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nash | someone mentioned my name? | 00:05 |
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fizzleboink | must have been hours ago | 00:14 |
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niphree | good night | 00:44 |
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jotham | mithro: yes it was a bit late for me, i had been playing fallout tactics online with my friends | 01:01 |
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mithro | DystopicFro: ping? | 03:56 |
DystopicFro | mithro: pong | 03:57 |
mithro | DystopicFro: have you submitted an application for your "Re: [tp-devel] Ruleset Dev Env and TCPL" | 03:58 |
mithro | if so - what is your real name? | 03:59 |
DystopicFro | mithro: I was just writing that up now, actually...I was out and about a good chunk of today and finally got around to condensing my thoughts (I'm more of an action action action oops sort of guy sometimes) | 03:59 |
DystopicFro | James Gardner | 03:59 |
DystopicFro | I've got an app in for SQLite persistence already | 03:59 |
mithro | DystopicFro: ahh - no wonder I was having trouble finding it :P | 03:59 |
DystopicFro | >.< wanted feedback before I got too deep into it...I initially had a bit of a problem understanding things...too little sleep, too much coffee and no .tpcl files anywhere | 04:00 |
nash | heyo mithro... | 04:00 |
nash | You'll be happy to know I'm trying to nail that FPE now | 04:01 |
mithro | DystopicFro: it's starting to look good | 04:01 |
mithro | nash: cool | 04:01 |
DystopicFro | (the second night in a finally grepped the code for "lambda" and was pleasantly surprised that I had just been a goof up to that point) | 04:01 |
DystopicFro | mithro: thanks o.o | 04:01 |
nash | Also testing with 8 AIs... | 04:01 |
mithro | nash: ubber cool :P | 04:01 |
mithro | DystopicFro: I would like to see a little more on the "Forumlar Editor" but the screens and stuff definately are very good | 04:02 |
nash | Interestingly I'm still getting some failure messages I don't expect | 04:03 |
DystopicFro | mithro: heh, that's where I'm getting hung up a bit. I've been using Arena (simulation design tool) in one of my classes this semester and it has a pretty cool formula editor. It basically lays bare all of the objects in the simulation and gives you access to all their properties. It then also gives you a whole bunch of functions to use on the data as well. So, the property info will be built into the system...all that needs to be do | 04:05 |
DystopicFro | (gahhhhhh...I type too much for IRC I think) | 04:05 |
mithro | he he - I think so | 04:05 |
DystopicFro | mithro: but yea, I don't think I can have a prototype of that running in the next day...that'll take research | 04:05 |
mithro | DystopicFro: no need to "prototype" just a kind of "mockup screen" or even just screenshots of other applications which do similar things | 04:06 |
mithro | so we know you have been thinking about how to do it | 04:06 |
DystopicFro | aye...that's where I was heading...I'll get that stuff on a site that I'll link to off of the ap | 04:06 |
DystopicFro | *app | 04:06 |
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mithro | DystopicFro: please put your app in ASAP, your work so far seems very good and we would hate for it to be let down by your application | 04:08 |
DystopicFro | mithro: no pressure, eh? >.< | 04:09 |
DystopicFro | The app should be up in about an hour, many thanks for the encouragement | 04:09 |
mithro | DystopicFro: we'll try and comment on it as soon as your have submitted it :P | 04:09 |
nash | Blerge... I think i need a -dev version of libgcc | 04:11 |
Porthos_ | nash: I have a couple questions about the comments for my app | 04:20 |
nash | Well I know the error is something to do with 64 bit unsigned divisions... | 04:21 |
nash | Porthos_: Fire away... | 04:21 |
mithro | nash: your getting a FPE with unsigned divisions? | 04:21 |
Porthos_ | I'm not very familiar with Stars!, just what info Wikipedia has on it | 04:22 |
Porthos_ | What do you mean by the various points and combinations of points that need to snt to the server? | 04:22 |
nash | mithro: That is the FPE I was talking about in the server the other night | 04:23 |
nash | Porthos_: Have a look for the stars! autohost - there are plenty of articles up there about stars | 04:23 |
nash | However the point system for Stars race design is quite complex | 04:23 |
nash | And it can be affected by the values of other things. | 04:24 |
nash | So if you race has "Improved Engines" for instance, the cost of factory efficiency may be higher then for other races | 04:24 |
nash | (That example is wrong BTW) | 04:24 |
nash | Porthos_: Does that make sense now? | 04:26 |
nash | BTW: I only use stars as an example | 04:26 |
nash | as I know it well | 04:27 |
Porthos_ | Alright, so it looks like I need a better idea of what a race encompases | 04:27 |
nash | Porthos_: Stars is famous for it's race design. | 04:27 |
nash | Take a look at the autohost section and you'll see pages and pages on race design | 04:27 |
Porthos_ | http://www.starsautohost.org/ seems to be down | 04:28 |
nash | give me a second... I'll find a good article for you | 04:28 |
nash | hmm | 04:28 |
cherez | do the races just vary by their ships, or by more? | 04:31 |
Porthos_ | I'm looking at http://www.starsfaq.com/articles/basic_race_design.htm right now | 04:31 |
tpb | <http://ln-s.net/L7v> (at www.starsfaq.com) | 04:31 |
Porthos_ | So it looks like General Types, Sub-Types, Primary and Secondary Traits, Habitat, and Buildings | 04:34 |
nash | Porthos_: That's the one I was looking for | 04:35 |
Porthos_ | Which is what I'm aiming for more or less as a standard template | 04:35 |
Porthos_ | And I want to program a hook into the scripting language so that users can add whatever they want | 04:36 |
Porthos_ | Like adding a different resource | 04:39 |
mithro | Porthos_: i think you need to tackle this problem from two directions | 04:41 |
Porthos_ | I don't see where the client factors into this, the server should handle all of the calculations and send them to the clients | 04:41 |
mithro | Porthos_: the first one is "Ruleset Designer: Designing Race stuff for a Ruleset" and "A User: Designing a race to play in a ruleset" | 04:42 |
mithro | which are quite different tasks | 04:42 |
Porthos_ | mithro: Correct, but it also says that support in the server and protocols are needed | 04:43 |
mithro | Porthos_: well currently no server supports even the concept of races | 04:43 |
mithro | and the protocol has no way for a client to download the information needed for "A User: Designing a race to play in a ruleset" | 04:43 |
Porthos_ | mithro: I also adjusted the project schedule so I make a few races for a ruleset, and I plan to integrate race support into tpserver | 04:44 |
Porthos_ | cpp | 04:44 |
mithro | okay | 04:44 |
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mithro | whats your Real Name? | 04:44 |
Porthos_ | Craig Mesdag | 04:45 |
Porthos_ | I've changed the app a bit since yesterday | 04:46 |
Porthos_ | Nothing submitted yet though | 04:46 |
mithro | Porthos_: it would be also good if you could put in the app - what is used for what | 04:47 |
mithro | s/for what/by who | 04:47 |
mithro | Porthos_: i'll add some comments to the application right now | 04:48 |
Porthos_ | mithro: Can do, the Race Designer is a user tool and anybody who wants to make a race can use it | 04:48 |
Porthos_ | mithrho: Everything else is server side which won't need to be changed a whole lot by a user | 04:50 |
Porthos_ | Thats the plan anyway | 04:50 |
mithro | Porthos_: comment added | 05:01 |
Porthos_ | mithro: Thanks | 05:02 |
Porthos_ | Hopefully I can keep it under 7500 words... | 05:04 |
mithro | Porthos_: i think someone discovered there isn't actually a limited | 05:06 |
mithro | bah, me englirsh is gooda | 05:06 |
Porthos_ | Thats good | 05:07 |
mithro | Porthos_: don't quote me on that | 05:08 |
mithro | Porthos_: btw have you tried downloading the stars! demo and give it a go? | 05:13 |
Porthos_ | mithro: Yeah, I'm looking at it now | 05:13 |
Porthos_ | mithro: The editor doesn't seem to be what I have in mind | 05:14 |
mithro | Porthos_: the editor in Stars! is the end user thing | 05:14 |
mithro | s/thing/part | 05:14 |
Porthos_ | mithro: Right, and I'm aiming for a something that a Designer would use | 05:15 |
mithro | all these things you select need to be coded | 05:15 |
Porthos_ | mithro: Something like a Race Factory Factory | 05:16 |
mithro | yeah :P | 05:16 |
mithro | Porthos_: so you need to be clear which parts you are going to develop and which parts are for who | 05:16 |
Porthos_ | Right, the thing is anybody could download the whole thing when its done, create a ruleset and set of races, and run a server | 05:17 |
mithro | Porthos_: yes that is true | 05:17 |
mithro | Porthos_: but then they would be a "Designer" rather then a "Player" | 05:17 |
mithro | Porthos_: as all the other players of the game will have to trust the Designer | 05:18 |
Porthos_ | Yes, players have very little to do with the whole process, outside of complaining on forums why x is unbalanced | 05:18 |
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mithro | Porthos_: but it is important that players can create races in the same way they do in stars! | 05:19 |
Porthos_ | mithro: Ah, you said the magic word, I didn't realize that | 05:20 |
* nash will be back in an hour or so | 05:20 | |
Porthos_ | And made the whole project a magnitude harder | 05:20 |
mithro | Porthos_: if you arn't going to get to doing that - say so "I can only support 'whole races' at the moment - but will leave room for expansion of the race design idea" or something | 05:21 |
Porthos_ | I just thought the idea was a designer made it and people only played it | 05:23 |
mithro | we understand that 3 months is only 3 months :P | 05:23 |
mithro | Porthos_: yeah, thats what me and nash thought | 05:23 |
mithro | but it's a little hard to explain the concept :P | 05:24 |
Porthos_ | I'll try to explain what I have in my head so far then | 05:25 |
Porthos_ | I'm making a Race Designer for Designers that creates a sort of race template, which can then be loaded into a game | 05:25 |
Porthos_ | The template will specify all of the types and constraints for races in a game | 05:26 |
Porthos_ | The server is modified to support it | 05:27 |
Porthos_ | And a player application is made so that the players can make new races, and designers can make the default ones | 05:28 |
Porthos_ | mithro: Is this more of what your thinking? | 05:29 |
mithro | Porthos_: almost | 05:30 |
Porthos_ | mithro: OK, well I have the general idea then, I'll modify my app | 05:34 |
mithro | Porthos_: it's a little closer to this | 05:35 |
mithro | 1. You make a "Race Attribute Designer" for Designers, that creates "Attributes" which a player might select (For Example "Cheap Engines") | 05:35 |
mithro | these modify the gameplay in some way (IE make your engines explode in 10% of the cases) | 05:35 |
mithro | they also have "requirements", IE there may be a "Cheaper Engines" which requires you to take "Cheap Engines" first | 05:36 |
mithro | 2. A player application is made so that the player can choose to have a race with "Cheap Engines" and "Super Cool Technology" | 05:37 |
mithro | so, you still need all your "hooks" and "scripting" stuff to impliment attributes | 05:37 |
mithro | (ie the cheap engines would need to hook into the move order probably) | 05:38 |
mithro | that make sense? | 05:40 |
mithro | so you where very close to being on the right track | 05:40 |
Porthos_ | Yeah | 05:40 |
Porthos_ | If its done the way your explaining it, there's not a whole lot that needs to be customized outside of what is provided | 05:44 |
Porthos_ | A designer only needs to make the race types, attributes, and set required attributes for race, and a score system can decide the validity of races made by players | 05:49 |
mithro | yeah | 05:53 |
mithro | of course it's a nightmare to balance :P | 05:54 |
Porthos_ | Certainly, but thats up to the designer | 05:55 |
mithro | yeah, a NMP :P | 05:55 |
DystopicFro | mithro: app submitted, auxiliary website being put together at the moment with screens from Arena and other errata | 05:57 |
mithro | DystopicFro: okay cool | 05:58 |
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DystopicFro | (and, yes, it needs a lot of polish, right now it's just an unorganized mishmash) | 06:15 |
mithro | DystopicFro: it's a pretty strong application so far :P | 06:23 |
DystopicFro | mithro: thanks o.O I hope to improve it tomorrow after a good night's sleep | 06:31 |
mithro | DystopicFro: adding comments now | 06:31 |
DystopicFro | coolio | 06:31 |
mithro | DystopicFro: some comments added | 06:39 |
nash | BTW: Has anyone else got a floating point exception in tpserver-cpp? | 07:24 |
nash | normally crashes around turn 10-18 with 8 AIs.. | 07:28 |
nash | yay | 07:37 |
nash | mithro: Found that seg fault | 07:37 |
mithro | nash: where was it? | 07:37 |
nash | I recompiled with a different compiler and strogner debugging options. | 07:37 |
nash | It's in Move::getETA | 07:37 |
mithro | and? | 07:38 |
* nash looks closed | 07:38 | |
mithro | s/closed/close | 07:39 |
nash | Well it looks like max_speed == 0 ot something | 07:39 |
* nash pulls out ddd | 07:39 | |
nash | Okay... it's weird | 07:40 |
nash | max_speed == 0 for some reason | 07:40 |
nash | the object is a ship | 07:41 |
nash | Well it appears to be | 07:41 |
nash | It is named like it is a ship | 07:41 |
nash | Has type 4 - whihc is a ship | 07:41 |
nash | Its in move.cpp | 07:42 |
nash | In minisec | 07:43 |
mithro | which part? | 07:43 |
nash | I can't see how the bug could be... but I can get it reliably | 07:43 |
mithro | if(distance == 0) | 07:43 |
mithro | return 1; | 07:43 |
mithro | return (int)((distance - 1) / max_speed) + 1; | 07:43 |
mithro | ? | 07:43 |
mithro | max_speed is zero? | 07:43 |
nash | the / | 07:43 |
nash | Yes - max_speed = 0 | 07:43 |
nash | According to the compiler | 07:43 |
mithro | do you have an optimisations compiled in? | 07:44 |
mithro | maybe a compiler bug? | 07:44 |
nash | It's gcc... I need to have optimisations on for it produce sane/correct code | 07:44 |
nash | I was using g++3.4. | 07:44 |
nash | I am now using g++-4.1 | 07:44 |
nash | Both have the error | 07:44 |
nash | The only extra flags I'm using (since the build system adds quite a few of it's own are) | 07:45 |
nash | tranquillity:[~/work/thousandparsec/tpserver-cpp]% echo $CXXFLAGS | 07:45 |
nash | -g3 -Wall | 07:45 |
nash | Neither shoudl affect anything | 07:45 |
nash | Optimisation flags (supplied by configure) are: -O2 | 07:46 |
nash | Also for some silly reason there is a -W. | 07:46 |
* nash notes maxSpeed is a non-trivial function | 07:47 | |
mithro | put an assert in maxspeed? | 07:49 |
nash | To do what? Tell me the bug is there? I know it is there... | 07:51 |
nash | I'm not sure... I find reading complex C++ types a PITA... but it looks like the fleet contains 0 ships | 07:51 |
mithro | nash: "ds->getDesign(itcurr->first)->getPropertyValue(ds->getPropertyByName("Speed"))" assert that is non-zero? | 07:53 |
mithro | because otherwise it should be 1e100 | 07:54 |
mithro | long long Fleet::maxSpeed(){ | 07:54 |
mithro | double speed = 1e100; | 07:54 |
mithro | DesignStore* ds = Game::getGame()->getDesignStore(); | 07:54 |
mithro | for(std::map<int, int>::iterator itcurr = ships.begin(); | 07:54 |
mithro | itcurr != ships.end(); ++itcurr){ | 07:54 |
mithro | speed = fmin(speed, ds->getDesign(itcurr->first)->getPropertyValue(ds->getPropertyByName("Speed"))); | 07:54 |
mithro | } | 07:54 |
mithro | return (long long)(floor(speed)); | 07:54 |
mithro | } | 07:54 |
mithro | thats the function right? | 07:54 |
nash | Yeah | 07:54 |
nash | Umm... | 07:55 |
nash | that looks broken to me | 07:55 |
nash | oh no | 07:55 |
mithro | why? | 07:55 |
nash | It's fine | 07:55 |
nash | I'm not sure why the floor call is there | 07:55 |
mithro | double needs to be converted to an int? | 07:56 |
mithro | wants to floor it | 07:56 |
mithro | ? | 07:56 |
nash | If speed is an integer property it shoudl be stored as a integer. No need to use doubles elsewhere | 07:56 |
mithro | don't ask me :P | 07:57 |
nash | okay - I'm asserting that speed < 1e100 | 07:58 |
* nash notes it's hard to get AIs to fight when multiple AIs crash the server... | 07:59 | |
* nash will probably leave smarter behavious to when he starts doing MTSec suport | 07:59 | |
nash | okay - running again now. | 08:01 |
nash | 8 AIs... | 08:01 |
nash | 30second turns | 08:01 |
nash | console log off... | 08:02 |
nash | for sanity | 08:02 |
Porthos_ | Updated my app | 08:02 |
nash | And it slows down the debugger too much | 08:02 |
nash | Porthos_: Cool | 08:03 |
nash | Which one is it again? ;-) | 08:04 |
Porthos_ | Creation of a Race Designer | 08:04 |
nash | Question: How much extra work do you think it would be for rule sets to be written in Lua? | 08:05 |
nash | As well as races? | 08:05 |
Porthos_ | Probaly not a whole lot when one is done | 08:06 |
Porthos_ | I thought it would be useful for making weapons, ship, and such | 08:06 |
Porthos_ | Rulesets are also a possibility, but I would be reinventing the wheel... | 08:07 |
* nash wonders as he has a few ideas for small rulesets, and he thinks the effort in C++ is too much...but a lua one would be feasible | 08:07 | |
nash | Porthos_: okay | 08:07 |
nash | Looks good | 08:08 |
Porthos_ | making a new ruleset using the scripting engine might be an option | 08:08 |
nash | Okay - only thing I'm worried about now is something to test the ruleset in | 08:09 |
nash | I worry you will need to start that design early so you have a framework to make the rest of the ideas work | 08:09 |
nash | mithro: Turn 17... | 08:10 |
nash | And boom - turn 18 it fails | 08:10 |
nash | tpserver-cpp: fleet.cpp:85: long long int Fleet::maxSpeed(): Assertion `speed != 1e100' failed. | 08:10 |
Porthos_ | I'm designing a lua scripting engine for my own game | 08:10 |
Porthos_ | If I play the cards right I might be able to put it in TP without any problems | 08:11 |
mithro | speed was zero? | 08:13 |
nash | heh | 08:14 |
nash | Porthos_: Sounds good | 08:14 |
mithro | hrm how is that possible | 08:14 |
nash | mithro: Well 1e100 will pobably overflow most 64 bit ints. | 08:14 |
mithro | fmin must be failing | 08:14 |
nash | Or the fleet has nothing in it | 08:14 |
nash | Wait a moment | 08:15 |
mithro | >>> 1e100 < 2**63 | 08:15 |
mithro | False | 08:15 |
mithro | :/ | 08:15 |
mithro | change that to a 1 | 08:15 |
mithro | s/1/2**63/ | 08:16 |
mithro | the fleet has nothing in it | 08:16 |
mithro | i was reading it wrong | 08:18 |
mithro | it's quite clear that the "default" speed must fit in a longlong | 08:19 |
nash | mithro: No.. the default should never be used. | 08:19 |
nash | The fleet is empty for some reason | 08:20 |
mithro | nash: in theory :P | 08:20 |
nash | Well if it is used there is a bug. | 08:20 |
mithro | the default should still fit in what you are going to return | 08:20 |
nash | Which needs to be fixed | 08:20 |
nash | Correct behavious afgter a bug can go jump | 08:20 |
nash | It shouldn't get there in the first place | 08:20 |
nash | You shouldn't be asking for the velocity of nothing | 08:20 |
nash | or it's eta | 08:20 |
nash | It makes no sense | 08:20 |
nash | So some default to try and handle it makes no sense | 08:21 |
* nash bets this is related to the strange fleet mithro saw in error.png | 08:21 | |
mithro | nash: possibly | 08:21 |
nash | At this point the best thing is to try and solve the problem, not paper over it | 08:21 |
mithro | on a side note - I think I know what is causing an empty fleet - Lee's turn handling is horrible borked hence you are going to get this happening | 08:22 |
nash | ships - the map - has 0 memmbers | 08:22 |
mithro | IE my guess is that there is a path through either colonise, splitfleet or battle which leaves an empty fleet around | 08:22 |
nash | Well I never send a splitfleet order | 08:23 |
nash | So it's either colonise or battle | 08:23 |
nash | There are quite a few combat results | 08:24 |
* nash is looking through the message log | 08:24 | |
mithro | nash: until Lee sorts out turn processing, this is pretty much hopeless | 08:25 |
nash | In that case... my AI is probably not going to be adjusted any more... | 08:28 |
nash | I'm going to keep working on the client side. | 08:29 |
nash | But the ai-smart branch will remain dead | 08:29 |
mithro | maybe we should all go lich Lee :P | 08:30 |
mithro | i think lee might think otherwise btw :P | 08:31 |
nash | About the lynching? Or that it is broken? | 08:31 |
mithro | nash: both :) | 08:31 |
nash | Well I can show it's broken | 08:32 |
nash | Hell that assert shows it is broken | 08:33 |
mithro | i mean that the order processing is fundamentally broken | 08:33 |
nash | Ahh | 08:33 |
* nash notes that we are going to have quite a few people looking at this soon... | 08:33 | |
mithro | nash: yeah :) | 08:36 |
nash | mithro: I meant that in a bad way | 08:37 |
nash | We need to make sure this is solid before we unleash the hordes | 08:37 |
mithro | maybe they will all give up and work on tpserver-py :P | 08:39 |
nash | Keep dreaming ;-) | 08:40 |
mithro | okay i've found the problem | 08:44 |
mithro | nash: in tpserver-cpp | 08:48 |
nash | mithro: Cool | 08:49 |
* nash had just pushed and was looking at what he needed to do for the AI comp entry | 08:49 | |
mithro | well I think | 08:49 |
mithro | nash: can you test the following... | 08:51 |
nash | ? | 08:53 |
mithro | nash: if you send a ship and colonise something, the fleet does disappear right? | 08:54 |
nash | Normally - as far as I know | 08:54 |
nash | I haven't looked close enough to notice it not | 08:54 |
nash | However if I'm issuing a move order I must have got an update on it | 08:54 |
nash | bbs - then I'll apply your patch | 08:56 |
nash | returned | 09:00 |
mithro | nash: i belive the following occurs | 09:01 |
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mithro | is it possible, you are trying to colonise a planet which is colonised by someone else? | 09:01 |
nash | mithro: Could well be | 09:02 |
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mithro | seems like the correct time in the game | 09:02 |
mithro | is there a way to assert with a particular message? | 09:02 |
nash | if (somecondition) assert(!"message"); ? | 09:03 |
nash | What code are you looking at? | 09:05 |
mithro | colonise.cpp | 09:05 |
mithro | it appears that the object will do combat | 09:05 |
mithro | and then doesn't check the object is destoryed | 09:05 |
mithro | put this assert on line 135 | 09:06 |
mithro | assert(fleet->totalShips() > 0); | 09:06 |
nash | 135 is "int shiphp = 2000000;"; | 09:06 |
nash | So after that? | 09:06 |
mithro | opps | 09:07 |
mithro | no hold on | 09:07 |
mithro | line 132 | 09:07 |
* nash wonders how the ETA code comes into this... | 09:07 | |
nash | how do I turn off console log? | 09:08 |
mithro | nash: because an empty object still exists - so you tried to send it somewhere | 09:08 |
mithro | hence the ETA code borks because it has an empty object | 09:10 |
nash | okay... 8 clients, 10 seond turns | 09:10 |
mithro | so I'm trying to track down how the empty object started to exist in the first place | 09:10 |
nash | Should barf within a 2 minutes | 09:10 |
mithro | log_level = 3 | 09:11 |
mithro | that should get rid of most of the output | 09:11 |
mithro | (in theory) | 09:11 |
nash | Okay the speed assertion tripped, not the colonisation one | 09:12 |
mithro | hrm.... | 09:12 |
nash | On turn 13. | 09:12 |
nash | Thats a new record | 09:12 |
mithro | okay | 09:13 |
* nash wonders if he should try 16 or 32 clients instead ;-) | 09:13 | |
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niphree | hi all | 09:44 |
nash | hey niphree | 10:01 |
nash | SoC I assume? | 10:01 |
niphree | yes :] | 10:04 |
nash | Sorry - I'm in the middle of dinner | 10:04 |
nash | Is your application in? | 10:04 |
niphree | well - I just have breakfast :] | 10:05 |
nash | Other side of the planet | 10:05 |
niphree | no - I must first check something - :/ | 10:05 |
nash | Still be here in 30 minutes or so? | 10:05 |
nash | What is it you need to know? | 10:05 |
niphree | hmm.. I'm just trying to connect to server (but I'm using php and Frame class ;) ) | 10:06 |
mithro | niphree: the libtpproto-php is pretty primatitive :P | 10:07 |
niphree | well, true ;) | 10:07 |
mithro | you should be able to connect to a server and possibly login | 10:09 |
niphree | hm.. I just want to see how I can connect using php - so I can tell I can do this in my application :] | 10:09 |
mithro | niphree: well, you'll have to open a socket connection and use the Frame classes to create and parse the output/input | 10:10 |
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JLP | hello all | 10:29 |
mithro | hey llnz | 10:31 |
mithro | we found the source of nash's bug | 10:31 |
llnz | hi mithro, JLP | 10:31 |
llnz | cool, what is it? | 10:31 |
mithro | an "empty" fleet | 10:31 |
mithro | well thats our current theory | 10:32 |
mithro | it's caused by GetETA doing a div by zero as GetMaxSpeed is returning 0 | 10:32 |
llnz | odd | 10:32 |
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nash | tpserver-cpp> tpserver-cpp: minisec.cpp:484: virtual void MiniSec::checkGame(): Assertion `fleet->totalShips() > 0' failed. | 10:45 |
nash | mithro: That's with your patch | 10:45 |
mithro | yay! | 10:45 |
mithro | so atleast we know it's definately a fleet being empty | 10:45 |
mithro | niphree: how did it go? | 10:58 |
mithro | nash: now we have to find out where it's occuring | 10:58 |
nash | Indeed | 10:59 |
mithro | will ave new patch for you soon | 10:59 |
nash | okay | 11:00 |
mithro | llnz: ping? | 11:06 |
llnz | pong | 11:06 |
llnz | sorry was not paying attention | 11:07 |
mithro | so um, we definately know after turn processing we are getting a fleet which has no ships left in it | 11:07 |
llnz | humm... | 11:07 |
mithro | llnz: can combat remove individual ships? or does one side just get totally destoryed? | 11:08 |
llnz | i can, it's suppose to check if it empty though | 11:08 |
llnz | s/i/it | 11:09 |
mithro | llnz: where does it remove ships? | 11:09 |
mithro | i can't make any sense of the combat :/ | 11:10 |
llnz | Fleet::hit (line 106 of fleet.cpp) | 11:10 |
llnz | for example: line 132 | 11:11 |
mithro | ahh Fleet::hit | 11:11 |
mithro | llnz: i think this is caused by in colonisation | 11:13 |
mithro | nash: can you scatter the assert(flee...) thing around colonisation? | 11:13 |
nash | mithro: Which assert? | 11:14 |
nash | mithro: llnz: BTW: 29 | 11:15 |
llnz | wow | 11:15 |
mithro | assert(fleet->totalShips() > 0) | 11:15 |
llnz | 3 ones i haven't seen yet | 11:15 |
mithro | JLP: ping? | 11:16 |
JLP | mithro: pong | 11:16 |
mithro | wow, we are all here, to the batcave! (if you have time) | 11:16 |
niphree | mithro: I have .. problems ;) one server: no php5 O_o and connection problem, second server: connection problem | 11:21 |
mithro | niphree: have you managed to get a socket connection? | 11:22 |
niphree | I've got: connection timeout error (in socket_connect function) | 11:23 |
mithro | where are you trying to connect to? | 11:24 |
mithro | demo1? | 11:24 |
niphree | demo1.thousandparsec.net (64.251.14.226:8080) | 11:24 |
niphree | yes | 11:24 |
mithro | well you might try the right port :P | 11:24 |
mithro | tp://demo1.thousandparsec.net:6923/demo1 | 11:25 |
niphree | hmm :> oO :D | 11:25 |
niphree | w8... | 11:25 |
mithro | llnz: how goes your conversion to the better way of doing turn gen? | 11:25 |
nash | tpserver-cpp> tpserver-cpp: minisec.cpp:484: virtual void MiniSec::checkGame(): Assertion `fleet->totalShips() > 0' failed. | 11:26 |
nash | So same - didn't trip it in colonise | 11:26 |
mithro | nash: hrm it didn't die in colonise? | 11:26 |
llnz | mithro: waiting the close of the ai comp | 11:26 |
nash | mithro: Nope | 11:26 |
mithro | nash: okay will have new patch soon | 11:26 |
nash | llnz: blerg :-( Making AI compe harder when it keeps breaking | 11:27 |
niphree | mitho: - connected | 11:27 |
llnz | nash: was going to run the ai comp on the server tagged the day it closes, and not any updates after that | 11:27 |
mithro | niphree: yay! | 11:28 |
mithro | nash: new patch | 11:43 |
nash | emailed? | 11:45 |
mithro | yea | 11:45 |
nash | mithro: Can I apply that patch over the top, or do I need to make a pristine checkout first? | 11:56 |
mithro | you need to reverse the first patch | 11:56 |
mithro | then apply that | 11:56 |
mithro | (i think | 11:56 |
mithro | use darcs revert | 11:56 |
nash | Wow.. turn 8 it barfed | 12:00 |
nash | 2007-03-25 22:03:17 < Debug > Combat r1 1, r2 2 | 12:01 |
nash | 2007-03-25 22:03:17 < Debug > Empty shot list from fleet 2 | 12:01 |
nash | tpserver-cpp> tpserver-cpp: minisec.cpp:484: virtual void MiniSec::checkGame(): Assertion `fleet->totalShips() > 0' failed. | 12:01 |
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nash | mithro: llnz: Any idea? | 12:02 |
mithro | nash: it didn't die in the combat? | 12:03 |
nash | Looks like it did | 12:03 |
nash | 2007-03-25 22:03:17 < Debug > Combat start | 12:03 |
nash | 2007-03-25 22:03:17 < Debug > Combat r1 0, r2 2 | 12:03 |
nash | 2007-03-25 22:03:17 < Debug > f1 hit by 0 shots from d2 | 12:03 |
nash | 2007-03-25 22:03:17 < Debug > f2 hit by 1 shots from d1 | 12:03 |
nash | 2007-03-25 22:03:17 < Debug > Combat r1 2, r2 1 | 12:03 |
nash | 2007-03-25 22:03:17 < Debug > f1 hit by 0 shots from d2 | 12:03 |
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nash | 2007-03-25 22:03:17 < Debug > f2 hit by 1 shots from d1 | 12:03 |
nash | 2007-03-25 22:03:17 < Debug > Combat r1 1, r2 2 | 12:03 |
nash | 2007-03-25 22:03:17 < Debug > Empty shot list from fleet 2 | 12:03 |
nash | tpserver-cpp> tpserver-cpp: minisec.cpp:484: virtual void MiniSec::checkGame(): Assertion `fleet->totalShips() > 0' failed. | 12:03 |
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mithro | i was hoping it would die in | 12:04 |
mithro | +bool RSPCombat::isAliveCombatant1(){ | 12:04 |
mithro | + if (c1 != NULL && c1->getType() == obT_Fleet) | 12:04 |
mithro | + assert(((Fleet*)c1)->totalShips() > 0); | 12:04 |
mithro | + return (c1 != NULL); | 12:04 |
mithro | +} | 12:04 |
niphree | mithro: about starmap - all information (coordinate) are in planet, galaxy.. objects ? | 12:04 |
llnz | mithro, nash: I think i've found the problem | 12:11 |
llnz | checking it now | 12:11 |
nash | llnz: Sweet | 12:14 |
CIA-17 | Lee Begg <[email protected]> * tpserver-cpp/modules/games/minisec/fleet.cpp : | 12:18 |
CIA-17 | Hopefully fix empty fleet mistake/crash: | 12:18 |
CIA-17 | Makes sure that combat knows if the fleet is empty. Crash can happen after | 12:18 |
CIA-17 | the last shot in combat destroys the last ship in the fleet. | 12:18 |
llnz | try that | 12:18 |
nash | pulling now | 12:18 |
llnz | the cause of the bug fits the pattern of usage | 12:19 |
nash | letting it run | 12:21 |
llnz | s/usage/occurance/ | 12:21 |
nash | if it gets to turn 20 without a crash with 8 AIs it is probably safe | 12:21 |
nash | Turn 12... looking good | 12:22 |
nash | llnz: BTW: Do you want to fix getETA? | 12:23 |
nash | So it throws an exception or something for fleets with 0 ships | 12:23 |
nash | turn 20 | 12:24 |
llnz | cool | 12:24 |
llnz | an exception would cause the server to exit | 12:24 |
llnz | (cleanly) | 12:24 |
mithro | nash: still working? | 12:25 |
nash | yep | 12:26 |
mithro | cool | 12:26 |
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* llnz wanders off | 12:51 | |
llnz | later all | 12:51 |
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sijmen | Isn't there some kind of highspeed sever with 2 minute turns or something? | 13:17 |
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niphree | ok, I submited my application | 15:08 |
niphree | waiting for comments | 15:09 |
JLP | niphree: cool, i'll review it in a couple of minutes | 15:10 |
niphree | JLP: thx | 15:12 |
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JLP | niphree: done, i've added a couple of comments, now you can edit and improve the application based on these comments | 15:37 |
JLP | btw i've just got some idea for metaserver stuff, i was thinking if it would be nice to add some Jabber/XMPP Publish-Subscribe (PubSub) support to it so that players could get notifications about new games right into their Jabber clients :) | 15:39 |
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miChou | hello | 15:55 |
miChou | how many apps already? :) | 15:55 |
JLP | miChou: ahoy | 15:56 |
JLP | we're up to 30 now | 15:56 |
miChou | nice :) | 15:57 |
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JLP | btw, i have something to ask all applicants, do you get an e-mail notification or something when a mentor comments the application? | 16:13 |
miChou | yeah | 16:14 |
miChou | i know i did | 16:14 |
JLP | nice, because what i'm missing is a notification when a student edits application and some diff would also be nice to get at the same time :) | 16:15 |
miChou | :-? | 16:16 |
miChou | so you don't receive an email when an student updates his app? | 16:17 |
miChou | nor when he makes a comment? | 16:17 |
JLP | nope | 16:17 |
JLP | nope | 16:17 |
miChou | well then... | 16:17 |
miChou | I have updated my application :D | 16:18 |
JLP | miChou: ok thanks for notification, will review once more just in case i've missed anything | 16:20 |
miChou | 10x alot :) | 16:22 |
JLP | miChou: i think it is ok, maybe some other mentor has something to add | 16:27 |
miChou | ok :) | 16:28 |
miChou | I'll be around for a few more hours | 16:28 |
miChou | so please feel free to ping me | 16:28 |
miChou | i'd be most pleased to work with you | 16:29 |
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JLP | fizzle_: ahoy | 17:11 |
fizzle_ | JLP: hey | 17:20 |
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niphree | JLP: I uppdated application | 17:53 |
niphree | JPL: I also added notification via jabber | 17:54 |
niphree | JLP: I'll be back in two hours | 17:56 |
JLP | niphree: ok will check it out | 17:56 |
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niphree|AFK | JLP: thx | 17:56 |
JLP | oh and welcome shaddy | 17:56 |
shaddy | JLP:Hi | 17:57 |
* shaddy waves hello | 17:57 | |
JLP | shaddy: are you here to joinn the summer of code party | 17:58 |
shaddy | JLP:\yup | 17:58 |
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JLP | shaddy: so did any of the ideas from the soc pages catch you attention or are you still exploring | 17:59 |
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shaddy | JLP:I will be clear. | 18:00 |
shaddy | JLP:I havent done any game programming yet. | 18:00 |
JLP | shaddy: where we all have to start somehwere :) | 18:00 |
JLP | s/where/well | 18:01 |
shaddy | JLP:But I am a kind of reasearch worker and have been doing lot of research on protocols(Networks mainly) and I am very good at C,C++, algorithms etc. | 18:01 |
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shaddy | JLP:So is there anything for me??? | 18:01 |
JLP | shaddy: hm hard to say for me, i guess you have to look for yourself and see what you would like to do the most | 18:02 |
shaddy | JLP:Thanks. | 18:03 |
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JLP | shaddy: or even better, you can come up with your own idead that would be helpfull to the project | 18:03 |
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[1]fizzle_ | hmm connection weird today :\ | 18:14 |
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sijmen | Passed 25 yet? | 18:31 |
JLP | sijmen: yup, up to 30 now | 18:33 |
JLP | 6 of them are not good | 18:33 |
DystopicFro | JLP: how does that work, exactly? the number of "good" applications a project get determines how many slots it gets? | 18:37 |
JLP | DystopicFro: not sure, i guess it depends on that and on the number of applications other mentoring organisations get | 18:38 |
DystopicFro | hm... | 18:38 |
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Iwanowitch | Heya! | 18:41 |
JLP | Iwanowitch: ahoy | 18:41 |
miChou | Iwanowitch: hello | 18:41 |
Iwanowitch | So... How many applications? :) | 18:41 |
sijmen | 30.. wow! | 18:42 |
sijmen | how many hours left? | 18:42 |
sijmen | Iwanowitch, 30 | 18:42 |
Iwanowitch | If I'm right, about 12 hours left? | 18:43 |
Iwanowitch | Or is it till the end of the day? That would be 36, then. | 18:43 |
Iwanowitch | 30 is nice... Would we make 37? :P | 18:44 |
sijmen | what timezone was that in? | 18:44 |
sijmen | wgy 37? | 18:44 |
Iwanowitch | sijmen: Pacific. | 18:44 |
Iwanowitch | And because I guessed 37 :) | 18:44 |
DystopicFro | 5PM PST on March 26th, so, 29 and a half hours. | 18:44 |
sijmen | that'll be past midnight tomorrow here in the Netherlands | 18:45 |
DystopicFro | d'oh....7800 characters on my application...I hope Google doesn't notice! | 19:02 |
miChou | pray the webapp doesn't crop it | 19:02 |
DystopicFro | Yea...that'd be real nice of them...cut me off mid-paragraph | 19:03 |
DystopicFro | *shakes fist at Google in rage* | 19:03 |
sijmen | DystopicFro, can't you make it a bit shorter or put some details somewhere else? | 19:03 |
DystopicFro | sijmen: I already have an auxiliary website with screenshots and a more in-depth discussion of a part of my proposed project | 19:04 |
DystopicFro | I guess I'll just have to move more stuff over to that site | 19:04 |
sijmen | whoa, you've got a pretty extensive plan then | 19:04 |
DystopicFro | yea...Ruleset Development Environment, wrote up a quick and dirty prototype in Java too | 19:05 |
DystopicFro | though mithro seems most excited about the possibility of a TPCL Expression Editor | 19:05 |
sijmen | pretty cool | 19:05 |
DystopicFro | >.< | 19:05 |
sijmen | I wanted to do the same thing at one point but didn't really feel like doing it after all | 19:06 |
DystopicFro | what have you submitted apps for, if you don't mind me asking? | 19:06 |
sijmen | three clients :) | 19:06 |
DystopicFro | ah, very cool, that seems to be a popular project, though...lots of 3d clients | 19:06 |
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DystopicFro | a good web client would be really cool, though | 19:06 |
DystopicFro | then all you need is a browser | 19:07 |
sijmen | first was a native Mac client proposal, with some ideas target especially at usability. mithro didn't really seem to like the idea of a Mac-only version so I also submitten on for Gtk, with many of the same UI features (not nearly all though) | 19:07 |
sijmen | and a web version | 19:07 |
sijmen | (ASP.NET) | 19:07 |
DystopicFro | ah, that sounds cool | 19:07 |
DystopicFro | I'm not all too familiar with ASP.NET though | 19:07 |
sijmen | I think this game has very much potential as a web game, more than client | 19:08 |
sijmen | it can basically can do the same as any other web language. | 19:08 |
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[1]fizzle_ | JLP: I have sent in my 2nd application | 19:08 |
DystopicFro | aye...it's got a lot of great potential | 19:08 |
JLP | [1]fizzle_: i'll take a look | 19:09 |
sijmen | I think that as a desktop version it should also have an optional (server-side option) 'finished turn' function | 19:10 |
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sijmen | does that make 31? :) | 19:10 |
JLP | yup | 19:11 |
sijmen | my chances slim every hour.. | 19:11 |
sijmen | ;)_ | 19:11 |
DystopicFro | sijmen: yes, I think it's the little details like that that really need to be worked on to polish things up to gain wider appeal | 19:11 |
DystopicFro | that and adding new, functioning gametypes | 19:12 |
sijmen | I tried playing a few Minisec games but got bored by the 20 minute turns | 19:12 |
Iwanowitch | I wonder... If one made the round times really small, would you have a real-time strategy game? | 19:14 |
JLP | sijmen: yup minisec is more of a quick game that doesn't need too much thinking, something like a bit more advanced konquest from kde | 19:14 |
sijmen | pretty much yeah | 19:14 |
sijmen | that was about Iwanowitch comment | 19:16 |
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sijmen | I actually prefer Konquest above Minisec | 19:16 |
Iwanowitch | Yeah, it's a lot more fun without the perfect knowledge. | 19:16 |
JLP | i agree with both of you :) | 19:18 |
sijmen | I used to play it with a friend back when I was using KDE, we'd cover our fingers while typing the numbers :P | 19:18 |
sijmen | typing 001 so it would say *** making the other think we sent hundreds of ships | 19:18 |
sijmen | *I | 19:18 |
Iwanowitch | Heh, great : | 19:19 |
Iwanowitch | :) | 19:19 |
sijmen | then sending 99 ships to some other place.. great times | 19:19 |
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sijmen | I'm gonna remake Konquest as .NET app tomorrow if I find the time. | 19:24 |
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niphree | hi | 19:39 |
DystopicFro | ahoyhoy | 19:39 |
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sijmen | night all | 20:06 |
sijmen | seeya tomorrow when the 50 mark is breached | 20:07 |
DystopicFro | gnight | 20:07 |
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jotham | damn | 21:41 |
jotham | i need to make some dummy graphics | 21:41 |
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mithro | 33! | 22:17 |
Iwanowitch | Come on... 4 more... | 22:21 |
Iwanowitch | Well, even more would still be better, of course :). | 22:21 |
JLP | hehe we'll have to recrute some more mentors :) | 22:24 |
mithro | JLP: feel free to add comments to new apps | 22:30 |
mithro | running away now | 22:30 |
mithro | see ya | 22:30 |
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miChou | mithro: c u | 22:36 |
dmpayton | 33 apps? | 22:41 |
JLP | dmpayton: yup | 22:46 |
dmpayton | Nice | 22:46 |
dmpayton | How many are decent, solid apps? | 22:46 |
JLP | i'd say 27 | 22:46 |
dmpayton | Wow! | 22:47 |
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JLP | atrader42: welcome | 23:44 |
atrader42 | thanks :) | 23:44 |
JLP | atrader42: are you here for summer of code | 23:45 |
atrader42 | I just recently found out about the project through summer of code, so I'm poking around to see if I can work with you folks | 23:45 |
atrader42 | yup | 23:45 |
atrader42 | I'm interested in the 3D client particularly | 23:45 |
JLP | yeah, a very popular item | 23:46 |
atrader42 | I'd believe that....working with 3D engines is a lot of fun and can make for some really cool results | 23:46 |
JLP | well if you go for that one, you better prepare some extremely good application :) | 23:47 |
daxxar | :S | 23:54 |
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JLP | Porthos_: need to refresh my memory, what application did you submit | 23:59 |
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