykamp: but if you're able to run with so many bots... [11/25/2010 1:14:29 AM] Samuel Williams: yes, i will show you the bot zones [11/25/2010 1:14:42 AM] Chris Eykamp: great [11/25/2010 1:19:51 AM] Chris Eykamp: that's quite cool [11/25/2010 1:20:07 AM] Chris Eykamp: the next step would be to have the bots dump their routes, and see if they may sense [11/25/2010 1:20:20 AM] Chris Eykamp: because it looks like they'er getting hung up, and I'm not sure why [11/25/2010 1:20:32 AM] Chris Eykamp: bad routes, or bad following of the routes, or what [11/25/2010 1:20:43 AM] Samuel Williams: most likely bots can't find a path to target... [11/25/2010 1:20:59 AM] Chris Eykamp: we need to study that a bit more [11/25/2010 1:21:15 AM] Chris Eykamp: I would like to take a bot that's stuck and see what it's trying to do [11/25/2010 1:21:31 AM] Chris Eykamp: what's it's target? [11/25/2010 1:21:39 AM] Chris Eykamp: and what path is it taking to get there? [11/25/2010 1:21:54 AM] Samuel Williams: most likely the bot target is the enemy flag [11/25/2010 1:22:10 AM] Chris Eykamp: that could be -- and maybe it can no longer see the flag for one reason or another [11/25/2010 1:22:47 AM] Samuel Williams: maybe there is a few bot zone not linked up from the automatic bot generator [11/25/2010 1:22:59 AM] Chris Eykamp: which raises an old question -- should the bots be able to "cheat" i.e. should they see all the flags, even if a player in the same position that couldn't [11/25/2010 1:23:13 AM] Chris Eykamp: you mean there aer zone "islands" [11/25/2010 1:23:31 AM] Samuel Williams: yes, i see a few [11/25/2010 1:23:40 AM] Chris Eykamp: but we see the same sort of hanging on octagon, which has nearly perfect zones [11/25/2010 1:23:59 AM] Samuel Williams: the target might be on the zone island [11/25/2010 1:24:19 AM] Chris Eykamp: the nav algorithm assumes no islands [11/25/2010 1:24:42 AM] Chris Eykamp: how's the performance on your machine with so many zones? [11/25/2010 1:24:48 AM] Samuel Williams: so my bot auto generator is not perfect [11/25/2010 1:24:50 AM] Chris Eykamp: and so many bots? [11/25/2010 1:25:04 AM] Chris Eykamp: I wouldn;t expect perfection after 1 ay [11/25/2010 1:25:14 AM] Chris Eykamp: it's far better than what I expected [11/25/2010 1:25:19 AM] Samuel Williams: 95% CPU usage [11/25/2010 1:25:32 AM] Chris Eykamp: newer machine? [11/25/2010 1:25:55 AM] Samuel Williams: about year 2004 ? [11/25/2010 1:26:13 AM] Chris Eykamp: ok, so then that's not so bad [11/25/2010 1:26:19 AM] Samuel Williams: pentium 4 3.0 Ghz [11/25/2010 1:26:25 AM] Chris Eykamp: on a smaller level with fewer bots, [11/25/2010 1:26:34 AM] Chris Eykamp: that wouldn't be so bad [11/25/2010 1:26:51 AM] Samuel Williams: fewer bot is less CPU that for sure, that was in 16 BOTS [11/25/2010 1:27:15 AM] Chris Eykamp: In doing the bot nav, I tried really hard to keep the bots from redoing the navigation too often [11/25/2010 1:27:22 AM] Chris Eykamp: perhaps routes could be cached [11/25/2010 1:27:30 AM] Chris Eykamp: and shared between bots [11/25/2010 1:27:57 AM] Chris Eykamp: I'm sure the same routes come up again and again [11/25/2010 1:27:59 AM] Samuel Williams: cache = more memory, but less CPU? [11/25/2010 1:28:03 AM] Chris Eykamp: like from spawn point to enemy flag and back [11/25/2010 1:28:08 AM] Chris Eykamp: yes [11/25/2010 1:28:27 AM] Chris Eykamp: but we could limit the cache to, say, the 10 most popular routes [11/25/2010 1:28:31 AM] Chris Eykamp: or somehting [11/25/2010 1:28:35 AM] Samuel Williams: yes [11/25/2010 1:28:43 AM] Chris Eykamp: and each route is just a series of integers, so not really that much memory [11/25/2010 1:29:20 AM] Chris Eykamp: that might not be too hard [11/25/2010 1:29:37 AM] Chris Eykamp: keep a list and every time a route is requested, bring that one to the top of the list [11/25/2010 1:29:50 AM] Chris Eykamp: and if the list gets too long, just chop off the ones at the bottom [11/25/2010 1:30:03 AM] Samuel Williams: main thing, get the pointCanSeePoint working in levelgen [11/25/2010 1:30:06 AM] Samuel Williams: [Wednesday, November 24, 2010 11:05 PM] Samuel Williams: <<< http://96.2.123.136/bitfight/1086.patch For pointCanSeePoint and others robot changes http://96.2.123.136/bitfight/BotZones.levelgen Most of the changes is for robots on any map. Add "Script BotZones.levelgen" at the botton of the level file, to make sure all wall barriers get loaded first. BotNavMeshZone should generate automatically [11/25/2010 1:30:25 AM] Chris Eykamp: I look forward to seeing it. [11/25/2010 1:30:25 AM] Samuel Williams: ok [11/25/2010 1:30:58 AM] Chris Eykamp: I think I can make pointcanseepoint work in the editor as well, which would make me feel better [11/25/2010 1:31:07 AM] Samuel Williams: good [11/25/2010 1:31:34 AM] Chris Eykamp: just need to pass a reference to the griddatabase to the levelloader somehow [11/25/2010 1:32:24 AM] Chris Eykamp: the first way I tried was via inheritance, but things aren't quite set up right to do that at the moment [11/25/2010 1:32:32 AM] Chris Eykamp: at least not as far as I can see [11/25/2010 1:32:45 AM] Chris Eykamp: but that would be the most elegant solution [11/25/2010 1:33:22 AM] Samuel Williams: well, the game play with bots is what it really matters [11/25/2010 1:33:30 AM] Samuel Williams: (working bots) [11/25/2010 1:33:34 AM] Chris Eykamp: yes... true [11/25/2010 1:34:09 AM] Chris Eykamp: short term making stuff work now vs. long term making sure things continue to work is always a trade off [11/25/2010 1:34:58 AM] Chris Eykamp: you're focused on making stuff work now, which is great, because stuff does need to work now [11/25/2010 1:35:09 AM] Samuel Williams: yes [11/25/2010 1:35:29 AM] Chris Eykamp: and you're making some really cool stuff work [11/25/2010 1:35:53 AM] Samuel Williams: good [11/25/2010 1:36:10 AM] Chris Eykamp: you said the dzone stuff was bogging down [11/25/2010 1:36:17 AM] Chris Eykamp: what was bogging down? client or server? [11/25/2010 1:36:33 AM] Samuel Williams: it only freezes the server for 5 second at the beginning of map, [11/25/2010 1:36:42 AM] Chris Eykamp: what freezes? [11/25/2010 1:36:50 AM | Edited 1:37:01 AM] Samuel Williams: but the sending of bot zones it what lagg the client [11/25/2010 1:37:09 AM] Chris Eykamp: the client was freezing, ro the server was freezing while sending? [11/25/2010 1:37:29 AM] Samuel Williams: the client lagg out for like forever trying to receive the bot zones [11/25/2010 1:37:50 AM] Samuel Williams: the server only freeze 5 second calculating the bot zones [11/25/2010 1:37:59 AM] Samuel Williams: in the start of map [11/25/2010 1:38:04 AM] Chris Eykamp: how about making the server send dzone data only to the local client? [11/25/2010 1:38:11 AM] Samuel Williams: yes [11/25/2010 1:38:18 AM] Chris Eykamp: that should be fast, and will allow debugging [11/25/2010 1:38:38 AM] Chris Eykamp: though we should also have a mechansim to allow sending to remote players, for situations like tonight [11/25/2010 1:39:02 AM] Chris Eykamp: or... maybe... a way to export the zones into levelcode [11/25/2010 1:39:10 AM] Samuel Williams: yes - when a player type /dzones [11/25/2010 1:39:38 AM] Chris Eykamp: oh, I see; you're suggesting sending to all clients, but only on demand [11/25/2010 1:39:47 AM] Samuel Williams: maybe /getmap wil get a static version of auto generate maps [11/25/2010 1:40:55 AM] Samuel Williams: yes send on /dzones demand [11/25/2010 1:40:59 AM] Chris Eykamp: doesn't the server lag while sending all those zones? [11/25/2010 1:41:09 AM] Chris Eykamp: that's a bigger concern to me than the clients [11/25/2010 1:41:28 AM] Samuel Williams: server only sends a few at a time to client, causing a client to go laggy [11/25/2010 1:42:04 AM] Samuel Williams: (sending the bot zones when bullets and ship updates not being sent for a while) [11/25/2010 1:42:08 AM] Chris Eykamp: ah, I see; so the client sits and sits and sits, while server plays a little, sends a few, plays a little more... [11/25/2010 1:42:22 AM] Samuel Williams: yes [11/25/2010 1:42:30 AM] Chris Eykamp: so there's no problem at all on the server end [11/25/2010 1:42:32 AM] Chris Eykamp: ? [11/25/2010 1:42:38 AM | Edited 1:42:45 AM] Samuel Williams: no problem on server [11/25/2010 1:42:47 AM] Chris Eykamp: ok, then send on demand should work [11/25/2010 1:42:54 AM] Samuel Williams: yes.. [11/25/2010 1:42:56 AM] Chris Eykamp: if you request the zones, you will expect some lag [11/25/2010 1:43:02 AM] Samuel Williams: yes [11/25/2010 1:43:36 AM] Chris Eykamp: actually, if the zones are sent later in the game, there probably won't be any client lag either [11/25/2010 1:43:54 AM] Chris Eykamp: as the client will accept what the server sends when it sends it, but isn't waiting for more [11/25/2010 1:44:08 AM] Chris Eykamp: a the beginning it's waiting for the server to say "you've got it all" [11/25/2010 1:44:19 AM] Chris Eykamp: we don;t need that when sending dzones [11/25/2010 1:44:57 AM] Samuel Williams: bot zones does not affect players - only bots use it , and bot is only coltrolled on server [11/25/2010 1:45:06 AM] Chris Eykamp: correct [11/25/2010 1:45:14 AM] Chris Eykamp: currently, we send it with everything else [11/25/2010 1:45:23 AM] Chris Eykamp: even though it;s not needed [11/25/2010 1:45:29 AM] Chris Eykamp: that was the making things work short term fix [11/25/2010 1:45:51 AM] Chris Eykamp: sending on demand is probably a better long term fix [11/25/2010 1:45:59 AM] Chris Eykamp: it was easy that way [11/25/2010 1:46:22 AM] Samuel Williams: sending all bots can lag client a little- so i have it only send to player if close enough [11/25/2010 1:46:43 AM] Samuel Williams: if you notice it it is like that in my server [11/25/2010 1:46:45 AM] Chris Eykamp: yes; if the bot is "in scope" [11/25/2010 1:46:48 AM] Chris Eykamp: should be how it works [11/25/2010 1:47:01 AM] Chris Eykamp: I think I had it send all bots to make debugging easier [11/25/2010 1:47:15 AM] Chris Eykamp: when the bot goes in and out of scope, it's harder to see what's going on [11/25/2010 1:47:15 AM] Samuel Williams: yes, but 16 bots laggs the client [11/25/2010 1:47:19 AM] Chris Eykamp: yes [11/25/2010 1:47:40 AM] Chris Eykamp: it also gives the player an advantage if they can see the bot everywhere [11/25/2010 1:47:52 AM] Samuel Williams: yes - no fair to bots [11/25/2010 1:47:59 AM] Chris Eykamp: :) what we relaly need is a bot debugging mode [11/25/2010 1:48:28 AM] Chris Eykamp: that was the original idea -- zones and bots only sent in debugging mode [11/25/2010 1:48:39 AM] Chris Eykamp: and debuggin gmode would be controlled by the server [11/25/2010 1:48:49 AM] Chris Eykamp: perhaps admins could turn it on and off remotely [11/25/2010 1:49:21 AM] Samuel Williams: might want to add a command, /debug show/hide all bots [11/25/2010 1:49:22 AM] Chris Eykamp: it used to draw the bot's "flight plan" on the clients as well [11/25/2010 1:49:52 AM] Chris Eykamp: right, but if one player is in /debug mode, and antother is not, it gives /debug player an advantage [11/25/2010 1:50:12 AM] Samuel Williams: make /debug affect ALL players the ability to see all bots [11/25/2010 1:50:21 AM] Chris Eykamp: just what I was thinking [11/25/2010 1:50:28 AM | Edited 1:50:45 AM] Samuel Williams: good [11/25/2010 1:50:39 AM] Samuel Williams: GOOD (edit) [11/25/2010 1:50:45 AM] Chris Eykamp: :) [11/25/2010 1:50:52 AM] Samuel Williams: i thought i was editing [11/25/2010 1:51:23 AM] Chris Eykamp: so we need a way for admins to tell the server it's entering or exiting debug mode [11/25/2010 1:51:34 AM] Chris Eykamp: that's one RPC (remote functino call) [11/25/2010 1:52:00 AM] Chris Eykamp: we need another to for client to request zone data if debug mode is enabled [11/25/2010 1:52:05 AM] Samuel Williams: log file, or /debug available to admins [11/25/2010 1:52:29 AM] Chris Eykamp: yes; I'm thinking of what sort of messages need to be sent back and forth [11/25/2010 1:53:07 AM] Chris Eykamp: server can already send zones, so no new messages there [11/25/2010 1:53:41 AM] Chris Eykamp: server should send message to all clients telling them debug mode is active or not [11/25/2010 1:53:51 AM] Samuel Williams: the server has to make sure the client receive the message (possible UDP packet loss) [11/25/2010 1:54:01 AM] Chris Eykamp: that's taken care of by TNL [11/25/2010 1:54:19 AM] Samuel Williams: yes, that why only a few can be sent at a time [11/25/2010 1:54:35 AM] Chris Eykamp: what do you mean? [11/25/2010 1:55:44 AM] Samuel Williams: send too many bot zones and TNL is hard to know which one the client receive [11/25/2010 1:56:21 AM] Chris Eykamp: ah; I don't thinkl that's a problem [11/25/2010 1:57:06 AM] Samuel Williams: anyway, for sure, bot zones is sent a few at a time, as with everything else. [11/25/2010 1:57:12 AM] Chris Eykamp: right [11/25/2010 1:57:33 AM] Chris Eykamp: they'll be sent one at a time, and TNL will handle the timing of which go out when [11/25/2010 1:57:43 AM] Chris Eykamp: just like every other object [11/25/2010 1:57:56 AM] Chris Eykamp: this is all easy [11/25/2010 1:58:04 AM] Samuel Williams: ok [11/25/2010 1:58:48 AM] Chris Eykamp: just a lot of loose ends; like making sure when player joins, he knows if server is in debug mode; and should probably indicate debugging servers on join menu (with D) [11/25/2010 1:58:54 AM] Chris Eykamp: which means the master needs to know [11/25/2010 1:59:14 AM] Samuel Williams: ummm D = dedicated, right? [11/25/2010 1:59:50 AM] Chris Eykamp: Right. D - Dedicated, D = Debugging. So DD means a dedicated debugging server [11/25/2010 1:59:55 AM] Chris Eykamp: joking [11/25/2010 2:00:04 AM] Samuel Williams: hahaha [11/25/2010 2:00:27 AM] Chris Eykamp: but it should be designated somehow [11/25/2010 2:00:59 AM] Chris Eykamp: once we do that, we can add things like sending various chunks of bot data to help diagnose problems [11/25/2010 2:01:08 AM] Chris Eykamp: or whatever [11/25/2010 2:01:38 AM] Chris Eykamp: but you should always see bot on your team, just like other players [11/25/2010 2:01:53 AM] Samuel Williams: maybe add more info about the server, like the name of currently playing map [11/25/2010 2:02:02 AM] Chris Eykamp: F2 [11/25/2010 2:02:15 AM] Samuel Williams: i woonder why bots don't show on own team [11/25/2010 2:02:25 AM] Samuel Williams: in the join menu, [11/25/2010 2:02:29 AM] Samuel Williams: not while in game [11/25/2010 2:02:32 AM] Chris Eykamp: or did you mean in join menu? [11/25/2010 2:02:36 AM] Samuel Williams: yes [11/25/2010 2:02:41 AM] Chris Eykamp: the master has that info [11/25/2010 2:02:59 AM] Chris Eykamp: in fact, I think it;s in the json feed; you could write your own status widget to show that [11/25/2010 2:04:01 AM] Samuel Williams: umm in join menu, not the json feed (outside the game), [11/25/2010 2:04:05 AM] Chris Eykamp: we don;t show that on the website, too much info, but look at [11/25/2010 2:04:06 AM] Chris Eykamp: http://bitfighter.org/bitfighterStatus.json [11/25/2010 2:04:16 AM] Chris Eykamp: right I know what you meant; just saying [11/25/2010 2:04:45 AM] Chris Eykamp: the master has that info, so it could be sent to the clients in join menu easily [11/25/2010 2:05:07 AM] Samuel Williams: lots of info there, but no IP address... like it is showing in game join menu [11/25/2010 2:05:08 AM] Chris Eykamp: but we don;t have much room, and I'm not sure if players really need that to decide where to play [11/25/2010 2:05:18 AM] Chris Eykamp: no, that's true [11/25/2010 2:05:26 AM] Chris Eykamp: never thought it would be of interest [11/25/2010 2:06:12 AM] Samuel Williams: doesn't show the bot count in the web site either, like it shows on join menu [11/25/2010 2:06:57 AM] Chris Eykamp: no, but the idea is to give you some sense of whether you will find people to play with [11/25/2010 2:07:16 AM] Chris Eykamp: it may be that most levels have bots if we polish your zone maker a bit [11/25/2010 2:07:34 AM] Chris Eykamp: and get bots for more games [11/25/2010 2:07:47 AM] Samuel Williams: is the bot count really needs to be shown on join menu? Bot count changes from map to map. [11/25/2010 2:08:28 AM] Chris Eykamp: the idea is to say hey, there are no human players, but this server has some bots; I'll play there [11/25/2010 2:08:41 AM] Samuel Williams: maybe [11/25/2010 2:08:41 AM] Chris Eykamp: the bot count is the number of bots on the level being played at the moment [11/25/2010 2:09:23 AM] Chris Eykamp: yeah, maybe [11/25/2010 2:09:36 AM] Chris Eykamp: maybe when bots are more common, it will be less useful [11/25/2010 2:10:01 AM] Samuel Williams: yes, use bots to even the teams , instead of unfair 2 vs 1 [11/25/2010 2:10:11 AM] Chris Eykamp: yes, that's a possibilty [11/25/2010 2:10:42 AM] Chris Eykamp: I also want to see bots in different roles... a mine laying bot, or one that repairs, or places spybugs, or only defends, or only kills, or whatever [11/25/2010 2:11:18 AM] Samuel Williams: maybe with sending a bot a commmand /bot1 repair turret [11/25/2010 2:11:51 AM] Chris Eykamp: maybe. that's been suggested a few times; personally, I;d rather have a bot that just did that [11/25/2010 2:11:55 AM] Chris Eykamp: without being told [11/25/2010 2:12:17 AM] Chris Eykamp: but bots do get chat messages [11/25/2010 2:12:25 AM] Chris Eykamp: so you could implement that today [11/25/2010 2:12:38 AM] Samuel Williams: well, bot might need to be smarter... [11/25/2010 2:12:45 AM] Chris Eykamp: I *think* they get chat messages [11/25/2010 2:13:03 AM] Chris Eykamp: They must get them... my chatbot responded to messages you typed [11/25/2010 2:13:24 AM] Chris Eykamp: bots do need to be smarter! [11/25/2010 2:13:33 AM] Samuel Williams: ok, never knew that- give a robot a chat [11/25/2010 2:13:47 AM] Chris Eykamp: or have specialized roles, where they don;t have to decide between things [11/25/2010 2:13:57 AM] Chris Eykamp: just find something that needs repairing and repair it [11/25/2010 2:14:06 AM] Chris Eykamp: or find the enemy repair bot and kill it [11/25/2010 2:14:14 AM] Chris Eykamp: and then kill all enemy turrets [11/25/2010 2:14:21 AM] Chris Eykamp: it's decision making that requires intelligence [11/25/2010 2:14:27 AM] Samuel Williams: maybe make quickbot use turbo... [11/25/2010 2:14:40 AM] Chris Eykamp: it's already too hard for me :) [11/25/2010 2:15:36 AM] Samuel Williams: ok, i will soon go like in 5 minutes [11/25/2010 2:15:51 AM] Chris Eykamp: I'm going to put the debug mode onto the bug list so I don;t forget about it; we'll try to get it in one of the upcoming releases [11/25/2010 2:16:07 AM] Chris Eykamp: I'm going to look at how you did your zone thing. I am really impressed [11/25/2010 2:16:14 AM] Samuel Williams: ok [11/25/2010 2:16:30 AM] Chris Eykamp: I tried starting with tiny zones and growing them [11/25/2010 2:16:51 AM] Samuel Williams: it should work on any map - as long the "SCript botzones.levelgen" is at the bottom of level map [11/25/2010 2:16:58 AM] Chris Eykamp: and combining hem with neighboring zones [11/25/2010 2:17:12 AM] Chris Eykamp: right [11/25/2010 2:17:28 AM] Chris Eykamp: thanks for doing that [11/25/2010 2:17:46 AM] Samuel Williams: welcome [11/25/2010 2:18:57 AM] Samuel Williams: soon, add command like /addbot /kickbot , for offline playing [11/25/2010 2:19:07 AM] Chris Eykamp: yes [11/25/2010 2:20:29 AM] Chris Eykamp: lots and lots to do [11/25/2010 2:20:33 AM] Chris Eykamp: more than ever [11/25/2010 2:22:11 AM] Samuel Williams: most of my bug fix and bot stuff can work on 013 and 014, the problem is 014 cannot connect to 013 or 013 cannot connect to 014 [11/25/2010 2:22:41 AM] Chris Eykamp: right -- they use a different protocol [11/25/2010 2:22:45 AM] Chris Eykamp: they're not compatible [11/25/2010 2:23:08 AM] Chris Eykamp: 013 will be gone soon [11/25/2010 2:23:17 AM] Samuel Williams: there some changes in between 013 and 014, what are they? [11/25/2010 2:23:19 AM] Chris Eykamp: everyne will be on 014 in a week or so, probably [11/25/2010 2:23:35 AM] Chris Eykamp: the reserved name thing requrires a special set of emssages [11/25/2010 2:23:45 AM] Chris Eykamp: the soccer fixes requier another new set of messages [11/25/2010 2:23:54 AM] Chris Eykamp: those are the only two things, really [11/25/2010 2:24:07 AM] Samuel Williams: ok.. [11/25/2010 2:24:20 AM] Chris Eykamp: if 013 and 014 are paying soccer, can you pick up the ball? [11/25/2010 2:24:50 AM] Chris Eykamp: if the master tells 013 client that sam686 has the wrong password, what happens? [11/25/2010 2:24:51 AM] Chris Eykamp: etc. [11/25/2010 2:25:23 AM] Samuel Williams: yes, so it will mostly be not compatible... [11/25/2010 2:25:51 AM] Chris Eykamp: so debug mode will probably break backward compatibility [11/25/2010 2:25:56 AM] Samuel Williams: so 013 will be gone in about a week, and no more master for 013? [11/25/2010 2:26:53 AM] Chris Eykamp: the master will still work, and players can still play, but all my servers will be upgraded to 014 only, and everytime a 013 player connects, they'll see a message telling them to upgrad,e and since everyone else already updgraded, they won;t find anyone to play with [11/25/2010 2:27:27 AM] Chris Eykamp: and, starting with this beta, windows users will get a prompt asking if they want to upgrade, and the game will download a new installer and run it autmoatically [11/25/2010 2:27:50 AM] Chris Eykamp: but if two stubborn people want to play 013, the master will let them [11/25/2010 2:28:36 AM] Chris Eykamp: the mater will still work with version 1 [11/25/2010 2:29:18 AM] Samuel Williams: ok,.... might want to make 014 downloadable in sourceforge, even though it might not be used to update code anymore... so people don't download old version [11/25/2010 2:29:56 AM] Chris Eykamp: there are no downloads on source forge! until this version, all downloads were via bitfighter.org [11/25/2010 2:30:15 AM] Chris Eykamp: we do need to add a messag there telling folks that the prject has moved [11/25/2010 2:30:22 AM] Samuel Williams: ok- no downlaods [11/25/2010 2:30:38 AM] Chris Eykamp: upgrades hav always gone smoothly inthe past [11/25/2010 2:30:43 AM] Chris Eykamp: this one will work out fine [11/25/2010 2:30:50 AM] Chris Eykamp: you'll see. [11/25/2010 2:30:57 AM] Chris Eykamp: in a day or two everyone will be upgraded [11/25/2010 2:31:02 AM] Samuel Williams: at least it says to download at bitfighter.org [11/25/2010 2:31:09 AM] Chris Eykamp: right [11/25/2010 2:31:21 AM] Samuel Williams: and bitfighter.net ? is the same? the widget don't work there [11/25/2010 2:31:23 AM] Chris Eykamp: I'm worried about a lot of things right now, but not htat [11/25/2010 2:31:32 AM] Chris Eykamp: bitfighter.net maps to bitfighter.org [11/25/2010 2:31:46 AM] Chris Eykamp: not sure what yo mean about the widget [11/25/2010 2:31:47 AM] Samuel Williams: the current players won't show, [11/25/2010 2:32:07 AM] Chris Eykamp: well, use bitfighter.org :) [11/25/2010 2:32:09 AM] Samuel Williams: same with www.bitfighter.org - the www part [11/25/2010 2:32:13 AM] Chris Eykamp: really [11/25/2010 2:32:29 AM] Samuel Williams: yes, current players won't show there [11/25/2010 2:32:30 AM] Chris Eykamp: you're right [11/25/2010 2:32:51 AM] Chris Eykamp: probably due to where the json comes from, and it being a different site and all [11/25/2010 2:32:55 AM] Chris Eykamp: at least nominally [11/25/2010 2:33:19 AM] Samuel Williams: javascript console [11/25/2010 2:33:19 AM] Samuel Williams: XMLHttpRequest cannot load http://bitfighter.org/bitfighterStatus.json?_=1290670382727. Origin http://www.bitfighter.org is not allowed by Access-Control-Allow-Origin. [11/25/2010 2:33:31 AM] Chris Eykamp: i'll bet if I changed the json source to www.bitfighter.org in the widget, it would work, but not with just bitfighter.org [11/25/2010 2:33:47 AM] Samuel Williams: and what about bitfighter.net ? [11/25/2010 2:34:20 AM] Chris Eykamp: again, if I changed the widget to specify the json source as bf.net, I'll bet it would work, but fail at bf.org [11/25/2010 2:34:38 AM] Samuel Williams: jave script , error again [11/25/2010 2:34:40 AM] Samuel Williams: XMLHttpRequest cannot load http://bitfighter.org/bitfighterStatus.json?_=1290670455971. Origin http://bitfighter.net is not allowed by Access-Control-Allow-Origin. [11/25/2010 2:35:12 AM] Samuel Williams: and- if i save this web page, the origin becomes null [11/25/2010 2:35:19 AM] Samuel Williams: when i open a saves page [11/25/2010 2:36:04 AM] Samuel Williams: may basically need to specify multiple origin.. [11/25/2010 2:36:21 AM] Chris Eykamp: what does that mean? [11/25/2010 2:36:38 AM] Chris Eykamp: I'm looking up that error now [11/25/2010 2:37:01 AM] Samuel Williams: something with access control, that is for sure. [11/25/2010 2:37:41 AM] Chris Eykamp: ok, I think I see, not sure how to apply that to fix the issue [11/25/2010 2:38:08 AM] Chris Eykamp: maybe need to change http response ehaders, which I can't do [11/25/2010 2:38:30 AM] Samuel Williams: so currently the current players is only viewable on bitfighter.org... [11/25/2010 2:39:06 AM] Chris Eykamp: yes [11/25/2010 2:40:34 AM] Samuel Williams: well i wil be here tomorrow [11/25/2010 2:40:42 AM] Samuel Williams: bye [11/25/2010 2:40:46 AM] Chris Eykamp: bye [11/25/2010 2:41:02 AM] Samuel Williams: bye bye bye bye bye bye bye bye bye bye bye bye bye bye bye bye bye bye... [11/25/2010 2:53:21 AM] karamazovapy: right. [11/25/2010 2:53:23 AM] karamazovapy: just caught up. [11/25/2010 2:55:19 AM] Chris Eykamp: sam... fixed the website stuff [11/25/2010 2:58:48 AM | Edited 2:59:01 AM] Samuel Williams: ok, good, now multiple same website now redirects to only one, i will be here tomorrow [11/25/2010 3:02:56 AM] Chris Eykamp: oh you're still here! well, good night [11/25/2010 1:37:32 PM] Samuel Williams: im here now, [11/25/2010 1:37:54 PM | Edited 1:38:17 PM] Samuel Williams: stupid 2:02 AM... i just got that message now [11/25/2010 2:07:58 PM] Chris Eykamp: just popping in for a single message, but I have a great idea of how to integrate your zone building script into the editor -- we can add a way to run a script, but to add the generated elements to your level permanently; you can generaet zones, then tweak them by hand. Over and out. [11/25/2010 3:56:50 PM] Samuel Williams: ok [11/25/2010 3:57:57 PM] Samuel Williams: but saving the botnavzones will take up more disk space... [11/25/2010 4:01:16 PM] Chris Eykamp: true; this is only an option, and one I've watned for other things as well. Could be used for extending the editor and generating elements for static levels like sin-curve walls, or small mazes or the like. I hope we get your script working so well that no one would even consider saving the zones because they can't be improved on by hand. [11/25/2010 4:03:51 PM] Samuel Williams: i am trying to improve my bot generator script to avoid island zones [11/25/2010 7:00:11 PM] Zoomber: hai [11/25/2010 7:00:21 PM] Samuel Williams: hello [11/25/2010 9:31:51 PM] Chris Eykamp: excellent [11/25/2010 9:32:11 PM] Chris Eykamp: I'm trying to get your script to run in the editor [11/25/2010 9:36:11 PM] Samuel Williams: improved my botZones levelgen to generate bot NavZone [11/25/2010 9:36:13 PM] Samuel Williams: http://96.2.123.136/bitfight/BotZones2.levelgen [11/25/2010 9:36:46 PM] Samuel Williams: now there is fewer zone island [11/25/2010 9:41:19 PM] Samuel Williams: in the robot findClosestZone, i wanted to remove the double pass and only go with the max visible distance of 262144, because of when the robot can't find nearest visible zone, it freezes or severely slow down my server, until double pass removed with max distance of 262144. [11/25/2010 9:43:10 PM] Chris Eykamp: I don't understand why the bot would hang if the nearest zone is > 512 [11/25/2010 9:43:44 PM] Samuel Williams: too many zones to check if point can see point [11/25/2010 9:43:57 PM] Samuel Williams: when zones is more then 1000 [11/25/2010 9:44:29 PM] Chris Eykamp: so the second pass is too expensive? [11/25/2010 9:44:42 PM] Samuel Williams: so second pass can be slow [11/25/2010 9:45:00 PM] Samuel Williams: and probably not going to find any visible anyway.. [11/25/2010 9:45:12 PM] Chris Eykamp: why not 3 passes? 512, 1024, infinity? [11/25/2010 9:45:34 PM] Chris Eykamp: or a series of passes, each 100 more than the last (with some check to avid checking same zone twice [11/25/2010 9:45:48 PM] Samuel Williams: is a robot got stuck somewhere and tries to find nearest visible zone [11/25/2010 9:46:09 PM] Chris Eykamp: maybe robots should kill themselves in that case, and just start over [11/25/2010 9:46:43 PM] Samuel Williams: maybe, just tell the robot to go randomly instead of one direction [11/25/2010 9:47:13 PM] Chris Eykamp: randomly seens likely to fail [11/25/2010 9:47:23 PM] Samuel Williams: yes, may fail...... [11/25/2010 9:47:48 PM] Chris Eykamp: hopefully the bot will not get too far off track [11/25/2010 9:47:58 PM] Chris Eykamp: but if it does, there needs to be a recovery plan [11/25/2010 9:48:10 PM] Samuel Williams: yes. [11/25/2010 9:49:03 PM] Samuel Williams: find closest zone, for double pass, need to remove the equal while(closest < -1) to prevent returning zero when none is found [11/25/2010 9:49:56 PM] Samuel Williams: also, a line S32 closest = -3; three, because of first pass change to -2, second pass changes to -1 [11/25/2010 9:49:59 PM] Chris Eykamp: are you working off the code I checked in last night [11/25/2010 9:50:02 PM] Chris Eykamp: ? [11/25/2010 9:50:05 PM] Samuel Williams: yes [11/25/2010 9:50:16 PM] Samuel Williams: mostly yes, it just merged [11/25/2010 9:50:24 PM] Chris Eykamp: good [11/25/2010 9:50:25 PM] Samuel Williams: with update [11/25/2010 9:51:01 PM] Chris Eykamp: i'll double check the -3 thing; maybe I made a mistake. However, you are proposing a new set of logic [11/25/2010 9:51:22 PM] Chris Eykamp: you're saying 1 pass, and if 512 doesn;t work, panic [11/25/2010 9:51:41 PM] Samuel Williams: use while(closest < -1), not while(closest <= -1) (don't use equal) [11/25/2010 9:52:01 PM] Samuel Williams: it was partly my mistake to use equal... [11/25/2010 9:52:16 PM] Chris Eykamp: ok, I saw the = and sas that -2 was right with that [11/25/2010 9:52:24 PM] Chris Eykamp: if the equal was wrong, then -3 would be right [11/25/2010 9:52:29 PM] Samuel Williams: yes [11/25/2010 9:52:35 PM] Chris Eykamp: but you only want one pass [11/25/2010 9:52:54 PM] Samuel Williams: if it equal -1 it loops until it is zero. [11/25/2010 9:53:05 PM] Chris Eykamp: I see [11/25/2010 9:53:15 PM] Chris Eykamp: and 0 is a legit zone [11/25/2010 9:53:16 PM] Samuel Williams: then it thinks it is found zone zero when it really is not found [11/25/2010 9:53:22 PM] Chris Eykamp: right [11/25/2010 9:53:24 PM] Chris Eykamp: yes I see [11/25/2010 9:54:05 PM] Chris Eykamp: so you want this: [11/25/2010 9:54:06 PM] Chris Eykamp: S32 closest = -3; while(closest < -1) { [11/25/2010 9:54:09 PM] Samuel Williams: yes [11/25/2010 9:54:16 PM] Chris Eykamp: ok, I'll check it in now [11/25/2010 9:55:19 PM] Chris Eykamp: it's in [11/25/2010 9:55:36 PM] Samuel Williams: good [11/25/2010 9:59:09 PM] Chris Eykamp: a minor point: It looked like you were passing gridsize to the function; you can get gridsize directly in the script (via levelgen:getGridSize() fn) [11/25/2010 10:00:39 PM] Samuel Williams: yes, i was needed to multiply by the grid size to check the pointCanSeePoint at the proper size. [11/25/2010 10:01:21 PM] Samuel Williams: i can change that... didn't know that [11/25/2010 10:01:52 PM] Chris Eykamp: if you need other system settings, let me know, and we'll add them [11/25/2010 10:04:11 PM] Chris Eykamp: what is the totalsize param? [11/25/2010 10:04:48 PM] Samuel Williams: the size of the bot zones to cover the map, it should be big enough to cover the entire map. [11/25/2010 10:05:23 PM] Chris Eykamp: meaning the size of the level? [11/25/2010 10:05:27 PM] Samuel Williams: yes, [11/25/2010 10:05:37 PM] Chris Eykamp: we should be able to get that from the level [11/25/2010 10:05:53 PM] Chris Eykamp: maybe we need a getLevelBounds() function [11/25/2010 10:06:02 PM] Samuel Williams: making it twice as big may only add about 10 more zones (if already big enough) [11/25/2010 11:06:30 PM] karamazovapy: unless/until you make it possible to run more than one script, saving zones will be a useful feature [11/25/2010 11:07:09 PM] karamazovapy: I guess you could paste one script's code into the other document, but I like having separate files [11/25/2010 11:07:39 PM] Chris Eykamp: we'll probably need a good way to run multiple scripts at some point [11/25/2010 11:08:07 PM] Chris Eykamp: not sure we're there yet, but it will be easy enough to add [11/25/2010 11:08:20 PM] Samuel Williams: will adding second script lines in level file run both script? [11/25/2010 11:08:33 PM] karamazovapy: not right now [11/25/2010 11:08:40 PM] karamazovapy: (I don't think) [11/25/2010 11:13:55 PM] Chris Eykamp: there's a way in Lua to load and run another script. I may have disabled it for security purposes, but it's easily undisabled by modifying luaHelperFunctions if I did [11/25/2010 11:14:08 PM] Samuel Williams: multiple script line - only runs the last one... [11/25/2010 11:14:38 PM] Chris Eykamp: so I can run your script in the editor now, and it appears to work, but in the game, I only get one zone. But it does run. So... progress [11/25/2010 11:14:48 PM] Samuel Williams: good [11/25/2010 11:42:37 PM] Chris Eykamp: this is helpful; [11/25/2010 11:43:06 PM] Chris Eykamp: I added a function provisionally mapped to ctrl-I that takes all items created by running a script (ctrl-R) and inserts them into the level as ordinary items [11/25/2010 11:43:23 PM] Chris Eykamp: this lets you really get in close and see what sorts of geometries the zone generator is making [11/25/2010 11:44:02 PM] Chris Eykamp: I ran it on ctf1, and the zones look really good... but... [11/25/2010 11:44:08 PM] Samuel Williams: good, grab a levelgen with ctrl+I ? [11/25/2010 11:44:22 PM] Chris Eykamp: basically, yes, but not checked in yet [11/25/2010 11:44:34 PM] Chris Eykamp: I wanted ot get the level gens working in the game again first [11/25/2010 11:44:39 PM] Chris Eykamp: I think that;s an easy fix [11/25/2010 11:44:40 PM] Samuel Williams: ok [11/25/2010 11:44:45 PM] Chris Eykamp: but very soon [11/25/2010 11:44:55 PM] Samuel Williams: possibly something to do with grid size ? [11/25/2010 11:45:23 PM] Chris Eykamp: There are a lot of extra points in each zone; squares can be as few as 4 pts, but I'm seeing them with lots more [11/25/2010 11:45:40 PM] Chris Eykamp: reducing collinear points would help with speed and size [11/25/2010 11:45:51 PM] Chris Eykamp: also, merging neighboring zones might help [11/25/2010 11:46:11 PM] Samuel Williams: my bot zone generator needs lots of work [11/25/2010 11:46:27 PM] Chris Eykamp: and you'll see some places where the algorithm just gets confused and puts in a ton of weird points [11/25/2010 11:46:38 PM] Chris Eykamp: it's a lot easier to see what's going on in the editor [11/25/2010 11:46:53 PM] Chris Eykamp: I think this will help find and fix the problems [11/25/2010 11:47:28 PM] Chris Eykamp: also, I'm not sure how we can do this, but if we can identify points that are inside loop walls, we could eliminate a lot or zones, at least on this map [11/25/2010 11:47:51 PM] Chris Eykamp: don't get me wrong; this is a HUGE step forwward [11/25/2010 11:48:02 PM] Chris Eykamp: and I really couldn't be happier at this point [11/25/2010 11:48:08 PM] Samuel Williams: viewing bot zones in editor loads faster then loading bot zones in game (faster when it does not go through network) [11/25/2010 11:48:09 PM] Chris Eykamp: so don;t tak e my comments as criticism [11/25/2010 11:48:28 PM] Chris Eykamp: yes and no [11/25/2010 11:48:46 PM] Chris Eykamp: the editor does some extra processing, like seeing which zones are convex [11/25/2010 11:49:05 PM] Chris Eykamp: and it builds extra geometry stuff to support zone editing [11/25/2010 11:49:05 PM] Samuel Williams: yes, good idea to load levelgens in map editor [11/25/2010 11:49:16 PM] Chris Eykamp: it seems to work really well [11/25/2010 11:49:25 PM] Chris Eykamp: and it was about 10 lines of code [11/25/2010 11:50:01 PM] Chris Eykamp: In my mazeracer levelgen, I made a final pass to remove collinear points, and that reduced the level size significantly [11/25/2010 11:50:33 PM] Samuel Williams: yes, may load faster bycombining squares [11/25/2010 11:50:42 PM] Chris Eykamp: maybe we could create a simplify function that does that [11/25/2010 11:50:48 PM] Samuel Williams: and removing useless points in zones [11/25/2010 11:51:12 PM] Chris Eykamp: actually, when loading walls from a file, I check for and remove collinear points as a way of making the walls transmit faster and process faster in game [11/25/2010 11:51:34 PM] Chris Eykamp: yes; well let me get this working in game, so i can check in and give you the tool [11/25/2010 11:51:42 PM] Chris Eykamp: unless you want me to do that right now so you can take a look [11/25/2010 11:51:54 PM] Chris Eykamp: knowing you can;t use it in game [11/25/2010 11:51:58 PM] Samuel Williams: well, mine works in game.. [11/25/2010 11:52:02 PM] Chris Eykamp: right [11/25/2010 11:52:08 PM] Chris Eykamp: but i think will crasht he editor [11/25/2010 11:52:33 PM] Chris Eykamp: I think I'm passing the wrong database to the game; and it;s an empty database, so the levelgen creates one giant box [11/25/2010 11:52:44 PM] Samuel Williams: i can look at why it may not work right. [11/25/2010 11:52:47 PM] Chris Eykamp: that's my theory anyway [11/25/2010 11:53:00 PM] Chris Eykamp: sure... well, I'll check it in and you can play with it [11/25/2010 11:53:06 PM] Samuel Williams: ok [11/25/2010 11:53:15 PM] Chris Eykamp: the zones look pretty cool! [11/25/2010 11:53:26 PM] Chris Eykamp: also, with so many zones it slows the editor down [11/25/2010 11:54:16 PM] Chris Eykamp: so be prepared [11/25/2010 11:54:20 PM] Samuel Williams: yes, it has too many zones, but it does work [11/25/2010 11:54:37 PM] Chris Eykamp: it works great. [11/25/2010 11:54:50 PM] Chris Eykamp: in ctf1, the zones hae a very attracitve look to them [11/25/2010 11:57:17 PM] karamazovapy: how does the auto zone generator handle curves? [11/26/2010 12:02:22 AM] Samuel Williams: i will show you a screenshot, gave me 2 minutes... [11/26/2010 12:02:41 AM] Chris Eykamp: or try it yourself with teh code that is now chekced in [11/26/2010 12:05:00 AM] Samuel Williams: http://96.2.123.136/bitfight/botzones.gif (screenshot) [11/26/2010 12:05:19 AM] Samuel Williams: ok, i will update and see [11/26/2010 12:05:44 AM] karamazovapy: I see [11/26/2010 12:10:44 AM] Chris Eykamp: sam -- do you do any detection of islands? [11/26/2010 12:11:06 AM] Samuel Williams: i don't see any bot zones in map editor... [11/26/2010 12:11:26 AM] Chris Eykamp: what did you do, what do you see? [11/26/2010 12:11:53 AM] Samuel Williams: if i test, i see only one big zones, in map editor, no bot zones is shown [11/26/2010 12:12:19 AM] Chris Eykamp: you ran with ctrl-R and saw nothing? [11/26/2010 12:12:46 AM] Samuel Williams: forgot the ctrl+r... i tried ctrl+L [11/26/2010 12:12:51 AM] Samuel Williams: now i see it [11/26/2010 12:13:01 AM] Chris Eykamp: ctrl-R, then ctrl-I [11/26/2010 12:13:29 AM] Chris Eykamp: my thinking was if you have a random element generator, you might want to run the script a few times until you find a config you like, then you can save that one [11/26/2010 12:13:55 AM] Chris Eykamp: so... can you detect islands? [11/26/2010 12:14:39 AM] Samuel Williams: yes i see some zone island [11/26/2010 12:15:04 AM] Chris Eykamp: because I was thinking if you found an island, and it was surrounded by walls, and had no spawns and no teleporter outlets, you could delete all the zones in that island [11/26/2010 12:15:50 AM] Chris Eykamp: unfortunately, bf has no concept of "inside" and "outside" [11/26/2010 12:16:17 AM] Samuel Williams: but - i only found one zone island so far ( a very small one) , but there is lots of island inside the walls [11/26/2010 12:16:30 AM] karamazovapy: what if you could "paint" inside and outside? [11/26/2010 12:16:44 AM] Chris Eykamp: I think it's computable [11/26/2010 12:16:47 AM] karamazovapy: like the paint bucket in...paint [11/26/2010 12:16:59 AM] Chris Eykamp: every place there is a spawn is inside [11/26/2010 12:17:09 AM] Chris Eykamp: every place a transporter dumps you is inside [11/26/2010 12:17:24 AM] Chris Eykamp: ever place not connected to one of those two places is outside [11/26/2010 12:17:38 AM] karamazovapy: wonder how that would work with teleporters that land you on top of barriers [11/26/2010 12:17:40 AM] Chris Eykamp: except with stupid dungeons [11/26/2010 12:17:41 AM] Chris Eykamp: then who knows [11/26/2010 12:17:51 AM] Chris Eykamp: see most recent comments [11/26/2010 12:18:08 AM] Chris Eykamp: if teleporter or spawn is on wall, then both sides of the wall are inside [11/26/2010 12:18:39 AM] Chris Eykamp: if those rules are correct, then any zone outside can be removed [11/26/2010 12:20:15 AM] Chris Eykamp: anyway, now the door is open to reimplement that circle wall generator that was kicking around for zap... can create a script, run it, hit ctrl-I then rotate, scale the results [11/26/2010 12:20:33 AM] Chris Eykamp: we can make the interface cleaner of course, but the implementation is clear [11/26/2010 12:20:46 AM] Samuel Williams: ok, now to get the in-game bot zones working again [11/26/2010 12:20:53 AM] Chris Eykamp: my thoughts exactly' [11/26/2010 12:29:11 AM] Samuel Williams: fixed it.. bool hasLOS; if(gServerGame == NULL){ hasLOS = sGridDatabase->pointCanSeePoint(p1, p2); }else{ p1 *= sGridSize; // need to compare at the correct grid size. p2 *= sGridSize; //hasLOS = gServerGame->getGridDatabase()->pointCanSeePoint(p1,p2); hasLOS = sGridDatabase->pointCanSeePoint(p1, p2); } [11/26/2010 12:29:58 AM] Chris Eykamp: how do you do that??? [11/26/2010 12:30:12 AM] Chris Eykamp: I had just time to figure out my theory was wrong [11/26/2010 12:30:18 AM] Samuel Williams: i had a problem with grid size before. [11/26/2010 12:30:47 AM] Samuel Williams: it was making making bot nav zones based on a very huge version of map [11/26/2010 12:31:15 AM] Samuel Williams: when i had a wall at (0,0) [11/26/2010 12:31:45 AM] Chris Eykamp: right [11/26/2010 12:33:17 AM] Chris Eykamp: one other thing that may make the script run faster is to use vectors rather than points [11/26/2010 12:33:49 AM] Chris Eykamp: we're using lua-vec, in whihc vectors are just data, not objects, and so there's no malloc/free overhead [11/26/2010 12:33:54 AM] Samuel Williams: that may be useful instead of comparing 6 lines in a square [11/26/2010 12:34:09 AM] Chris Eykamp: I really need to make Points into vectors [11/26/2010 12:34:21 AM] Chris Eykamp: vectors only have an x & y [11/26/2010 12:35:22 AM] Chris Eykamp: well, they also have a z, but we don;t use it [11/26/2010 12:35:26 AM] Samuel Williams: not sure, but if it helps speed up - ok, don't know much about vectors.. [11/26/2010 12:35:50 AM] Samuel Williams: is it like polygons? [11/26/2010 12:35:52 AM] Chris Eykamp: well, when you create a point, lua does a malloc, and when you get rid of it, it needs to be garbage collected [11/26/2010 12:36:15 AM] Chris Eykamp: when you use a vector (which is just an x y pair), it is simple data like a number, and there's no malloc or gc associated with it [11/26/2010 12:36:31 AM] Chris Eykamp: so they're cheaper to create and much cheaper to destroy [11/26/2010 12:37:17 AM] Chris Eykamp: they are available, but I need to merge points and vectors, so that points use the lightweight implementation [11/26/2010 12:37:22 AM] Samuel Williams: in my script, i only use points for the pointCanSeePoint, the rest is a seperate X, Y [11/26/2010 12:37:35 AM] Chris Eykamp: I did this somewhat with bots, but have forgotten most of what I learned doing it, it was so long ago [11/26/2010 12:37:47 AM] Chris Eykamp: ok, then it might not matter much [11/26/2010 12:38:02 AM] Chris Eykamp: I was hoping for an easy speed boost [11/26/2010 12:38:56 AM] Samuel Williams: might want to measure amout of time the script runs.. [11/26/2010 12:43:00 AM] Chris Eykamp: and do what? [11/26/2010 12:43:20 AM] Chris Eykamp: Lua has several kinds of debugging hooks we could tap into if we wanted to get all fancy [11/26/2010 12:43:31 AM] Chris Eykamp: we could make the console into a script debugger [11/26/2010 12:57:06 AM] Zoomber: this is bad [11/26/2010 12:57:11 AM] Zoomber: now i am getting crashes [11/26/2010 12:57:16 AM] Zoomber: using the version posted on the downloads section [11/26/2010 12:57:18 AM] Zoomber: Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 ...itfighter:rfc1034identifier 0x00005e0d TNL::SafeObjectRef::set(TNL::Object*) + 35 1 ...itfighter:rfc1034identifier 0x000aecf2 Zap::SoccerBallItem::onAddedToGame(Zap::Game*) + 52 2 ...itfighter:rfc1034identifier 0x00059396 Zap::GameObject::onGhostAdd(TNL::GhostConnection*) + 28 3 com.yourcompany.tnl 0x003f8f39 TNL::GhostConnection::readPacket(TNL::BitStream*) + 471 4 ...itfighter:rfc1034identifier 0x0003bb9e Zap::ControlObjectConnection::readPacket(TNL::BitStream*) + 398 5 com.yourcompany.tnl 0x003fe557 TNL::NetConnection::readRawPacket(TNL::BitStream*) + 257 6 com.yourcompany.tnl 0x00403569 TNL::NetInterface::processPacket(TNL::Address const&, TNL::BitStream*) + 85 7 com.yourcompany.tnl 0x003ffda8 TNL::NetInterface::checkIncomingPackets() + 118 8 ...itfighter:rfc1034identifier 0x00045b5d Zap::ClientGame::idle(unsigned int) + 47 9 ...itfighter:rfc1034identifier 0x00089494 Zap::ZapJournal::idle_body(unsigned int) + 78 10 com.yourcompany.tnl 0x003fb8f9 TNL::Journal::callEntry(char const*, TNL::Functor*) + 169 11 ...itfighter:rfc1034identifier 0x00089444 Zap::ZapJournal::idle(unsigned int) + 42 12 ...itfighter:rfc1034identifier 0x0008b211 Zap::idle() + 317 13 com.apple.glut 0x3e01197d -[GLUTApplication run] + 221 14 com.apple.glut 0x3e022777 glutMainLoop + 525 15 ...itfighter:rfc1034identifier 0x0008c3e0 main + 840 16 ...itfighter:rfc1034identifier 0x00002966 _start + 216 17 ...itfighter:rfc1034identifier 0x0000288d start + 41 Thread 1: Dispatch queue: com.apple.libdispatch-manager 0 libSystem.B.dylib 0x997d2942 kevent + 10 1 libSystem.B.dylib 0x997d305c _dispatch_mgr_invoke + 215 2 libSystem.B.dylib 0x997d2519 _dispatch_queue_invoke + 163 3 libSystem.B.dylib 0x997d22be _dispatch_worker_thread2 + 240 4 libSystem.B.dylib 0x997d1d41 _pthread_wqthread + 390 5 libSystem.B.dylib 0x997d1b86 start_wqthread + 30 [11/26/2010 12:57:35 AM] Zoomber: in the middle of a hunters game too, while having the clear lead :( [11/26/2010 12:57:53 AM] Zoomber: 17 ...itfighter:rfc1034identifier 0x0000288d start + 41 [11/26/2010 12:58:02 AM] Zoomber: 0 ...itfighter:rfc1034identifier 0x00005e0d TNL::SafeObjectRef::set(TNL::Object*) + 35 [11/26/2010 12:58:02 AM] Samuel Williams: you was in game with me, [11/26/2010 12:58:10 AM] Zoomber: yeah [11/26/2010 12:58:13 AM] Zoomber: just crashed [11/26/2010 1:01:35 AM] Samuel Williams: I as video recording, and already low on disk space... [11/26/2010 1:03:15 AM] Samuel Williams: the crash is possibly caused by too many burst and too many mines explosion, which i fix is on my client [11/26/2010 1:03:59 AM] Samuel Williams: it may have written an index array out of range and corrupt the client game memory [11/26/2010 1:05:13 AM | Edited 1:06:32 AM] Samuel Williams: question, why in SoccerBallItem ? (on the dump) [11/26/2010 1:08:52 AM] Chris Eykamp: was this a soccer game? [11/26/2010 1:09:39 AM] Samuel Williams: the crash that just happen on 013 was nothing to do on soccer, - maybe an old dump? [11/26/2010 1:09:54 AM] Samuel Williams: it was not a soccer game, it was in a NEXUS game [11/26/2010 1:10:07 AM] Chris Eykamp: but with a soccerballitem? [11/26/2010 1:10:44 AM] Samuel Williams: there was no soccer ball item in the map i was playing... i think - i can check [11/26/2010 1:10:46 AM] Zoomber: felt like audio [11/26/2010 1:10:53 AM] Zoomber: but no alut was mentioned in the above [11/26/2010 1:10:56 AM] Chris Eykamp: there shouldn't be [11/26/2010 1:11:08 AM] Samuel Williams: i have a video recorded, so i can check there.. [11/26/2010 1:11:15 AM] Zoomber: no; im on a mac and have the latest apple software [11/26/2010 1:11:19 AM] Zoomber: err on an intel [11/26/2010 1:11:23 AM] Chris Eykamp: just fyi -- soccer ball in non soccer game, nexus in non-nexus game, will always crash [11/26/2010 1:11:27 AM] Samuel Williams: it was't me it is zoomber crashing. [11/26/2010 1:11:36 AM] Zoomber: yeah [11/26/2010 1:11:38 AM] Zoomber: BUT [11/26/2010 1:11:44 AM] Zoomber: i was the only one to crash (right?) [11/26/2010 1:11:51 AM] Samuel Williams: yes [11/26/2010 1:11:51 AM] Zoomber: and it happened to me before in a ctf game [11/26/2010 1:11:57 AM] Zoomber: af the very end [11/26/2010 1:11:57 AM] Samuel Williams: all others stays on server [11/26/2010 1:12:00 AM] Zoomber: no bursts in that game [11/26/2010 1:12:04 AM] Zoomber: or mines [11/26/2010 1:12:17 AM] Samuel Williams: i was using burst [11/26/2010 1:12:27 AM] Zoomber: yes, that game [11/26/2010 1:12:33 AM] Zoomber: i mean, no bursts in a previous ctf game i crashed in [11/26/2010 1:12:46 AM] Zoomber: err no, sorry, it was a retrieve game [11/26/2010 1:13:05 AM] Zoomber: 12  ...itfighter:rfc1034identifier 0x0008b211 Zap::idle() + 317 13  com.apple.glut                 0x3e01197d -[GLUTApplication run] + 221 14  com.apple.glut                 0x3e022777 glutMainLoop + 525 [11/26/2010 1:13:38 AM] Zoomber: (fragment of crash report) [11/26/2010 1:21:15 AM] Zoomber: just felt like doin: [11/26/2010 1:21:19 AM] Zoomber: http://bitfighter.tk/ [11/26/2010 1:23:54 AM] Samuel Williams: bitfighter.tk doesn't work on me [11/26/2010 1:24:20 AM] Zoomber: not when you clicked it? [11/26/2010 1:24:30 AM] Samuel Williams: i click on it [11/26/2010 1:25:00 AM] Samuel Williams: it says Oops! Google Chrome could not find bitfighter.tk Did you mean: bitfighter. org [11/26/2010 1:25:09 AM] Zoomber: hmmmm [11/26/2010 1:25:16 AM] karamazovapy: .tk worked for me [11/26/2010 1:25:18 AM] Zoomber: maybe it needs the www in front of it [11/26/2010 1:25:19 AM] Chris Eykamp: if you just did it, it may take time to propigate [11/26/2010 1:25:23 AM] Zoomber: for some browsers to work [11/26/2010 1:25:28 AM] Chris Eykamp: I can see it [11/26/2010 1:25:58 AM] Samuel Williams: might be something to do with needing to clear DNS cache [11/26/2010 1:26:03 AM] Zoomber: gotta run [11/26/2010 1:26:10 AM] Zoomber: be back in a few [11/26/2010 1:26:19 AM] Zoomber: happy thanksgiving btw [11/26/2010 1:30:19 AM] Chris Eykamp: same to you [11/26/2010 1:36:53 AM] Chris Eykamp: I understand now why you disabled transmission of zone data [11/26/2010 1:37:08 AM] Chris Eykamp: it jsut takes *forever* [11/26/2010 1:37:14 AM] Samuel Williams: yes, too laggy [11/26/2010 1:37:26 AM] Chris Eykamp: I've been waiting a minute and a half [11/26/2010 1:37:50 AM] Chris Eykamp: 2 mins [11/26/2010 1:38:12 AM] Samuel Williams: if there is more then 1000, it just stops transmitting for some reason (too many to send?) [11/26/2010 1:38:44 AM] Chris Eykamp: I see... all I see is black screen [11/26/2010 1:38:58 AM] Samuel Williams: and time limit counting down? [11/26/2010 1:39:12 AM] Chris Eykamp: yes, and cursor, and some toehr stuff.. f2 works [11/26/2010 1:39:15 AM] Chris Eykamp: but no ship [11/26/2010 1:40:45 AM | Edited 1:44:45 AM] Samuel Williams: BotNavMeshZone.cpp line 48: if(gBotNavMeshZones.size() < 900) mNetFlags.set(Ghostable); line 125: if(!isGhost()) if(gBotNavMeshZones.size() < 50) // avoid start-up very long black screen. setScopeAlways(); [11/26/2010 1:41:06 AM] Chris Eykamp: is the editor view helpful? [11/26/2010 1:41:12 AM] Samuel Williams: in botnavMeshZone.cpp [11/26/2010 1:41:16 AM] Chris Eykamp: ok. [11/26/2010 1:41:21 AM] Samuel Williams: yes, helpful [11/26/2010 1:41:23 AM] Chris Eykamp: good [11/26/2010 1:43:26 AM] Chris Eykamp: what file? [11/26/2010 1:43:51 AM] Samuel Williams: botNavMeshZone.cpp [11/26/2010 1:51:29 AM] Samuel Williams: are you in host 66.288...., because of password [11/26/2010 1:51:53 AM] Samuel Williams: i see it in server list in 014 [11/26/2010 1:54:51 AM] Chris Eykamp: mmmm maybe [11/26/2010 1:54:59 AM] Chris Eykamp: test server? [11/26/2010 1:55:22 AM] Samuel Williams: i had to port forward to connect (maybe that was you) , but it was password protected to join [11/26/2010 1:55:44 AM] Chris Eykamp: I'm at a hotel, so that explains the firewall [11/26/2010 1:55:51 AM] Samuel Williams: ok [11/26/2010 1:55:59 AM] Chris Eykamp: and I was testing some pw stuff earlier [11/26/2010 1:56:25 AM] Chris Eykamp: but you don;t want to connect... I'm stopping and starting the server, breakpoints, etc. [11/26/2010 1:56:27 AM] Samuel Williams: ok, could have join if there is no password [11/26/2010 1:56:44 AM | Edited 1:57:11 AM] Samuel Williams: ok, maybe dont want to join when it stops repeadedly... [11/26/2010 1:57:16 AM] Chris Eykamp: it wouldn't be fun [11/26/2010 1:57:22 AM] Chris Eykamp: I'm playing with bot zones [11/26/2010 1:57:32 AM] Chris Eykamp: but am about to go to bed [11/26/2010 1:57:44 AM] Samuel Williams: mee too will go soon [11/26/2010 1:58:05 AM] Samuel Williams: is the bots working in most maps? [11/26/2010 1:58:20 AM] Chris Eykamp: I haevn;t tried [11/26/2010 1:58:33 AM] Chris Eykamp: I'm trying to understand your zone algorithm [11/26/2010 1:58:34 AM] Chris Eykamp: they shoudl work [11/26/2010 1:58:46 AM] Chris Eykamp: at leat on ctf1, the zones all look pretty solid [11/26/2010 1:59:30 AM] Samuel Williams: good, i can simply add bots in most maps, when i have the right bots for each game modes [11/26/2010 1:59:55 AM] Chris Eykamp: yes. This script is really a big develpment [11/26/2010 2:00:30 AM] Chris Eykamp: I like the idea of pregenning the zones; the level will load faster if it they don;t need to be computed each time [11/26/2010 2:00:48 AM] Chris Eykamp: but you know how painful it is to do by hand [11/26/2010 2:00:58 AM] Samuel Williams: might run faster in c++ then in LUA.... [11/26/2010 2:01:14 AM] Chris Eykamp: also, if we pregen them, we can take more time to optimize them, even if the algorithm is slow [11/26/2010 2:01:30 AM] Chris Eykamp: weed out collinear points, combine zones, all that stuff we talked about will take time [11/26/2010 2:02:29 AM] Chris Eykamp: would definitley run faster in c++ [11/26/2010 2:02:39 AM] Samuel Williams: well that is my good work of bot zone generater (it is not perfect) Yes, faster on C+++ [11/26/2010 2:02:53 AM] Chris Eykamp: not perfect, but an awesome start [11/26/2010 2:03:25 AM] Chris Eykamp: it's a solid platform on which to build even better work [11/26/2010 2:03:31 AM] Samuel Williams: LUA = easy editing C++ = speed [11/26/2010 2:03:35 AM] Chris Eykamp: :) [11/26/2010 2:03:50 AM] Chris Eykamp: maybe we refine the algorithm in lua, then port it over when we're happy with it [11/26/2010 2:04:01 AM] Samuel Williams: yes [11/26/2010 2:04:17 AM] Chris Eykamp: but we're definitely on the right track [11/26/2010 2:04:41 AM] Chris Eykamp: it should be very easy to cut the number of zones in half, and probably in half again [11/26/2010 2:05:01 AM] Samuel Williams: yes, well, i will say bye, i will be here tomorrow... [11/26/2010 2:05:18 AM] Chris Eykamp: ok, I'm moving to a different hotel tomorrow, don't know if I'll be on or not [11/26/2010 2:05:23 AM] Chris Eykamp: take care, happy thanksgiving [11/26/2010 2:05:32 AM] Chris Eykamp: and thanks for all the great stuff you;re doing here [11/26/2010 2:05:59 AM] Samuel Williams: yes, started with bug fixing, now Bot zones [11/26/2010 2:06:14 AM] Chris Eykamp: and that levelgen was pretty impressive [11/26/2010 2:06:57 AM] Chris Eykamp: just out of nowhere... here;s an impressive levelgen [11/26/2010 2:07:38 AM] Samuel Williams: my 6357 auto gen map can be used for bots as well (and for most people) to test bots, it generate bot zones with the generating map.. [11/26/2010 2:08:05 AM] Chris Eykamp: yes, it has a lot of uses [11/26/2010 2:08:24 AM] Samuel Williams: Now, i will say bye [11/26/2010 2:08:34 AM] Chris Eykamp: good night [11/26/2010 2:17:15 AM] Zoomber: back! [11/26/2010 2:18:08 AM] watusimoto: sam's gone, and I'm signing off... so welcome back and good night! [11/26/2010 2:18:19 AM] karamazovapy: word [11/26/2010 2:18:31 AM] watusimoto: adios [11/26/2010 2:18:43 AM] Zoomber: annd hello :) [11/26/2010 2:24:26 AM] Zoomber: by the way, (when you guys get this, as im just catching up), converting this to C++ would be pretty easy. Its been done once, a second time shouldnt be hard at all! Plus, I have a series of AI source funtcions from zap if you want to take a look at how they did those. [11/26/2010 2:25:02 AM] Zoomber: But i'm not sure how usefull those would be since our bots are completely different, and those were included/compiled within the game itself, with a simple -bots or -nobots function. [11/26/2010 2:53:57 AM] Zoomber: ooooh, the dedciated server build works now :) [11/26/2010 7:35:17 PM] karamazovapy: BBB2 announced! [11/27/2010 12:29:37 AM] Zoomber: hello [11/27/2010 12:29:43 AM] Samuel Williams: hello [11/27/2010 12:31:00 AM] Zoomber: yay! [11/27/2010 12:31:16 AM] Zoomber: thinking of buying a cheap-end subwoofer and putting it in a wooden frame [11/27/2010 12:31:46 AM] Samuel Williams: in case you have not notice, the server titled "dungen maps" server is my host my server is fixed to avoid crashing [11/27/2010 12:32:03 AM] Samuel Williams: as well as "bitfighter sam686" [11/27/2010 12:32:09 AM] Zoomber: just have to figure out how I want to make an "rca" style output instead of a monsetr cable kind [11/27/2010 12:32:22 AM] Zoomber: noticed [11/27/2010 12:32:34 AM] Zoomber: do you have a linux by any chance? [11/27/2010 12:32:55 AM] Samuel Williams: i have a dual boot windows xp and ubuntu linux [11/27/2010 12:33:08 AM] Zoomber: oh, i thought _k was on [11/27/2010 12:33:15 AM] Zoomber: nvm [11/27/2010 12:33:18 AM] karamazovapy: _k is here [11/27/2010 12:33:22 AM] Zoomber: oh [11/27/2010 12:33:44 AM] Zoomber: [11/26/10 4:35:08 PM] karamazovapy: BBB2 announced! [11/27/2010 12:33:52 AM] Zoomber: confused me, since it said 4:35 but happened just now [11/27/2010 12:34:04 AM | Edited 12:34:12 AM] Samuel Williams: BBB december 3? [11/27/2010 12:34:09 AM] karamazovapy: I get floods of notifications sometimes [11/27/2010 12:34:16 AM] Zoomber: yeah [11/27/2010 12:34:16 AM] karamazovapy: (way after the fact) [11/27/2010 12:34:29 AM] Zoomber: this just happened, after sam and I said something, so it felt like it just happened [11/27/2010 12:34:43 AM] Zoomber: not like i logged in, and that was said before i or sam sad anything [11/27/2010 12:35:13 AM] Zoomber: well, anyways, to what i was saying [11/27/2010 12:35:24 AM] Zoomber: do you have that server fix on your linux game as well? [11/27/2010 12:35:55 AM] Samuel Williams: i mostly only used windows XP [11/27/2010 1:16:46 AM] Zoomber: meh crash [11/27/2010 1:17:12 AM] Samuel Williams: old client will crash with lots of bouncy [11/27/2010 1:17:15 AM] Zoomber: 13e [11/27/2010 1:44:42 AM] Chris Eykamp: I have an idea for culling unused zones in the auto zone generator; will try it tonight [11/27/2010 1:45:08 AM] Samuel Williams: ok [11/27/2010 4:37:27 PM] Zoomber: almost done fixing up this forsaken Osx folder [11/27/2010 4:38:18 PM] Samuel Williams: hello... (i know nothing and do not have mac [11/27/2010 4:38:25 PM] Zoomber: hio [11/27/2010 4:38:26 PM] Zoomber: hi [11/27/2010 4:43:10 PM] karamazovapy: robble robble [11/27/2010 4:43:59 PM] Zoomber: whats the hubba? [11/27/2010 4:44:39 PM] Samuel Williams: what is robble hubba ?? [11/27/2010 4:46:19 PM] karamazovapy: SHAZAAM! [11/27/2010 4:46:51 PM] Zoomber: its so whimmy wammy i may wozzle [11/27/2010 5:07:57 PM] Zoomber: Watusimoto you around? [11/27/2010 6:26:08 PM] Zoomber: CRIS [11/27/2010 6:29:48 PM] Zoomber: watuismoto? [11/27/2010 6:30:39 PM] Zoomber: hias [11/27/2010 6:30:53 PM] Zoomber: got the osx folder sortened out [11/27/2010 6:32:55 PM] karamazovapy: do you think jesus' buddies were ever like..."yo chris, what up?" [11/27/2010 6:34:04 PM] Zoomber: I have no idea [11/27/2010 6:34:28 PM] karamazovapy: not a lot of biblical slang floatin around [11/27/2010 6:36:49 PM] Zoomber: sorry? [11/27/2010 6:37:28 PM] karamazovapy: also a suspiciously small number of fart jokes [11/27/2010 6:37:38 PM] karamazovapy: you KNOW they were telling fart jokes. [11/27/2010 6:38:40 PM] Zoomber: haha what?????? [11/27/2010 6:39:00 PM] karamazovapy: farts have always been funny. it's not like they were telling myspace jokes. [11/27/2010 6:39:07 PM] Zoomber: relevancy? [11/27/2010 6:39:18 PM] karamazovapy: farts have always been relevant. [11/27/2010 6:40:58 PM] Zoomber: hah [11/27/2010 6:40:59 PM] Zoomber: gotta run [11/27/2010 6:41:01 PM] Zoomber: see ya around [11/27/2010 7:11:38 PM] Chris Eykamp: hi [11/27/2010 8:01:14 PM | Edited 8:01:33 PM] Samuel Williams: hello, i got the adding bot "/robot 0 quickbotv2.bot " command working in game. Need a command to delete robot as well... [11/27/2010 8:02:27 PM] Samuel Williams: i also got my bot generator to generate bot BotNavZones to any map if there is no bot zones [11/27/2010 8:04:31 PM] Chris Eykamp: I just got zone culling to work [11/27/2010 8:04:36 PM] Chris Eykamp: just this very second [11/27/2010 8:04:52 PM] Samuel Williams: ok [11/27/2010 8:05:25 PM] Chris Eykamp: that's 1 part of the three zonegen fixes we need -- zones where bots can;t go are removed from the list of zones; [11/27/2010 8:05:42 PM] Chris Eykamp: the only hole is when there are spawns or teleporters that put people on walls [11/27/2010 8:05:52 PM] Chris Eykamp: that case hasn't been dealt with [11/27/2010 8:06:29 PM] Chris Eykamp: I think that will need some special logic [11/27/2010 8:06:32 PM] Samuel Williams: also, bots currently ignore teleporters, so if getting to the enemy flag require teleporting, bots will not find map and get stuck. [11/27/2010 8:06:57 PM] Chris Eykamp: yes, but that's a different (and easier) problem to solve [11/27/2010 8:07:36 PM] Chris Eykamp: good job on adding bots [11/27/2010 8:08:01 PM] Samuel Williams: i did found a small problem with my bot generator - it connect zones that is too small to squeeze ship through.. [11/27/2010 8:08:26 PM] Chris Eykamp: yes; my algorithm has that problem too [11/27/2010 8:08:41 PM] Chris Eykamp: and the nav algorthm will fail there as well [11/27/2010 8:08:58 PM] Chris Eykamp: but... we know how long the "gateway" between zones is; we could simply set a minimum length [11/27/2010 8:09:10 PM] Samuel Williams: is yours faster? with fewer zones? [11/27/2010 8:09:19 PM] Chris Eykamp: if the "gateway" is too short, we just say there's no connection [11/27/2010 8:09:34 PM] Chris Eykamp: I haven't tried it to be honest; I literally got it working when you posted [11/27/2010 8:09:46 PM] Chris Eykamp: it _looks_ a lot better [11/27/2010 8:09:55 PM] Samuel Williams: ok. [11/27/2010 8:10:17 PM] Chris Eykamp: it also gets rid of some of those wierd artifact zones that appear on walls [11/27/2010 8:10:24 PM] Chris Eykamp: because they don't connect to anything, they get culled [11/27/2010 8:10:42 PM] Samuel Williams: good, i saw that random zones inside the walls, [11/27/2010 8:10:44 PM] Chris Eykamp: doesn't really solve the problem of their creation, but it does hide them [11/27/2010 8:11:15 PM] Chris Eykamp: I think the fact that they get created is a sign that something's not quite right with the algorithm. [11/27/2010 8:11:50 PM] Chris Eykamp: It would be easy enough at this point to strip out collinear points, so I think I'll do that too [11/27/2010 8:12:03 PM] Chris Eykamp: then we'll only need to deal with aggregating zones [11/27/2010 8:13:40 PM] karamazovapy: for reference, the passable width at standard gridsize is .2 [11/27/2010 8:13:46 PM] Chris Eykamp: good to know [11/27/2010 8:14:08 PM] Chris Eykamp: I'm also going to package up the lua script and my post-processing into a single command that builds zones [11/27/2010 8:14:23 PM] Chris Eykamp: we can refactor it as we go, but the ctrl-r, ctrl-i is not quite right for this [11/27/2010 8:14:46 PM] Chris Eykamp: maybe this should only be a console command [11/27/2010 8:14:53 PM] Chris Eykamp: /genzones [11/27/2010 8:14:55 PM] Chris Eykamp: or something [11/27/2010 8:15:08 PM] Samuel Williams: my bot generator zones makes too many zones to edit.. but is good enough for robots [11/27/2010 8:15:27 PM] Chris Eykamp: yes [11/27/2010 8:15:33 PM] Chris Eykamp: yes and no [11/27/2010 8:15:34 PM] Samuel Williams: i have made a few changes on my bot zones script [11/27/2010 8:15:41 PM] Chris Eykamp: good [11/27/2010 8:16:08 PM] Samuel Williams: yes /genzones, and more commands is better then none [11/27/2010 8:16:30 PM] Chris Eykamp: I've got to leave soon, so I may not finish what I want to do; I'll check in what I've got before I leave so you can take a look [11/27/2010 8:17:04 PM] Chris Eykamp: actually, I'll check in now. Ive added the post processing to the ctrl-I command, which, as I said is wrong. I also took a lot of ugly shortcuts, which I want to clean up. [11/27/2010 8:17:08 PM] Chris Eykamp: mostly just testing the concept [11/27/2010 8:17:18 PM] Samuel Williams: ok, i can update and check [11/27/2010 8:19:42 PM] Chris Eykamp: you know... it looks like the zone script generates squares, then cuts them in half if they are too big, then again... is that right? [11/27/2010 8:20:33 PM | Edited 8:21:05 PM] Samuel Williams: yes, then it tries to go around the walls when the square is small enough [11/27/2010 8:21:01 PM] Chris Eykamp: what if instead of cutting in half, it did thirds? [11/27/2010 8:21:19 PM] Chris Eykamp: my thought was 1/2 * 1/2 gets you only 1/2 and 1/4, whereas an intermediate size might be better [11/27/2010 8:21:27 PM] Chris Eykamp: if that makes sense [11/27/2010 8:22:11 PM] Chris Eykamp: mayne that doesn't make sense, actually [11/27/2010 8:22:23 PM] Samuel Williams: might not be sure... [11/27/2010 8:22:34 PM] Chris Eykamp: what we need is an aggregator [11/27/2010 8:23:16 PM] Chris Eykamp: maybe start with looking at zones in a horizontal row and trying to aggregate zones with their neighbors [11/27/2010 8:23:41 PM] Chris Eykamp: if the zone is still concave, merge the zones, and try to grow it wider [11/27/2010 8:24:23 PM] Samuel Williams: ok,, yes, merge the cells.. [11/27/2010 8:24:33 PM] Chris Eykamp: although I think square cells may be better for navigation [11/27/2010 8:24:47 PM] Chris Eykamp: better than long thin ones [11/27/2010 8:25:01 PM] Chris Eykamp: checked in, btw [11/27/2010 8:25:05 PM] Samuel Williams: maybe i should make i should make it row be row instead of squares.. [11/27/2010 8:25:41 PM] Chris Eykamp: well, I'll clean this up and remove collinear points [11/27/2010 8:25:54 PM] Chris Eykamp: that's easy and will make things a little tighter [11/27/2010 8:26:32 PM] Chris Eykamp: I notice that around walls, the zones get very odd vertices [11/27/2010 8:26:42 PM] Chris Eykamp: little clusters of goofy things [11/27/2010 8:26:49 PM] Samuel Williams: so, the zone culler should remove any zone island? [11/27/2010 8:26:51 PM] Chris Eykamp: I wonder if snapping to the wall would solve that [11/27/2010 8:26:57 PM] Chris Eykamp: yes [11/27/2010 8:27:20 PM] Chris Eykamp: an island is something not connected to a zone with a spawn or teleport outlet [11/27/2010 8:29:30 PM] Chris Eykamp: actually, I'll bet snapping to the walls would help in every case [11/27/2010 8:29:53 PM] Samuel Williams: yes.. [11/27/2010 8:30:03 PM] Chris Eykamp: we have logic in the editor to do that [11/27/2010 8:30:38 PM] Samuel Williams: i will be sending you a differences to my code. (patch file) [11/27/2010 8:31:23 PM] Chris Eykamp: ok [11/27/2010 8:31:35 PM] Samuel Williams: http://96.2.123.136/bitfight/1094.patch [11/27/2010 8:31:58 PM] Samuel Williams: and for my levelgen (full file) i made some changes. http://96.2.123.136/bitfight/BotZones3.levelgen [11/27/2010 8:32:29 PM] Chris Eykamp: would you be willing to port your zonegen code to C++? I think it might make sense to do things like snapping while the zones are being built, rather than a post-processing step, and that would be easier if it were in the editor and could access the snap functions [11/27/2010 8:32:47 PM] Samuel Williams: i can [11/27/2010 8:33:07 PM] Samuel Williams: i might as well , c++ is faster speed [11/27/2010 8:35:14 PM] Chris Eykamp: If you think it would be easier to tweak in lua, we can do it later [11/27/2010 8:35:26 PM] Chris Eykamp: trying your new script now [11/27/2010 8:35:46 PM] Chris Eykamp: seems a little cleaner somehow [11/27/2010 8:35:57 PM] Chris Eykamp: not sure what changed, but culling still works! [11/27/2010 8:36:32 PM] Samuel Williams: well, i can edit my LUA script and after saving LUA, i only need to restart level or in map editor ctrl+r [11/27/2010 8:36:51 PM] Chris Eykamp: yes, that's a plus [11/27/2010 8:37:20 PM] Samuel Williams: c++ takes some time to compile, though there is an edit and continue. [11/27/2010 8:37:42 PM] Chris Eykamp: yes; that usually works [11/27/2010 8:37:54 PM] Chris Eykamp: as long as you don't change types or signatures [11/27/2010 8:38:19 PM] Chris Eykamp: it's not super important that we convert now [11/27/2010 8:39:31 PM] Samuel Williams: well, bots will soon need to be on menus for team balance, and will need to make bots work on almost any map. [11/27/2010 8:39:50 PM] Chris Eykamp: yes; [11/27/2010 8:40:10 PM] Samuel Williams: c++ may be easier as it have all the function that LUA don't have. [11/27/2010 8:40:32 PM] Chris Eykamp: ok, I have to go. you can see what I've done; needs a LOT of cleanup, but it proves the idea works. I'll try to get the collinear points gone tonight. that will make things a little lighter weidht [11/27/2010 8:40:42 PM] Chris Eykamp: yes; access to wall geometry is one thing [11/27/2010 8:40:44 PM] Samuel Williams: ok, bye.. [11/27/2010 8:40:48 PM] Samuel Williams: see you [11/27/2010 8:40:50 PM] Chris Eykamp: direct access that is [11/27/2010 8:40:54 PM] Chris Eykamp: bye [11/28/2010 12:49:08 AM] Zoomber: hi [11/28/2010 12:50:38 AM] Zoomber: why hello there [11/28/2010 12:51:06 AM] Chris Eykamp: hi [11/28/2010 12:51:30 AM] Zoomber: not sure if you got my previous message, i tidy'd up the osx folder [11/28/2010 12:52:23 AM] Zoomber: i put in a read me thats a link to the wikipedia article [11/28/2010 12:52:32 AM] Zoomber: took everything else that used to be in there, and deleted it [11/28/2010 12:52:49 AM] Zoomber: put an alias of the project in the folder [11/28/2010 12:52:58 AM] Zoomber: and put my packaging sdk in there as well [11/28/2010 12:53:03 AM] Zoomber: i may put a dmg file in too [11/28/2010 12:53:28 AM] Zoomber: or a spon-to-be dmg file [11/28/2010 12:53:47 AM] Chris Eykamp: sounds great [11/28/2010 12:54:01 AM] Zoomber: actually, changed my mind, wont do that [11/28/2010 12:54:04 AM] Zoomber: but its done [11/28/2010 12:54:10 AM] Zoomber: and has instructions too :) [11/28/2010 12:54:42 AM] Zoomber: i have some software that can merge two file icons to make one, and so i used number icons and branded them onto the folder icons [11/28/2010 12:54:52 AM] Zoomber: to tell the user which thing you use first [11/28/2010 12:55:12 AM] karamazovapy: did you say you wrote a new readme? [11/28/2010 12:55:19 AM] Zoomber: haha no [11/28/2010 12:55:34 AM] Zoomber: i made readme link that goes to the readme for building bitfighter on mac [11/28/2010 12:55:44 AM] karamazovapy: ah, okay. [11/28/2010 12:55:49 AM] Zoomber: I could fix up bobdaducks readme if youd like though [11/28/2010 12:55:55 AM] karamazovapy: oh, he made one? [11/28/2010 12:55:59 AM] Zoomber: if it needs fixing up [11/28/2010 12:56:06 AM] Zoomber: oh, yeah [11/28/2010 12:56:14 AM] karamazovapy: maybe I saw that [11/28/2010 12:56:39 AM] Chris Eykamp: It's in the wiki -- I posted a forms message about that [11/28/2010 12:56:59 AM] Zoomber: well anyways [11/28/2010 12:57:02 AM] Zoomber: to my question [11/28/2010 12:57:15 AM] Zoomber: do you have a moment? [11/28/2010 12:57:50 AM] Chris Eykamp: I'm working on soemthing, but yes [11/28/2010 12:58:12 AM] Zoomber: well, i dont have access to the SVN, but I want to put in this change, [11/28/2010 12:58:21 AM] Zoomber: and i cannot get ahold of raptor either [11/28/2010 12:59:41 AM] Chris Eykamp: how do you usually coordinate with raptor? [11/28/2010 12:59:58 AM] Zoomber: through ircle, but I havent cought him when he was online [11/28/2010 1:00:04 AM] Zoomber: irc* [11/28/2010 1:00:56 AM] Chris Eykamp: no, how do you communcate your changes to him? [11/28/2010 1:02:28 AM] Zoomber: actually, i can email him [11/28/2010 1:02:51 AM] Zoomber: the only two ways I can communicate anything through him is with email or irc. [11/28/2010 1:03:05 AM] karamazovapy: or pm [11/28/2010 1:03:34 AM] Zoomber: thats a good idea too [11/28/2010 1:04:58 AM] Chris Eykamp: can the changes wait? [11/28/2010 1:05:58 AM] Zoomber: yeah [11/28/2010 1:06:03 AM] Zoomber: nothing is urgent [11/28/2010 1:09:07 AM] Chris Eykamp: after all, you and raptro are the only ones who will build [11/28/2010 1:10:15 AM] Zoomber: for _k: just opened a fortune cookie. The small slip of paper told me (ultamitaly) i will have great luck and thinking on friday [11/28/2010 1:10:38 AM] Chris Eykamp: :) [11/28/2010 1:11:04 AM] Zoomber: right [11/28/2010 1:12:00 AM] Zoomber: but i still like things to be neat, and so does raptor [11/28/2010 1:12:15 AM] Chris Eykamp: yes [11/28/2010 1:12:16 AM] Zoomber: plus, another zoomber may coome around, but this time, he wont make the same mistake I id [11/28/2010 1:12:17 AM] Zoomber: did [11/28/2010 1:12:24 AM] Chris Eykamp: I like you guys to like that [11/28/2010 1:12:31 AM] Zoomber: (that saying he ddnt read the wiki i wrote :P) [11/28/2010 1:12:45 AM] Chris Eykamp: but not tonight! [11/28/2010 1:14:41 AM] Zoomber: nor willl it happen tomorrow [11/28/2010 1:14:47 AM] Zoomber: but itl happen al right [11/28/2010 1:15:04 AM] Zoomber: be right back [11/28/2010 1:38:11 AM] Chris Eykamp: ok, collinear points removed from generated zones [11/28/2010 1:38:13 AM] Chris Eykamp: on to snapping [11/28/2010 1:41:12 AM] Samuel Williams: ok,, i have just gotten the linux ubuntu to build and run, but one problem, my game controller not detected and not working in game... [11/28/2010 1:41:49 AM] Samuel Williams: oh, and i have 2 computer, both in dual boot in windows xp and linux ubuntu. [11/28/2010 1:44:53 AM] Chris Eykamp: controllers don't work on ubuntu [11/28/2010 1:45:52 AM] Chris Eykamp: it's not the controller; it's just there's no code to support them, just as there was no code to support detection of ctrl key until recently [11/28/2010 1:46:19 AM] Zoomber: we gotta get that ps3 controller in too, almost forgot [11/28/2010 1:46:28 AM] Samuel Williams: yes [11/28/2010 1:47:18 AM] Zoomber: actually, i can help do that right now, fi ossible. this is a perfect time for me [11/28/2010 1:47:22 AM] Zoomber: i have the controller out [11/28/2010 1:47:27 AM] karamazovapy: I wonder how well wii motion controls would work... [11/28/2010 1:47:39 AM] Zoomber: theres an app for that [11/28/2010 1:47:40 AM] karamazovapy: I smell wii ware! [11/28/2010 1:47:50 AM] Zoomber: and unless you somehow configure the numchuck controller [11/28/2010 1:47:54 AM] Zoomber: its hard to control [11/28/2010 1:48:08 AM] Zoomber: called DarwinRemote [11/28/2010 1:48:20 AM] Zoomber: system-based panel, no driver or coding for bitfighter [11/28/2010 1:48:22 AM] karamazovapy: I'd think nunchuck for flight and wand for aiming [11/28/2010 1:48:32 AM] Zoomber: yesh [11/28/2010 1:48:44 AM] Samuel Williams: i do have a laptop - why would i play with a touch pad mouse? [11/28/2010 1:48:52 AM] karamazovapy: wiimote B for firing [11/28/2010 1:49:00 AM] karamazovapy: nunchuck C and Z for modules [11/28/2010 1:49:17 AM] karamazovapy: arrows on wiimote to cycle weapons [11/28/2010 1:49:24 AM] Zoomber: you dont [11/28/2010 1:49:27 AM] Zoomber: u use a touchpad and keys [11/28/2010 1:49:51 AM] Zoomber: i guess you could use the little up down left right pellet at the top of the wii controller [11/28/2010 1:49:54 AM] Zoomber: but that would be hard to use [11/28/2010 1:50:09 AM] Zoomber: I myself have played with a laptop from the beginning [11/28/2010 1:50:22 AM] Zoomber: never fully converted, still play the same way up to today [11/28/2010 1:51:32 AM] Zoomber: @watusimoto [11/28/2010 1:51:52 AM] Zoomber: last time i treid my ps3 controller, i was able to get pretty much almost all the buttons on the controller to work, but I could not move [11/28/2010 1:55:19 AM] Chris Eykamp: hit f7 and see if all the buttons show some action [11/28/2010 1:55:32 AM] Zoomber: ill try that this time [11/28/2010 1:55:38 AM] Chris Eykamp: also, try the controller in analog mode, if it has one [11/28/2010 1:55:46 AM] Zoomber: last time i dont think that debug panel was there (or i didn tknow about it) [11/28/2010 1:55:53 AM] Zoomber: analog mode? [11/28/2010 1:56:01 AM] Zoomber: the ps2 controller used to have an analog icon [11/28/2010 1:56:06 AM] Zoomber: this one doesnt [11/28/2010 1:56:15 AM] Zoomber: but the ps2 icon, where the analog button used to be is there [11/28/2010 1:56:18 AM] Zoomber: so that may be it [11/28/2010 1:56:34 AM] Zoomber: be right back [11/28/2010 1:56:37 AM] Zoomber: have to restart my computer [11/28/2010 2:01:27 AM] Zoomber: strange [11/28/2010 2:01:34 AM] Zoomber: i cannot get my ps3 controller to connect [11/28/2010 2:01:45 AM] Zoomber: may have to unpair or reset it, or something [11/28/2010 2:02:55 AM | Edited 2:03:09 AM] Samuel Williams: my game pad (Logitech dual action) does work in ubuntu, i did a test. Need the game to support it.. [11/28/2010 2:10:13 AM] Chris Eykamp: correct [11/28/2010 2:10:25 AM] Zoomber: meh. i cannot get this contraption to work! [11/28/2010 2:10:34 AM] Zoomber: probeably once i upgraded my system to snow leopard [11/28/2010 2:10:35 AM] Zoomber: meh [11/28/2010 2:12:55 AM] Zoomber: ah, i dont need the required drivers i installed in leopard, for snow leopard [11/28/2010 2:13:50 AM] Zoomber: yes [11/28/2010 2:13:53 AM] Zoomber: connected! [11/28/2010 2:14:49 AM] Zoomber: okk [11/28/2010 2:14:55 AM] Zoomber: now to test this bad boy [11/28/2010 2:16:51 AM] Zoomber: ok [11/28/2010 2:16:52 AM] Zoomber: wierd [11/28/2010 2:17:02 AM] Zoomber: now, i can move and aim fine [11/28/2010 2:17:08 AM] Zoomber: but when i aim, it fires automatically [11/28/2010 2:17:30 AM] Zoomber: (and theres no green target for me) i don tknow if thats disabled whne you go into joystick mode by default [11/28/2010 2:17:33 AM] Samuel Williams: yes, as it should do as it does for me, fires when aiming [11/28/2010 2:17:59 AM] karamazovapy: yeah, one stick aims and fires [11/28/2010 2:18:09 AM] karamazovapy: although you should be able to tilt a tiny bit without firing [11/28/2010 2:18:17 AM] Zoomber: it would be great if i would have to actually Click it to fire [11/28/2010 2:18:26 AM] karamazovapy: trust me, it's better this way [11/28/2010 2:18:37 AM] karamazovapy: that would be way more work [11/28/2010 2:18:48 AM] karamazovapy: and tougher to aim [11/28/2010 2:18:49 AM] Zoomber: i guess [11/28/2010 2:18:53 AM] Samuel Williams: burst can be hard to aim.. [11/28/2010 2:18:56 AM] Zoomber: but no aimer? [11/28/2010 2:19:00 AM] Zoomber: no green aimer? [11/28/2010 2:19:02 AM] karamazovapy: where would it be? [11/28/2010 2:19:12 AM] karamazovapy: there's no depth, just 360 degrees [11/28/2010 2:19:29 AM] Zoomber: oh [11/28/2010 2:19:31 AM] karamazovapy: you get used to aiming bursts pretty quickly if you treat it as a skill [11/28/2010 2:19:42 AM] Samuel Williams: ok [11/28/2010 2:20:08 AM] Chris Eykamp: there's a setting int he INI to turn on a aimer that someone convinced me to try. It was so completely lame, but hasn't yet been removed. You could try that. [11/28/2010 2:20:28 AM] karamazovapy: you get used to it really quickly, I promise [11/28/2010 2:20:34 AM] Zoomber: ok [11/28/2010 2:20:40 AM] Samuel Williams: a real plus side on game controller is the ability to move accurately, and sometimes, slowly. [11/28/2010 2:21:00 AM] Zoomber: yeah thats pretty cool [11/28/2010 2:21:01 AM] karamazovapy: keyboard&mouse feels so clumsy to me now [11/28/2010 2:21:26 AM] Zoomber: i love that you can play the game while under pause mode [11/28/2010 2:21:42 AM] karamazovapy: can't use any modules [11/28/2010 2:22:20 AM] Zoomber: entering f7 mode [11/28/2010 2:22:21 AM] Samuel Williams: i do sometimes play with both bitfighter window, double the fire power.. [11/28/2010 2:22:35 AM] Zoomber: haha, im so used to lapotop [11/28/2010 2:22:40 AM] Zoomber: not even keyboard and mouse [11/28/2010 2:22:45 AM] Zoomber: youd think im a maniac ;) [11/28/2010 2:22:57 AM] Zoomber: @watusimot [11/28/2010 2:23:07 AM] Zoomber: heres the calibration I get for the ps3 controller [11/28/2010 2:23:24 AM] Zoomber: on controller, R2 gives me Raw input 9 [11/28/2010 2:23:34 AM] Zoomber: R1 gives me raw input 11 [11/28/2010 2:23:43 AM] karamazovapy: those are the right shoulder buttons? [11/28/2010 2:23:51 AM] Zoomber: L2 gives me raw input 8 [11/28/2010 2:24:00 AM] Zoomber: And L1 gives me 10 [11/28/2010 2:24:02 AM] Samuel Williams: R = right L = left, if i am right [11/28/2010 2:24:09 AM] Zoomber: right [11/28/2010 2:24:25 AM] Zoomber: they are the four keys on the back of the controller [11/28/2010 2:24:30 AM] Zoomber: where your index and middle fingers rest [11/28/2010 2:24:47 AM] Zoomber: the Triangle key gives me raw input 12 [11/28/2010 2:24:53 AM] Zoomber: circle key gives me 13 [11/28/2010 2:25:03 AM] Zoomber: square key gives me nothing at all [11/28/2010 2:25:15 AM] Zoomber: X key gives me nothing either [11/28/2010 2:25:27 AM] Samuel Williams: too many buttons? [11/28/2010 2:25:43 AM] Zoomber: 16 + ps3 button [11/28/2010 2:25:57 AM] Zoomber: theres alot [11/28/2010 2:26:02 AM] Zoomber: but a few if you ask which ones work [11/28/2010 2:26:49 AM] Zoomber: (i guess its called my dpad?) gives me raw inputs: [11/28/2010 2:26:54 AM] Zoomber: UP: 4 [11/28/2010 2:26:57 AM] Zoomber: Right: 5 [11/28/2010 2:27:00 AM] Zoomber: Down: 6 [11/28/2010 2:27:03 AM] Zoomber: Left: 7 [11/28/2010 2:27:17 AM] Samuel Williams: my game controller "Lotitech dual action" have all buttons numbers (1 - 10), but also have button 11 (push left stick) and 12 (push right stick) [11/28/2010 2:27:20 AM] Zoomber: analog sticks work [11/28/2010 2:27:37 AM] Zoomber: yeah, i have a couple higher ones, that aparently arent recognized by bitfghter [11/28/2010 2:27:39 AM] Zoomber: or somehting [11/28/2010 2:27:53 AM] Zoomber: when I push down on my analog sticks [11/28/2010 2:28:06 AM] Zoomber: left stick gives me button 2, right stick gives me button 1 [11/28/2010 2:28:07 AM] Samuel Williams: bitfighter might not be made to read that many buttons. [11/28/2010 2:28:16 AM] Zoomber: or raw input 1 and raw input 2 [11/28/2010 2:28:26 AM] karamazovapy: pushing down on the sticks are "hat" buttons [11/28/2010 2:28:32 AM] Zoomber: select gives me 0 [11/28/2010 2:28:35 AM] Zoomber: and start gives me 3 [11/28/2010 2:28:39 AM] Zoomber: right [11/28/2010 2:28:47 AM] Zoomber: or sometimes called R3/L3 buttons [11/28/2010 2:29:07 AM] Zoomber: "what sony likes to call them" [11/28/2010 2:29:51 AM] Samuel Williams: i went in game with zoomber [11/28/2010 2:30:00 AM] Samuel Williams: in 013 [11/28/2010 2:30:03 AM] Zoomber: for the most part [11/28/2010 2:30:06 AM] Zoomber: i can do some functions [11/28/2010 2:30:21 AM] Zoomber: but activating modules is hard since i have to use my hat button [11/28/2010 2:30:30 AM] Zoomber: since some of the shoulder buttons do not work [11/28/2010 2:30:58 AM] karamazovapy: personally, I'd want the sticks, the four on the face, and all four shoulder buttons [11/28/2010 2:31:23 AM] karamazovapy: be nice if start and select would map like the enter and esc keys [11/28/2010 2:32:06 AM] Zoomber: yeah [11/28/2010 2:36:31 AM] karamazovapy: does the ps3 controller connect via bluetooth? [11/28/2010 2:36:36 AM] Zoomber: wow this is fun [11/28/2010 2:36:47 AM] karamazovapy: ? [11/28/2010 2:36:51 AM] Zoomber: sorry,yeah [11/28/2010 2:36:55 AM] Zoomber: it does [11/28/2010 2:37:00 AM] Zoomber: but i have to do some setup over bluetooth [11/28/2010 2:37:09 AM] karamazovapy: are you just appreciating the joys of dual analog? [11/28/2010 2:37:17 AM] Zoomber: VERY [11/28/2010 2:37:18 AM] Samuel Williams: controlling multiple clients is kind of fun [11/28/2010 2:37:20 AM] Zoomber: armies are FUN [11/28/2010 2:37:33 AM] karamazovapy: lol [11/28/2010 2:37:52 AM] karamazovapy: hint: smashing into walls is a good way to gather them together [11/28/2010 2:39:06 AM] Zoomber: thats what i do :() [11/28/2010 2:39:10 AM] Zoomber: err wrong face [11/28/2010 2:39:14 AM] Zoomber: :) [11/28/2010 2:55:48 AM] Samuel Williams: mulpiple client of the same name may flood the client with multiple duplicate names on the web site [11/28/2010 2:56:59 AM] Zoomber: hehe that was fun [11/28/2010 2:57:07 AM] Zoomber: yeah [11/28/2010 2:57:12 AM] Samuel Williams: i think you lost internet for a few seconds [11/28/2010 2:57:15 AM] Zoomber: ill call myself _z so it doesnt flud as bad [11/28/2010 2:57:21 AM] Zoomber: i lagged out completely [11/28/2010 2:57:30 AM] Zoomber: but boy was that fun [11/28/2010 2:57:46 AM] Samuel Williams: i pushes the internet bandwidth and computer CPU [11/28/2010 2:57:59 AM] Zoomber: i havent had that much fun since i first discovered engineer mode back in 06 [11/28/2010 2:58:06 AM] Zoomber: yeah [11/28/2010 2:58:09 AM] karamazovapy: EVERYONE should try the dual analog, at least once [11/28/2010 2:58:17 AM] Zoomber: my graphics were heating up high [11/28/2010 2:58:19 AM] Samuel Williams: yes, i use it all the time [11/28/2010 2:58:25 AM] Zoomber: i think my graphics card is dying by the way [11/28/2010 2:58:37 AM] Zoomber: when it gets hot, it does this strange frame skip [11/28/2010 2:58:51 AM] Zoomber: that happens for a couple seconds, unplayable, and not a low fps, skipping frames, [11/28/2010 2:58:54 AM] Zoomber: and then gets normal again [11/28/2010 2:58:55 AM] Samuel Williams: possible, graphics card have to work harder for multiple clients in window mode [11/28/2010 2:59:12 AM] Zoomber: i go to fullscreen mode and minimize the rest [11/28/2010 2:59:15 AM] Zoomber: into my dock [11/28/2010 2:59:16 AM] Samuel Williams: my graphics is Radeon 9200 [11/28/2010 2:59:22 AM] Zoomber: LOL [11/28/2010 2:59:30 AM] Zoomber: mines are intel gma [11/28/2010 2:59:33 AM] Zoomber: XD [11/28/2010 2:59:44 AM] Samuel Williams: my laptop is intel gma 945 [11/28/2010 3:00:02 AM] Zoomber: about the same [11/28/2010 3:00:03 AM] Zoomber: mines 950 [11/28/2010 3:00:23 AM] Zoomber: i think i badly hurt my card when i used to OverClock it while playing Age of empires [11/28/2010 3:00:31 AM] Zoomber: it would make the game run MUCH better [11/28/2010 3:00:41 AM] Zoomber: but once, my computer had to soft restart [11/28/2010 3:00:44 AM] Zoomber: due to some failure [11/28/2010 3:00:55 AM] Zoomber: so i stopped that at once [11/28/2010 3:00:59 AM] Zoomber: that may have hurt itbadly [11/28/2010 3:01:07 AM] Samuel Williams: also, my graphics card (radeon 9200) have a TV out as well. [11/28/2010 3:01:11 AM] Zoomber: or should i say burnt [11/28/2010 3:01:23 AM] Zoomber: i thought you said you had an intel gma? [11/28/2010 3:01:39 AM] Zoomber: oh your laptop [11/28/2010 3:01:39 AM] Zoomber: right [11/28/2010 3:01:44 AM] Samuel Williams: my laptop = intel gma 945 my desktop radeon 9200 [11/28/2010 3:01:50 AM] Zoomber: aah [11/28/2010 3:01:57 AM] Zoomber: i think my desktop is intel gma too [11/28/2010 3:02:00 AM] Zoomber: sadly [11/28/2010 3:02:03 AM] Zoomber: but that thing has power [11/28/2010 3:02:10 AM] Zoomber: 3 ghz (normal clocking) dual core [11/28/2010 3:02:18 AM] Zoomber: and a good gma card [11/28/2010 3:02:34 AM] Zoomber: with HyperT, whatever that does [11/28/2010 3:02:37 AM] Samuel Williams: yes , and my computer fan goes on full blast of hot air, use a lot of power [11/28/2010 3:02:40 AM] Zoomber: threading or tredding [11/28/2010 3:02:46 AM] Zoomber: yep [11/28/2010 3:02:53 AM] Zoomber: the solution to that is simple my friend [11/28/2010 3:02:59 AM] Zoomber: pick up the laptop and move it to another place :) [11/28/2010 3:03:07 AM] Zoomber: cools down a bit [11/28/2010 3:03:20 AM] Samuel Williams: hot air = heater for winter (with mainly the help of main furnace) [11/28/2010 3:03:28 AM] Zoomber: :) [11/28/2010 3:03:34 AM] Zoomber: take my desktop [11/28/2010 3:03:41 AM] Zoomber: and my room actually will get heated [11/28/2010 3:03:46 AM] Zoomber: that thing produces ALOT of heat [11/28/2010 3:03:55 AM] Zoomber: more than anythign else ive ever had [11/28/2010 3:04:09 AM] Samuel Williams: there may be some empty slot inside the desktop computer to insert a good graphics card. [11/28/2010 3:04:17 AM] Zoomber: even my friends mac book pro, which can become a slab of metal that has come out of the oven [11/28/2010 3:04:34 AM] Zoomber: i wonder If i could add something to my desktop [11/28/2010 3:04:42 AM] Zoomber: although it has an integrated gma [11/28/2010 3:04:49 AM] Zoomber: like an external thing, or something [11/28/2010 3:05:03 AM] karamazovapy: check your mommy board [11/28/2010 3:05:16 AM] Zoomber: will do [11/28/2010 3:05:23 AM] Zoomber: the desktop i have is neat :) [11/28/2010 3:05:28 AM] Zoomber: it has a button on the side, that opens the whole computer up [11/28/2010 3:05:30 AM] Zoomber: to the core [11/28/2010 3:05:36 AM] Samuel Williams: yes, but my desktop does not have integrated graphics so my desktop computer require a graphics card. [11/28/2010 3:05:42 AM] Zoomber: Ease of access [11/28/2010 3:05:45 AM] Samuel Williams: good [11/28/2010 3:05:52 AM] Zoomber: theres a port on the back [11/28/2010 3:05:58 AM] Zoomber: i havent taken a good look at it, but theres two [11/28/2010 3:06:07 AM] Zoomber: i havent recognized the symbol [11/28/2010 3:06:25 AM] Samuel Williams: but need to determine if it is PCI express (newer computer) or AGP (old computer like mine) [11/28/2010 3:06:26 AM] Zoomber: but it has alot of pins on both ports,and they are NOT skuzze cables :) [11/28/2010 3:06:54 AM] Samuel Williams: then need to bye graphics card ($$$$$) [11/28/2010 3:07:12 AM] Samuel Williams: but it may be around 50 dollers? [11/28/2010 3:07:42 AM] Zoomber: yeah [11/28/2010 3:07:43 AM] Zoomber: something [11/28/2010 3:07:47 AM] Zoomber: ebay new :) [11/28/2010 3:07:57 AM] Zoomber: if only the itegrated card werent so integrated [11/28/2010 3:08:09 AM] Samuel Williams: or some used computer parts store. [11/28/2010 3:08:16 AM] Zoomber: yeah [11/28/2010 3:08:38 AM] Zoomber: ok, well ill temporarly go so i can use a couple more bitfighter windows :P [11/28/2010 3:08:44 AM] Zoomber: be back if i crash or elave [11/28/2010 3:08:49 AM] karamazovapy: NEWEGG [11/28/2010 3:10:31 AM] Samuel Williams: also - in about 6 months ago, i added more RAM (random access memory) from 512 mb to 1536 mb (1.5 GB) to avoid slowdown on memory heavy programs/games. [11/28/2010 3:11:28 AM] karamazovapy: yeah...512 is *not* enough these days [11/28/2010 3:12:32 AM] karamazovapy: I bought my current (almost three year old) desktop with 3 gigs [11/28/2010 3:23:19 AM] Chris Eykamp: I tried applying a new "squarification" algortithm to the generated zones, and they look much cleaner [11/28/2010 3:23:23 AM] Chris Eykamp: code is checked in [11/28/2010 3:23:49 AM] Samuel Williams: ok, but a little buzy having fun [11/28/2010 3:23:54 AM] Chris Eykamp: no problme [11/28/2010 3:24:00 AM] Chris Eykamp: continue having fun [11/28/2010 3:24:04 AM] Chris Eykamp: just letting yuo know [11/28/2010 3:24:09 AM] Chris Eykamp: look later [11/28/2010 3:24:41 AM] Chris Eykamp: ctf4 is a really difficult case [11/28/2010 4:28:30 AM] Chris Eykamp: I'm about done for the night; checking in code to run zonegen when you type genzones at the console prompt (regardless of what script you have loaded in the level); to support this I moved the zonegen script into the exe/scripts folder with the other system scripts (so now it's in svn), and renamed it build_navzones. [11/28/2010 4:31:36 AM] Chris Eykamp: also... in your patch file, you can remove this stuff... --- UIEditor.cpp (revision 1094) +++ UIEditor.cpp (working copy) @@ -4473,6 +4473,9 @@ [11/28/2010 4:31:52 AM] Chris Eykamp: I fixed the editor to resolve that issue [11/28/2010 4:31:52 AM] Samuel Williams: ok [11/28/2010 4:35:02 AM] Samuel Williams: but then - the levelgen can place the flags, goals, nexus and soccer, and the level it self won't have that, so also don't want error preventing test, at least give a warning when there is a script. [11/28/2010 4:36:44 AM] Chris Eykamp: I think I did that [11/28/2010 4:37:16 AM] Chris Eykamp: wellk, didn't give a warning; just disabled the error in case of a levelgen [11/28/2010 4:40:05 AM] Samuel Williams: currently, it looks like only the spawn warning is ignored only when there is a script, now, the flags on levelscript might not be detected.. [11/28/2010 4:40:16 AM] Samuel Williams: maybe, check level after running script? [11/28/2010 4:43:24 AM] Chris Eykamp: maybe... except if the script randomly adds elements, they might be there when the level loads to be checked, but not later... I don't know the answer right now [11/28/2010 4:44:25 AM] Chris Eykamp: good night [11/28/2010 4:44:30 AM] Samuel Williams: script error and missing flags..... [11/28/2010 4:44:42 AM] Samuel Williams: ok bye [11/28/2010 4:45:19 AM] Chris Eykamp: the situation is more complex than it used to be... [11/28/2010 4:45:52 AM] Chris Eykamp: probably the answer is to find a way to make sure the level works if elements are missing, and log the problem [11/28/2010 4:46:17 AM] Samuel Williams: i know then a script randomly places flag, it might not place flag, or put too many. [11/28/2010 4:46:42 AM] Chris Eykamp: maybe it just moves on to the next level and logs the error [11/28/2010 4:47:10 AM] Samuel Williams: i guess check while level loads, if fail, log and retry level script (or skip map)? [11/28/2010 4:47:24 AM] Chris Eykamp: yes. [11/28/2010 4:47:28 AM] Chris Eykamp: ok, really going now [11/28/2010 4:47:37 AM] Samuel Williams: see you tomorrow [11/28/2010 3:51:59 PM] Zoomber: CONTROLLER FUN IS VERY [11/28/2010 3:54:56 PM] karamazovapy: I keep trying to tell people this, but listen? Never! [11/28/2010 3:55:22 PM] karamazovapy: I spilled a rum and coke on mine though...I need to open it up and clean it so the buttons don't stick anymore. [11/28/2010 3:58:54 PM] karamazovapy: do you agree now, that the crosshairs would just be a nuisance? used to the aiming yet? [11/28/2010 4:01:52 PM] Zoomber: yesh [11/28/2010 4:02:51 PM] Zoomber: server join please now [11/28/2010 4:03:30 PM] Zoomber: the experimental aim mode is wierd [11/28/2010 4:04:41 PM] Zoomber: but i think its kind of cool just to have as a switch [11/28/2010 4:04:52 PM] Zoomber: imo, adds a line of retro [11/28/2010 4:05:13 PM] Zoomber: but doesnt help me shoot of course [11/28/2010 5:36:29 PM] Zoomber: at 6, my cpu really starts to fill [11/28/2010 5:37:28 PM] Samuel Williams: my computer can run more then 6 [11/28/2010 5:37:48 PM] Samuel Williams: i set my desktop resolution to 2048 x 1536 as well, to see better [11/28/2010 5:38:27 PM] Zoomber: oh, i just minimize all my windows except one [11/28/2010 5:38:45 PM] Zoomber: whats your computers cpu speed? [11/28/2010 5:41:46 PM] Zoomber: gonna look for a controller driver/w.e on windows [11/28/2010 5:41:49 PM] Zoomber: or whatever i do [11/28/2010 5:42:00 PM] Samuel Williams: hard to see tiny text, but i run all in window , side by side [11/28/2010 5:42:16 PM] Zoomber: interesting [11/28/2010 5:42:20 PM] Samuel Williams: 2048 x 1536 resolution = tiny text [11/28/2010 5:42:21 PM] Zoomber: that i could do on my desktop [11/28/2010 5:42:59 PM] Zoomber: i could go that high, if i had a bigger tv! [11/28/2010 5:43:20 PM] Samuel Williams: 3 ghz pentium 4, (my laptop is intel atom 1.6 ghz) [11/28/2010 5:43:38 PM] Zoomber: mine wont support that [11/28/2010 5:43:41 PM] Zoomber: and the only bigger tv i can hook my computer up to, is a plasma-screen tv, and thats just asking for disaster [11/28/2010 5:43:47 PM] Zoomber: hmm [11/28/2010 5:43:52 PM] Zoomber: do we have similar computers? [11/28/2010 5:43:59 PM] Zoomber: who makes yours? [11/28/2010 5:44:18 PM] Samuel Williams: mu monitor is 17 inch CRT, but it can do 2048 by 1536 at 55 hz refresh rate [11/28/2010 5:44:49 PM] Samuel Williams: so the test is tiny [11/28/2010 5:45:52 PM] Samuel Williams: i got my desktop computer from someone who don't want it because of failing hard disk but- i put a new hard disk, install windows XP in it [11/28/2010 5:46:00 PM] Zoomber: right, europe has PAL [11/28/2010 5:46:00 PM] Zoomber: mine can have resolutions from 65-80 hz [11/28/2010 5:46:00 PM] Zoomber: 65, 75, and 80 i think [11/28/2010 5:46:44 PM] Samuel Williams: PAL/NISC don't matter for VGA, my crt can do 50-160 refreshrate, at horizontal frequency of 30-86 khz [11/28/2010 5:47:19 PM] Zoomber: yeah [11/28/2010 5:47:19 PM | Edited 5:48:11 PM] Samuel Williams: 2048 by 1536 is 55 hz 86 khz for my crt [11/28/2010 5:47:44 PM] Zoomber: cant you umm [11/28/2010 5:47:50 PM] Zoomber: just increase your dlp or something? [11/28/2010 5:48:14 PM] karamazovapy: INCREASE DOWN LOW PUNCH GO! [11/28/2010 5:48:27 PM] Samuel Williams: yes, higher resolution usually increases dots per inch [11/28/2010 5:49:40 PM] Samuel Williams: bitfighter works excellent on my highest resolution, but my video recorder is only fast enough at 960 by 720. [11/28/2010 5:51:21 PM] Zoomber: i have an idea [11/28/2010 5:51:36 PM] Zoomber: we all have ways to record the game [11/28/2010 5:51:55 PM] Zoomber: acually [11/28/2010 5:52:13 PM] Zoomber: i can record with my laptop, and play with my desktop! [11/28/2010 5:52:14 PM] Samuel Williams: yes.. i can record, it is just that the higher the rsolution the slower the frame rate [11/28/2010 5:52:41 PM] Zoomber: who could argue with that logic? [11/28/2010 5:52:45 PM] karamazovapy: if you record on a machine you're not using to play, the camera will just sit still [11/28/2010 5:53:42 PM] Zoomber: touche [11/28/2010 5:53:46 PM] karamazovapy: there are a few remote desktop apps that would do it, but I think that would be even worse than recording locally [11/28/2010 5:53:56 PM] Zoomber: oh no no [11/28/2010 5:54:09 PM] Zoomber: ok [11/28/2010 5:54:11 PM] Zoomber: here it goes [11/28/2010 5:54:15 PM] Zoomber: one of us plays with 1 client, and records [11/28/2010 5:54:23 PM] Zoomber: the other two play with bots [11/28/2010 5:54:25 PM] Samuel Williams: what i use to record is TACKI (open source), it records only the game window, even if a window is on top, it does not record any other things other then the game itself. [11/28/2010 5:54:27 PM] Zoomber: err clones [11/28/2010 5:55:18 PM] Samuel Williams: and i use FFDSHOW (windows) to compress to mpeg4 video while recording. [11/28/2010 5:55:32 PM] Samuel Williams: then, i can upload directly to youtube. [11/28/2010 5:55:49 PM] Zoomber: for space? [11/28/2010 5:55:57 PM] Zoomber: thats pretty cool though [11/28/2010 5:56:16 PM] Samuel Williams: compress very well with a use of good video codec [11/28/2010 5:56:28 PM] Zoomber: my laptop hard drive can hold over 300GBs of space, but it would do me no good since it would take a while to upload [11/28/2010 5:56:42 PM] Zoomber: unless i compress it after [11/28/2010 5:56:53 PM] Samuel Williams: my internet is about 2 mega bits per second [11/28/2010 5:57:00 PM] Samuel Williams: (upload) [11/28/2010 5:57:26 PM] Samuel Williams: my recorded video size is about 150 MB [11/28/2010 5:57:36 PM] Samuel Williams: for 5 minute game play [11/28/2010 5:58:01 PM] Samuel Williams: and i record at 960 by 720, so HD on youtube [11/28/2010 5:58:23 PM] Zoomber: woud be cool if there was a website that was a VPS, but it could also play your videos, and give you a public link to them [11/28/2010 5:58:42 PM] karamazovapy: you can run apache or something from your vps [11/28/2010 5:58:42 PM] Zoomber: so all you'd have to do, is record [11/28/2010 5:58:54 PM] Zoomber: good pont [11/28/2010 5:58:55 PM] Samuel Williams: yes [11/28/2010 5:58:56 PM] Zoomber: point [11/28/2010 5:59:13 PM] karamazovapy: but video hosting on a VPS would really eat up your data transfer [11/28/2010 5:59:30 PM] Samuel Williams: video hosting = LAG in game [11/28/2010 5:59:41 PM] karamazovapy: also true [11/28/2010 5:59:42 PM] Zoomber: ok [11/28/2010 5:59:45 PM] Zoomber: so that would be bad [11/28/2010 5:59:52 PM] karamazovapy: it's easier to have youtube host and then you can embed if you really want to [11/28/2010 6:00:09 PM] Samuel Williams: yes, record game play, upload later.. [11/28/2010 6:00:37 PM] Zoomber: fogetting the fact that it could eat up your data transfer, it would be much easier, considering you dont have to upload it anywhere [11/28/2010 6:01:15 PM] Zoomber: but, ok [11/28/2010 6:01:16 PM] karamazovapy: well if that's your priority, you could run a webserver on your home computer [11/28/2010 6:01:53 PM] Samuel Williams: if your computer hosting a web page from your comptuer for anyone to see, your computer have to upload when ever other computer want to download. [11/28/2010 6:01:55 PM] karamazovapy: but youtube uploading is really pretty quick [11/28/2010 6:02:44 PM | Edited 6:02:52 PM] Samuel Williams: yes, youTube upload is usually fast. [11/28/2010 6:07:49 PM] Zoomber: auto addiction: playing the game again with clones [11/28/2010 6:08:46 PM] Samuel Williams: i think i should try making a bot that copies another player controls. [11/28/2010 6:09:18 PM] karamazovapy: I had trouble with that...but then again, you know what you're doing. [11/28/2010 6:09:20 PM] Zoomber: hhaag [11/28/2010 6:09:22 PM] Zoomber: hhahah [11/28/2010 6:11:27 PM] Zoomber: i havent played on my old 4-bot server in a while [11/28/2010 6:11:38 PM] Zoomber: im gonna put it up and see what my old creations were [11/28/2010 6:31:17 PM] Zoomber: hmmm [11/28/2010 6:31:52 PM] Samuel Williams: i left, i freeze in a black screen... ans went to contest server [11/28/2010 6:31:58 PM] Zoomber: oh [11/28/2010 6:32:08 PM] Zoomber: im still at 4 bots but ill join ya [11/29/2010 12:36:40 AM] Zoomber: to tell you the truth [11/29/2010 12:36:48 AM] Zoomber: i kind of like experimental aim mode [11/29/2010 12:36:53 AM] Zoomber: BUT just for the decoratoin [11/29/2010 12:36:58 AM | Edited 12:37:06 AM] Zoomber: makes it look all cool and retro-y [11/29/2010 12:37:36 AM] Chris Eykamp: well, it won't be there forever, but it's not a priority to remove it; so enjoy! [11/29/2010 12:38:10 AM] Zoomber: why not? looks pretty cool if you ask me [11/29/2010 12:38:17 AM] Zoomber: although it doesnt help you at all [11/29/2010 12:41:19 AM] Chris Eykamp: as the name suggests, it was an experiment; one that failed [11/29/2010 12:41:37 AM] Zoomber: failure? [11/29/2010 12:41:44 AM] Zoomber: decoration! [11/29/2010 12:41:45 AM] karamazovapy: something like that for bouncers would be brilliant [11/29/2010 12:41:58 AM] Zoomber: oh, one that has a lazer thatbounces off walls? [11/29/2010 12:42:00 AM] karamazovapy: one that showed the range and reflections [11/29/2010 12:46:42 AM] Zoomber: YEsha [11/29/2010 12:46:44 AM | Edited 12:47:07 AM] Zoomber: and for bursts [11/29/2010 12:47:16 AM] Zoomber: btw, u fix up your controller? [11/29/2010 12:47:51 AM] Zoomber: but wait [11/29/2010 12:48:10 AM | Removed 12:48:58 AM] Zoomber: This message has been removed. [11/29/2010 12:48:27 AM | Removed 12:48:55 AM] Zoomber: This message has been removed. [11/29/2010 12:48:34 AM | Removed 12:48:52 AM] Zoomber: This message has been removed. [11/29/2010 12:48:46 AM | Edited 12:49:06 AM] Zoomber: sorry meant to say that to someone else [11/29/2010 12:55:01 AM] Zoomber: @watusimoto, i have bitfighter dedicated built and working [11/29/2010 12:55:09 AM] Zoomber: my only question: [11/29/2010 12:55:33 AM] Zoomber: is there a way for the executable to search for the levels folder in a specific location? [11/29/2010 12:55:45 AM] Zoomber: right now, it will only look for a levels folder it is directly placed in [11/29/2010 12:57:39 AM] Samuel Williams: i use -levelDir "C:/Program Files/Bitfighter/levels/DUNGEN" for "Dungen maps" server [11/29/2010 12:58:42 AM] Samuel Williams: or, you might be able to do -leveldir "anyfolder" if the folder is in level folder [11/29/2010 12:58:44 AM] Chris Eykamp: yes... what sam said [11/29/2010 12:59:10 AM] Zoomber: Ahh, as a build flag? [11/29/2010 12:59:32 AM] Chris Eykamp: as a build flag? as in to hardcode a specific folder? [11/29/2010 12:59:39 AM] Zoomber: yes [11/29/2010 12:59:49 AM] Chris Eykamp: well, sam's suggestion is a runtime flag [11/29/2010 12:59:54 AM] Zoomber: right [11/29/2010 1:00:01 AM] Chris Eykamp: there's not way to build a path into the executable [11/29/2010 1:00:05 AM] Zoomber: errgh [11/29/2010 1:00:06 AM] Samuel Williams: startup command... [11/29/2010 1:00:06 AM] Chris Eykamp: without hacking the source, of course [11/29/2010 1:00:10 AM] Zoomber: i hoped there was [11/29/2010 1:00:15 AM] Chris Eykamp: why? [11/29/2010 1:04:05 AM] Zoomber: i could create anotehr standalone dedicated pkg [11/29/2010 1:04:11 AM] Zoomber: this way, i have to keep it in a folder [11/29/2010 1:04:20 AM] Zoomber: and if you move it out, it wont work [11/29/2010 1:04:55 AM] Zoomber: im not thinking of releasing this btw, just seeing if its possible, i would love to be able to do it like htis [11/29/2010 1:05:02 AM] Zoomber: to run my servers like this* [11/29/2010 1:12:30 AM] Chris Eykamp: you move stuff around too much :) [11/29/2010 1:12:57 AM] Zoomber: :) [11/29/2010 1:18:26 AM] Chris Eykamp: you probably can do it by setting gConfigDirs.levelDir sometime after resolveLevelDir has run, in main.cpp [11/29/2010 1:19:17 AM] Chris Eykamp: but there may be a more clever way to do it; perhaps with a self-extracting, self-running archive that contains both the server executable and a bash script to set the options you want [11/29/2010 1:19:43 AM] Chris Eykamp: I used to know how to do stuff like that on windows years ago, not sure how (or if) you can do in on a Mac [11/29/2010 1:20:48 AM] Zoomber: o [11/29/2010 1:20:49 AM] Zoomber: k [11/29/2010 2:10:24 AM] Chris Eykamp: *MAYBE* fixed the soccer problems [11/29/2010 2:11:55 AM] karamazovapy: try entering a pathname for leveldir in the ini - see what happens [11/29/2010 2:12:10 AM] karamazovapy: it's still technically runtime, but hands-free [11/29/2010 2:37:57 AM] Chris Eykamp: If anyone wants to try my soccer fix, you can download a copy of bitfighter from here: [11/29/2010 2:37:58 AM] Chris Eykamp: bitfighter.org/temp/bitfighter.zip [11/29/2010 2:38:21 AM] Chris Eykamp: it will only work with the one server I have up; [11/30/2010 12:31:21 AM] Zoomber: is this windows? [11/30/2010 12:31:24 AM] Zoomber: i can use mono if it is [11/30/2010 12:31:51 AM] Chris Eykamp: it's windows, but you can build a mac version -- all the code is checked in [11/30/2010 12:31:56 AM] Zoomber: ok [11/30/2010 12:31:56 AM] Chris Eykamp: and mono won't help [11/30/2010 12:32:05 AM] Chris Eykamp: because this isn't .NET [11/30/2010 12:32:07 AM] Zoomber: right [11/30/2010 12:32:08 AM] Zoomber: right [11/30/2010 12:32:10 AM] Zoomber: i see the error [11/30/2010 12:32:17 AM] Zoomber: i know something that may work [11/30/2010 12:32:22 AM] Zoomber: though [11/30/2010 12:32:58 AM] Zoomber: agh who am i kidding ill just build a mac version haha [11/30/2010 12:33:44 AM] Zoomber: trunk? [11/30/2010 12:34:22 AM] Chris Eykamp: trunk [11/30/2010 12:34:30 AM] Zoomber: gotchya [11/30/2010 12:34:36 AM] Chris Eykamp: did you have problems with soccer? [11/30/2010 12:34:41 AM] Chris Eykamp: in 014? [11/30/2010 12:34:41 AM] Zoomber: yeah [11/30/2010 12:34:46 AM] Chris Eykamp: see if you can reproduce them [11/30/2010 12:34:58 AM] Zoomber: i just tested it way back a month ago or something, early on [11/30/2010 12:35:07 AM] Chris Eykamp: Nothing changed in beta2 [11/30/2010 12:35:11 AM] Zoomber: but it seems to be the same [11/30/2010 12:35:13 AM] Zoomber: right [11/30/2010 12:36:22 AM] Zoomber: on other words, Ive made a dedicated server package for mac, for whomever has interest in it, just in case; would you be fine letting me post it on the mac server wiki? [11/30/2010 12:36:47 AM] Zoomber: i can keep it updated with the current release [11/30/2010 12:37:09 AM] Zoomber: it would be there, for whomever wants it, and out of the way for whomever doesnt [11/30/2010 12:37:09 AM] Chris Eykamp: what's in it? [11/30/2010 12:38:22 AM] Zoomber: basically, since i havent modified the source code yet, (and not everyone uses the standalone release i dont think, since 013f is not on the bitfighter downloads section, but on google code) [11/30/2010 12:38:27 AM] Zoomber: ive made a bitfighter folder [11/30/2010 12:38:35 AM] Zoomber: and in it, is the executable [11/30/2010 12:38:38 AM] Zoomber: an ini file [11/30/2010 12:38:45 AM] Zoomber: a levels folder [11/30/2010 12:38:48 AM | Edited 12:39:03 AM] Zoomber: and a robots folder (do i need this)? [11/30/2010 12:39:27 AM] Zoomber: no others, log creates itself (ini is just there so the user can edit settings before he even launches) [11/30/2010 12:40:01 AM] Zoomber: [11/30/2010 12:40:36 AM] Zoomber: interesting [11/30/2010 12:40:57 AM] Zoomber: i seem to lag a tiny bit if i get hit by the turret and then grab the ball again, and it looks normal, without a bug [11/30/2010 12:41:18 AM] Zoomber: like its agreeing with the server, and moving my ship a tiny bit or something [11/30/2010 12:41:29 AM] Zoomber: was this the purpose of the fix? (or one of them?) [11/30/2010 12:41:43 AM] Chris Eykamp: the client makes it's best guess, but the server's word is law [11/30/2010 12:41:53 AM] Zoomber: right [11/30/2010 12:41:55 AM] Zoomber: makes perfect sense [11/30/2010 12:43:05 AM] Chris Eykamp: the fix was to hopefully fix the situation when the local client thought it had the ball, but the server didn't agree. before there was no correction (because of a bug); now the correction should work, and the client should release the ball instead of showing it being carried [11/30/2010 12:43:47 AM] Zoomber: wow [11/30/2010 12:43:49 AM] Zoomber: cant produce it [11/30/2010 12:43:51 AM] Zoomber: works great fo rme [11/30/2010 12:44:22 AM] Zoomber: and yes, i think i saw that happen [11/30/2010 12:44:44 AM] Zoomber: I tried lining myself and the ball, on one of X [11/30/2010 12:45:16 AM] Zoomber: and flung the ball and dropped it as fast and as many times as i coud [11/30/2010 12:45:28 AM] Zoomber: at one time, it looks sort of like i was dribbling it like a basketball [11/30/2010 12:45:29 AM] Zoomber: no bugs [11/30/2010 12:45:33 AM] Zoomber: once i stopped [11/30/2010 12:45:42 AM] Zoomber: it let go like normal [11/30/2010 12:45:46 AM] Zoomber: and i could grab it like normal [11/30/2010 12:45:54 AM] Zoomber: i like it [11/30/2010 12:46:07 AM] Zoomber: it feels smoother persay [11/30/2010 12:47:02 AM] Chris Eykamp: yes -- it introduces a new level of simulation not present elsewhere in the game; you not only predict the motion of objects, but the effects of picking them up [11/30/2010 12:47:35 AM] Zoomber: right [11/30/2010 12:49:41 AM] Chris Eykamp: so explain again why you think a dedicated server is needed on the mac [11/30/2010 12:50:28 AM] Zoomber: the steps to making a dedicated server on a mac currently, are way too complicated. [11/30/2010 12:50:39 AM] Zoomber: the wiki article i have, is long [11/30/2010 12:50:57 AM] Zoomber: i was just thinking of making a dedicated server package, and putting the link on this wiki page [11/30/2010 12:51:14 AM] Zoomber: and being able to literally cut the page down to 1/8 its oriognal size [11/30/2010 12:51:27 AM] Zoomber: (archiving the old page, of course [11/30/2010 12:52:53 AM] karamazovapy: I want to stab epic mickey in the face [11/30/2010 12:53:30 AM] Zoomber: bo the who? [11/30/2010 12:54:21 AM] Chris Eykamp: or... write a simple shell script and include it with the installer. I do this on windows with my twoplayers.bat file [11/30/2010 12:54:35 AM] Chris Eykamp: which, I might add, you might want to try replicating on the mac [11/30/2010 12:54:35 AM] Zoomber: true, that would work also [11/30/2010 12:54:41 AM] Zoomber: hmmm [11/30/2010 12:54:42 AM] Zoomber: actually [11/30/2010 12:54:47 AM] Zoomber: that would work GREAT [11/30/2010 12:54:55 AM] Zoomber: i can make a shell script [11/30/2010 12:54:57 AM] Chris Eykamp: that way you get regular and dedicated iun one package, with one installer, with one binary [11/30/2010 12:55:20 AM] Zoomber: actually [11/30/2010 12:55:27 AM] Zoomber: if i knew how to make a relative path [11/30/2010 12:55:31 AM] Zoomber: i could make a .terminal script [11/30/2010 12:55:43 AM] Zoomber: which basically when you click on it, opens terminal and inputs the exact message you want [11/30/2010 12:56:05 AM] karamazovapy: that's kind of what batch files do [11/30/2010 12:56:12 AM] Zoomber: right! [11/30/2010 12:56:30 AM] Chris Eykamp: I'll bet raptor could help on the particulars [11/30/2010 12:56:51 AM] Zoomber: I think i can get something going, ill be sure to talk to raptor if i have a problem [11/30/2010 12:57:23 AM] Zoomber: i wonder if a terminal script can be relative [11/30/2010 12:58:11 AM] Chris Eykamp: so I'm thinking we might want to do the final 014 tomorrow [11/30/2010 12:58:17 AM] Zoomber: nevermind, ill use a shell script [11/30/2010 12:58:19 AM] Zoomber: tomorrow? [11/30/2010 12:58:25 AM] Zoomber: is the code all ready to go? [11/30/2010 12:58:29 AM] Zoomber: i can send you this .app now if youd like [11/30/2010 12:58:32 AM] karamazovapy: they've been saying it would be [11/30/2010 12:58:42 AM] Chris Eykamp: I don't know... but I have learned that no one is going to test it until they're forced to upgrade [11/30/2010 12:59:02 AM] Chris Eykamp: so we put it out and hope things don't get too screwed up for the Friday event [11/30/2010 12:59:07 AM] Zoomber: i vote we all work together and make an ingame updater! [11/30/2010 12:59:16 AM] Chris Eykamp: this version has one for windows [11/30/2010 12:59:25 AM] karamazovapy: well they want to play with people, and they don't want to idle on a server where no one's gonna show up [11/30/2010 12:59:28 AM] Zoomber: whooa/tt? [11/30/2010 12:59:30 AM] Chris Eykamp: right [11/30/2010 12:59:45 AM] Zoomber: Bots! [11/30/2010 12:59:49 AM] Chris Eykamp: I understand the dynamic -- and the cure is, sadly, brute force [11/30/2010 12:59:55 AM] Zoomber: thats how i got around playing in zap [11/30/2010 1:00:08 AM] Zoomber: active hidden brute force [11/30/2010 1:00:12 AM] karamazovapy: well I tested it and gave feedback...but... [11/30/2010 1:00:17 AM] Chris Eykamp: there are enough critical fixes in 014 that it's worth the risk of something being broken [11/30/2010 1:00:23 AM] Zoomber: but? [11/30/2010 1:00:33 AM] Chris Eykamp: I think I fixed the main problem you reported [11/30/2010 1:00:38 AM] Zoomber: i think so too [11/30/2010 1:00:42 AM] karamazovapy: but after I felt like I had seen it, I didn't want to idle on a server full of soccer maps [11/30/2010 1:00:54 AM] Chris Eykamp: of course [11/30/2010 1:00:56 AM] Zoomber: :) [11/30/2010 1:01:05 AM] karamazovapy: nobody even likes soccer that much [11/30/2010 1:01:12 AM] Chris Eykamp: well anyway, I say we go for it [11/30/2010 1:01:21 AM] Zoomber: LOL [11/30/2010 1:01:23 AM] Chris Eykamp: hopefully people will like this version better [11/30/2010 1:01:28 AM] karamazovapy: you know the magic wand solution though, right? [11/30/2010 1:01:32 AM] Zoomber: i just read a post of someone who said they wanted to get rid of soccer all together [11/30/2010 1:01:42 AM] Chris Eykamp: I have some new ideas I want to try out, so I want to get this version over and done with [11/30/2010 1:01:57 AM] karamazovapy: there's one quick and easy fix that will resolve all the complaints [11/30/2010 1:02:03 AM] Zoomber: lol _k [11/30/2010 1:02:11 AM] karamazovapy: it's true! [11/30/2010 1:02:18 AM] karamazovapy: rename soccer to "pinball" [11/30/2010 1:02:39 AM] karamazovapy: the complaints all come up because people expect soccer [11/30/2010 1:02:43 AM] Zoomber: bahahahahahahahah [11/30/2010 1:02:45 AM] Chris Eykamp: I don;t like that name, but perhaps a new one is in order [11/30/2010 1:02:56 AM] Chris Eykamp: anyway, the new version is more like soccer [11/30/2010 1:02:56 AM] karamazovapy: you rename it to a game where you have little to no control, and everyone's expectations are satisfied [11/30/2010 1:03:05 AM | Edited 1:03:48 AM] Samuel Williams: there is a RABBIT flag problem http://www.youtube.com/watch?v=CPccA3LQB3k [11/30/2010 1:03:11 AM] Zoomber: crap [11/30/2010 1:03:27 AM] Zoomber: is thursday a good day? [11/30/2010 1:03:31 AM] Chris Eykamp: yes, I saw that bug report; but I think it is an existing problem, so I'm not overly concerned [11/30/2010 1:03:46 AM] Chris Eykamp: watching now [11/30/2010 1:03:57 AM] karamazovapy: interesting [11/30/2010 1:04:12 AM] karamazovapy: that's like the soccer bug people mentioned [11/30/2010 1:04:14 AM] Zoomber: maybe because your using clones? [11/30/2010 1:04:19 AM] Chris Eykamp: ah, this is totally different [11/30/2010 1:04:25 AM] Zoomber: well [11/30/2010 1:04:28 AM] Zoomber: heres my deal [11/30/2010 1:04:29 AM] Chris Eykamp: no, this is a legit bug [11/30/2010 1:04:34 AM] Zoomber: if i have clones, and i un-minimize a window [11/30/2010 1:04:43 AM] Zoomber: my other game window, will take features from the origonal game window [11/30/2010 1:04:47 AM] Samuel Williams: the rabbit flag problem exists on 013 as well [11/30/2010 1:04:47 AM] Zoomber: like team switching persay [11/30/2010 1:04:55 AM] Chris Eykamp: My latest code may have fixed this [11/30/2010 1:05:20 AM] karamazovapy: the effect sure looks like the soccer bug [11/30/2010 1:05:24 AM] Samuel Williams: i updated from the trunk a few minutes ago, problem still exist on rabbit [11/30/2010 1:05:29 AM] Chris Eykamp: or at least it fixes a soccer problem that is very much like this, but the fix is at the "item" level [11/30/2010 1:05:34 AM] Chris Eykamp: flags and soccer balls are both items [11/30/2010 1:05:40 AM] Zoomber: sure, if i changed my windows xp theme to 2000, i could have 10 clones as well! [11/30/2010 1:05:40 AM] Chris Eykamp: so a fix for items will affect both [11/30/2010 1:06:04 AM] Zoomber: i think thats called flag lag :) [11/30/2010 1:06:13 AM] Zoomber: maybe im completely wrong [11/30/2010 1:06:16 AM] Chris Eykamp: [Tuesday, November 30, 2010 1:05 AM] Samuel Williams: <<< i updated from the trunk a few minutes ago, problem still exist on rabbit [11/30/2010 1:06:18 AM] Chris Eykamp: rats [11/30/2010 1:06:27 AM] karamazovapy: it could be related to flag lag [11/30/2010 1:06:39 AM] Zoomber: but in other gametypes, sometimes it takes a whiel for me to pick up the flag [11/30/2010 1:06:42 AM] Zoomber: and then someone else takes it [11/30/2010 1:06:42 AM] karamazovapy: like what happens when a flag carrier dies while moving at high speed [11/30/2010 1:06:44 AM] Zoomber: (and its not retrieve) [11/30/2010 1:06:50 AM] Zoomber: Nor is it jiggernut's run [11/30/2010 1:06:59 AM] karamazovapy: lol...jiggernuts [11/30/2010 1:07:05 AM] karamazovapy: juggernaut [11/30/2010 1:07:05 AM] Chris Eykamp: sam -- was either of those games the server, or was there a dedicated server in there? [11/30/2010 1:07:09 AM] Zoomber: oh [11/30/2010 1:07:15 AM] Zoomber: right [11/30/2010 1:07:35 AM] Samuel Williams: it was on my same client on my same server [11/30/2010 1:07:44 AM] karamazovapy: it definitely does look like client/server conflict, though [11/30/2010 1:07:50 AM] Samuel Williams: so it has to be no internet lag... [11/30/2010 1:08:07 AM] karamazovapy: it doesn't have to be ping lag [11/30/2010 1:08:09 AM] Chris Eykamp: right, but was either of those session shosting? [11/30/2010 1:08:43 AM] Zoomber: sam, I saw that time problem video you posted [11/30/2010 1:09:01 AM] Zoomber: I am assuming, you were not hosting a server from your client that game? [11/30/2010 1:09:11 AM] Zoomber: but rather using a vps / dedicated server / someone elses server? [11/30/2010 1:09:37 AM] Samuel Williams: my server.. [11/30/2010 1:09:41 AM] Samuel Williams: from my computer [11/30/2010 1:09:42 AM] Zoomber: just saw that in the related videos [11/30/2010 1:09:47 AM] karamazovapy: but it was a dedicated server [11/30/2010 1:09:49 AM] karamazovapy: yes? [11/30/2010 1:10:01 AM] Zoomber: i believe this occurs when [11/30/2010 1:10:06 AM] Samuel Williams: it also happens on non-dedicated server [11/30/2010 1:10:12 AM] Chris Eykamp: how easy is it to reproduce? [11/30/2010 1:10:17 AM] Zoomber: ok now that is odd [11/30/2010 1:10:26 AM] Zoomber: but this usaully happens when the client TRYS to guess the right clock time [11/30/2010 1:10:30 AM] Samuel Williams: both players go far enough to not be seen [11/30/2010 1:10:34 AM] Zoomber: but somebody's clock is wrong [11/30/2010 1:10:37 AM] Samuel Williams: then one pick up flag and run away [11/30/2010 1:10:45 AM] Zoomber: so the client re-establishes the clock time with the server [11/30/2010 1:10:57 AM] Chris Eykamp: but this can be easily reproduced [11/30/2010 1:11:00 AM] Zoomber: ok wha? [11/30/2010 1:11:13 AM] Zoomber: psch [11/30/2010 1:11:15 AM] Zoomber: i gotta run [11/30/2010 1:11:27 AM] Zoomber: ill be back in an hour if i can get eveyrhting done smoothly, if not, good night everyone [11/30/2010 1:11:29 AM] karamazovapy: so it has to do with the flag not being in the other client's detection area? [11/30/2010 1:11:44 AM] Chris Eykamp: night [11/30/2010 1:12:06 AM] Samuel Williams: because of rabbit bug, therer is times where i am in a rabbit battle and unable to pickup the flag, then the flag disappears and appears on a player coming on-screen. [11/30/2010 1:12:35 AM] karamazovapy: so it's the client losing track of the actual position [11/30/2010 1:12:52 AM] Chris Eykamp: so... this happens with or without a dedicated server, happens with the latest code, happened in 013, and is easily reproduced... right? [11/30/2010 1:13:02 AM] Samuel Williams: yes [11/30/2010 1:13:24 AM] Chris Eykamp: ok; I think this is a new (to me) bug, with a different mechansim than the soccer bug [11/30/2010 1:13:44 AM] karamazovapy: well it's because the client doesn't track floating objects that are out of range, right? [11/30/2010 1:13:49 AM] Chris Eykamp: the clients are getting out of sync with the server somehow [11/30/2010 1:13:58 AM] Chris Eykamp: but it only happens in rabbit, right? [11/30/2010 1:14:10 AM] karamazovapy: it's not checking the server for the proper flag location in rabbit [11/30/2010 1:14:32 AM] Chris Eykamp: well, it doesn't "check" the location, the server is responsible for letting the client know the location [11/30/2010 1:14:46 AM] Chris Eykamp: everything is pushed down to the clients [11/30/2010 1:14:57 AM] Samuel Williams: simple, both players never go on-screen to each other, one player pickup flag, but flag does not disappear from other client until the flag dropped or the player with flag go on-screen [11/30/2010 1:15:00 AM] karamazovapy: change the gametype to nexus and try a similar experiment dropping the flag [11/30/2010 1:15:09 AM] Chris Eykamp: the only thing that is "pulled" is something in soccer that I added as part of 014 [11/30/2010 1:15:28 AM] Samuel Williams: does not happen on nexus [11/30/2010 1:15:40 AM] karamazovapy: with flag dropping? [11/30/2010 1:15:48 AM] Samuel Williams: only on rabbit [11/30/2010 1:17:11 AM] Chris Eykamp: ok, maybe what's happening is this: player A & B. B is far away, flag is out of scope; A picks up flag; B doesn't get message because out of scope; A flies away; B approaches flag, sees it at it's previous location because server never sent message that it left; B tries to pick up flag, but because it isn't there, he can't. Meanwhile, A has flag and doesn;t know about what B sees [11/30/2010 1:17:16 AM] Samuel Williams: dropping flag tells all client where the flag is, pickup flag might not tell all client the flag is no nonger there [11/30/2010 1:17:43 AM] Chris Eykamp: but if B is close to flag, the problem doesn;t happen [11/30/2010 1:17:50 AM] karamazovapy: I'm suggesting someone try picking up a drifting nexus flag [11/30/2010 1:18:04 AM] Chris Eykamp: so it might be as easy as ensuring that the rabbit flag is always in scope [11/30/2010 1:18:06 AM] karamazovapy: under similar circumstances [11/30/2010 1:18:09 AM] Chris Eykamp: which I'll check right now [11/30/2010 1:19:03 AM] Samuel Williams: does not happen on nexus, flag disappear immediately when off-screen [11/30/2010 1:19:41 AM] Samuel Williams: rabbit, the flag is always shown, no matter how far away, unless a player pick up. [11/30/2010 1:20:25 AM] Samuel Williams: but when a player pickup a flag, the client may fail to disappear the outdated flag position [11/30/2010 1:20:37 AM] Samuel Williams: happens only on rabbit. [11/30/2010 1:22:23 AM] Chris Eykamp: we have a class called RabbitFlagItem [11/30/2010 1:22:45 AM] Chris Eykamp: sam -- take a look at where that is used! [11/30/2010 1:23:06 AM] karamazovapy: just reproduced in rabbit [11/30/2010 1:25:40 AM] karamazovapy: man's right, doesn't happen in nexus under any circumstances [11/30/2010 1:26:10 AM] Chris Eykamp: removing theFlag->setScopeAlways(); from RabbitGameType::addFlag() will probably fix the problem [11/30/2010 1:26:21 AM] Chris Eykamp: though it might not be the fix we want [11/30/2010 1:26:56 AM] karamazovapy: I question whether this is an issue in any current level other than carrot crazy [11/30/2010 1:26:58 AM] Samuel Williams: right, want to know wheree the rabbit flag is when no one have it.. [11/30/2010 1:27:29 AM] Chris Eykamp: yes [11/30/2010 1:27:32 AM] Samuel Williams: all maps on carrot game mode have this problem (i have 2 big enough maps) [11/30/2010 1:27:51 AM] karamazovapy: well everyone complains about how terrible carrot crazy is because it's waaaaaaay too big for a rabbit map [11/30/2010 1:29:10 AM] Samuel Williams: carrot flag problem happens on a third big enough map i just tested.. [11/30/2010 1:30:16 AM] karamazovapy: hm...odd that the client acknowledges that the carrot has been taken, but doesn't illustrate it [11/30/2010 1:30:59 AM] Chris Eykamp: there is a message mechanism separate from the flag mechansim [11/30/2010 1:31:14 AM] Chris Eykamp: I wonder why this isn't a problem in games like zc or ctf [11/30/2010 1:31:56 AM] karamazovapy: don't know if it would matter, but the flags *do* function differently in those gametypes... [11/30/2010 1:33:00 AM] Chris Eykamp: just for kicks... try adding this to the addFlag method: addItemOfInterest(theFlag); [11/30/2010 1:33:19 AM] Chris Eykamp: I'm not sure of all the ramifications, but it's what the other gametypes do [11/30/2010 1:33:39 AM] Chris Eykamp: I'm going to look more closely at this line and make sure I understand it [11/30/2010 1:34:40 AM] karamazovapy: wow...it happens at a range of 4 [11/30/2010 1:34:44 AM] karamazovapy: that's all [11/30/2010 1:35:32 AM] Chris Eykamp: up, no, probably won't help [11/30/2010 1:35:56 AM] karamazovapy: check that - it happens just over 3 units away [11/30/2010 1:36:21 AM] karamazovapy: this *has* to be a recent bug [11/30/2010 1:36:29 AM] karamazovapy: there's no way we wouldn't have noticed it before now [11/30/2010 1:37:08 AM] Samuel Williams: as long the player picking up the rabbit flag is not shown on the other player map, the problem can happen, on rabbit [11/30/2010 1:37:15 AM] Chris Eykamp: yes [11/30/2010 1:37:53 AM] Chris Eykamp: the key, I think, is to ensure that either all players get a message when the flag has been picked up or... well, that's probably it [11/30/2010 1:38:23 AM] Chris Eykamp: we could easily tack that on to the message sending mecahsim, but that seems clunky [11/30/2010 1:38:41 AM] karamazovapy: be nice to know exactly what's going on [11/30/2010 1:41:57 AM] Chris Eykamp: yes, it would :) [11/30/2010 1:42:34 AM] Chris Eykamp: you don't have the source code, do you? [11/30/2010 1:42:51 AM] Chris Eykamp: aha [11/30/2010 1:42:53 AM] karamazovapy: I don't have a recent revision [11/30/2010 1:42:55 AM] Chris Eykamp: I think I found it [11/30/2010 1:43:09 AM] Chris Eykamp: maybe [11/30/2010 1:43:45 AM] Chris Eykamp: try adding this line to RabbitGameType::shipTouchFlag [11/30/2010 1:43:47 AM] Chris Eykamp: flag->setMountedMask(); [11/30/2010 1:43:53 AM] Chris Eykamp: going to try that now [11/30/2010 1:44:24 AM] Chris Eykamp: that line tells the server to send out the mounted-on-ship status of the flag [11/30/2010 1:44:38 AM] Samuel Williams: ok, trying that [11/30/2010 1:44:48 AM] Chris Eykamp: me too [11/30/2010 1:46:47 AM] Samuel Williams: one of my client not showing the flag at all with that [11/30/2010 1:48:48 AM] Chris Eykamp: it's not working [11/30/2010 1:49:09 AM] Samuel Williams: need to find a fix... [11/30/2010 1:54:00 AM] Zoomber: hey [11/30/2010 1:54:20 AM] Zoomber: hi [11/30/2010 1:54:43 AM] Zoomber: does anybody know a comand, that could help my vps update subversion? [11/30/2010 1:57:22 AM] Chris Eykamp: that's odd..l on my server, flag disappears when it goes out of scope [11/30/2010 1:57:27 AM] Chris Eykamp: I don[t see the flag always [11/30/2010 1:59:32 AM] Zoomber: oh [11/30/2010 1:59:35 AM] Zoomber: yum update svn? [11/30/2010 1:59:40 AM] Zoomber: no [11/30/2010 1:59:41 AM] Zoomber: p [11/30/2010 1:59:58 AM] Zoomber: no packages marked for update [11/30/2010 2:00:01 AM] Zoomber: strrange [11/30/2010 2:00:41 AM] Chris Eykamp: ok, I totally understand this problme [11/30/2010 2:01:05 AM] Chris Eykamp: it's what I thought at first -- the flag is out of scope, so you don't get the message the falg has been picked up [11/30/2010 2:01:12 AM] Zoomber: I wish i knew more about centos [11/30/2010 2:01:29 AM] Samuel Williams: ok (rabbit flag problem) [11/30/2010 2:01:31 AM] Chris Eykamp: you need to install svn [11/30/2010 2:01:36 AM] Zoomber: i have svn [11/30/2010 2:01:46 AM] Zoomber: but its telling me it needs a newer version [11/30/2010 2:01:46 AM] Chris Eykamp: then you're fine [11/30/2010 2:01:51 AM] Chris Eykamp: it is? [11/30/2010 2:01:53 AM] Zoomber: yep [11/30/2010 2:01:54 AM] Chris Eykamp: what is [11/30/2010 2:02:01 AM] Zoomber: i cd bitfighterb (my svn project folder) [11/30/2010 2:02:03 AM] Zoomber: on my vps [11/30/2010 2:02:10 AM] Zoomber: err scratch that [11/30/2010 2:02:21 AM] Zoomber: im on my home folder [11/30/2010 2:02:29 AM] Zoomber: and i type in svn up bitfighterb [11/30/2010 2:02:44 AM] Zoomber: and it tells me subversion it needs an update [11/30/2010 2:02:46 AM] Chris Eykamp: try cd bitfighterb [11/30/2010 2:02:48 AM] Chris Eykamp: svn up [11/30/2010 2:02:53 AM] Chris Eykamp: probably the same thig [11/30/2010 2:03:01 AM] Zoomber: heres the message [11/30/2010 2:03:06 AM] Zoomber: and yeah, same thing [11/30/2010 2:03:11 AM] Zoomber: svn: This client is too old to work with working copy '.'; please get a newer Subversion client [11/30/2010 2:03:27 AM] Chris Eykamp: odd [11/30/2010 2:03:33 AM] Zoomber: odd since ive had it before [11/30/2010 2:03:33 AM] karamazovapy: yum SUCKITSUBVERSION [11/30/2010 2:03:51 AM] Zoomber: im tempted to put that in [11/30/2010 2:03:56 AM] karamazovapy: yeah. try that. [11/30/2010 2:04:06 AM] Chris Eykamp: yum update subversiou [11/30/2010 2:04:14 AM] Chris Eykamp: not svn [11/30/2010 2:04:23 AM] karamazovapy: HOW DID YOU GET AN UPSIDE DOWN n? [11/30/2010 2:04:23 AM] Zoomber: tried that already [11/30/2010 2:04:29 AM] Zoomber: LOL [11/30/2010 2:04:36 AM] Chris Eykamp: with subversion spelled out [11/30/2010 2:04:39 AM] Chris Eykamp: not svn? [11/30/2010 2:04:45 AM] Zoomber: [root@vps ~]# yum update subversion Loaded plugins: fastestmirror Loading mirror speeds from cached hostfile * addons: yum.singlehop.com * base: mirror.team-cymru.org * extras: mirrors.serveraxis.net * updates: mirrors.tummy.com Setting up Update Process No Packages marked for Update [11/30/2010 2:05:10 AM] Samuel Williams: u ((u)) is up side down n ((n)) [11/30/2010 2:05:21 AM] Chris Eykamp: what>??? [11/30/2010 2:05:24 AM] karamazovapy: whoa [11/30/2010 2:05:26 AM] Samuel Williams: g stupid ( u ) [11/30/2010 2:05:55 AM] Zoomber: ITS NOT AS BAD AS Q [11/30/2010 2:05:57 AM] Chris Eykamp: I get it [11/30/2010 2:06:00 AM] karamazovapy: ((n))((u))((n)) [11/30/2010 2:06:10 AM] Chris Eykamp: subversiou [11/30/2010 2:06:13 AM] Zoomber: TRYING TO BE A FANCY O [11/30/2010 2:06:16 AM] Zoomber: ooooh [11/30/2010 2:07:00 AM] Zoomber: [root@vps ~]# yum update subversiou Loaded plugins: fastestmirror Loading mirror speeds from cached hostfile * addons: yum.singlehop.com * base: mirror.team-cymru.org * extras: mirrors.serveraxis.net * updates: mirrors.tummy.com Setting up Update Process No Match for argument: subversiou No package subversiou available. No Packages marked for Update [root@vps ~]# [11/30/2010 2:07:08 AM] karamazovapy: experiment time [11/30/2010 2:07:21 AM] Zoomber: experiment time? [11/30/2010 2:07:45 AM] karamazovapy: (a)(b)(c)(d)(e)(f)(g)(h)(i)(j)(k)(l)(m)(n)(o)(p)(q)(r)(s)(t)(u)(v)(w)(x)(y)(z) [11/30/2010 2:07:49 AM] karamazovapy: nooooooooooooo [11/30/2010 2:07:52 AM | Edited 2:08:00 AM] Zoomber: __ / \ | \ | \ \ |__ \_ _ | | | | | | _ | \____/ [11/30/2010 2:08:13 AM] Samuel Williams: (a) (b) (c) ((d)) ((e)) ((F)) (g) ((h)) (i) (j) [11/30/2010 2:08:39 AM] karamazovapy: (a) (b) (c) ((d)) ((e)) ((F)) (g) ((h)) (i) (j) (k) ((h)) ((e)) ((n)) ((o)) (p) (q) (r) (s) (t) ((u)) (v) (w) (x) ((y)) (z) [11/30/2010 2:08:52 AM] Zoomber: ((d)) [11/30/2010 2:08:57 AM] Zoomber: ((d)) [11/30/2010 2:09:01 AM] Zoomber: (SD) [11/30/2010 2:09:24 AM] Zoomber: : ((ninja)) [11/30/2010 2:09:36 AM] karamazovapy: karate kid? [11/30/2010 2:09:39 AM] Zoomber: ((ninja)) ((ninja)) ((ninja)) ((ninja)) ((ninja)) ((ninja)) ((ninja)) [11/30/2010 2:09:41 AM] Zoomber: Ninja [11/30/2010 2:09:46 AM] Zoomber: ((dance)) [11/30/2010 2:09:50 AM] karamazovapy: but he's doing the crane [11/30/2010 2:10:05 AM] karamazovapy: swatting at bees!! [11/30/2010 2:10:10 AM] Zoomber: LOl [11/30/2010 2:12:27 AM] karamazovapy: ((puke)) ((hug)) ((bow)) ((punch)) ((emo)) ((music)) ((~)) ((mp)) ((pi)) [11/30/2010 2:12:38 AM] Zoomber: (-) [11/30/2010 2:12:51 AM | Edited 2:12:59 AM] Zoomber: (-) [11/30/2010 2:12:58 AM] karamazovapy: ((flex)) ((^)) ((beer)) ((mooning)) [11/30/2010 2:13:08 AM] Zoomber: ((envy)) [11/30/2010 2:13:15 AM] karamazovapy: ((finger)) ((bandit)) ((drunk)) [11/30/2010 2:13:24 AM] Zoomber: ((call)) [11/30/2010 2:13:34 AM] karamazovapy: ((smoking)) ((toivo)) ((rock)) ((bug)) [11/30/2010 2:13:36 AM] Zoomber: 8-| [11/30/2010 2:13:42 AM] Zoomber: ((pi)) [11/30/2010 2:13:49 AM] karamazovapy: ((poolparty)) ((swear)) [11/30/2010 2:13:50 AM] Zoomber: (butterfly) [11/30/2010 2:13:52 AM] Zoomber: (fly) [11/30/2010 2:13:58 AM] Zoomber: (err) [11/30/2010 2:14:06 AM | Edited 2:14:11 AM] Zoomber: ((punch)) [11/30/2010 2:14:26 AM] Zoomber: (slap) [11/30/2010 2:14:30 AM] karamazovapy: I like toivo and poolparty [11/30/2010 2:14:37 AM] Zoomber: ((poolparty)) [11/30/2010 2:14:39 AM] Zoomber: hah [11/30/2010 2:15:01 AM] karamazovapy: although puke and emo are kind of funny [11/30/2010 2:16:04 AM] Zoomber: ((shake)) [11/30/2010 2:16:14 AM] Zoomber: ^best one [11/30/2010 2:16:49 AM | Edited 2:17:16 AM] Zoomber: ((d)) [11/30/2010 2:17:23 AM] Zoomber: oooh [11/30/2010 2:17:30 AM] Zoomber: [drink] = [d] [11/30/2010 2:17:34 AM] Zoomber: (eat) [11/30/2010 2:19:06 AM] Zoomber: watusimoto, if your still on, are you familliar with a bug on windows during startup that says something like "not enoguh resources to start up this api" or something like that? [11/30/2010 2:19:28 AM] Zoomber: i used to design all my contest maps ont his netbook, but its stopped botting all the way up [11/30/2010 2:20:04 AM] Zoomber: heres the exact error; [11/30/2010 2:20:42 AM] Chris Eykamp: not familliar [11/30/2010 2:20:51 AM] Zoomber: "Insufficient system resources exist to complete the API" Then it restarts if i click ok, and the same thing happens, even after a disk check [11/30/2010 2:21:10 AM] Zoomber: Isass.exe - System Error [11/30/2010 2:21:19 AM] Zoomber: well at least i know why they call it is ass .exe [11/30/2010 2:21:46 AM] Samuel Williams: well, i would re-install windows when that happens [11/30/2010 2:21:58 AM] Zoomber: yeah... [11/30/2010 2:22:00 AM] Zoomber: if i could :( [11/30/2010 2:22:21 AM] Chris Eykamp: google it [11/30/2010 2:22:21 AM] Zoomber: i dont have the install disk anymore, (but i have my disk from my otehr computer) [11/30/2010 2:22:23 AM] Zoomber: but even then [11/30/2010 2:22:25 AM] Zoomber: tried [11/30/2010 2:22:41 AM] Zoomber: the result was always happening for people, after they booted up [11/30/2010 2:22:55 AM] Zoomber: im thinking its because i only have 8 GB flash memory on it + 8 GB external memory [11/30/2010 2:23:16 AM] Zoomber: But even if i reinstalled windows, i wouldnt have any drivers whatsoever/ have a clue where to find them [11/30/2010 2:23:33 AM] Zoomber: and it just does this forever [11/30/2010 2:23:44 AM] Zoomber: i havent been able to use it for 2 months now [11/30/2010 2:24:39 AM] Samuel Williams: does that computer only have windows on it? [11/30/2010 2:24:41 AM] Zoomber: maybe bestbuy can fix it. [11/30/2010 2:24:45 AM] Zoomber: yeah [11/30/2010 2:24:47 AM] Zoomber: only windows [11/30/2010 2:24:50 AM] Zoomber: its a small hard drive [11/30/2010 2:24:52 AM] Samuel Williams: how old is it? [11/30/2010 2:25:07 AM] Zoomber: couple years, maybe [11/30/2010 2:25:11 AM] Zoomber: give or take [11/30/2010 2:25:19 AM] Zoomber: not sure exactly [11/30/2010 2:25:33 AM] Samuel Williams: how big is the hard disk? [11/30/2010 2:25:38 AM] Zoomber: although i think i know whats starting to happen [11/30/2010 2:25:39 AM] Zoomber: 8 GBs [11/30/2010 2:25:43 AM] Zoomber: ah i remember now [11/30/2010 2:25:52 AM] Zoomber: i kept gettign messages saying i had low disk space [11/30/2010 2:25:55 AM] Samuel Williams: maybe the hard disk is full.... [11/30/2010 2:25:59 AM] Zoomber: yep [11/30/2010 2:26:00 AM] Zoomber: probably [11/30/2010 2:26:14 AM] Zoomber: but i tried moving some of the computers vram acces to my external 8gb ssd [11/30/2010 2:26:28 AM] Zoomber: which worked for a bit [11/30/2010 2:26:35 AM] Chris Eykamp: ok, hjave new rabbit info [11/30/2010 2:26:46 AM] Zoomber: so, the hard drive must be full [11/30/2010 2:26:58 AM] Zoomber: but, is there a way I can access it without botting into windows? [11/30/2010 2:27:07 AM] Zoomber: safe mode or whatnot did not work either [11/30/2010 2:27:15 AM] Chris Eykamp: the info on the flag _is_ being sent to all clients, but becase the ship pikcing up the flag is out of scope, the pickup update fails [11/30/2010 2:27:27 AM] Chris Eykamp: if I'm right, it's a one line fix [11/30/2010 2:27:35 AM] Zoomber: great! [11/30/2010 2:27:59 AM] Zoomber: ooooh [11/30/2010 2:28:04 AM] Zoomber: blue screen :O [11/30/2010 2:28:12 AM] Zoomber: i did a hard drive verify [11/30/2010 2:28:23 AM] Zoomber: and when it finished, i got the blue screen of death flash for a second [11/30/2010 2:28:44 AM] Zoomber: i can try safe mode again, if thats a good idea? [11/30/2010 2:29:51 AM] Zoomber: well, tried that [11/30/2010 2:30:07 AM] Zoomber: now it loaded all these .sys files in a console [11/30/2010 2:30:09 AM] Zoomber: and froze [11/30/2010 2:30:19 AM | Edited 2:30:44 AM] Zoomber: thinking its just taking a long time to boot up, and isnt showing a progress bar or anything [11/30/2010 2:33:05 AM] Zoomber: nope [11/30/2010 2:33:08 AM] Zoomber: stays there [11/30/2010 2:33:13 AM] Zoomber: nothing is happening [11/30/2010 2:33:14 AM] Zoomber: bah [11/30/2010 2:34:26 AM] Samuel Williams: i have 2 operationg system in one computer (windows XP) and ( linux ubuntu ) so is one fail i have the other operating system. [11/30/2010 2:35:19 AM] Chris Eykamp: fixed!!! [11/30/2010 2:35:23 AM] Zoomber: mine isnt [11/30/2010 2:35:36 AM] Chris Eykamp: but now when you drop it, you can't see the falg [11/30/2010 2:35:46 AM] Chris Eykamp: so it kind of has the opposite problem now [11/30/2010 2:35:58 AM] Samuel Williams: mostly fixed the flag problem? [11/30/2010 2:36:04 AM] Zoomber: safeboot just loaded [11/30/2010 2:36:08 AM] Zoomber: blue screen of death [11/30/2010 2:36:09 AM] Chris Eykamp: fixed and broke, all at once [11/30/2010 2:36:43 AM] Samuel Williams: It is a flag problem, but how to fix it, i don't know. [11/30/2010 2:41:41 AM] Chris Eykamp: ok, totally working now [11/30/2010 2:41:46 AM] Chris Eykamp: will check in [11/30/2010 2:42:03 AM] Chris Eykamp: I don't think this will break anything else, but shuld test soccer and the like... [11/30/2010 2:43:06 AM] Chris Eykamp: checked in [11/30/2010 2:45:26 AM] Samuel Williams: ok, testing [11/30/2010 2:46:16 AM] Chris Eykamp: that was kind of a pain... [11/30/2010 2:46:28 AM] Samuel Williams: works ok [11/30/2010 2:46:33 AM] Chris Eykamp: great [11/30/2010 3:01:57 AM] Chris Eykamp: ok, no more critical errors; ready for release! [11/30/2010 4:45:34 AM] karamazovapy: hey zoomber - download a lightweight linux distro that will boot of a thumb drive or a cd - then you can fix stuff (or just install the linux os permanently) and move on [11/30/2010 4:46:22 AM] karamazovapy: I had a similar problem with an old desktop and used puppy linux until I shifted all my important data, did a reformat, and got a windows 7 disk [11/30/2010 4:35:44 PM] Samuel Williams: Got linux joystick working. http://96.2.123.136/bitfight/linuxinput.cpp.txt (some small changes to input) http://96.2.123.136/bitfight/1103.patch [11/30/2010 4:36:05 PM] Chris Eykamp: what? really? awesome [11/30/2010 4:36:38 PM] Samuel Williams: i can play with bitfighter, logitech dual action in linux [11/30/2010 4:40:26 PM] Chris Eykamp: that's really great. We can get it in for the 014 release [11/30/2010 4:41:49 PM] Samuel Williams: the only problem is linux maps joystick to different axes for my controller and possibly many others.. [11/30/2010 4:42:13 PM] Samuel Williams: when comparing to windows.. [11/30/2010 4:44:21 PM] Chris Eykamp: At some point I'd like to add a joystick confuration mode that allows you to map all functions fo a joystick - move x/y axes, shoot x/y axes, buttons, etc.. It's on the todo list, may get done someday. [11/30/2010 4:44:32 PM] Chris Eykamp: would also make supporting new joysticks easier [11/30/2010 4:44:49 PM] Chris Eykamp: but that's a bit of work [11/30/2010 4:45:21 PM] Samuel Williams: yes, need configuration for mapping to any axes/buttons, maybe first through the INI file. [11/30/2010 4:46:24 PM] Chris Eykamp: right; we'd haev presets that wrote default settings to the ini, and an interface to tinker with them [11/30/2010 4:47:41 PM] Samuel Williams: i don't see axes mapping in the INI file. [11/30/2010 4:49:06 PM] Samuel Williams: axes not found anywhere in the INI file. [11/30/2010 4:53:56 PM | Edited 4:54:09 PM] Samuel Williams: also, the controller get double-remapped, first in the input.cpp, and then in the INI file, and may want to have a way to change the first remaps in the INI file. [11/30/2010 5:35:41 PM] Chris Eykamp: oh sorry, no they're not in the INI; they're hardcoded somewhere [11/30/2010 5:36:37 PM] Samuel Williams: YES, they are in the input.cpp file [11/30/2010 5:38:31 PM] Chris Eykamp: I was agreeing that they should be set via the INI file. One thing to keep in mind is that the game is designed to allow input from different joysticks... that is, you can have two sessions open, each being cotrolled by a different stick, to allow head-to-head play. So whatever INI solution we come up with will have to accomodate that. [11/30/2010 5:38:50 PM] Chris Eykamp: you could actually have 4 sessions open if you had enough screen space [11/30/2010 5:38:56 PM] Chris Eykamp: or more, potentially [11/30/2010 5:40:00 PM] Samuel Williams: well, make the ini something like this: [custom1] fire=button1 ... [custom2] fire=button4 ... [11/30/2010 5:40:20 PM] Samuel Williams: and it will list all custom on the input profile [11/30/2010 5:40:23 PM] Chris Eykamp: yes, something like that [11/30/2010 5:40:47 PM] Chris Eykamp: If each profile had a name... then that could make up the joystick selection menu [11/30/2010 5:41:13 PM] Chris Eykamp: so all the mappings would be stored in the INI file; existing ones could be tweaked, and new ones could be added. [11/30/2010 5:41:25 PM] Chris Eykamp: and users could select which they wanted on their menu [11/30/2010 5:41:41 PM] Chris Eykamp: that wuold make adding enw sticks easy [11/30/2010 5:42:06 PM] Samuel Williams: yes, it is difficult enough for most users to try to edit the CPP file and recompile. [11/30/2010 5:42:12 PM] Chris Eykamp: of course [11/30/2010 5:42:14 PM] Samuel Williams: INI is easier [11/30/2010 5:42:16 PM] Chris Eykamp: yes [11/30/2010 5:42:20 PM] Chris Eykamp: one further complication [11/30/2010 5:42:50 PM] Chris Eykamp: in the interface, we sometimes show a button to help users figure out which button does what; go into quick chat for an example. [11/30/2010 5:42:59 PM] Chris Eykamp: We need different button renderings for different sticks [11/30/2010 5:43:13 PM] Chris Eykamp: because we try to make the rendering look like the actual button [11/30/2010 5:44:00 PM] Samuel Williams: ok,, like 1=X 2=(triangle) [11/30/2010 5:44:51 PM] Chris Eykamp: yeah, more like buttonstyle1 = smallSquare [11/30/2010 5:44:57 PM] Samuel Williams: some game controllers is fully numbers like mine (logitech dual action) so no problem there. [11/30/2010 5:45:07 PM] Chris Eykamp: there's a series of button styles named in the code somewhere [11/30/2010 5:45:26 PM] Chris Eykamp: buttonstyle1 = circle [11/30/2010 5:45:41 PM] Chris Eykamp: there's about 5-10 styles, depending on how you count [11/30/2010 5:47:13 PM] Chris Eykamp: that section of the code is really ugly [11/30/2010 5:48:00 PM] Samuel Williams: it will just be easy to have a menu where a user click on the "fire" and let the user press a button on game controller, and "fire X" and let the user press left/right on the fire axes. [11/30/2010 5:48:10 PM] Chris Eykamp: we already have that [11/30/2010 5:48:26 PM] Chris Eykamp: it's just not quite hooked together right [11/30/2010 5:48:40 PM] Samuel Williams: but not the axis, and not all buttons is configueable/detected because of map 12 buttons. [11/30/2010 5:48:44 PM] Chris Eykamp: go to define keys when you have a joystick plugged in [11/30/2010 5:48:48 PM] Chris Eykamp: exactly [11/30/2010 5:49:14 PM] Chris Eykamp: we need two things for the buttons: mapping the buttons to functions like cmdrs map (which we have) [11/30/2010 5:49:31 PM] Chris Eykamp: and mapping the signal sent by button 1 to "button 1" (which is hardcoded) [11/30/2010 5:50:24 PM] Samuel Williams: maybe remove the hard coded stuff and only go with the user configuration... [11/30/2010 5:51:02 PM] Chris Eykamp: I think we need the two steps; one to define the joystick itself, and another to define the functions of the buttons [11/30/2010 5:51:37 PM] Chris Eykamp: I can see how you could do both in one step, but we'd lose some existing function, and the ability to quickly change joysticks [11/30/2010 5:52:36 PM] Chris Eykamp: all this stuff is in input.cpp [11/30/2010 5:52:52 PM] Chris Eykamp: you might look through that if you haven't already [11/30/2010 5:52:59 PM] Chris Eykamp: it's ugly [11/30/2010 5:53:23 PM] Samuel Williams: maybe i can try to make it better. [11/30/2010 5:53:34 PM] Chris Eykamp: I'm sure you could [11/30/2010 5:59:37 PM] karamazovapy: I wouldn't worry about UI representation of different joysticks or buttons [11/30/2010 6:00:04 PM] karamazovapy: as a joystick user, I don't care what it looks like, I just want it to work [11/30/2010 6:00:11 PM] Samuel Williams: there is more the a hundred different joysticks... [11/30/2010 6:00:26 PM] karamazovapy: obviously [11/30/2010 6:36:54 PM] Chris Eykamp: sam: Have you ever used mercurial? [11/30/2010 6:37:33 PM] Samuel Williams: no [11/30/2010 6:37:52 PM] Chris Eykamp: we might switch over tot hat from svn after the release [11/30/2010 6:38:02 PM] Chris Eykamp: I think it will make collaborative work easier [11/30/2010 6:38:11 PM] Chris Eykamp: but I've never used it, and I don't know anyone who has [11/30/2010 11:43:44 PM] Zoomber: meh, the spam emails are back :( [11/30/2010 11:44:01 PM] Zoomber: i finally took the time to sit down, and unsubscribe from all of them [11/30/2010 11:44:33 PM] Zoomber: even the master email distributers [11/30/2010 11:44:33 PM] Zoomber: and its still starting to come back [11/30/2010 11:45:31 PM] Samuel Williams: i use gmail.com for my mail, i almost never get any spam.. [11/30/2010 11:45:58 PM] Zoomber: once someobody has your email adress, its down from there [11/30/2010 11:46:43 PM] Zoomber: luckily i just put a start to this revolt before it became a big problem again [11/30/2010 11:46:43 PM] Zoomber: took like 5 minutes [11/30/2010 11:46:58 PM] Zoomber: wait, were switching svns again? [11/30/2010 11:47:31 PM] Zoomber: AHhhh, now i think i know why my vps subversion wasnt working correctly [11/30/2010 11:47:59 PM] Zoomber: possibly, because i was using a current bitfighter branch, from the sourceforge site [11/30/2010 11:48:03 PM] Zoomber: possibly [11/30/2010 11:48:06 PM] Zoomber: and the fact it was only 13b [11/30/2010 11:48:13 PM] Zoomber: with possibly no updates [11/30/2010 11:48:29 PM] Zoomber: (although it cant be that, since it did not say @ revision "###" [11/30/2010 11:50:04 PM] Zoomber: oh, forgot to say, Hi [11/30/2010 11:50:26 PM] Samuel Williams: (hello) [11/30/2010 11:51:36 PM] Chris Eykamp: we are talking about not using svn anymore, and using mercurial instead. [11/30/2010 11:51:47 PM] Chris Eykamp: we'll stay at google code [11/30/2010 11:51:55 PM] Zoomber: oh [11/30/2010 11:52:18 PM] Zoomber: ok [11/30/2010 11:52:19 PM] Chris Eykamp: and unsubscribing from spam is a waste of time, unless the sender is legit (like sears or somebody) [11/30/2010 11:52:21 PM] Zoomber: just installed that [11/30/2010 11:52:24 PM] Chris Eykamp: otherwise don;t bother [11/30/2010 11:52:32 PM] Zoomber: no? [11/30/2010 11:53:02 PM] Zoomber: dang [11/30/2010 11:53:03 PM] Samuel Williams: Spam should stop, eventually... [11/30/2010 11:53:06 PM] Zoomber: wish i could grab back my time [11/30/2010 11:53:40 PM] Zoomber: wait, is mercurial similiar to Bazzar? [11/30/2010 11:53:46 PM] Chris Eykamp: I think so [11/30/2010 11:53:51 PM] Zoomber: ahh [11/30/2010 11:54:05 PM] Chris Eykamp: next generation of versino control; git, mercurial, bazzar [11/30/2010 11:54:12 PM] Zoomber: so whats the main difference against svn? [11/30/2010 11:54:21 PM] Chris Eykamp: you can check things in to other people [11/30/2010 11:54:35 PM] Zoomber: into other people?? [11/30/2010 11:54:53 PM] Chris Eykamp: so you and raptro could trade mac changes, for example, without committing to the main repository until you were ready. as i understand it, anyway [11/30/2010 11:55:06 PM] Zoomber: ooh [11/30/2010 11:55:44 PM] Zoomber: that would be much easier if mercurial came with a chatroom :) [11/30/2010 11:56:18 PM] Zoomber: though i could just use here, if only raptor got a skype [11/30/2010 11:59:39 PM] Zoomber: ooh thats cool, i found a graphing app that came with the macbook [11/30/2010 11:59:55 PM] Zoomber: that does all those varriables and Y intercept form equations you neeed [12/1/2010 12:01:39 AM] Chris Eykamp: sam -- did you write that joystick code, or did you get it from somewhere? [12/1/2010 12:03:47 AM] Samuel Williams: got it from somewhere, then i made some changes to make it work. some joystick code was taken from http://coding.derkeiler.com/Archive/General/comp.programming/2007-05/msg00480.html [12/1/2010 12:04:39 AM] Chris Eykamp: ok; I wanted to make sure it was legal for us to use it. I usually like to put the source if I borrow code. [12/1/2010 12:04:54 AM] Chris Eykamp: ut the thing I really watned to ask was you said the stick axes were opposite in Linux [12/1/2010 12:05:15 AM] Chris Eykamp: are they really opposite, or could the code be incorrectly reporting them as opposite? [12/1/2010 12:06:50 AM] Samuel Williams: in windows, axis 0 = x1 axis 1 = y1 acis 2 = x2 axis 5 = y2 POV for d pad now for linux axis 0 = x1 axis 1 = y1 acis 2 = x2 axis 3 = y2 axis 4 = dpad left/right axis 5 = dpad up/down For logitech dual action, the rest is the same [12/1/2010 12:07:34 AM] Samuel Williams: but, different controller may map differently [12/1/2010 12:07:35 AM] Chris Eykamp: how did you get this info? [12/1/2010 12:07:46 AM] Samuel Williams: testing joystick in linux [12/1/2010 12:07:57 AM] Chris Eykamp: using the bitfighter code, or some other reporting mechanism? [12/1/2010 12:08:27 AM] Samuel Williams: used other way first, to make sure my game controller works in linux. [12/1/2010 12:08:44 AM] Chris Eykamp: right. Because this is a mess. [12/1/2010 12:08:45 AM] Samuel Williams: then i went and put in the linux joystick code for bitfighter [12/1/2010 12:09:00 AM] Chris Eykamp: not your fault, of course, just a distressing state of affairs [12/1/2010 12:09:21 AM] Samuel Williams: that is when we really need to provide some better mapping to game buttons [12/1/2010 12:09:31 AM] Chris Eykamp: yes [12/1/2010 12:10:26 AM] Samuel Williams: i mostly have just written a new mapping axis/joystick and INI, but will test it. [12/1/2010 12:17:19 AM] Chris Eykamp: great [12/1/2010 12:17:26 AM] Chris Eykamp: why did you want to detect up to 32 buttons? [12/1/2010 12:17:34 AM] Chris Eykamp: do any controllers have more than 12? [12/1/2010 12:18:17 AM] Samuel Williams: zoomber complained that not all buttons (button over 12) not detected [12/1/2010 12:18:33 AM] Chris Eykamp: zoomber: what joystick do you have? [12/1/2010 12:18:55 AM] Chris Eykamp: and (on a different topic) any reason not to build the release packages now? [12/1/2010 12:20:20 AM] Zoomber: a ps3 joystick [12/1/2010 12:20:26 AM] Zoomber: er controller [12/1/2010 12:20:32 AM] Zoomber: 16 buttons [12/1/2010 12:20:54 AM] Zoomber: i have the release ready when your ready for me to give it to you/put it on my filehosting website [12/1/2010 12:22:45 AM] Zoomber: on mac [12/1/2010 12:28:43 AM] Zoomber: are revisions done for the release? shall I upload? [12/1/2010 12:30:42 AM] Chris Eykamp: 16 buttons?!? [12/1/2010 12:30:54 AM] karamazovapy: PS3 homes [12/1/2010 12:30:56 AM] karamazovapy: PS3 [12/1/2010 12:31:15 AM] Chris Eykamp: wait just a second; I'll create a tag for you to use, and let you know [12/1/2010 12:31:22 AM] karamazovapy: jerk's got four shoulder buttons alone [12/1/2010 12:31:29 AM] Chris Eykamp: oh, I should ask... did Sam's button fix work for you? [12/1/2010 12:32:09 AM] Zoomber: ok [12/1/2010 12:32:31 AM] Zoomber: um [12/1/2010 12:32:38 AM] Zoomber: is that button fix checked in? [12/1/2010 12:32:44 AM] Zoomber: ill test it right now [12/1/2010 12:32:57 AM] Chris Eykamp: why, no it is not; I thought maybe you had applied it to your copy. [12/1/2010 12:33:03 AM] Chris Eykamp: hold on [12/1/2010 12:33:14 AM] Zoomber: i hadent been following, sorry [12/1/2010 12:33:19 AM] Zoomber: i can add it now if you would like though [12/1/2010 12:34:07 AM] Chris Eykamp: no worries; just hold tight a minute [12/1/2010 12:34:23 AM] Zoomber: im working on the DMG as well [12/1/2010 12:34:24 AM] Chris Eykamp: maybe you can find me a picture of your controller [12/1/2010 12:35:24 AM] Zoomber: ill get you a in-depth picture [12/1/2010 12:35:32 AM] Zoomber: but its easy to just type it in google [12/1/2010 12:35:35 AM] Zoomber: here [12/1/2010 12:35:35 AM] Zoomber: http://ps3media.ign.com/ps3/image/article/705/705934/e3-2006-in-depth-with-the-ps3-controller-20060515010609802.jpg [12/1/2010 12:35:53 AM] Chris Eykamp: actually, the button fix is only for windows, I think [12/1/2010 12:36:12 AM] Zoomber: and linux? [12/1/2010 12:36:18 AM] Zoomber: ooh [12/1/2010 12:37:05 AM] Zoomber: umm wait [12/1/2010 12:37:38 AM] Zoomber: ah ok understood [12/1/2010 12:37:48 AM] Samuel Williams: The bitfighter game was not programmed to detect more then 14 buttons, but i may be trying to get the new method of mapping joystick buttons/axis to work. [12/1/2010 12:38:02 AM] Zoomber: exactly [12/1/2010 12:38:10 AM] Zoomber: which is why it did not detect raw code for buttons 15 and 16 [12/1/2010 12:38:15 AM] Zoomber: which were the Triangle and circle buttons [12/1/2010 12:38:21 AM] Chris Eykamp: ok, everything is in [12/1/2010 12:38:45 AM] Zoomber: This may be related to the actual ps3 controller, but although bitfighter picks up the raw code, i cannot assing a function to the X button nor the Square button either [12/1/2010 12:39:02 AM] Zoomber: yet, bitfighter picks up raw codes 13 and 14 for those [12/1/2010 12:39:04 AM] Zoomber: X being 13 [12/1/2010 12:39:09 AM] Chris Eykamp: I onlhy see 13 buttons [12/1/2010 12:39:31 AM] Zoomber: see [12/1/2010 12:39:32 AM] Zoomber: but [12/1/2010 12:39:38 AM] Zoomber: oooh, ok here [12/1/2010 12:39:43 AM] Zoomber: heres the deal with the controller [12/1/2010 12:39:48 AM] Zoomber: the D-pad, i guess it is [12/1/2010 12:39:54 AM] Zoomber: sends raw codes as well [12/1/2010 12:40:01 AM] Chris Eykamp: I see [12/1/2010 12:40:02 AM] Zoomber: lke 6 7 8 and 9 or something [12/1/2010 12:40:11 AM] Samuel Williams: the d pad is 4 buttons? [12/1/2010 12:40:15 AM] Zoomber: i can assing in-game functions to thouse [12/1/2010 12:40:19 AM] Zoomber: yep [12/1/2010 12:40:32 AM] Chris Eykamp: that makes 17 buttons [12/1/2010 12:40:36 AM] Zoomber: the whole function is odd [12/1/2010 12:40:49 AM] Zoomber: i can tell you what bitfighter gets for each button if youd like? [12/1/2010 12:40:50 AM] Chris Eykamp: assuming that big round thing in the center is a button [12/1/2010 12:40:55 AM] Zoomber: yep [12/1/2010 12:41:04 AM] Chris Eykamp: not ready for that yet [12/1/2010 12:41:05 AM] Zoomber: bitfighter thinks those center buttons are the X and O buttons [12/1/2010 12:41:14 AM] Zoomber: oh no not the ps2 thing [12/1/2010 12:41:29 AM] Zoomber: i believe thats the analog button/ ps3 connector [12/1/2010 12:41:31 AM] Chris Eykamp: rather than add another joystick using the current mechanism, I want to look at what sam;s doing [12/1/2010 12:41:35 AM] Zoomber: that shouldnt send a code [12/1/2010 12:41:57 AM] Zoomber: yes, i think what sam's doing will fix this partially [12/1/2010 12:41:58 AM] Chris Eykamp: ok; great; well, go ahead and build the package [12/1/2010 12:42:20 AM] Zoomber: but the d-pad will still function like buttons, unless he has a way around that [12/1/2010 12:42:41 AM] Chris Eykamp: dpad already does [12/1/2010 12:42:50 AM] Chris Eykamp: function like buttons, that is [12/1/2010 12:42:54 AM] Chris Eykamp: on all sticks [12/1/2010 12:42:57 AM] Samuel Williams: what i am doing with the new mapping controls is not done yet, i need to fix some mapping problem i am doing [12/1/2010 12:42:57 AM] Zoomber: hmmm [12/1/2010 12:43:03 AM] Zoomber: ok [12/1/2010 12:43:10 AM] Chris Eykamp: that's fine; [12/1/2010 12:43:58 AM] Zoomber: to be exact [12/1/2010 12:44:08 AM] Zoomber: the D-pad on the controller gives out 4 5 6 and 7 as raw code [12/1/2010 12:44:57 AM | Edited 12:45:08 AM] Zoomber: ok, my mistake, only 16 buttons [12/1/2010 12:44:58 AM] Chris Eykamp: sam -- do you want to show me what you're doing, or do you want to wait until you are done? [12/1/2010 12:45:22 AM] Samuel Williams: i can [12/1/2010 12:51:24 AM] Samuel Williams: http://96.2.123.136/bitfight/114.patch (it may not be done) [12/1/2010 1:00:02 AM] Zoomber: can i have an opinion on what picture to put in the background of my .dmg image? [12/1/2010 1:00:20 AM] Zoomber: first, i had my standard looking image, but then, i played around with it and got some cool other looks [12/1/2010 1:00:28 AM] Zoomber: that seem to give off a retro feel [12/1/2010 1:04:39 AM] Chris Eykamp: I'll just look :) [12/1/2010 1:06:27 AM] Zoomber: ok [12/1/2010 1:06:33 AM] Zoomber: heres the normal version [12/1/2010 1:06:35 AM] *** Zoomber sent Re-Colorize.jpg *** [12/1/2010 1:06:39 AM] Zoomber: finally got it colorized [12/1/2010 1:06:46 AM] Chris Eykamp: so what is the joystickMap secion in the INI going to do? [12/1/2010 1:07:00 AM] Zoomber: heres the other ideas [12/1/2010 1:07:03 AM] *** Zoomber sent RETRO.jpg,... *** [12/1/2010 1:07:59 AM] Zoomber: i guess it does look a little edgy, but thats the idea of them [12/1/2010 1:08:24 AM] karamazovapy: not a mac user, but not jumping up and down about any of those [12/1/2010 1:08:28 AM] Zoomber: hammered looks sort of like melted and welded steel imo [12/1/2010 1:08:46 AM] karamazovapy: just looks accidentally distorted to me [12/1/2010 1:09:31 AM] karamazovapy: you didn't really use computers in the early 90's though, did you? [12/1/2010 1:09:51 AM] Zoomber: The Radius or whatever that thing was called? [12/1/2010 1:09:59 AM] Chris Eykamp: I'd opt for not hammered and not retro [12/1/2010 1:10:30 AM] Zoomber: that mac system [12/1/2010 1:10:36 AM] Zoomber: that completely fell apart [12/1/2010 1:10:39 AM] karamazovapy: I hate to say it, but even the on with the gradient looks a little cheesy [12/1/2010 1:11:35 AM] Zoomber: the reason i used the gradient, was the background always stays the color white. If i have just a black background in the image, it will abruptly change colors [12/1/2010 1:12:14 AM] Zoomber: now, saying that, I could just keep the starting window size smaller, but i dont remember if Finder keeps that sort of info in the .ds_store file, [12/1/2010 1:12:50 AM] Zoomber: meaning, if people download the dmg, when it opens, the window may not be the size it was when I closed it [12/1/2010 1:13:03 AM] Zoomber: althoguh, it may [12/1/2010 1:13:23 AM] Chris Eykamp: how about just a picture of the "bitfighter ship", an arrow, and a picture of a folder [12/1/2010 1:13:28 AM] Zoomber: the concept is unuasual; i may just go back to a simple thing [12/1/2010 1:13:32 AM] Chris Eykamp: and maybe the bitfighter text somewhere [12/1/2010 1:13:36 AM] Zoomber: well, basically [12/1/2010 1:13:39 AM] Zoomber: thats what this picture is [12/1/2010 1:13:45 AM] Zoomber: the bitfighter ship, is the application [12/1/2010 1:13:59 AM] Zoomber: which goes where that first circle is [12/1/2010 1:14:11 AM] Zoomber: the second circle, is the applications folder [12/1/2010 1:14:19 AM] Zoomber: but maybe, ill tone the other stuff down [12/1/2010 1:14:20 AM] Chris Eykamp: most installer images seem to have a white bg [12/1/2010 1:14:34 AM] Chris Eykamp: for k: [12/1/2010 1:14:35 AM] Chris Eykamp: http://www.google.com/images?hl=en&client=firefox-a&hs=Qgg&rls=org.mozilla:en-US:official&q=mac+installer+images&prmdo=1&um=1&ie=UTF-8&source=univ&ei=Kef1TKqMJoSusAP53M3GCw&sa=X&oi=image_result_group&ct=title&resnum=1&ved=0CB4QsAQwAA&biw=1366&bih=579 [12/1/2010 1:14:36 AM] karamazovapy: a lot of people opt for a "clean" look [12/1/2010 1:15:08 AM] karamazovapy: mac users are weird [12/1/2010 1:15:13 AM] Zoomber: right, the firefox one [12/1/2010 1:15:20 AM] Chris Eykamp: I'd never actually seen an installer screen before I googled it [12/1/2010 1:15:40 AM] Zoomber: if you look carefully, theres two ways of installing [12/1/2010 1:16:09 AM] Zoomber: most of thoose look like the package i was making before, but stopped [12/1/2010 1:16:12 AM] Chris Eykamp: I see that; and I am confused; I thought you had opted for the multi-step process. [12/1/2010 1:16:20 AM] Chris Eykamp: I don't care; just confused [12/1/2010 1:16:23 AM] Zoomber: heres, what im looking for [12/1/2010 1:16:23 AM] Zoomber: http://static.joost.com/rsc/images/content/download/MacOSX_installer2.gif [12/1/2010 1:16:47 AM] Zoomber: yeah, sorry to be all confusing [12/1/2010 1:16:54 AM] Zoomber: thats what im shooting for thie release^ [12/1/2010 1:17:24 AM] karamazovapy: I maintain, it's tough to go wrong with "clean" [12/1/2010 1:17:27 AM] Zoomber: that ones simpler than mine, i like that [12/1/2010 1:30:30 AM] Chris Eykamp: simple, clean, sounds like we all agree [12/1/2010 1:31:21 AM] Chris Eykamp: Sam: In case you didn't see my question to you in all this packaging hubbub: [12/1/2010 1:31:22 AM] Chris Eykamp: [Wednesday, December 01, 2010 1:06 AM] Chris Eykamp: <<< so what is the joystickMap secion in the INI going to do? [12/1/2010 1:40:37 AM] Zoomber: rgreat [12/1/2010 1:40:41 AM] Zoomber: ok [12/1/2010 1:40:46 AM] Zoomber: im done for the night [12/1/2010 1:40:48 AM] Samuel Williams: the JoystickMap can remaps raw joystick input into the button_1/2/3 output, can be used to map to correct axis/buttons I may want to work on it to make it more clear [12/1/2010 1:41:01 AM] Chris Eykamp: zoomber -- did you get anything packaged? [12/1/2010 1:41:06 AM] Chris Eykamp: after all that talking? [12/1/2010 1:41:11 AM] Zoomber: for now, i will use a .zip [12/1/2010 1:41:30 AM] Chris Eykamp: ok; I'm hoping to get something up tonight [12/1/2010 1:41:35 AM] Zoomber: it downloads, uncompresses, done [12/1/2010 1:41:46 AM] Chris Eykamp: but it could wait until tomorrow if you need to get to bed [12/1/2010 1:42:14 AM] Zoomber: nono, ill be staying awake [12/1/2010 1:42:35 AM] Zoomber: just done working on bitfighter stuff [12/1/2010 1:42:41 AM] Chris Eykamp: sam: Great, just what I was hoping to hear [12/1/2010 1:42:42 AM] Zoomber: I have the file ready [12/1/2010 1:42:52 AM] Chris Eykamp: zoomber: send it my way [12/1/2010 1:43:47 AM] Zoomber: alright, [12/1/2010 1:44:57 AM] Samuel Williams: bye, will be here tomorrow [12/1/2010 1:45:02 AM] Zoomber: night [12/1/2010 1:48:56 AM] Zoomber: @watusimoto sent [12/1/2010 2:06:50 AM] Chris Eykamp: [Wednesday, December 01, 2010 2:04 AM] Chris Eykamp: <<< sam: I'm compiling your joystick stuff on linux and I'm getting a bunch of errors do I need to install any libraries or anything? [12/1/2010 2:14:48 AM] Chris Eykamp: my mistake -- I missed the includes [12/1/2010 8:09:46 PM] Zoomber: hi [12/1/2010 8:10:10 PM] Zoomber: i think ive found a wikibug, and can fix it, but I just want to know if it is a bug [12/1/2010 8:10:12 PM] Zoomber: hi [12/1/2010 8:10:37 PM] Chris Eykamp: hi [12/1/2010 8:10:48 PM] Zoomber: Under the main page, where it says Playing [12/1/2010 8:10:54 PM] Zoomber: theres a section that says What is Bitfighter? [12/1/2010 8:10:59 PM] Zoomber: but, that cannot find a page [12/1/2010 8:11:01 PM] Chris Eykamp: there is [12/1/2010 8:11:02 PM] Zoomber: I took a look and realized [12/1/2010 8:11:05 PM] Zoomber: there is [12/1/2010 8:11:06 PM] Zoomber: right [12/1/2010 8:11:17 PM] Zoomber: the link is just wrong (as the spelling has to be correct i guess) [12/1/2010 8:11:24 PM] Zoomber: a page called What's Bitfighter? right? [12/1/2010 8:11:35 PM] Chris Eykamp: that's because no one has written it yet ??? [12/1/2010 8:11:43 PM] Chris Eykamp: spelling has to be correct [12/1/2010 8:11:54 PM] Chris Eykamp: someone must have written it [12/1/2010 8:12:05 PM] Zoomber: i think the mistake was, the apostraphe was taken out [12/1/2010 8:12:14 PM] Zoomber: and it was changed from What's to what is [12/1/2010 8:12:24 PM] Zoomber: maybe to look more formal or someting, but while doing that, it destroys the hyperlink [12/1/2010 8:12:25 PM] Chris Eykamp: ok, feel free to fix it [12/1/2010 8:12:32 PM] Zoomber: cool, ill do that [12/1/2010 8:12:53 PM] Zoomber: there we go [12/1/2010 8:12:54 PM] Zoomber: fixed [12/1/2010 8:13:32 PM] karamazovapy: it is a bit weird to have an apostrophe in a url [12/1/2010 8:13:47 PM] Chris Eykamp: there it is [12/1/2010 8:14:08 PM] Chris Eykamp: the page can be renamed to what is bitfighter, if that would be better. I slightly prefer that [12/1/2010 8:14:35 PM] Zoomber: is that possible? [12/1/2010 8:14:43 PM] Zoomber: i dont think it will let me edit that page [12/1/2010 8:14:44 PM] karamazovapy: hey...the colors match now...mostly...nice [12/1/2010 8:15:10 PM] Zoomber: (well, you cant blame the pink when thats just trying to help you!) [12/1/2010 8:15:29 PM] karamazovapy: no, I mean they match the forums [12/1/2010 8:15:44 PM] Zoomber: ooooo [12/1/2010 8:15:46 PM] karamazovapy: at least the title text is the same yellow now instead of orange [12/1/2010 8:15:58 PM] Zoomber: yesh [12/1/2010 8:16:36 PM] karamazovapy: the links are still quirky, but they all look a little less bad against the yellow [12/1/2010 8:17:06 PM] Zoomber: @watusimoto is there a way I can edit that page's title? [12/1/2010 8:17:10 PM] Zoomber: there is no edit button on this page [12/1/2010 8:17:19 PM] Zoomber: (the What's Bitfighter?) page [12/1/2010 8:17:45 PM] karamazovapy: http://bitfighter.org/wiki/index.php?title=What%27s_Bitfighter%3F&action=edit [12/1/2010 8:17:49 PM] Zoomber: I guess, I could create a new page called What is Bitfighter [12/1/2010 8:17:50 PM] Zoomber: oh cool [12/1/2010 8:17:58 PM] karamazovapy: oh...that might not actually help [12/1/2010 8:18:12 PM | Edited 8:19:42 PM] Zoomber: well, it let me edit [12/1/2010 8:18:17 PM] Zoomber: but not the title of course [12/1/2010 8:18:19 PM] Zoomber: realizing [12/1/2010 8:18:32 PM] Zoomber: we could create a new page? [12/1/2010 8:18:37 PM] Chris Eykamp: Maybe only I can edit; that might be some sort of admin function; let me see [12/1/2010 8:18:47 PM] Zoomber: ok [12/1/2010 8:19:11 PM] Zoomber: well if you cant edit it either for some odd reason, we could create a new page called "What is Bitfighter?" and just delete the old one [12/1/2010 8:19:23 PM] Zoomber: why else woud they have copy and paste? [12/1/2010 8:19:39 PM] karamazovapy: lol...you could make a new one and just change the link [12/1/2010 8:19:48 PM] Zoomber: EXACTLY! [12/1/2010 8:19:49 PM] karamazovapy: let the old "what's" moulder [12/1/2010 8:20:09 PM] Chris Eykamp: admin fnction [12/1/2010 8:20:09 PM] Zoomber: but then we have two [12/1/2010 8:20:14 PM] Chris Eykamp: "What's Bitfighter?" has been moved to "What Is Bitfighter?" [12/1/2010 8:20:23 PM] Zoomber: ok [12/1/2010 8:20:25 PM] Zoomber: ill change it again [12/1/2010 8:20:41 PM] karamazovapy: fiiiiiiiiiine...although I liked the idea of sprinkling funny little artifacts around [12/1/2010 8:20:53 PM] Zoomber: meh, case [12/1/2010 8:20:55 PM] Zoomber: feelings [12/1/2010 8:21:09 PM] Zoomber: ok [12/1/2010 8:21:10 PM] Zoomber: done [12/1/2010 8:21:27 PM] Zoomber: while your at it, if you could [12/1/2010 8:21:53 PM] Zoomber: would you be able to change this page, to "Hosting a dedicated server on Mac"? [12/1/2010 8:22:13 PM] Zoomber: since "making a mac server" doesnt seem to fit the page right [12/1/2010 8:22:17 PM] Zoomber: http://bitfighter.org/wiki/index.php?title=Making_a_Mac_server [12/1/2010 8:22:40 PM] Zoomber: it could get confused with non-dedicated servers [12/1/2010 8:23:03 PM] Zoomber: I also gotta take out that command line options page, and instead put a wiki link in that goes to the real command line options page [12/1/2010 8:28:30 PM] Zoomber: ah, good [12/1/2010 8:28:33 PM] Zoomber: cut the page in half [12/1/2010 8:29:09 PM] Zoomber: ah, heres something funny [12/1/2010 8:29:17 PM] Zoomber: the edit button only shows up if you have a sub-catagory [12/1/2010 8:29:42 PM] Chris Eykamp: what do you want it to be called? [12/1/2010 8:29:46 PM] Zoomber: if your putting it directly on the master-catagory, you can only edit it by manually typing in &edit in your adress bar [12/1/2010 8:30:00 PM] Zoomber: I would like to call it, "Hosting a dedicated server on Mac" [12/1/2010 8:30:00 PM] Chris Eykamp: oh, I see [12/1/2010 8:30:07 PM] Zoomber: just like windows, formal and looks better [12/1/2010 8:30:17 PM] Zoomber: OR, we could put them both on 1 page, if thats a better idea? [12/1/2010 8:30:43 PM] Zoomber: just like our "building bitfighter" page [12/1/2010 8:30:49 PM] Chris Eykamp: "Making a Mac server" has been moved to "Hosting a Dedicated Server in OS X" [12/1/2010 8:30:57 PM] Zoomber: thanks! [12/1/2010 8:31:02 PM] Chris Eykamp: because there aer some who run os x not on a mac :) [12/1/2010 8:31:13 PM] Zoomber: :P [12/1/2010 8:31:23 PM] Zoomber: pystar [12/1/2010 8:31:30 PM] Chris Eykamp: virtualBox [12/1/2010 8:31:35 PM] Zoomber: i praise them [12/1/2010 8:31:49 PM] Zoomber: trying to break apple's monopoly by making natively hacked mac os es [12/1/2010 8:32:24 PM] Chris Eykamp: You can see download counts here: [12/1/2010 8:32:26 PM] Chris Eykamp: https://code.google.com/p/bitfighter/downloads/list [12/1/2010 8:32:31 PM] Chris Eykamp: Don't know if I like that or not :) [12/1/2010 8:32:53 PM] Zoomber: eahd, i dont jump at that either [12/1/2010 8:33:09 PM] Chris Eykamp: no need to advertise the size of the community, I say [12/1/2010 8:33:15 PM] Zoomber: i third that! [12/1/2010 8:34:11 PM] Zoomber: it feels like someone looking at it would think "meh, only 9 downloads, maybe ill pass" [12/1/2010 8:34:11 PM] Zoomber: of course that doesnt happen, just gives me that feeling [12/1/2010 8:34:16 PM] Zoomber: of course, we could always hack that integer to make it like 236! [12/1/2010 8:34:57 PM] Chris Eykamp: let's see how it looks after the weekend [12/1/2010 8:36:26 PM] Zoomber: ok [12/1/2010 9:05:20 PM] karamazovapy: it doesn't track when someone checks out the svn, does it? [12/1/2010 9:06:35 PM] Chris Eykamp: sourceforge did... don't know about gc [12/1/2010 9:07:05 PM] Zoomber: ask raptor? [12/1/2010 9:07:16 PM] karamazovapy: do we need to go through and update all the websites that list bitfighter as a free game? [12/1/2010 9:07:34 PM] karamazovapy: and/or do we have a list of all those sites? [12/1/2010 9:07:38 PM] Chris Eykamp: it's not obvious how, if it does [12/1/2010 9:07:48 PM] Chris Eykamp: I don't think so [12/1/2010 9:07:54 PM] Chris Eykamp: I put a notice on the sf site [12/1/2010 9:07:59 PM] Chris Eykamp: and most point to bitfighter.org [12/1/2010 9:08:21 PM] Chris Eykamp: but... can't hurt to update sites, as it will alert new users [12/1/2010 9:08:21 PM] karamazovapy: there are a couple linux sites that actually host packages though, aren't there? [12/1/2010 9:08:25 PM] Chris Eykamp: yes [12/1/2010 9:08:31 PM] Chris Eykamp: not sure how that all works [12/1/2010 9:08:51 PM] Chris Eykamp: but raptor maintains a bunch of the source repositories and has updated those [12/1/2010 9:08:58 PM] Chris Eykamp: changes trickle down in the linux world [12/1/2010 9:09:09 PM] Chris Eykamp: there's a bunch of linux news sites that pipe in the rss feed from the home page [12/1/2010 9:09:45 PM] karamazovapy: oh, okay [12/1/2010 9:10:03 PM] karamazovapy: well it might be good to maintain a list of sites where bitfighter has a listing [12/1/2010 9:11:43 PM] Chris Eykamp: I have a short list [12/1/2010 9:11:47 PM] Chris Eykamp: somewhere [12/1/2010 9:11:56 PM] Chris Eykamp: I need to send out an email to the mailing list as well [12/1/2010 9:11:59 PM] Chris Eykamp: ugh [12/1/2010 9:12:01 PM] Chris Eykamp: so much to do [12/1/2010 9:12:16 PM] karamazovapy: I mentioned the new release in the BBB2 e-mail [12/1/2010 9:12:19 PM] Chris Eykamp: but you'll have your enter key working in thenext release [12/1/2010 9:12:29 PM] karamazovapy: that went to all registered forum users [12/1/2010 9:12:36 PM] Chris Eykamp: great [12/1/2010 9:12:45 PM] karamazovapy: and I sent a reminder to all the "newly registered" users who hadn't confirmed their accounts last night [12/1/2010 9:12:58 PM] Chris Eykamp: I got a bunch of messages about that [12/1/2010 9:13:00 PM] karamazovapy: there were 30! [12/1/2010 9:13:05 PM] Chris Eykamp: I knwo [12/1/2010 9:13:16 PM] Chris Eykamp: good job though! [12/1/2010 9:13:17 PM] karamazovapy: sorry...did they all bounce back because of fake e-mails? [12/1/2010 9:13:24 PM] Chris Eykamp: a number did [12/1/2010 9:13:28 PM] Chris Eykamp: but you did the right thing [12/1/2010 9:13:39 PM] Zoomber: fake emails? [12/1/2010 9:13:39 PM] Samuel Williams: BarrierMakerS (the polygon barriers) have a problem with going through them at the corner. http://www.youtube.com/watch?v=HG8UZdo3M5Q Map: http://96.2.123.136/bitfight/Mine_Pointers.level [12/1/2010 9:13:45 PM] Zoomber: yep [12/1/2010 9:13:52 PM] Zoomber: oh right you told me that :) [12/1/2010 9:13:55 PM] karamazovapy: forum registration requires e-mail confirmation [12/1/2010 9:14:19 PM] Zoomber: btw [12/1/2010 9:14:28 PM] Zoomber: whats the different between BarrierMaker and BarrierMakerS? [12/1/2010 9:14:32 PM] Chris Eykamp: only at the corner? [12/1/2010 9:14:48 PM] Zoomber: yeah [12/1/2010 9:14:51 PM] Chris Eykamp: gotta run... but... [12/1/2010 9:14:58 PM] karamazovapy: lol...neat [12/1/2010 9:15:02 PM] Samuel Williams: BarrierMakerS is polygon, can be shaped to anything [12/1/2010 9:15:02 PM] Zoomber: but wait [12/1/2010 9:15:02 PM] Chris Eykamp: barriermakers are basically partially implemented filled polygons [12/1/2010 9:15:05 PM] Zoomber: ooh [12/1/2010 9:15:13 PM] Zoomber: had no idea [12/1/2010 9:15:15 PM] karamazovapy: like zones, but barrier [12/1/2010 9:15:23 PM] Zoomber: Coooooooooool [12/1/2010 9:15:47 PM] Chris Eykamp: the idea was you could take a loop wall in an existing level, change barriermaker to barriermakerS in the text editor, then you'd get filled walls without having to paste a bucnh of stub walls in there [12/1/2010 9:15:53 PM] Chris Eykamp: right [12/1/2010 9:16:02 PM] Chris Eykamp: except they need to puff out a bit like walls [12/1/2010 9:16:10 PM] Chris Eykamp: if they are to fulfill their original intent [12/1/2010 9:16:12 PM] Zoomber: oh..neat [12/1/2010 9:16:25 PM] Chris Eykamp: but.... arugably, going forward, it would be better not to puff out [12/1/2010 9:16:34 PM] Chris Eykamp: so... backward or forward? [12/1/2010 9:16:37 PM] karamazovapy: I'd just make them work like zones and then backwards compatibility be damned [12/1/2010 9:16:47 PM] karamazovapy: the old levels are fine the way they are [12/1/2010 9:16:57 PM] Chris Eykamp: anyway, they used to crash the game, and while I may have fixed that, I've never gone back to finish the job [12/1/2010 9:17:20 PM] Samuel Williams: also, the slower the FPS (frame per second) the easier it is to go throuth BarrierMakerS walls at the corner, my video recorder slows my FPS down to 30 [12/1/2010 9:17:26 PM] Chris Eykamp: the other advantage of making them work like walls is that you cna then transform a regular wall into a solid wall in the editor [12/1/2010 9:17:32 PM] Chris Eykamp: an not hav things look all wierd [12/1/2010 9:17:37 PM] Chris Eykamp: and not have another item on the dock [12/1/2010 9:17:48 PM] Chris Eykamp: make your loop, hit S or something, and voila -- solid wall [12/1/2010 9:17:57 PM] Chris Eykamp: then toggle it back if you like [12/1/2010 9:18:14 PM] Chris Eykamp: they are walls, after all, so it makes sense that they'd behave like walls [12/1/2010 9:18:36 PM] Chris Eykamp: anyway, discuss amongst yourselves [12/1/2010 9:19:06 PM] karamazovapy: I dunno...I see what you're saying, but the ability to toggle doesn't really concern me [12/1/2010 9:21:15 PM] Chris Eykamp: surely you don't want a separate dock item for solid walls... [12/1/2010 9:21:40 PM] Samuel Williams: I make that map by using GoalZone in map editor, then rename GoalZone into BarrierMakerS [12/1/2010 9:21:49 PM] karamazovapy: you know what you could do... [12/1/2010 9:22:04 PM] karamazovapy: make one dock item for all zones, then toggle between goal/loadout/barrier [12/1/2010 9:22:37 PM] karamazovapy: it's a bit counterintuitive for the barrier [12/1/2010 9:22:54 PM] Chris Eykamp: that might work, except for the counterintutive bit [12/1/2010 9:23:20 PM] karamazovapy: maybe there's a way to rename the group to make it more intuitive [12/1/2010 9:24:22 PM] karamazovapy: I dunno...but having two types of barriers that function differently under one heading is a little weird, too [12/1/2010 9:24:58 PM] karamazovapy: then again, barriers aren't in the dock [12/1/2010 9:26:07 PM] karamazovapy: we could rename BarrierMakerS as SolidZone [12/1/2010 9:26:41 PM] Samuel Williams: SolidBarrier ? [12/1/2010 9:26:45 PM] Chris Eykamp: there will be other polygon items coming [12/1/2010 9:26:57 PM] karamazovapy: like what? [12/1/2010 9:27:27 PM] Chris Eykamp: I have some ideas to test; a slip zone, a gravity zone, slow zone, ??? [12/1/2010 9:27:45 PM] Chris Eykamp: who knows [12/1/2010 9:27:45 PM] karamazovapy: oh, okay - so still zone-ish things [12/1/2010 9:27:54 PM] Samuel Williams: A RespawnZone? where the ship respawn randomly anywhere in the RespawnZone [12/1/2010 9:28:01 PM] Chris Eykamp: that's an idea [12/1/2010 9:28:27 PM] karamazovapy: adding sufficient spawn points works pretty well [12/1/2010 9:28:31 PM] Chris Eykamp: I'd leave that to the level designers about whether it;s needed; but it's easy enough [12/1/2010 9:29:01 PM] karamazovapy: 20 spawn points in a level isn't at all uncommon for me [12/1/2010 9:29:25 PM] Samuel Williams: one SpawnZone vs 20 Spawn points, which one is easier? [12/1/2010 9:29:43 PM] karamazovapy: well there are usually specific places in the area I don't want a ship to be able to spawn [12/1/2010 9:30:19 PM] karamazovapy: right on top of a flag, right in front of a turret, on a teleporter [12/1/2010 9:30:27 PM] Chris Eykamp: ok, out of here; back later [12/1/2010 9:30:36 PM] karamazovapy: you wind up needing several spawn zones to do the same thing [12/1/2010 9:30:43 PM] Zoomber: yeah [12/1/2010 9:30:52 PM] Samuel Williams: RespawnZone can be shaped to go around the flag. [12/1/2010 9:30:53 PM] Zoomber: spawn points are better in my opinion [12/1/2010 9:31:05 PM] karamazovapy: it's just really easy to place my cursor and tap G for each one [12/1/2010 9:31:08 PM] Zoomber: just because [12/1/2010 9:31:10 PM] Zoomber: its easy [12/1/2010 9:31:11 PM] Zoomber: baug [12/1/2010 9:31:17 PM] Zoomber: took the words right out of my mouth! [12/1/2010 9:31:22 PM] Zoomber: literally [12/1/2010 9:31:27 PM] karamazovapy: no, not literally. [12/1/2010 9:31:37 PM] karamazovapy: lol [12/1/2010 9:31:41 PM] Zoomber: no literally :) [12/1/2010 9:31:56 PM] karamazovapy: the universe needs to stop using the word LITERALLY when it means FIGURATIVELY! [12/1/2010 9:32:06 PM] Zoomber: no, the words were floating around in my mouth [12/1/2010 9:32:12 PM] Zoomber: covered with fluids of some sort [12/1/2010 9:32:15 PM] Samuel Williams: the problem comes when wanting to do team bitmatch, where the ship can spawn anywhere, needing a lot of spawn points in all teams. [12/1/2010 9:32:17 PM] karamazovapy: and I literally took my hand and grabbed them [12/1/2010 9:32:29 PM] karamazovapy: I believe neutral spawn points work [12/1/2010 9:32:53 PM] Samuel Williams: how do I add neutral spawn point in editor? [12/1/2010 9:32:59 PM] Zoomber: i didnt know you could use neutral spawn points [12/1/2010 9:33:09 PM] Zoomber: oh just use test edit in that case [12/1/2010 9:33:14 PM] karamazovapy: you need to have at least one team spawn point for each team [12/1/2010 9:33:15 PM] Zoomber: spawn -1 [12/1/2010 9:33:16 PM] Zoomber: or something [12/1/2010 9:33:30 PM] karamazovapy: but you assign neutral the same way for turrets/ffps/spawns/zones [12/1/2010 9:33:33 PM] Zoomber: yeah [12/1/2010 9:33:37 PM] Zoomber: so -1? [12/1/2010 9:33:47 PM] karamazovapy: I don't remember the key...it's in the help page [12/1/2010 9:33:57 PM] Zoomber: yeah [12/1/2010 9:33:59 PM] Zoomber: -1 [12/1/2010 9:34:05 PM] Zoomber: found it in my elvel [12/1/2010 9:34:14 PM] karamazovapy: but that's not the control key in the editor [12/1/2010 9:34:23 PM] karamazovapy: it's shift+1 or something [12/1/2010 9:34:27 PM] Zoomber: oh [12/1/2010 9:34:29 PM] karamazovapy: maybe just 0...I don't know [12/1/2010 9:34:35 PM] Zoomber: i meant the editor [12/1/2010 9:34:37 PM] Zoomber: but yeah [12/1/2010 9:34:41 PM] Zoomber: 0 and Shift + 0 [12/1/2010 9:34:48 PM] Zoomber: but shift + 0 or 0 doesnt do anything for me [12/1/2010 9:35:35 PM] karamazovapy: are you using the numpad or the keys at the top? [12/1/2010 9:35:57 PM] Zoomber: keys at the top [12/1/2010 9:36:05 PM] Zoomber: but i can use the fake number pad [12/1/2010 9:36:11 PM] Zoomber: and anyways, i can make other things like flags hostile [12/1/2010 9:36:17 PM] Zoomber: just not spawn points [12/1/2010 9:37:09 PM] Zoomber: interesting [12/1/2010 9:37:15 PM] Zoomber: if i press Shift + 1 for item ID [12/1/2010 9:37:34 PM] Samuel Williams: Spawn -1 9 -9 does not work, it just spawn at 0,0 because no spawn point found for blue team [12/1/2010 9:37:35 PM] Zoomber: i cant put in a negative or 0 [12/1/2010 9:41:22 PM] karamazovapy: I know for a fact I've placed neutral spawn points in the past [12/1/2010 9:42:16 PM] Zoomber: strange [12/1/2010 9:42:22 PM | Edited 9:42:31 PM] Zoomber: spawnpoint 0 for me is the color of team 1 [12/1/2010 9:42:40 PM] Zoomber: and -0 [12/1/2010 9:43:01 PM] karamazovapy: (just opened oldschool zap!...the burst graphic was so much cooler...) [12/1/2010 9:43:14 PM] Zoomber: I KNOW RIGHT? [12/1/2010 9:43:22 PM] Zoomber: its just a big bouncer icon i think [12/1/2010 9:43:39 PM] Zoomber: and since its drawed by openGL and we dont have that source file info [12/1/2010 9:43:46 PM] Zoomber: were saddened [12/1/2010 9:43:50 PM] karamazovapy: it is [12/1/2010 9:44:24 PM] Zoomber: ok [12/1/2010 9:44:29 PM] Zoomber: got a neutral spawn point to show up [12/1/2010 9:44:32 PM] Zoomber: by punching in -1 [12/1/2010 9:44:33 PM] Zoomber: BUT [12/1/2010 9:44:37 PM] Zoomber: it did not work [12/1/2010 9:44:44 PM] Zoomber: it showed up in the editor, [12/1/2010 9:44:49 PM] Zoomber: maybe i also have to have a normal spawn point [12/1/2010 9:44:50 PM] Samuel Williams: neutral spawn poing being ignored? [12/1/2010 9:44:54 PM] Zoomber: maybe [12/1/2010 9:45:01 PM] Zoomber: let me see what happens if i have a neutral and a team one [12/1/2010 9:45:27 PM] Samuel Williams: i guress, it ignore the neutral and only go with the team spawn point. [12/1/2010 9:46:01 PM] Zoomber: ok i did about 5 spawn tests [12/1/2010 9:46:08 PM] Zoomber: it did not ever use the neutral spawn point [12/1/2010 9:46:12 PM] Zoomber: so it must be ignored [12/1/2010 9:47:05 PM] Zoomber: ok [12/1/2010 9:47:13 PM] Zoomber: a hostile spawn point is -2 [12/1/2010 9:47:26 PM] karamazovapy: I don't think you'll spawn there, either [12/1/2010 9:48:10 PM] karamazovapy: I see the initial appeal of spawnzones, I just think it's a system better handled by points [12/1/2010 9:48:23 PM] Zoomber: no of course not [12/1/2010 9:49:27 PM] Samuel Williams: if only the neutral spawn point could lets ALL teams spawn there [12/1/2010 9:49:36 PM] karamazovapy: that seems like an easy fix [12/1/2010 9:49:47 PM] karamazovapy: and also to allow/reallow it from the editor [12/1/2010 10:49:59 PM] Zoomber: BOOOM [12/1/2010 10:50:48 PM] karamazovapy: goes the dynamite [12/1/2010 10:51:06 PM] Zoomber: home plate? [12/1/2010 11:16:44 PM] Zoomber: hummmm [12/1/2010 11:17:11 PM] Zoomber: it appears that the problems i was having with connecting my ps3 controller wirelessly to my pc, was that the bluetooth dongle seemed to loose all its drivers somehow [12/1/2010 11:17:16 PM] Zoomber: and was no longer functioning [12/1/2010 11:17:30 PM] Zoomber: but the system failed to tell me that there was no device attached [12/1/2010 11:17:32 PM] Zoomber: oh well, works now :) [12/2/2010 1:54:40 AM] Chris Eykamp: Spawns cannot be neutral or hostile [12/2/2010 1:57:18 AM] Samuel Williams: maybe, neutral spawn = spawn point for all teams, instead of adding spawn point for each team at the same place. [12/2/2010 1:58:11 AM] Zoomber: yep [12/2/2010 1:58:26 AM] Zoomber: thats a godo diea [12/2/2010 1:58:31 AM] Chris Eykamp: I think that would be a reasonable solution [12/2/2010 1:58:33 AM] Zoomber: and they can be hostile or neutral [12/2/2010 1:58:38 AM] Zoomber: you just cant do it from the editor [12/2/2010 1:58:42 AM] Zoomber: and they have no function [12/2/2010 1:58:43 AM] Chris Eykamp: and hostile spawnpoints means no one can spawn there [12/2/2010 1:58:48 AM] Zoomber: yeah [12/2/2010 1:58:50 AM] Zoomber: but... [12/2/2010 1:59:01 AM] Zoomber: then you chould just put no spawn point there? [12/2/2010 1:59:20 AM] Zoomber: just a start to an idea [12/2/2010 1:59:24 AM] Zoomber: but what about hostile bots! [12/2/2010 1:59:41 AM] Chris Eykamp: that was a joke [12/2/2010 1:59:51 AM | Edited 2:00:08 AM] Zoomber: oh : ) [12/2/2010 1:59:58 AM] Zoomber: mine wasnt [12/2/2010 2:00:12 AM] Chris Eykamp: we don't have hostile bots currently, but maybe we should [12/2/2010 2:00:28 AM] Zoomber: the idea figureativly flew into my head [12/2/2010 2:00:43 AM] Zoomber: via personification [12/2/2010 2:01:17 AM] Chris Eykamp: if you want to add neutral spawnpoints, itwould be easy -- put in a bug report on the google site [12/2/2010 2:01:25 AM] Zoomber: ok [12/2/2010 2:02:11 AM] Zoomber: hmmm, is there a way to register my name on the site? [12/2/2010 2:02:17 AM] Zoomber: oh, i guess i dont have to do that [12/2/2010 2:02:30 AM] Zoomber: as long as i sign in [12/2/2010 2:06:53 AM] Zoomber: submitted [12/2/2010 2:11:00 AM] Zoomber: oh [12/2/2010 2:11:07 AM] Zoomber: almost forgot to start working on that shell script [12/2/2010 2:26:15 AM] Chris Eykamp: so... feel like building me another release package tonight? [12/2/2010 2:29:48 AM] Chris Eykamp: zoomber? [12/2/2010 3:07:04 AM | Edited 3:07:16 AM] Samuel Williams: http://96.2.123.136/bitfight/115.patch Better pinging of game servers (Always ping includes IP:Broadcast:28000), and save server list from master to INI in case the master go down. (to try to prevent the list from going empty) [12/2/2010 3:07:45 AM] Chris Eykamp: that's an interesting idea... especially now that we've got a more stable set of servers [12/2/2010 3:16:32 AM] Chris Eykamp: 014a is out [12/2/2010 3:17:03 AM] Samuel Williams: have you started checking the patch file? [12/2/2010 3:17:42 AM] Chris Eykamp: no [12/2/2010 3:17:44 AM] Chris Eykamp: was just about to [12/2/2010 3:17:51 AM] Chris Eykamp: wanted to finish the release first [12/2/2010 3:17:55 AM] Samuel Williams: ok [12/2/2010 3:18:00 AM] Chris Eykamp: but I'm done now [12/2/2010 3:18:10 AM] Chris Eykamp: really tired though [12/2/2010 3:18:16 AM] Chris Eykamp: but curious [12/2/2010 3:19:08 AM] Chris Eykamp: at some point I;d like you to repost the add-a-bot-to-the-game patch [12/2/2010 3:19:21 AM] Samuel Williams: i got it working, it writes 2 lines on INI file [Servers] ListFromMaster=IP:65.49.81.67:43131,IP:65.49.81.67:55298, AlwaysPingList=IP:Broadcast:28000, [12/2/2010 3:19:34 AM] Chris Eykamp: what do they do [12/2/2010 3:19:49 AM] Chris Eykamp: LFM is most recent server list? [12/2/2010 3:19:57 AM] Samuel Williams: if master fail, client will use the list that is stored (most recent [12/2/2010 3:20:20 AM] Chris Eykamp: ok, and it starts pinign those, just as if it got the list from the master [12/2/2010 3:20:27 AM] Samuel Williams: yes [12/2/2010 3:20:45 AM] Chris Eykamp: good idea. can't be worse than doing nothing at all [12/2/2010 3:21:06 AM] Chris Eykamp: and may well be ebetter with the more stable servers [12/2/2010 3:21:21 AM] Chris Eykamp: and the APL? [12/2/2010 3:21:54 AM] Samuel Williams: and for AlwaysPingList, i can add IP:127.0.0.1:28001, for my own use [12/2/2010 3:22:20 AM] Chris Eykamp: but what's the idea -- always assume there;s a server at that address and start piniging? [12/2/2010 3:22:28 AM] Samuel Williams: yes [12/2/2010 3:22:42 AM] Chris Eykamp: and if no server, then pingtimedout? [12/2/2010 3:22:57 AM] Samuel Williams: as if it always assume there is a server at IP:Broadast:28000 [12/2/2010 3:23:08 AM] Samuel Williams: server that is not pingable is not listed at all [12/2/2010 3:23:39 AM] Samuel Williams: unless it is straight from master server (could connect ping timed out with help of master) [12/2/2010 3:24:25 AM] Chris Eykamp: I'm still not 100% understanding, but I'm sure it will be clear when I look at the code. Can you offer a 1 line description of APL (if there's not oine int he code) I need to proivde some doucmentaiton of the INI options [12/2/2010 3:25:26 AM] Samuel Williams: don't know how to shorten description [12/2/2010 3:25:38 AM] Chris Eykamp: ok, I;ll try :) [12/2/2010 3:25:51 AM] Chris Eykamp: also a question about this line: [12/2/2010 3:25:53 AM] Chris Eykamp: mNetFlags.set(Ghostable); [12/2/2010 3:26:18 AM] Chris Eykamp: that you commented out. Leaving that uncommented will send the zones as they come into view. Do you think that's still too much? [12/2/2010 3:26:35 AM] Chris Eykamp: I'm on the fence about removing it as you suggested [12/2/2010 3:26:38 AM] Samuel Williams: severe lag at the start of game... [12/2/2010 3:27:11 AM] Chris Eykamp: ok; we need to get that debug mode working [12/2/2010 3:27:13 AM] Samuel Williams: when teleporting, lag severe, when speeding fast to another area, severe lag (shooting laggs) [12/2/2010 3:27:21 AM] Chris Eykamp: good point [12/2/2010 3:27:32 AM] Chris Eykamp: ok, I'll follow suit [12/2/2010 3:32:17 AM] karamazovapy: is 014 client, server, or both? [12/2/2010 3:33:06 AM] Samuel Williams: it is from sending too many BotNavZones to the client is what can lag the client [12/2/2010 3:33:28 AM] Samuel Williams: if you ever used /dzones to see bot zones [12/2/2010 3:35:41 AM] Chris Eykamp: your servers are not affected byt the bug that 014a fixes -- no need to upgrade [12/2/2010 3:37:54 AM] Samuel Williams: oh the server lobby long chat crash client? I had that problem, but it wasn't my error on coding. [12/2/2010 3:38:59 AM] Chris Eykamp: no, it was a "fix" I added as I added your code [12/2/2010 3:39:16 AM] Chris Eykamp: a small aesthetic thing that turned out to be a bad idea [12/2/2010 3:39:28 AM] Samuel Williams: i remember putting only 99, not S32_MAX [12/2/2010 3:39:33 AM] Chris Eykamp: it was entirely my fault [12/2/2010 3:39:44 AM] Chris Eykamp: yes, you did. and 99 would have worked just fine [12/2/2010 3:39:53 AM] Chris Eykamp: better, in fact, as events turned out [12/2/2010 3:40:39 AM] Samuel Williams: i did not see the problem as i still used some of my old code instead. [12/2/2010 3:41:21 AM] Samuel Williams: until, i desided to set aside my edits and go with my unedited updated TRUNK [12/2/2010 3:41:37 AM] Samuel Williams: and test [12/2/2010 8:11:19 PM] Zoomber: meh [12/2/2010 8:32:58 PM] karamazovapy: controller is (mostly) clean [12/2/2010 8:33:13 PM] karamazovapy: anybody who has any levels they'd like to see tomorrow night should send them to me, stat [12/2/2010 8:40:00 PM] Chris Eykamp: I like that honeycomb like level where you have to shoot the ffs to get to the next cell [12/2/2010 8:40:15 PM] karamazovapy: honeycomb breakout [12/2/2010 8:40:22 PM] Zoomber: oh righ [12/2/2010 8:40:27 PM] Zoomber: ti almsot forgot about tomorrow night! [12/2/2010 8:40:50 PM] karamazovapy: I hope we don't get too many of those [12/2/2010 8:41:03 PM] Zoomber: Watusimoto@ have you sent me any emails recently i havent replied to? something is up with my email and im not sure whats wrong with it [12/2/2010 8:41:07 PM] Zoomber: something strange [12/2/2010 8:41:23 PM] Zoomber: i open up my inbox to 5 emails, and then i click show inbox, and only 3 are there [12/2/2010 8:47:23 PM] Chris Eykamp: I don't think so... [12/2/2010 8:47:34 PM] Zoomber: hmm [12/2/2010 8:47:43 PM] Zoomber: something wierd has been up with my email recently [12/2/2010 8:47:57 PM] Zoomber: and some emails are aparently noot showing up or getting thorough or something [12/2/2010 8:48:15 PM] Zoomber: people have asked me why i dont get their emails [12/2/2010 8:48:36 PM] karamazovapy: are you forwarding from another address? [12/2/2010 8:52:39 PM] Zoomber: nope [12/2/2010 9:55:22 PM] Zoomber: ssssMITE [12/3/2010 1:29:53 AM] Chris Eykamp: @sam: Figured out that one-line description I asked for: AlwaysPingList - Always try to contact these servers, even if they are not listed by the master [12/3/2010 1:30:23 AM] Samuel Williams: yes [12/3/2010 1:31:37 AM] Chris Eykamp: FYI -- when you create a new section of the INI, you need to make sure it exists, like so: gINI.AddKeyName("Servers"); [12/3/2010 1:31:53 AM] Chris Eykamp: otherwise the writes will fail if that section doesn;t exist [12/3/2010 1:32:24 AM] Samuel Williams: ok, but for me, the section got created automatically. [12/3/2010 1:32:50 AM] Chris Eykamp: well then... perhaps that line is unnecessary [12/3/2010 1:38:58 AM] Chris Eykamp: ah yes, it may be; writing comments fails if the section does not exist, but maybe I should change it so the section gets added, just as when writing a value, making the addKeyName calls totally unneeded... [12/3/2010 2:08:25 AM] Chris Eykamp: ok, so it looks like you ping the prevServerListFromMaster even if we have an existing connection to the master. Is that correct? [12/3/2010 2:09:08 AM] Samuel Williams: yes, you may make the prevServerList not ping when connected to master [12/3/2010 2:10:15 AM] Chris Eykamp: I'm thinking it should wait a few seconds for a connection to the server, then populate the list as if it came from the server if it cannot connect [12/3/2010 2:10:53 AM] Chris Eykamp: It is possible to get to the join menu so quickly that even when the master is responsive, you get there faster [12/3/2010 2:11:19 AM] Samuel Williams: yes, pinging is faster then waiting for master response i have a new problem, my same clones names is not being uniqued using .0 .1 .2 , might be something to do with verified names and changing names while in game server [12/3/2010 2:13:04 AM] Chris Eykamp: are they being uniqued at all, or just not on the names attached to the ships? [12/3/2010 2:13:53 AM] Samuel Williams: it tries to be unique, as shown on score board, but then the verified underlines names may change to non-unique name, that is my guess [12/3/2010 2:14:26 AM] Samuel Williams: my multiple clone names (sam686) [12/3/2010 2:16:24 AM] Chris Eykamp: there is a bug report on the google code page about this [12/3/2010 2:16:34 AM] Samuel Williams: ok [12/3/2010 2:16:36 AM] Chris Eykamp: I think your diagnosis is correct [12/3/2010 2:16:57 AM] Chris Eykamp: I see this as a non-critical problem to be fixed, but not priority #1` [12/3/2010 2:17:01 AM | Edited 2:17:17 AM] Samuel Williams: i have recorded a video showing this problem (have not uploaded yet) [12/3/2010 2:17:54 AM] Chris Eykamp: the only way this is going to happen is if someone is fooling around (because they need the pw), and then it is manageable. It's more of a problem if two different poeple use the same name [12/3/2010 2:18:01 AM] Chris Eykamp: at least the way I see it [12/3/2010 2:18:53 AM] Samuel Williams: right, only happens on verified names not being uniqued. [12/3/2010 2:26:50 AM] Chris Eykamp: it's easy enough to fix... as the names come in, check, and append the postfix [12/3/2010 2:32:37 AM] Samuel Williams: also, a side effect of not forcing unique names is the teams in scoreboard becomes wrong. I put all my same name into red teams, but the scoreboard say i still have all but one on blue team, that bothers me. [12/3/2010 2:33:17 AM] Chris Eykamp: yes [12/3/2010 2:33:33 AM] Chris Eykamp: do you think the fix is as easy as I suggested? [12/3/2010 2:33:54 AM] Samuel Williams: 60 second video http://www.youtube.com/watch?v=ZDUIi0VIZYs [12/3/2010 2:34:33 AM] Samuel Williams: a long the name is unique at all times, the scoreboard should be correct on teams [12/3/2010 2:42:52 AM] Chris Eykamp: you've created synchronized swimming for bitfighter [12/3/2010 2:43:56 AM] Samuel Williams: haha, i used joystick to control all my clients at the same time [12/3/2010 2:48:12 AM] Samuel Williams: well, my unique game always worked perfectly on 013F , so there is something different in 014 [12/3/2010 2:49:21 AM] Chris Eykamp: yes -- it is the uniqued names; you're diagnosis was the same conclusion I reached [12/3/2010 2:49:51 AM] Chris Eykamp: btw, why did you remove this line: gClientGame->getNetInterface()->sendPing(broadcastAddress, mNonce); [12/3/2010 2:50:28 AM] Chris Eykamp: @k - are you around [12/3/2010 2:50:35 AM | Edited 2:52:08 AM] Samuel Williams: because it is in the alwaysPingList = IP:Broadcast:28000 (the default ini setting) [12/3/2010 2:53:12 AM] Chris Eykamp: yes, ok, makes sense [12/3/2010 2:56:16 AM] Chris Eykamp: this is great [12/3/2010 2:56:39 AM] Chris Eykamp: something just clicked that I'd always misunderstood [12/3/2010 2:56:49 AM] Chris Eykamp: and your code helped me get it right [12/3/2010 2:58:23 AM] Chris Eykamp: I'd always thought that local servers were somehow broadcasting their existence (probably necause of the use of the word broadcast, and becaue I'd never really looked very close). But all that's happening is that the local client is just pining the localhost at 28000 on the off chance something is there. The server isn't broadcasting, just listening [12/3/2010 2:59:04 AM] Samuel Williams: yes, client is broadcasting and sending all the pings. [12/3/2010 3:00:09 AM] Samuel Williams: client is sending all pings in the AlwaysPingList and ListFromMaster [12/3/2010 3:00:51 AM] Chris Eykamp: yes; and that list just replicates what was there, but is now expandable. Anwyay, this bit makes more sense to me now [12/3/2010 3:01:56 AM] Samuel Williams: AlwaysPing List can be added, changed, and removed ( a user can remove the broadcast to save their LAN bandwidth ) [12/3/2010 3:03:06 AM] Chris Eykamp: that ping consuems a lot of bandwidth! [12/3/2010 3:03:44 AM] Samuel Williams: yes it does, but only on LAN, not the internet. [12/3/2010 3:04:00 AM] Samuel Williams: large LAN might be a problem... [12/3/2010 3:04:21 AM] Chris Eykamp: well good; I like the changes [12/3/2010 3:04:54 AM] Chris Eykamp: I made the saved list kick in after three failed attemtps to contact the master, each of which lasts 1 sec [12/3/2010 3:05:37 AM] Samuel Williams: ok.. i can test that when you commit. [12/3/2010 3:06:28 AM] Chris Eykamp: ok, great [12/3/2010 3:06:36 AM] Chris Eykamp: I'll let you know [12/3/2010 3:10:18 AM] Samuel Williams: I might have found where the names makes it no longer unique. GameConnection.cpp line 153 ship.h line 183 [12/3/2010 3:13:12 AM] Samuel Williams: maybe i am not right [12/3/2010 3:13:44 AM] Chris Eykamp: I think you may be [12/3/2010 3:14:35 AM] Samuel Williams: i tried removing (or commenting out) /* mPlayerName = name; */ doesn't seem to be working [12/3/2010 3:14:43 AM] Samuel Williams: in ship.h [12/3/2010 3:15:28 AM] Samuel Williams: let me try removing entire GameConnection::setAuthenticated (commenting out the whole thing) [12/3/2010 3:15:38 AM] Chris Eykamp: try uniquing mClientName [12/3/2010 3:16:07 AM] Chris Eykamp: look at gameconnection 1013 [12/3/2010 3:17:17 AM] Samuel Williams: good, it is something in the GameConnection::setAuthenticated [12/3/2010 3:18:17 AM] Samuel Williams: i will try the makeUnique [12/3/2010 3:21:58 AM] Samuel Williams: trying makeUnique(mClientName.getString()).c_str() [12/3/2010 3:26:09 AM] Samuel Williams: not working right, the client see ALL verified names as .0 [12/3/2010 3:27:35 AM] Chris Eykamp: :) [12/3/2010 3:28:02 AM] Samuel Williams: got to remember to read commments // Runs on both client (tracking other players) and server (tracking all players) [12/3/2010 3:29:17 AM] Samuel Williams: got it working right - don't change name ship->setIsAuthenticated(isAuthenticated); [12/3/2010 3:29:47 AM] Chris Eykamp: oh great; I can't commit anything [12/3/2010 3:30:30 AM] Samuel Williams: something wrong? [12/3/2010 3:30:47 AM] Chris Eykamp: apparently so [12/3/2010 3:31:21 AM] Chris Eykamp: raptor is preparing something for our upcoming switchover to mercurial [12/3/2010 3:31:46 AM] Chris Eykamp: I think the archive is being pre-processed, and must be locked while that's happening [12/3/2010 3:32:01 AM] Chris Eykamp: phooey [12/3/2010 3:32:22 AM] Chris Eykamp: he's gone to bed, and I can't stop the process, so I think no commits tonight [12/3/2010 3:32:33 AM] Chris Eykamp: he said it will likely run for several hours [12/3/2010 3:33:28 AM] Samuel Williams: what's next, sending all source files (or only the once changed) to me? [12/3/2010 3:33:43 AM] Chris Eykamp: I could do that [12/3/2010 3:35:10 AM] Samuel Williams: http://96.2.123.136/upload1.php you can upload straight to me [12/3/2010 3:36:24 AM] Samuel Williams: got something [12/3/2010 3:36:48 AM] Chris Eykamp: I think that's all I changed related to this [12/3/2010 3:36:54 AM] Samuel Williams: ok [12/3/2010 3:37:16 AM] Chris Eykamp: I totally rearranged config.cpp [12/3/2010 3:37:31 AM] Chris Eykamp: so don't bother trying to diff that with yours, if that was your plan [12/3/2010 3:38:05 AM] Chris Eykamp: Size: 54.9072265625 Kb [12/3/2010 3:38:08 AM] Chris Eykamp: that's very precise [12/3/2010 3:38:19 AM] Chris Eykamp: (from your upload script) [12/3/2010 3:38:43 AM] Samuel Williams: ok, now i am compiling , now testing [12/3/2010 3:38:58 AM] Chris Eykamp: ok, I haven't tested it at all; but it does compile! [12/3/2010 3:41:18 AM] Samuel Williams: the server list works even after when the client cannot communicate with master (playing with my firewal to block masterl) [12/3/2010 3:41:53 AM] Chris Eykamp: good [12/3/2010 3:47:02 AM] Samuel Williams: have a new problem about force a player to change team, it might force a wrong player to change team, but pay attention to the title "TEAM TO SWITCH [name] TO" 40 second video http://www.youtube.com/watch?v=Qh_yUvx9SLQ [12/3/2010 3:48:20 AM] Samuel Williams: note this has nothing to do with name not being unique, it still happens when everyone name is unique. [12/3/2010 3:49:07 AM] Samuel Williams: when selecting "Player1" it may say "TEAM TO SWITCH Player3 TO" [12/3/2010 3:49:52 AM] Chris Eykamp: so it sometimes thinks you chose the wrong player? [12/3/2010 3:50:06 AM] Samuel Williams: yes [12/3/2010 3:50:22 AM] Samuel Williams: i have to rely on the title to correctly choose the right player [12/3/2010 3:50:39 AM] Chris Eykamp: no good [12/3/2010 3:51:22 AM | Edited 3:51:37 AM] Samuel Williams: if it says "Team to switch Player3 to" it is actually changing player3 team [12/3/2010 3:52:47 AM] Chris Eykamp: so the title is correct [12/3/2010 3:52:53 AM] Samuel Williams: yes [12/3/2010 3:54:16 AM] Samuel Williams: if the title only say "Team To Switch To" it is changing teams your self [12/3/2010 3:54:43 AM] Samuel Williams: that is , you are changing your own team [12/3/2010 3:58:23 AM] Chris Eykamp: yes [12/3/2010 3:59:54 AM] Chris Eykamp: so the question is is the menu being built wrong (such that the wrong name is listed), or does the switch happen after the user has selected from the menu [12/3/2010 4:01:19 AM] Samuel Williams: first, choose a player to force team change (all players is listed there), after choosing, it chooses the wrong name (from different sorting order?). [12/3/2010 4:01:33 AM] Chris Eykamp: in UIMenus.cpp, void PlayerMenuUserInterface::playerSelected(U32 index) gets called. is that getting the correct index? [12/3/2010 4:01:53 AM] Chris Eykamp: there was, a few versions ago, the same problem here, and it was a sorting issue [12/3/2010 4:01:58 AM] Chris Eykamp: if I recall [12/3/2010 4:02:19 AM] Chris Eykamp: I'm trying to see where the menu itself is created [12/3/2010 4:04:05 AM] Chris Eykamp: I can't test myself at the moment, as I'm in the middle of antohre fix [12/3/2010 4:04:14 AM] Samuel Williams: gametype.cpp line 1883 if that is where you looking for [12/3/2010 4:05:06 AM] Chris Eykamp: no, I'm looking for where the player names are added [12/3/2010 4:05:14 AM] Samuel Williams: ok... [12/3/2010 4:06:38 AM] Samuel Williams: UIMenus.cpp line 1541 (chosen player to change team) [12/3/2010 4:07:18 AM] Chris Eykamp: just for kicks, you could comment out line 1578 of uimenus, the sort [12/3/2010 4:07:55 AM] Samuel Williams: ok, testing [12/3/2010 4:08:26 AM] Chris Eykamp: 1541 happens after the player has been selectee [12/3/2010 4:08:53 AM] Chris Eykamp: I'm very suspicious of the commented out block starting at 1529 [12/3/2010 4:09:03 AM] Chris Eykamp: it looks like it's trying to untangle a sort [12/3/2010 4:09:13 AM] Chris Eykamp: in fact, this makes total sense [12/3/2010 4:09:46 AM] Samuel Williams: it is working correctly without sorting [12/3/2010 4:10:03 AM] Chris Eykamp: if players are added in a different order than they are stored internally, and playerSelected is using the menu index, and trying to use is an index to the player list, then you'll get the wrong player [12/3/2010 4:10:18 AM] Chris Eykamp: try adding the sort back in, and uncommenting the block at 1529 [12/3/2010 4:10:46 AM] Samuel Williams: displays sorted, selects unsorted, what it looks like [12/3/2010 4:10:58 AM | Edited 4:11:10 AM] Samuel Williams: now both unsorted, it works right [12/3/2010 4:11:07 AM] Chris Eykamp: I'm not 100% sure what you meant, but I think you're right [12/3/2010 4:11:36 AM] Chris Eykamp: so it looks like that commented block attempts to find the correct index [12/3/2010 4:11:49 AM] Chris Eykamp: rather than assuming the menu index is the same as the player index [12/3/2010 4:12:08 AM] Chris Eykamp: if that terminology makes sense to you [12/3/2010 4:12:39 AM] Samuel Williams: i have only removed the line to make it work right. menuItems.sort(menuItemValueSort); [12/3/2010 4:12:49 AM] Chris Eykamp: right, except we want the sort [12/3/2010 4:12:56 AM] Chris Eykamp: but now we know that;s the problem [12/3/2010 4:13:21 AM] Samuel Williams: well, may need to somehow sort without the different player problem.. [12/3/2010 4:13:30 AM] Chris Eykamp: of course [12/3/2010 4:13:42 AM] Chris Eykamp: but I think that commented block will fix the problem [12/3/2010 4:13:48 AM] Samuel Williams: but with the unsorted, the most recent player the connects to game server is at the bottom. [12/3/2010 4:13:53 AM] Chris Eykamp: right [12/3/2010 4:14:03 AM] Chris Eykamp: without the sort, the menu is in the same order as the player list [12/3/2010 4:14:12 AM] Chris Eykamp: with the sort they are in a different order [12/3/2010 4:14:34 AM] Chris Eykamp: so we need to use the value of the menu item to find the correct player [12/3/2010 4:14:49 AM] Chris Eykamp: the code assumes they're in the same order [12/3/2010 4:14:58 AM] Chris Eykamp: which of course they aren't [12/3/2010 4:15:39 AM] karamazovapy: should I delete the new forum member "deleteme"? [12/3/2010 4:15:41 AM] Samuel Williams: let me try sorting again, but with an extra sort line 1541 menuItems.sort(menuItemValueSort); [12/3/2010 4:16:19 AM] Chris Eykamp: that won;t work [12/3/2010 4:16:26 AM] Chris Eykamp: I don't think [12/3/2010 4:16:43 AM] Chris Eykamp: because coming in to playerSelected we have the index of the selected menu item [12/3/2010 4:18:01 AM] Samuel Williams: no, doesn't sort there... [12/3/2010 4:21:49 AM] Samuel Williams: oh well, i will keep it unsorted... [12/3/2010 4:39:19 AM] Chris Eykamp: I can commit again!! [12/3/2010 4:40:52 AM] Samuel Williams: i can try this for sorting menuItems.sort(menuItemValueSort); for(S32 i = 0; i < menuItems.size(); i++) { menuItems[i]->mIndex = i; } [12/3/2010 4:42:15 AM] Chris Eykamp: I think there's an easier way [12/3/2010 4:42:27 AM] Chris Eykamp: f'n VC++ just crashed on me [12/3/2010 4:42:30 AM] Samuel Williams: it was sorting the index and going from 1=zzz 2=aaa 3=ccc to 2=aaa 3=ccc 1=zzz [12/3/2010 4:45:44 AM] Samuel Williams: sorting now works right, and selects the right player [12/3/2010 4:47:14 AM] Samuel Williams: what the for loop does it turn this 2=aaa 3=ccc 1=zzz to 1=aaa 2=ccc 3=zzz [12/3/2010 4:47:17 AM] Chris Eykamp: well, I've fixed it too! [12/3/2010 4:47:32 AM] Chris Eykamp: I leave the sort as-is [12/3/2010 4:48:02 AM] Chris Eykamp: trying to find my code -- the crash jumbled all my windows [12/3/2010 4:48:48 AM] Samuel Williams: ok, anything could crash, including the whole computer. [12/3/2010 4:49:22 AM] Chris Eykamp: then uncomment that block at the top of playerSelected() [12/3/2010 4:49:38 AM] Chris Eykamp: and add a getIndex method to menuItems [12/3/2010 4:50:10 AM] Chris Eykamp: I know why that block was there, why I commented it out, and why it;s needed now [12/3/2010 4:50:41 AM] Samuel Williams: ok, can try that instead [12/3/2010 4:50:44 AM] Chris Eykamp: when the menu is built, items are added in same order as players [12/3/2010 4:50:50 AM] Chris Eykamp: then the menu is sorted [12/3/2010 4:51:09 AM] Chris Eykamp: but when the menu is built, and index is store don the menu item [12/3/2010 4:51:20 AM] Chris Eykamp: and when the menu is sorted, that stored index stays the same [12/3/2010 4:51:28 AM] Chris Eykamp: and that index is the same as the player order index [12/3/2010 4:51:36 AM] Chris Eykamp: but different than the index of the now sorted menu items [12/3/2010 4:51:39 AM] Chris Eykamp: does that make sense? [12/3/2010 4:52:11 AM] Samuel Williams: yes, the index stays the same even after sorted [12/3/2010 4:52:17 AM] Chris Eykamp: the stored index, right [12/3/2010 4:52:52 AM] Chris Eykamp: now I'm confusing myself again [12/3/2010 4:53:14 AM] Chris Eykamp: well, I'll check this in, and you can give it a try [12/3/2010 4:53:20 AM] Samuel Williams: 'getIndex' : is not a member of 'Zap::MenuItem' doesn't work [12/3/2010 4:53:36 AM] Chris Eykamp: correct; I added it [12/3/2010 4:53:53 AM] Chris Eykamp: S32 getIndex() { return mIndex; } [12/3/2010 4:54:13 AM] Chris Eykamp: insert at UIMenuItems.h, line 96, or so [12/3/2010 4:54:30 AM] Chris Eykamp: it was there before I refactored the menus [12/3/2010 4:54:46 AM] Chris Eykamp: and I removed it or didn;t add it back for some reason; probably thoguth it wasn't needed [12/3/2010 4:55:02 AM] Samuel Williams: i will take the easy way, change getIndex() to mIndex [12/3/2010 4:55:12 AM] Chris Eykamp: ok [12/3/2010 4:55:26 AM] Samuel Williams: and i change the mIndex to make it public [12/3/2010 4:55:27 AM] Chris Eykamp: except mIndex is private [12/3/2010 4:55:30 AM] Chris Eykamp: :) [12/3/2010 4:56:22 AM] Samuel Williams: ok, now testing [12/3/2010 4:56:41 AM] Chris Eykamp: fingers crossed [12/3/2010 4:58:09 AM] Samuel Williams: works [12/3/2010 4:58:16 AM] Chris Eykamp: hooray! [12/3/2010 4:58:23 AM] Chris Eykamp: works for me too [12/3/2010 4:58:28 AM] Chris Eykamp: I'll check it in [12/3/2010 5:00:34 AM] Chris Eykamp: good job, good teamwork [12/3/2010 5:00:54 AM] Chris Eykamp: it's in [12/3/2010 5:01:10 AM] Samuel Williams: updated [12/3/2010 5:01:45 AM] Chris Eykamp: great. All your other code is in too,... except the adding bots to the game, which I lost track of, and still need to add [12/3/2010 5:02:08 AM] Chris Eykamp: the more I think about it, the more I like the broadcast INI thing you added [12/3/2010 5:02:26 AM] Samuel Williams: my add bot only works when you hosting (becuse the command runs on client when it should have run on server) [12/3/2010 5:02:34 AM] Chris Eykamp: ah, yes [12/3/2010 5:02:57 AM] Chris Eykamp: you need to learn how to send commands from client to server [12/3/2010 5:03:27 AM] Chris Eykamp: search for c2s for many good examples [12/3/2010 5:04:06 AM] Samuel Williams: ok, but i cauld just use the chat "/robot" to server and let the server execute the command [12/3/2010 5:04:43 AM] Chris Eykamp: c2s means something running onthe server, initiated by client. s2c is the opposite, s2m, m2s, m2c, c2m is all about the master [12/3/2010 5:05:09 AM] Samuel Williams: ok, i may take a look at the c2s stuff. [12/3/2010 5:05:24 AM] Chris Eykamp: using a chat command you still need to look at c2s [12/3/2010 5:07:00 AM] Chris Eykamp: look at how other chat cmds work; look at processCommand in UIGame [12/3/2010 5:07:18 AM] Chris Eykamp: I'm heading to bed [12/3/2010 5:07:25 AM] Chris Eykamp: you're up awfully late! [12/3/2010 5:08:09 AM] Samuel Williams: i fell assleep from 5:00 pm to 11:00 pm [12/3/2010 5:08:25 AM] Samuel Williams: (central time zone) [12/3/2010 5:08:37 AM] Chris Eykamp: it's hard to sleep after such a long nap [12/3/2010 5:08:52 AM] Chris Eykamp: hey -- can I ask how old you are? [12/3/2010 5:09:00 AM] Samuel Williams: yes.. that is quite hard.. [12/3/2010 5:09:18 AM] karamazovapy: that's what she said [12/3/2010 5:09:25 AM] Samuel Williams: i was born on december 7 1989 [12/3/2010 5:09:29 AM] Chris Eykamp: unfortunately that is what she said [12/3/2010 5:09:33 AM] Chris Eykamp: [12/3/2010 5:09:43 AM] Samuel Williams: my birthday coming up [12/3/2010 5:10:06 AM] Chris Eykamp: turning 21? [12/3/2010 5:10:12 AM] Samuel Williams: yes [12/3/2010 5:10:22 AM] Chris Eykamp: congrats. Don't do anything stupid [12/3/2010 5:10:29 AM] karamazovapy: man...if you're 20, you're some kind of wunderkind [12/3/2010 5:10:44 AM] Chris Eykamp: I didn't know you spoke german [12/3/2010 5:11:19 AM] Chris Eykamp: alright, gentlemen... [12/3/2010 6:20:23 AM] Samuel Williams: loadForeignServerInfo and writeForeignServerInfo needs to be in the same section. Writes to [foreighServer] and reads from possibly non-existing [Servers]. The server list only works because i had the old server list at the [Servers] section of INI sFailedCount appears to never go bigger then 3, and that will never ping the servers when cannot connect to master. getConnectionToMaster() may not be NULL when trying to connect to master. You can test this by setting the INI to force disconnect from master. (Delete or undo this line to reconnect) MasterServerAddress=IP:0.0.0.0:25955 When testing, Be sure there is some list on ???, write ForeignServerList and read ListFromMaster? [12/3/2010 1:09:55 PM | Edited 1:10:50 PM] Chris Eykamp: I'll check it today. I hope you don't mind that I renamed your functions :) [12/3/2010 2:01:40 PM] karamazovapy: General Error SQL ERROR [ mysqli ] User eykamp already has more than 'max_user_connections' active connections [1203] An sql error occurred while fetching this page. Please contact an administrator if this problem persists. [12/3/2010 4:19:34 PM | Edited 4:19:52 PM] Samuel Williams: i don't care if you rename, as long as both reading and writing is both renamed to the same name to prevent problems. As for sFailedCount (fail to connect to master) that don't seem to ever get > 3 ... //if(sFailedCount >= 3) // not working... (getConnectionToMaster not null when trying to conect to master) [12/3/2010 7:37:26 PM] Samuel Williams: Strange flying flag problem that is visible only on my client http://www.youtube.com/watch?v=Rw2lr5biANQ [12/3/2010 7:37:57 PM] Samuel Williams: this is where it started happening http://www.youtube.com/watch?v=ezGhFeuWCr8 [12/3/2010 7:39:52 PM] Samuel Williams: i restarted my client the the flying flag problem stopped [12/3/2010 7:40:19 PM] Chris Eykamp: good [12/3/2010 7:40:21 PM] Chris Eykamp: I think [12/3/2010 7:42:32 PM] Samuel Williams: don't know why it started happening to me, but i can't seem to make the problem start again. [12/3/2010 7:44:55 PM] Samuel Williams: could be something to do with my rare crash fix having side effect. huntersGame.cpp void HuntersFlagItem::onItemDropped() { if(!isGhost()) { GameType *gameType = getGame()->getGameType(); if(!gameType) // Crashed here once, don't know why, so I added the check return; gameType->itemDropped(mMount, NULL); } dropFlags(mFlagCount); // Only dropping the flags we're carrying, not the "extra" one that comes when we die } [12/3/2010 7:48:37 PM] Chris Eykamp: what did you change here? [12/3/2010 7:55:54 PM] Samuel Williams: added if(!gameType) // Crashed here once, don't know why, so I added the check return; [12/3/2010 7:56:36 PM] Chris Eykamp: that should interfere with exactly nothing, besides the crashes. [12/3/2010 7:57:28 PM] Samuel Williams: well, i don't know what else could be causing the client extra flags problem... [12/3/2010 7:57:49 PM] Chris Eykamp: wait... you added that? [12/3/2010 7:58:11 PM] Chris Eykamp: I think that's been there for some time [12/3/2010 8:02:40 PM] Samuel Williams: maybe you saw that changes and added from me without thinking... [12/3/2010 8:04:57 PM] Chris Eykamp: well, regardless of how it got there, I doubt this line is causing any problems [12/3/2010 8:05:49 PM] Samuel Williams: should check the bitfoghter forum, is it down? [12/3/2010 8:06:30 PM] Chris Eykamp: I see the problem, not sure [12/3/2010 8:07:26 PM] Chris Eykamp: this from bobdaduck: [12/3/2010 8:07:27 PM] Chris Eykamp: (5:04:04 PM) jonathanrhansen@yahoo.com: shoot (5:04:07 PM) jonathanrhansen@yahoo.com: weird hunters bug (5:04:15 PM) jonathanrhansen@yahoo.com: we did collesium then mazeracer (5:04:20 PM) jonathanrhansen@yahoo.com: all the flags were still floating around (5:04:24 PM) jonathanrhansen@yahoo.com: and when I hit one I crashed. [12/3/2010 8:09:43 PM] Chris Eykamp: so,mething's messed up... [12/3/2010 8:09:48 PM] Chris Eykamp: [eykamp@domo eykamp]$ mysql -u eykamp -p Enter password: ERROR 1203 (42000): User eykamp already has more than 'max_user_connections' active connections [eykamp@domo eykamp]$ [12/4/2010 12:17:38 AM] Samuel Williams: who knows, i got similar error trying to view the forums at one time, i would just try again later. [12/4/2010 12:19:56 AM] Chris Eykamp: second time today. I'm afraid the master is not releasing connections or something [12/4/2010 12:22:19 AM] Chris Eykamp: googlecode buglist is getting full [12/4/2010 12:39:00 AM] karamazovapy: well for the last two and a half hours, the BBBII scores are way too close to call [12/4/2010 12:39:21 AM] karamazovapy: I'll need the screens from the first hour and a half to make the call [12/4/2010 12:41:38 AM] Chris Eykamp: I have all the stats [12/4/2010 12:41:54 AM] karamazovapy: do you have who was on the winning team at the end of each game? [12/4/2010 12:42:02 AM] Chris Eykamp: they're not in a good format, but yes [12/4/2010 12:42:09 AM] karamazovapy: I'll take what I can get [12/4/2010 12:42:19 AM] Chris Eykamp: how are you at excel? [12/4/2010 12:42:24 AM] karamazovapy: competent [12/4/2010 12:42:36 AM] Chris Eykamp: well, that's the format [12/4/2010 12:42:47 AM] karamazovapy: that's fine [12/4/2010 12:42:53 AM] Chris Eykamp: you haven't seen it [12/4/2010 12:43:00 AM] Chris Eykamp: but hold on... [12/4/2010 12:43:00 AM] karamazovapy: I think I have a notion [12/4/2010 12:43:19 AM] karamazovapy: I've seen some of your stat dumps [12/4/2010 12:43:23 AM] Chris Eykamp: I've got all the data for the games isolated [12/4/2010 12:43:39 AM] Chris Eykamp: I'll extract it to someting portable [12/4/2010 12:44:56 AM] karamazovapy: I really don't know what stats will be useful in the future, but I think team win/loss is one of the good ones [12/4/2010 12:46:29 AM] Chris Eykamp: http://bitfighter.org/temp/BBB2.csv [12/4/2010 12:46:54 AM] Chris Eykamp: I need to get the master to write to a database... that will be much more useful [12/4/2010 12:47:15 AM] Chris Eykamp: I have one game that took place a couple of minutes before the offficial start [12/4/2010 12:47:46 AM] Chris Eykamp: I suppose you'll want column defs [12/4/2010 12:47:46 AM] karamazovapy: I see that...there are a couple [12/4/2010 12:48:08 AM] karamazovapy: I think the first one I counted was Tube [12/4/2010 12:48:29 AM] Chris Eykamp: PLAYER | stats version | name | team | kills | deaths | suicides | shots | hits [12/4/2010 12:49:00 AM] karamazovapy: damn...this doesn't show which team won, does it? [12/4/2010 12:49:14 AM] Chris Eykamp: // GAME | GameType | Time | Level name | players | time [12/4/2010 12:49:14 AM] karamazovapy: oh - is it the second and third lines? [12/4/2010 12:49:25 AM] karamazovapy: "TEAM",2,"Red",1,255,0,0,,,, "TEAM",2,"Blue",10,0,0,255,,,, [12/4/2010 12:49:28 AM] Chris Eykamp: scratch that [12/4/2010 12:49:29 AM] Chris Eykamp: // GAME | stats version | GameType | time | level name | teams | players | time [12/4/2010 12:49:36 AM] Chris Eykamp: // TEAM | stats version | team name | score [12/4/2010 12:49:44 AM] karamazovapy: individual stats don't matter, just what team they were on [12/4/2010 12:49:49 AM] Chris Eykamp: ok, so the 2s just mean v2 of the stats [12/4/2010 12:49:57 AM] karamazovapy: but Red 1, Blue 10 [12/4/2010 12:50:18 AM] Chris Eykamp: mmmmmmmm [12/4/2010 12:50:56 AM] Chris Eykamp: my bad [12/4/2010 12:50:57 AM] Chris Eykamp: // TEAM | stats version | team name | score | R | G |B [12/4/2010 12:51:00 AM] Chris Eykamp: so yes [12/4/2010 12:51:09 AM] Chris Eykamp: red 1, blue 10 [12/4/2010 12:51:21 AM] Chris Eykamp: the idea is to colorcode the stats by actual team color [12/4/2010 12:51:30 AM] Chris Eykamp: hence the rgb [12/4/2010 12:51:33 AM] karamazovapy: right [12/4/2010 12:51:52 AM] Chris Eykamp: so doing that manually is not good [12/4/2010 12:53:31 AM] Chris Eykamp: found a script that did thsi: [12/4/2010 12:53:32 AM] Chris Eykamp: http://bitfighter.org/temp/stats.htm [12/4/2010 12:53:36 AM] karamazovapy: any way to tell who won this? [12/4/2010 12:53:37 AM] karamazovapy: "GAME",2,"2010-12-03 Fri 20:15:19","Rabbit","Sunburst",1,13,02:39:00 AM,,, "TEAM",2,"Burst",0,255,204,0,,,, "PLAYER",2,"Qui","Burst",11,9,0,610,172,, "PLAYER",2,"ZoombeR","Burst",6,11,0,725,171,, "PLAYER",2,"_k","Burst",19,10,0,883,193,, "PLAYER",2,"Cracatoa","Burst",11,10,0,677,161,, "PLAYER",2,"sky_lark","Burst",16,13,0,785,210,, "PLAYER",2,"phantomime","Burst",5,4,0,324,86,, "PLAYER",2,"idontknowwho","Burst",1,11,0,967,163,, "PLAYER",2,"ShadowX.loner","Burst",7,6,0,277,80,, "PLAYER",2,"Tyrranus","Burst",3,3,0,622,92,, "PLAYER",2,"sam686","Burst",10,12,0,496,97,, "PLAYER",2,"Zapgamer","Burst",7,7,0,413,161,, "PLAYER",2,"ThRealSlimStacy","Burst",2,2,0,194,48,, "PLAYER",2,"Watusimoto","Burst",0,0,0,10,0,, [12/4/2010 12:54:31 AM] karamazovapy: I can't pick out the FFA winners [12/4/2010 12:54:47 AM] Chris Eykamp: i warned you :) [12/4/2010 12:54:54 AM] Chris Eykamp: look at the url I just sent [12/4/2010 12:54:58 AM] Chris Eykamp: scroll all the way to the bottom [12/4/2010 12:55:14 AM] karamazovapy: I see that too - but I can't pick out the winners of the FFA games [12/4/2010 12:55:32 AM] karamazovapy: I'm pretty sure I won Sunburst...the 19 kills alone should've done it [12/4/2010 12:55:59 AM] karamazovapy: sky had 16, but nobody else was close [12/4/2010 12:56:02 AM] Chris Eykamp: suburst shows 19 for k, in 1st place [12/4/2010 12:56:13 AM] karamazovapy: but time holding the flag counts for points too [12/4/2010 12:56:15 AM] Chris Eykamp: right. I can rewrite my script to sort by scores [12/4/2010 12:56:26 AM] karamazovapy: and hunters kills don't actually count for anything [12/4/2010 12:56:28 AM] karamazovapy: erm...nexus [12/4/2010 12:56:57 AM] Chris Eykamp: ah yes [12/4/2010 12:57:02 AM] Chris Eykamp: am I missing something here? [12/4/2010 12:57:14 AM] karamazovapy: from the stats? [12/4/2010 12:57:41 AM] Chris Eykamp: yes -- I don;t record player scores [12/4/2010 12:57:49 AM] Chris Eykamp: rather important for some games [12/4/2010 12:57:53 AM] karamazovapy: it's just a problem for Rabbit and Nexus [12/4/2010 12:57:57 AM] karamazovapy: nothing else [12/4/2010 12:58:07 AM] karamazovapy: well...bitmatch, if you subtract suicides [12/4/2010 12:58:09 AM] Chris Eykamp: I need to get these into a database! [12/4/2010 12:58:19 AM] Samuel Williams: i have videos, and I am turning them into screenshots of the ending scoreboard [12/4/2010 12:58:24 AM] karamazovapy: awesome [12/4/2010 12:58:30 AM] Chris Eykamp: yeah, do it that way [12/4/2010 12:58:42 AM] karamazovapy: the important ones are the nexus and rabbit games from the first hour and a half [12/4/2010 12:58:54 AM] Chris Eykamp: sorry -- this was really just meant to show that we could collect stats [12/4/2010 12:59:00 AM] karamazovapy: it's fine [12/4/2010 12:59:03 AM] Chris Eykamp: not to do anything usefule with them [12/4/2010 12:59:14 AM] karamazovapy: those gametypes only have one winner anyway, so they don't impact a whole lot [12/4/2010 12:59:36 AM] karamazovapy: geeze...I have tons of kills [12/4/2010 1:01:40 AM] Chris Eykamp: anywya... I hope we have the stats thing worked out by the next bbb [12/4/2010 1:01:53 AM] karamazovapy: yeah, stats would be fun [12/4/2010 1:01:57 AM] Chris Eykamp: then we can just dump a report and have it out that night [12/4/2010 1:04:24 AM] karamazovapy: Okay! Wins are totaled except for Hunters14. Who won that? [12/4/2010 1:05:33 AM] Samuel Williams: i won hunters14, i have full video of that. [12/4/2010 1:05:39 AM] karamazovapy: oooh [12/4/2010 1:06:00 AM] karamazovapy: looks like you and zoomber tied for second place in wins! [12/4/2010 1:07:40 AM] Samuel Williams: I am also trying to upload all the videos, you can see new videos on my channel http://www.youtube.com/user/sam6861 More videos should be appearing there.. [12/4/2010 1:08:05 AM] karamazovapy: I'm only going to upload a few good ones with music [12/4/2010 1:08:23 AM] Samuel Williams: i got done 19 screenshot so far [12/4/2010 1:08:44 AM] karamazovapy: don't worry about them on my account...I already made a tally [12/4/2010 1:11:46 AM] Samuel Williams: http://96.2.123.136/bitfight/PICT1.zip This is the first 21 pictures of score [12/4/2010 1:12:22 AM] karamazovapy: thanks - I'll do a recount [12/4/2010 1:28:11 AM] Samuel Williams: 20 more screenshots in about 5 minutes [12/4/2010 1:28:38 AM] karamazovapy: kk - thanks [12/4/2010 1:32:22 AM] Samuel Williams: http://96.2.123.136/bitfight/PICT2.zip this is the rest of the screenshots [12/4/2010 1:32:52 AM] karamazovapy: thanks for the help! I'm double checking the scores, and then I'll post the overview [12/4/2010 1:33:34 AM] karamazovapy: not all of these counted, but most of them did [12/4/2010 1:33:37 AM] Samuel Williams: in case you wonder why 24 is missing, I have a 10 second video with no scoreboard, and did not want to re-number my videos. [12/4/2010 1:34:14 AM] karamazovapy: no worries - I appreciate the backup here [12/4/2010 1:34:19 AM] Samuel Williams: ok. [12/4/2010 1:57:13 AM] karamazovapy: http://bitfighter.org/forums/viewtopic.php?f=20&t=468&p=3352#p3352 [12/4/2010 1:58:38 AM] Samuel Williams: OK. [12/4/2010 1:58:51 AM] karamazovapy: great job! [12/4/2010 1:59:56 AM] Samuel Williams: got 3 video uploaded, 34 more to go... [12/4/2010 2:00:46 AM] Samuel Williams: my video total size for all video is 4.74 GB [12/4/2010 2:00:51 AM] karamazovapy: whew! [12/4/2010 2:01:37 AM] karamazovapy: I'm gonna go grab a beer - have a good night everybody! thanks for playing! [12/4/2010 2:04:04 AM] karamazovapy: oh - and if you hadn't noticed - 60 downloads! [12/4/2010 2:04:45 AM] Samuel Williams: 60 downloads for what? [12/4/2010 2:05:06 AM] karamazovapy: https://code.google.com/p/bitfighter/downloads/list [12/4/2010 2:05:38 AM] Samuel Williams: ok, 64 total download of games [12/4/2010 2:05:43 AM] Samuel Williams: this game [12/4/2010 2:12:57 AM] Chris Eykamp: great! [12/4/2010 2:13:50 AM] Chris Eykamp: are you trying to overflow youtube? :) [12/4/2010 2:30:43 AM] Samuel Williams: besides overflow youtube, my router keeps track of traffic usage, shown here. http://96.2.123.136/bitfight/bandw.gif [12/4/2010 2:31:15 AM] Samuel Williams: my upload red bar will soon go very high as I upload more videos. [12/4/2010 2:31:27 AM] Chris Eykamp: yup! [12/4/2010 2:02:02 PM] Zoomber: ak [12/4/2010 2:04:05 PM] Zoomber: watusimoto: you on? I found an imposter exploit you'll be happy of me to say [12/4/2010 2:06:12 PM] Chris Eykamp: I heard you mention it [12/4/2010 2:06:47 PM] Zoomber: simply putting a space before ones name, while entering it at the nickname screen [12/4/2010 2:07:14 PM] Zoomber: will register them as " zoomber", when in the game, it only displays as "zoomber", and will go to "zoomber.0" if the real zoomber is already there [12/4/2010 2:07:14 PM] Chris Eykamp: that's a different name [12/4/2010 2:07:19 PM] Zoomber: yeah [12/4/2010 2:07:23 PM] Samuel Williams: let me guess, blocking the master and using the /connect command [12/4/2010 2:07:28 PM] Zoomber: but the server thinks its the same [12/4/2010 2:07:48 PM] Chris Eykamp: maybe we strip off leading spaces somwehere along the line [12/4/2010 2:07:49 PM] Zoomber: and it for some reason does not display the space behind [12/4/2010 2:07:52 PM] Zoomber: exactly [12/4/2010 2:08:02 PM] Zoomber: any prefixes that are like . or " " or something [12/4/2010 2:08:11 PM] Zoomber: can be bumped down? something like this? [12/4/2010 2:08:11 PM] Chris Eykamp: well, we should probably do that immediately upon connecting to the master [12/4/2010 2:08:32 PM] Chris Eykamp: well, the idea is that real playes have their name underlines [12/4/2010 2:08:41 PM] Chris Eykamp: although that did not seem to be working last night [12/4/2010 2:09:00 PM] Zoomber: no, and thats still a little vague, when someone comes in with the same exact looking name, just not underlined [12/4/2010 2:09:10 PM] Zoomber: and then you come in, and your changed to "zoomber.0" when your the real guy [12/4/2010 2:09:25 PM] Zoomber: take a look at this, ill go in as sam and join his serv [12/4/2010 2:09:39 PM] Samuel Williams: i did have a strange problem, first few minutes no one name is underlined, then the next ninute people name becomes underlined without leaving/joining, and i had a master reconnect at that time. [12/4/2010 2:11:17 PM] Chris Eykamp: there's clearly a problem [12/4/2010 2:11:21 PM] Samuel Williams: Current Players: Flomo, sam686, Cracatoa, Eiq, linuxman, footloose sr., sam686 [12/4/2010 2:11:35 PM] Samuel Williams: that needs to be fixed [12/4/2010 2:11:47 PM] Samuel Williams: i am not running my second sam686 [12/4/2010 2:11:49 PM] Chris Eykamp: I can see that they are being authenticaetd on the master [12/4/2010 2:12:02 PM] Chris Eykamp: so the issue is in the communication to either the server or the clients [12/4/2010 2:12:25 PM] Samuel Williams: The Current Players comes from the master [12/4/2010 2:15:59 PM] Chris Eykamp: raptor is going to convert the source repository over to mercurial this morning; he'll post int eh forums when he's done, and will include some basic commands you'll need to get the mercurial codebase [12/4/2010 2:16:19 PM] Samuel Williams: ok, [12/4/2010 2:16:39 PM] Chris Eykamp: None of us has ever used mercurial, so it will be an interesting experience [12/4/2010 2:16:51 PM] Chris Eykamp: but he says it;s very fast [12/4/2010 2:16:51 PM] Zoomber: was mine authenticated? [12/4/2010 2:17:35 PM] Samuel Williams: so, the name "sam686 " (without quotes, with space) do not need verify, then the master (client/server?) changes it to "sam686" if i am right. [12/4/2010 2:18:35 PM] Chris Eykamp: if so, we'll just have the master strip leading and trailing spaces before deciding if it needs to verify [12/4/2010 2:19:07 PM] Chris Eykamp: fixed the connection issue that crashed the website, btw [12/4/2010 2:19:23 PM] Samuel Williams: good [12/4/2010 2:31:12 PM] Zoomber: yes [12/4/2010 2:32:59 PM] Chris Eykamp: I've got to run; I updaetd the trim code to the master [12/4/2010 2:33:10 PM] Chris Eykamp: shold be in place; hope it's working :) [12/4/2010 2:33:33 PM] Chris Eykamp: seems to work [12/4/2010 2:33:50 PM] Chris Eykamp: leading and trailing spaces are now stripped from user and server names [12/4/2010 2:34:04 PM] Zoomber: fixed [12/4/2010 2:34:10 PM] Zoomber: hahh [12/4/2010 2:34:19 PM] Zoomber: it made me re-enter my credentials in the middle of a game [12/4/2010 2:34:25 PM] Samuel Williams: Current Players: ZoombeR, Cracatoa, Eiq, johndoe, footloose sr., sam686 at leasi i no longer see my duplicate until i run duplicates [12/4/2010 2:35:17 PM] Chris Eykamp: actually, I'm not sure this will really solve the problem [12/4/2010 2:35:42 PM] Chris Eykamp: because you could still tell the servers your name has a space [12/4/2010 2:36:16 PM] Chris Eykamp: and if the servers aren't stripping the space... no, maybe it will work [12/4/2010 2:36:30 PM] Chris Eykamp: because it's done with an id now, not a string [12/4/2010 2:36:32 PM] Chris Eykamp: well... [12/4/2010 2:36:36 PM] Chris Eykamp: something to ponder [12/4/2010 2:37:01 PM] Chris Eykamp: looks like the conversino is done [12/4/2010 2:37:19 PM] Chris Eykamp: look for a forum post soon [12/4/2010 2:42:44 PM] Zoomber: so,..all good adn good? [12/4/2010 2:53:44 PM] karamazovapy: whoa...I haven't seen Eiq around in a long time! [12/4/2010 4:49:39 PM] Zoomber: was here yesterday too [12/4/2010 4:49:45 PM] Zoomber: im gonna cook up some bacon [12/4/2010 4:51:15 PM] Samuel Williams: I now have all 38 videos uploaded from the big battle. [12/4/2010 4:51:58 PM] Zoomber: i *think* we have enough now :) [12/4/2010 4:52:47 PM] Zoomber: meh, i just took out my floorstanding speakers hiddden in screens mounted inside the walls of my living room [12/4/2010 4:52:56 PM] Zoomber: odd yes [12/4/2010 4:53:09 PM] Zoomber: (i never seen them before) [12/4/2010 4:53:24 PM] Zoomber: And they were about 20 year old Boston Acoustic speakers [12/4/2010 4:53:48 PM] Zoomber: these fools took more expensive Floor standing speakers, and mounted them in the walls.. [12/4/2010 4:54:18 PM] Zoomber: and now the surround has all broken off the woofers too [12/4/2010 4:54:33 PM] Zoomber: they still play actuall sound though, just not as loud [12/4/2010 7:29:03 PM] Zoomber: na nan an na na na na na [12/4/2010 8:38:36 PM] Zoomber: wow, i talk alot [12/4/2010 10:06:15 PM] Zoomber: wait a second [12/4/2010 10:06:27 PM] Zoomber: is the status message in the main bitfighter menu at the bottom [12/4/2010 10:06:31 PM] Zoomber: that moves from right to left [12/4/2010 10:06:35 PM] Zoomber: just an rss feed of the homepage? [12/4/2010 10:08:48 PM] Chris Eykamp: no [12/4/2010 10:09:03 PM] Chris Eykamp: it's a totally different thing [12/4/2010 10:10:22 PM] Zoomber: oh [12/4/2010 10:10:22 PM] Zoomber: ok [12/4/2010 10:10:58 PM | Edited 10:12:14 PM] Samuel Williams: IT is not an rss feed, but instead it is some what a master server feed. If the client cannot connect to master, it will not show the scrolling text at the bottom. [12/4/2010 10:11:17 PM] Chris Eykamp: correct [12/4/2010 10:11:34 PM] Chris Eykamp: it's set in the master.cfg file [12/4/2010 10:24:48 PM] Zoomber: ((nod)) understood [12/4/2010 10:34:00 PM] Zoomber: @watusimoto, are we doing anything with the ReadMe.html in the main root folder? [12/4/2010 10:34:08 PM] Zoomber: of the svn [12/4/2010 10:37:33 PM] Zoomber: heyhey! [12/4/2010 10:37:41 PM] Zoomber: look at that!. makefile works on my terminal now! [12/4/2010 10:37:49 PM] Zoomber: i dont even need xcode anymore [12/4/2010 10:38:21 PM] Zoomber: i wonder why i can do this now [12/4/2010 10:38:36 PM] Zoomber: usually its told me there was no command called make, meaning macs couldnt have had it [12/4/2010 10:38:38 PM] Zoomber: but now its there [12/4/2010 10:38:46 PM] Zoomber: look, even got an error :) [12/4/2010 10:38:54 PM] Zoomber: gcc -O2 -Wall -DLUA_USE_LINUX -c -o lua.o lua.c gcc -o lua lua.o liblua.a -lm -Wl,-E -ldl -lreadline -lhistory -lncurses ld: unknown option: -E collect2: ld returned 1 exit status make[2]: *** [lua] Error 1 make[1]: *** [linux] Error 2 make: *** [default] Error 2 macbookx:014 hushahn$ [12/4/2010 10:41:27 PM | Edited 10:41:35 PM] Zoomber: so yeah, dont know what that means, whats unknown option -e? -enviorment? [12/4/2010 10:48:26 PM] Zoomber: i guess this>? [12/4/2010 10:48:28 PM] Zoomber: @$(MAKE) -C lua/lua-vec/src [12/4/2010 10:48:36 PM] Zoomber: is my problem? [12/5/2010 12:17:19 AM] Zoomber: sorry, just seeing if that still worked [12/5/2010 12:17:56 AM] Samuel Williams: what is that command? and does that work on any server? [12/5/2010 12:18:11 AM] Zoomber: thats a future feature [12/5/2010 12:18:25 AM] Zoomber: its hardwired into the code, but disabled [12/5/2010 12:18:41 AM] Zoomber: so support for it works, meaning any server, but its turned off on the client side [12/5/2010 12:19:13 AM] Samuel Williams: i might find a way to disable that in server side.. [12/5/2010 12:19:17 AM] Zoomber: which is a problem since you can run it on any aserver [12/5/2010 12:19:34 AM] Zoomber: the problems stands that anyone who gets their hands on the code can abuse it [12/5/2010 12:19:47 AM] Zoomber: this was for turret too [12/5/2010 12:20:04 AM] Zoomber: they both need disabling, globally [12/5/2010 12:21:48 AM] Zoomber: heres my thought [12/5/2010 12:21:50 AM] Zoomber: for now, dont worry about it [12/5/2010 12:22:07 AM] Zoomber: watusimoto and I are really the only two who know how to turn it on [12/5/2010 12:24:05 AM | Edited 12:24:16 AM] Samuel Williams: there, i have disable the engineer on my server side [12/5/2010 12:24:27 AM] Zoomber: you did? [12/5/2010 12:24:30 AM] Samuel Williams: yes [12/5/2010 12:24:32 AM] Samuel Williams: try it not [12/5/2010 12:24:33 AM] Zoomber: GREAT \ [12/5/2010 12:24:37 AM] Zoomber: lets try [12/5/2010 12:24:50 AM] Zoomber: if this works, its a big step in a good direction [12/5/2010 12:25:02 AM] Zoomber: even though nothing really changes [12/5/2010 12:37:25 AM] Zoomber: find something? [12/5/2010 12:38:36 AM] Zoomber: hi [12/5/2010 12:41:37 AM] Zoomber: ok [12/5/2010 12:41:41 AM] Zoomber: i guess its up to me [12/5/2010 12:42:01 AM] Zoomber: watusimoto: if i can catch you onlie, can i ask you something? [12/5/2010 12:46:28 AM] Samuel Williams: i ihink i am disabiling right now... [12/5/2010 12:47:07 AM] Chris Eykamp: sure [12/5/2010 12:47:16 AM] Zoomber: ok [12/5/2010 12:47:17 AM] Zoomber: ill join [12/5/2010 12:47:17 AM] Samuel Williams: ok, test [12/5/2010 12:47:26 AM] Zoomber: Watusimoto: i just discovered i can use the make function on mac [12/5/2010 12:47:37 AM] Zoomber: strange [12/5/2010 12:47:43 AM] Zoomber: before it said make: command not found [12/5/2010 12:47:45 AM] Zoomber: but now it works, [12/5/2010 12:47:48 AM] Zoomber: may have been a mod i did [12/5/2010 12:48:00 AM] Chris Eykamp: ok [12/5/2010 12:48:04 AM] Zoomber: anyways [12/5/2010 12:48:10 AM] Zoomber: i go to make and [12/5/2010 12:49:24 AM] Zoomber: i get this error [12/5/2010 12:49:30 AM] Zoomber: (sorry, testing at the same time) [12/5/2010 12:49:43 AM] Samuel Williams: c2sEngineerDeployObject in GameConnection.cpp I removed if(engClientCreateObject(this, type)) [12/5/2010 12:49:43 AM] Zoomber: gcc -O2 -Wall -DLUA_USE_LINUX   -c -o lua.o lua.c gcc -o lua  lua.o liblua.a -lm -Wl,-E -ldl -lreadline -lhistory -lncurses ld: unknown option: -E collect2: ld returned 1 exit status make[2]: *** [lua] Error 1 make[1]: *** [linux] Error 2 make: *** [default] Error 2 macbookx:014 hushahn$ [12/5/2010 12:50:28 AM] Chris Eykamp: sam -- I'd like to make engineer an option in 015 [12/5/2010 12:50:47 AM] Zoomber: oh [12/5/2010 12:50:50 AM] Chris Eykamp: but only if the server approves it, based on some kind of marker in the level file [12/5/2010 12:50:52 AM] Zoomber: not hard [12/5/2010 12:51:04 AM] Chris Eykamp: it would be off by default, but level designers could activate it [12/5/2010 12:51:24 AM] Chris Eykamp: that would require the server to notify clients that engineer was allowed [12/5/2010 12:51:39 AM] Zoomber: this is a little bit more advnaced then [12/5/2010 12:51:43 AM] Zoomber: the following reason [12/5/2010 12:51:47 AM] Zoomber: the patch he just made [12/5/2010 12:51:57 AM] Zoomber: stops the ability from engineer being able to used on the server [12/5/2010 12:51:58 AM] Zoomber: BUT [12/5/2010 12:52:03 AM] Zoomber: i still have the MODULE turned on [12/5/2010 12:52:09 AM] Zoomber: so now its like a broken bug [12/5/2010 12:52:13 AM] Zoomber: for me [12/5/2010 12:52:25 AM] Zoomber: (asssuming i have engineer turned on) [12/5/2010 12:52:54 AM] Zoomber: what we need to do, have an If varriable X is 0 [12/5/2010 12:53:01 AM] Zoomber: #define Enable_engineer 0 [12/5/2010 12:53:09 AM] Zoomber: else #define Enable_engineer 1 [12/5/2010 12:53:17 AM] Zoomber: and that varriable is specified in the ini file [12/5/2010 12:53:32 AM] Samuel Williams: will need to make use of sending all / command to the server if the client cannot find the command. Then the server can run the command (/addbot) for example [12/5/2010 12:53:36 AM] Zoomber: err, not #define, my bad, thats when building the thing [12/5/2010 12:53:48 AM] Samuel Williams: and /enableEngineer as well [12/5/2010 12:54:35 AM] Zoomber: ok [12/5/2010 12:54:38 AM] Zoomber: i know [12/5/2010 12:57:11 AM] Zoomber: what we can do [12/5/2010 12:57:32 AM | Edited 12:57:46 AM] Zoomber: if adfklads;f == 1 [12/5/2010 12:57:33 AM] Zoomber: { KEY_6, BUTTON_6, ModuleEngineer, "Engineer", "", ModuleNone }, [12/5/2010 12:57:49 AM] Zoomber: else [12/5/2010 12:57:50 AM] Chris Eykamp: here's the complication [12/5/2010 12:57:52 AM] Samuel Williams: i think the button stuff is client only. [12/5/2010 12:57:58 AM] Zoomber: it is [12/5/2010 12:58:06 AM] Zoomber: thats half of it [12/5/2010 12:58:12 AM] Chris Eykamp: there are at least two other modules I'd like to try coming up [12/5/2010 12:58:12 AM] Zoomber: err, right [12/5/2010 12:58:14 AM] Zoomber: my bad [12/5/2010 12:58:22 AM] Zoomber: heat seaker? [12/5/2010 12:58:30 AM] Chris Eykamp: but too many modules is difficult with controllers with limited buttons [12/5/2010 12:58:35 AM] Chris Eykamp: heat seeker would be a weapon [12/5/2010 12:58:57 AM] Chris Eykamp: so, I'm wondering if we need a way to specify all modules that are allowed in a particular game [12/5/2010 12:59:00 AM] Samuel Williams: button 8 = next page or something like that. [12/5/2010 12:59:05 AM] Chris Eykamp: maybe [12/5/2010 12:59:47 AM] Zoomber: page? [12/5/2010 12:59:51 AM] Chris Eykamp: maybe we can overload some of the existing modules to add new abilities, like spybugs were added to sensors [12/5/2010 1:00:00 AM] Chris Eykamp: to make them more attracgtive [12/5/2010 1:00:02 AM] Zoomber: oh thats easy [12/5/2010 1:00:16 AM] Zoomber: change modulenone in the last column [12/5/2010 1:00:16 AM] Chris Eykamp: ok, for now, just keep in mind that engineer will be enablable by the server [12/5/2010 1:00:25 AM] Zoomber: to require those things [12/5/2010 1:00:41 AM] Zoomber: well..it will have to be enable-able by BOTH the server and the clinet [12/5/2010 1:00:45 AM] Chris Eykamp: we also need to think of how you'd specify it in the levelfile [12/5/2010 1:00:56 AM] Zoomber: because if if we use sam's fix, but keep engineer enabled, It looks like a bug on my screen [12/5/2010 1:01:03 AM] Chris Eykamp: the server will tell the client to enable it [12/5/2010 1:01:16 AM] Zoomber: right [12/5/2010 1:01:21 AM] Zoomber: thats how we do ti [12/5/2010 1:01:41 AM] Chris Eykamp: if someone hacks their client to enable it, the server will ignore them, and they'll have a broken client [12/5/2010 1:01:48 AM] Samuel Williams: so right now, it only needs to be enabled on client, but i somewhat disabled in my server. [12/5/2010 1:01:51 AM] Zoomber: they'll have what i have right now [12/5/2010 1:02:00 AM] Zoomber: which is the best idea [12/5/2010 1:02:11 AM] Zoomber: even though im the only one whos done that [12/5/2010 1:02:19 AM] Zoomber: i guess its always better to play safe [12/5/2010 1:02:38 AM] Chris Eykamp: ok, well that's what I'd like to do; I'm thinking we could do that for the next release [12/5/2010 1:02:51 AM] Zoomber: sounds like a plan [12/5/2010 1:03:02 AM] Zoomber: ill take a good look at it [12/5/2010 1:03:06 AM] Zoomber: and see if i have an idea [12/5/2010 1:03:19 AM] Chris Eykamp: one thing to look at is whether carrying resources got broken with the soccer mods [12/5/2010 1:03:31 AM] Chris Eykamp: carrying and dropping and such [12/5/2010 1:03:34 AM] Zoomber: oh [12/5/2010 1:03:38 AM] Zoomber: well b doesnt drop the resource item [12/5/2010 1:03:48 AM] Zoomber: and theyre still seperate coding though right? [12/5/2010 1:03:51 AM] Zoomber: ooo [12/5/2010 1:03:53 AM] Zoomber: i see what you mean [12/5/2010 1:03:57 AM] Samuel Williams: what will happen, carry both soccer and resource at the same time? [12/5/2010 1:03:58 AM] Zoomber: holding a resource item and a soccer ball at once? [12/5/2010 1:04:02 AM] Zoomber: lets test ! [12/5/2010 1:05:12 AM] Zoomber: err wrong server [12/5/2010 1:05:12 AM] Samuel Williams: i will enable the engineer and restart my server [12/5/2010 1:05:15 AM] Zoomber: thats your fixed one [12/5/2010 1:05:19 AM] Zoomber: nah, just go to bitfighter bash [12/5/2010 1:05:32 AM] Zoomber: quicker [12/5/2010 1:05:32 AM] Samuel Williams: and - i will need to make a simple map with soccer and test item [12/5/2010 1:06:12 AM] Samuel Williams: still building... [12/5/2010 1:06:33 AM] Zoomber: done join mny serv [12/5/2010 1:07:22 AM] Zoomber: yeah [12/5/2010 1:07:25 AM] Zoomber: i can pick up the ball [12/5/2010 1:07:35 AM] Zoomber: now i just gotta see if when someone shoots me [12/5/2010 1:07:37 AM] Zoomber: do i drop it [12/5/2010 1:08:03 AM] Zoomber: yeah [12/5/2010 1:08:06 AM] Zoomber: works completely fine [12/5/2010 1:09:23 AM] Zoomber: infact, it looks kind of cool [12/5/2010 1:10:19 AM] Zoomber: heres an idea [12/5/2010 1:10:31 AM] Zoomber: the client can ask the server if engineer is enabled [12/5/2010 1:10:32 AM] Zoomber: if it is [12/5/2010 1:10:34 AM] Zoomber: it will enable [12/5/2010 1:10:40 AM] Zoomber: if it isnt, it ignore [12/5/2010 1:10:41 AM] Zoomber: s [12/5/2010 1:10:59 AM] Zoomber: if its disabled [12/5/2010 1:11:04 AM] Zoomber: the server will put sams fix on [12/5/2010 1:12:50 AM] Chris Eykamp: or if the server doesn't say it's allowed, it isn't [12/5/2010 1:14:10 AM] Zoomber: hmm [12/5/2010 1:14:14 AM] Zoomber: i somehow managed to crash my own computer [12/5/2010 1:15:07 AM] Zoomber: right [12/5/2010 1:15:07 AM] Zoomber: as long as if the client trys to hack, it messes himself up [12/5/2010 1:16:49 AM] Zoomber: mIsEngineer = false; [12/5/2010 1:16:58 AM] Zoomber: improvising here... [12/5/2010 1:17:10 AM | Edited 1:17:21 AM] Zoomber: we declare that ^ [12/5/2010 1:20:39 AM] Zoomber: if(type == (U32)Engineer && !strcmp(param.getString(), "1")) { for(GameConnection *walk = getClientList(); walk; walk = walk->getNextClient()) walk->setisEngineer(true); // Silently } } [12/5/2010 1:20:43 AM] Zoomber: thats a little random [12/5/2010 1:20:58 AM] Zoomber: but basically im just molding off something else [12/5/2010 1:21:12 AM] Zoomber: to soon say if get the engineer string is "1" [12/5/2010 1:21:28 AM] Zoomber: Then set me as Engineer, which gives me all 6 modules [12/5/2010 1:22:00 AM] Zoomber: the stringed value is set by the server, in the ini, and is either 1 or 0 [12/5/2010 1:22:10 AM] Zoomber: which ill have to find too [12/5/2010 1:22:15 AM] Zoomber: and for the servrer side edit [12/5/2010 1:22:37 AM] Zoomber: If the ini is specified to 0, [12/5/2010 1:23:44 AM] Zoomber: get rid of if(engClientCreateObject(this, type)) [12/5/2010 1:23:49 AM] Zoomber: or void that [12/5/2010 1:23:58 AM] Zoomber: or whatever you can do, to void that line [12/5/2010 1:35:09 AM] Zoomber: GameConnection *GameConnection::getEngineerCount() [12/5/2010 1:35:28 AM] Zoomber: If getEngineerCount == 1 [12/5/2010 1:36:29 AM] Chris Eykamp: sam: not to rewind too far, but I recall your report was my changes to the saved server list did not work; ist hat correct? [12/5/2010 1:37:16 AM] Samuel Williams: yes, there is a few things wrong with it. [12/5/2010 1:38:15 AM] Samuel Williams: config.cpp loadForeignServerInfo and write, it loads and write to the different section when it should not. [12/5/2010 1:41:22 AM] Chris Eykamp: that was a careless oversight on my part [12/5/2010 1:41:45 AM] Samuel Williams: Also, the sFailedCound might never reach >= 3 //if(sFailedCount >= 3) // not working... (getConnectionToMaster not null when trying to conect to master) [12/5/2010 1:42:03 AM] Samuel Williams: unless you fixed that.. [12/5/2010 1:42:39 AM] Chris Eykamp: no, I need to look at that [12/5/2010 1:42:55 AM] Chris Eykamp: but will [12/5/2010 1:43:17 AM | Edited 1:44:59 AM] Samuel Williams: you can test without master by changing the INI line (undo, or remove this line to reconnect to master) MasterServerAddress=IP:0.0.0.0:25955 [12/5/2010 1:48:49 AM] Zoomber: i think i did my task! [12/5/2010 1:48:56 AM] Zoomber: i need to just see if it builds [12/5/2010 1:49:01 AM] Zoomber: (my first task :P) [12/5/2010 1:49:52 AM] Zoomber: yeeeee, link worked [12/5/2010 1:50:03 AM] Zoomber: test time :) [12/5/2010 1:51:01 AM] Zoomber: but wait? how will it know where to put this saved data in the ini file? [12/5/2010 1:51:06 AM] Zoomber: does it jus tmesh it in at the end? [12/5/2010 1:51:11 AM] Zoomber: whou could no? [12/5/2010 1:51:19 AM] Zoomber: ill just have to find out myself for sure! [12/5/2010 1:51:34 AM] Zoomber: then tell you what i am doing and you can give me the real awnser :P [12/5/2010 1:52:45 AM] Zoomber: YEAH [12/5/2010 1:52:46 AM] Zoomber: WHOOOOO [12/5/2010 1:52:50 AM] Zoomber: I DID MY TASK RIGHT! [12/5/2010 1:52:55 AM] Zoomber: WHOOOOOOOOOOOOOOOOOOOO [12/5/2010 1:53:24 AM] Zoomber: yep yep yep ype, yoru right, it does feel great do fix code thats not easy [12/5/2010 1:53:29 AM] Zoomber: and get it right [12/5/2010 1:53:42 AM] Zoomber: ok, what i did: my old taks of getting the client to save the server connection password [12/5/2010 1:54:03 AM] Zoomber: wait, this wasnt alreayd fixed was it? [12/5/2010 1:56:55 AM] Zoomber: nevermind [12/5/2010 1:57:02 AM] Zoomber: i guess its already fixed [12/5/2010 1:57:20 AM] Zoomber: but at least i learned how to do ti [12/5/2010 3:12:46 AM] Zoomber: watusimoto, are you still here? [12/5/2010 3:13:06 AM] Chris Eykamp: y [12/5/2010 3:13:15 AM] Zoomber: ok, so i have some progress [12/5/2010 3:13:25 AM] Zoomber: trying to create an engineer [12/5/2010 3:13:36 AM] Zoomber: ini switch//whatnot [12/5/2010 3:13:48 AM] Zoomber: and now what I want to do is this: [12/5/2010 3:14:45 AM] Zoomber: namespace Zap { LoadoutItem gLoadoutModules[] = { { KEY_1, BUTTON_1, ModuleBoost, "Turbo Boost", "", ModuleNone }, { KEY_2, BUTTON_2, ModuleShield, "Shield Generator", "", ModuleNone }, { KEY_3, BUTTON_3, ModuleRepair, "Repair Module", "", ModuleNone }, { KEY_4, BUTTON_4, ModuleSensor, "Enhanced Sensor", "(makes Spy Bug Placer available)", ModuleNone }, { KEY_5, BUTTON_5, ModuleCloak, "Cloak Field Modulator", "", ModuleNone }, if (gIniSettings.enableEngineerMode) { KEY_6, BUTTON_6, ModuleEngineer, "Engineer", "", ModuleNone }, { KEY_UNKNOWN, KEY_UNKNOWN, 0, NULL, NULL, ModuleNone }, }; [12/5/2010 3:15:12 AM] Zoomber: hmm, that looks a little hard to read. maybe i can put that online somewhere that formats code so you can read it better? [12/5/2010 3:15:33 AM] Zoomber: and this is at loadoutselect.cpp [12/5/2010 3:15:48 AM] Zoomber: right now, ive already created gIniSettings.enableEngineerMode [12/5/2010 3:16:19 AM] Zoomber: and made that a whole ture/false switch, fine and everything, i just need ot define what happens if its on true, and what happens if its on false [12/5/2010 3:16:23 AM] Zoomber: which is the code i put above [12/5/2010 3:16:35 AM] Chris Eykamp: it probably doesn't need to be an INI thing [12/5/2010 3:16:47 AM] Zoomber: ok [12/5/2010 3:17:04 AM] Zoomber: well my intention was to have an EnableEngineerMode = false/true [12/5/2010 3:17:06 AM] Zoomber: in the ini file [12/5/2010 3:17:13 AM] Chris Eykamp: because it needs to be enabled level-by-level [12/5/2010 3:17:13 AM] Zoomber: and if that was switched to false, [12/5/2010 3:17:19 AM] Zoomber: oooooooh [12/5/2010 3:17:28 AM] Zoomber: right [12/5/2010 3:17:34 AM] Chris Eykamp: so only levels designed with engr in mind will have it [12/5/2010 3:17:45 AM] Zoomber: i completely forgot about that [12/5/2010 3:18:34 AM] Zoomber: well darn [12/5/2010 3:18:49 AM] Zoomber: i actually got it to show up in the ini file and have the boolean work too [12/5/2010 3:19:02 AM] Zoomber: but maybe i can use this info i already made [12/5/2010 3:19:15 AM] Zoomber: and apply it to [12/5/2010 3:19:36 AM] Zoomber: level whatnot [12/5/2010 3:19:44 AM] Chris Eykamp: the client just needs an if(engrEnabled) structure wrapped around the stuff that's currently ifdefed out [12/5/2010 3:19:57 AM] Chris Eykamp: the server is more complex [12/5/2010 3:20:08 AM] Zoomber: But [12/5/2010 3:20:23 AM] Zoomber: what if we just put if's on all of the engineer's weapon sources [12/5/2010 3:20:26 AM] Zoomber: basically saying [12/5/2010 3:20:34 AM] Zoomber: find anything htat helps make the engineer module turn on [12/5/2010 3:20:42 AM] Zoomber: and put If(engrEnabled) on those? [12/5/2010 3:20:51 AM] Zoomber: meaning, if engineer is disabled [12/5/2010 3:21:00 AM] Zoomber: the weapon module is disabled and unknown to the server [12/5/2010 3:21:11 AM] Zoomber: giving it the "heat seaker" effect :) [12/5/2010 3:21:14 AM] Chris Eykamp: well, except that variable doesn;t yet exist [12/5/2010 3:21:31 AM] Zoomber: right, by saying we got that in place [12/5/2010 3:21:38 AM] Chris Eykamp: then yes [12/5/2010 3:21:53 AM] Chris Eykamp: not yet sure where the variable will live [12/5/2010 3:22:00 AM] Zoomber: because as long as the server doesnt know what engineer weapon is when turned off, were safe right? [12/5/2010 3:22:35 AM] Chris Eykamp: well, it will just ignore attempts to use engr if it hasn;t been enabled [12/5/2010 3:23:24 AM] Zoomber: right [12/5/2010 3:23:39 AM] Zoomber: but we also have cutten off the clients mask too, so then it should be good right/? [12/5/2010 3:23:51 AM] Zoomber: or [12/5/2010 3:23:55 AM] Zoomber: going back to what sam had [12/5/2010 3:24:13 AM] Zoomber: if (engrEnabled) [12/5/2010 3:24:35 AM] Zoomber: (then add the line he said took out eariler to kill it) [12/5/2010 3:24:43 AM | Edited 3:24:55 AM] Samuel Williams: Here is where someone joins and strange ship disappearing and unable to fire. Zoomber was with me in this strange lag one time problem. http://www.youtube.com/watch?v=6v3Xxrusu9U (50 seconds) [12/5/2010 3:24:48 AM] Zoomber: forgot whcih one that was, ive copied about 20 [12/5/2010 3:25:07 AM] Zoomber: oh yeah, that was wierd [12/5/2010 3:26:12 AM] Samuel Williams: yes that is weard, happen one time when some joins, but returns to normal after a while. [12/5/2010 3:26:21 AM] Chris Eykamp: what happened there? [12/5/2010 3:26:24 AM] Zoomber: funny, when i typed "ill switch to joystick" it didn not show up on my screen when i pressed enter [12/5/2010 3:26:28 AM] Zoomber: so i thought i already lagged out [12/5/2010 3:26:36 AM] Zoomber: yet it got through on your screen [12/5/2010 3:26:39 AM] Samuel Williams: I don't know... [12/5/2010 3:26:58 AM] Chris Eykamp: I mean I saw the vid, but it wasn't clear what the problme was [12/5/2010 3:27:01 AM] Chris Eykamp: what should I look for? [12/5/2010 3:27:17 AM] Zoomber: a ship that disappears [12/5/2010 3:27:19 AM] Zoomber: me [12/5/2010 3:27:26 AM] Zoomber: all of a sudden cracatoa joins [12/5/2010 3:27:33 AM] Zoomber: (hes quickbot999) [12/5/2010 3:27:36 AM] Samuel Williams: I don't know, it is a mystery, and that was on my server. [12/5/2010 3:27:44 AM] Zoomber: and i lag out (on his screen disappear) [12/5/2010 3:27:51 AM] Zoomber: and my connection to the master server was compromised for about 30 seconds [12/5/2010 3:27:59 AM] Zoomber: after [12/5/2010 3:28:32 AM] Chris Eykamp: crazy [12/5/2010 3:28:50 AM] Zoomber: meh [12/5/2010 3:28:56 AM] Zoomber: i think my computers overheating [12/5/2010 3:29:27 AM] Zoomber: by the way, do you know what an unqualified id is? [12/5/2010 3:29:39 AM] Zoomber: i have an idea [12/5/2010 3:29:41 AM] Zoomber: but its vague [12/5/2010 3:30:03 AM] Zoomber: in the C++ coding [12/5/2010 3:30:30 AM | Edited 3:31:01 AM] Samuel Williams: i could not have been lagging, i was in the server in the same computer, connected to 127.0.0.1, yet the blue ship disappear, and i was unable to fire for a while. And in the scoreboard, Zoomber have like 500+ ping. [12/5/2010 3:30:54 AM] Zoomber: oh crap, for some reason my Gcc compiler froze and never quit [12/5/2010 3:31:01 AM] Zoomber: now about 4 of them are trying to builld nothing [12/5/2010 3:31:04 AM] Zoomber: and my cpu is at the max [12/5/2010 3:31:26 AM] Zoomber: no wonder my computers so hot [12/5/2010 3:31:50 AM] Chris Eykamp: it didn't seem to be lag [12/5/2010 3:31:59 AM] Chris Eykamp: if it were lag, he'd be on the screen, not moving [12/5/2010 3:32:11 AM] Chris Eykamp: maybe something happend ant th server thought he was out of scope [12/5/2010 3:32:15 AM | Edited 3:32:22 AM] Zoomber: i just freed up 80% of my cpu and half my ram : D [12/5/2010 3:33:04 AM] Zoomber: was that the server with maxplayers 2 specified on it? [12/5/2010 3:33:17 AM | Edited 3:33:22 AM] Zoomber: ah no, it was 12 [12/5/2010 3:35:58 AM] Zoomber: well, i think im gonna crash [12/5/2010 3:36:06 AM] Zoomber: im gettin sleepy [12/5/2010 3:36:15 AM] Zoomber: ill catch up with you in the morning [12/5/2010 3:39:06 AM] Chris Eykamp: ok, good night [12/5/2010 3:39:22 AM] Zoomber: today was a good busy day [12/5/2010 3:39:32 AM] Zoomber: following the bbb [12/5/2010 3:40:24 AM] Chris Eykamp: yes! [12/5/2010 3:41:21 AM | Edited 3:41:26 AM] Zoomber: i even found a steal-deal on ebay for a new subwoofer speaker priced at 135 for only 39 dollars [12/5/2010 3:41:22 AM] Zoomber: new [12/5/2010 3:41:39 AM] Zoomber: Poor fellow, i dont think he had any idea what it was worth [12/5/2010 3:41:51 AM] Zoomber: yet, he had two [12/5/2010 3:41:58 AM] Zoomber: and he sold one already [12/5/2010 2:21:59 PM] Samuel Williams: in the Config.ini, did not finish renaming "ListFromMaster" to "ForeignServerList", as a result, it writes "ForeignServers", but tries to read non-existing "ListFromMaster" [12/5/2010 3:23:28 PM] karamazovapy: I leave for ONE day and come back to 300+ skype messages... [12/5/2010 4:17:00 PM] Zoomber: lloolololollolool [12/5/2010 4:17:20 PM] karamazovapy: I'm still catching up on the irc log [12/5/2010 4:17:34 PM] karamazovapy: aaaaaaaaaand done [12/5/2010 4:17:53 PM] Zoomber: oh.. [12/5/2010 4:19:30 PM] Zoomber: i just realized all of a sudden make command works on mac [12/5/2010 4:19:33 PM] Zoomber: it didnt before [12/5/2010 4:19:54 PM] karamazovapy: I saw that - good news [12/5/2010 4:20:06 PM] Zoomber: just gotta try compiling it once more [12/5/2010 4:20:19 PM] Zoomber: oh yeah [12/5/2010 4:20:27 PM] Zoomber: heres what i get for an error, do you know what this means? [12/5/2010 4:20:28 PM] Zoomber: make[1]: Nothing to be done for `default'. #@make -C master make all MYCFLAGS=-DLUA_USE_LINUX MYLIBS="-Wl,-E -ldl -lreadline -lhistory -lncurses" gcc -o lua lua.o liblua.a -lm -Wl,-E -ldl -lreadline -lhistory -lncurses ld: unknown option: -E collect2: ld returned 1 exit status make[2]: *** [lua] Error 1 make[1]: *** [linux] Error 2 make: *** [default] Error 2 [12/5/2010 4:20:35 PM] Zoomber: its saying, unknown option -E [12/5/2010 4:21:05 PM] karamazovapy: right [12/5/2010 4:21:21 PM] karamazovapy: so that parameter doesn't seem to exist, at least on yoru system [12/5/2010 4:21:29 PM] Zoomber: yeah [12/5/2010 4:21:43 PM] Zoomber: and i dont know what makefile or soruce that parameter is located in [12/5/2010 4:22:00 PM] karamazovapy: you could do a find for -E [12/5/2010 4:24:37 PM] Zoomber: lets see how many results ig et [12/5/2010 4:24:47 PM] Zoomber: yeah, i clearly know which file its in :P [12/5/2010 4:25:33 PM] karamazovapy: sky's video is awesome - http://www.youtube.com/watch?v=TbCXgiKYp8s [12/5/2010 4:25:43 PM] Zoomber: oh yeah [12/5/2010 4:25:45 PM] Zoomber: i saw that oen [12/5/2010 4:27:06 PM] karamazovapy: I think I'm only gonna upload 2 or 3 gameplay vids from BBBII [12/5/2010 4:27:51 PM] Chris Eykamp: qaulity trumps quantity now that we have a baseline of quantity [12/5/2010 4:28:08 PM] karamazovapy: yeah...nobody's gonna sit there and watch 100 videos [12/5/2010 4:28:44 PM] karamazovapy: people started using a cloak/triple shot combo a bunch near the end [12/5/2010 4:28:51 PM] karamazovapy: it got really popular [12/5/2010 4:30:15 PM] Samuel Williams: I recorded at only 640 by 480 instead of 960 by 720, for speed reasons. i can get in-game FPS of 80 at 640 by 480, but for 960 by 720, I can hardly reach 30 fps in game, slowing down the game. [12/5/2010 4:30:45 PM] karamazovapy: I don't think the resolution is even as important as the quality of gameplay [12/5/2010 4:31:18 PM] Samuel Williams: Basically i can play better recording at 640 by 480. [12/5/2010 4:31:29 PM] karamazovapy: yeah...do what's fun [12/5/2010 4:31:43 PM] karamazovapy: I think i went with 800x600 [12/5/2010 4:32:50 PM] Samuel Williams: Also, with my graphics card (Radeon 9200) i was using anti aliasing, which makes the lines thin and smooth. [12/5/2010 4:33:58 PM] Samuel Williams: anti-aliasing looks better for this game, with no speed lost. [12/5/2010 4:35:18 PM] Zoomber: With my graphics card, (intel graphics media accelerator 950), i could do everything! [12/5/2010 4:35:40 PM] karamazovapy: I'm kind of bummed my vid for the first section got screwed up [12/5/2010 4:35:56 PM] karamazovapy: honeycomb breakout would've been good [12/5/2010 4:36:23 PM] Zoomber: shoulda had my tangle box save [12/5/2010 4:36:36 PM] karamazovapy: my tanglebox wasn't very impressive [12/5/2010 4:36:52 PM] Zoomber: the other team was about to win and i zoom in [12/5/2010 4:36:59 PM] Zoomber: steal the flag [12/5/2010 4:37:02 PM] Zoomber: shoot 3 guys down [12/5/2010 4:37:14 PM | Edited 5:04:33 PM] Samuel Williams: If you have not seen it on forums, I have put all 39 video into youtube playlist. (Edit, I ended up putting my_playlist instead of view_play_list) http://www.youtube.com/view_play_list?p=4514F306D6CC5231 [12/5/2010 4:38:33 PM] Zoomber: if you havent seen my graphics card, its in intel.com, under "discontinued" [12/5/2010 4:39:44 PM] karamazovapy: man, it was great playing some of those retro levels [12/5/2010 4:39:55 PM] karamazovapy: endless war, hedge maze...good stuff [12/5/2010 4:40:07 PM] karamazovapy: just like the old days! [12/5/2010 4:40:32 PM] Samuel Williams: My graphics card (Radeon 9200) is old too, year 2003 [12/5/2010 4:40:55 PM] Samuel Williams: But it is fast. [12/5/2010 4:41:54 PM] karamazovapy: so...my vid options...hedge maze, flag day, underground, yivo [12/5/2010 4:42:03 PM] karamazovapy: any thoughts? [12/5/2010 4:42:52 PM] Samuel Williams: how much video do you have? [12/5/2010 4:43:09 PM] karamazovapy: 2.5 hours...but I'm only going to upload two or three games [12/5/2010 4:44:04 PM] Samuel Williams: ok.. [12/5/2010 4:44:36 PM] karamazovapy: of the stuff I recorded, it's just not all worth watching [12/5/2010 4:45:37 PM] Samuel Williams: I uploaded all my videos (mostly without editing) so anyone can watch it if they like to. [12/5/2010 4:48:13 PM] karamazovapy: yeah, that's nice to haave [12/5/2010 4:48:14 PM] Samuel Williams: I have not watched all my entire video, only some of it. [12/5/2010 4:49:12 PM] Samuel Williams: Including how I win on Hunter14. [12/5/2010 4:49:36 PM] karamazovapy: that was a good one [12/5/2010 4:50:15 PM] karamazovapy: maybe at the next BBB, solo FFA wins will count as two [12/5/2010 4:51:10 PM] Chris Eykamp: Levelgens style scripts can be run from the console with run