#bitfighter IRC Log

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IRC Log for 2011-06-08

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15:32:00raptorgood morning!
15:37:00watusimotohi
15:39:00sam686hi
15:39:00raptori'm on vacation next week so I may be sparse at that time
15:40:00watusimotohave fun!
15:41:00raptori'm a bit reluctant to start the SDL migration - because I see it as a point of no return
15:41:00watusimotogoing away?
15:41:00raptoryeah, leaving town for a week
15:45:00watusimotogreat
15:45:00watusimotofun
15:52:00raptorso yeah - SDL
15:52:00raptorany way to split up the work?
15:53:00raptorbecause it sounds like a lot
15:53:00raptorbut i may be mistaken - since you did say that you have a lot of code in there already
15:54:00watusimotoyes -- I had it nominally working at one point, and most of that code is still there
15:55:00watusimotonot fully working, but at least somewhat working
15:55:00raptorwhat stopped you from continuing at the time, again?
15:55:00watusimotoI'm not sure, really
15:55:00watusimotoit wasn't a technical hurdle
15:55:00watusimotoI think it was uncertainty if that was what I wanted to do
15:55:00raptorok
15:55:00raptorwell we do want to do it now, right?
15:56:00raptorespecially with greater key control
15:56:00watusimotoIt was always a project for the future, and I wanted to see if it would work
15:56:00watusimotoyes, we want to
15:56:00watusimotobetter key control, perhaps better joystick system
15:56:00watusimotomouse wheel
15:57:00watusimoto(though we can get that from freeglut)
15:57:00watusimotomiddle mouse button
15:57:00raptori've been doing research into cross-platform frameworks, and it seems that QT is really the most versatile
15:57:00raptorbut it is HUGE compared to SDL
15:58:00watusimotomost of what it does we don't need
15:58:00raptorexactly
15:58:00watusimotounless we want to add regular menus to the editor
15:58:00watusimotowhich would be nice in a way
15:58:00raptorI'm just trying to be thorough
15:58:00watusimotobut would break the current look and feel
15:58:00watusimotogood, I appreciate that
16:00:00watusimotoI'm having a hard time with these walls in the editor
16:00:00watusimotothey're driving me bonkers
16:00:00raptorreinventing the wheel?
16:01:00raptor(because of the new arch.)
16:01:00watusimotono, just fixing it
16:01:00watusimotothey work fine when you interact with them
16:01:00watusimotoit's just the loading
16:01:00watusimotosomething is wrong
16:01:00raptori noticed that the toString for barriers is 'BarrierMaker'
16:01:00watusimotoit looks like loading does exactly the same thing as does creating one
16:01:00raptorand it tries to create an object with that name
16:01:00watusimotobut it produces a different result
16:01:00watusimotoyes -- but that is fixed
16:01:00raptoroh ok
16:02:00watusimotoon my version
16:02:00watusimotoI neglected to override the processing of what I call "psuedo items"
16:02:00watusimotothose are handled differently in the editor compared to the game
16:02:00watusimotowalls, spawns, asteroidspawns, etc.
16:02:00watusimotothose are the pseudoitems
16:03:00watusimotothings that need to be transformed into other things
16:03:00watusimotowalls get transformed into wallsegments that are actually used ingame
16:03:00watusimotospawns etc. aren't actually items in the game, just pointers to the server of where to put stuff
16:03:00watusimotobut they need to be items in the editor
16:03:00watusimotohence the different code
16:03:00raptorah
16:04:00watusimotoso I just need to figure out why the walls disappear when loaded
16:05:00raptorin an editor game
16:05:00watusimotoI think I'm clearing the wall database somewhere
16:05:00watusimotoyes
16:05:00watusimotowhen I add them manually, they work fine
16:05:00raptorwhat do you mean manually
16:05:00watusimotoeverything works; merging, snapping, etc.
16:05:00raptordirectly in the file
16:05:00watusimotoin the editor with right-click
16:05:00raptorah ok
16:06:00watusimotowhen reading from the file, they go into the database, but disappear somewhere
16:06:00watusimotoI hope when I find that, problem will be solved
16:06:00raptordo they go into the correct database?
16:06:00raptorthere are at least two, right?
16:06:00raptorone for zones
16:10:00watusimotothere are several in the editor
16:10:00watusimotobut yes, I think they aer
16:10:00watusimotowe have all these intermediate wall products we need to store
16:11:00watusimotofor wall snapping, merging, etc.
16:13:00raptorso i guess the first move is to get rid of GLUT includes and see what breaks...
16:14:00sam686so we are getting rid of glut? there a lot that uses GLUT.
16:15:00raptori just started a clone for SDL
16:15:00raptormaybe i should have started a branch instead
16:15:00watusimotoThere is a lot that uses GLUT, but I've done much of the work in the past, and it's really not so bad
16:16:00watusimotoI look forward to changing weapons with the mouse wheel
16:17:00watusimotoand maybe viewing the cmdrs map by pressing the mouse wheel button
16:19:00sam686does GLUT currently detect middle mouse button? and does it support mouse wheel moving?
16:19:00watusimotofreeglut supports mouse wheel, but not mouse button
16:20:00sam686one problem raptor had is pressing shift might type in 'q' or 'p'
16:20:00raptorhaha, oh yeah
16:20:00raptorfor some reason GLUT has gone goofy with my distro
16:21:00raptorthe OS doesn't quite handle GLUT modifier keys very well anymore
16:34:00raptorwhat would you guys say to me doing a major directory structure clean-up first?
16:34:00raptorlike putting all the source code into a sub-folder called 'src'
16:34:00raptorbecause we have lots of directories at the root right now
16:36:00raptorexcept i'd have to wait for watusimoto's changes to get it
16:39:00sam686try joining my test server in older version 015 - i am sort of trying to write my own new editor.. it edits game objects while game is running, for now...
16:42:00watusimotothat's an interesting editing approach
16:42:00raptorWOW
16:42:00raptorthat's crazy
16:42:00raptortalk about being a dungeon master
16:42:00watusimotoactually, the latest editor mods should make that a bit easier, as the editor works with real game objects
16:42:00watusimotook, off to work... back later
16:43:00sam686editing while the same is running is useful for testing dongeons without having to restart and disconnect other players..
16:43:00raptorthat was nuts!
16:44:00sam686i should start a clone with my editing system..
16:47:00watusimoto Quit (Ping timeout: 252 seconds)
16:56:00sam686ok, my editor (for 015) changes is here: http://code.google.com/r/sam8641-bitfighter04/source/list Note that it is not merges with the latest..
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17:07:00watusimoto has joined
17:08:00watusimotoarrived safely
17:08:00raptorok all mention of glut headers is removed from my clone
17:08:00raptorfighting traffic?
17:08:00watusimotouh oh
17:08:00raptorwith your bike?
17:08:00watusimotono traffic
17:09:00watusimotopart of my route is through a tree lined bike boulevard
17:09:00raptorsounds nice
17:09:00watusimotothen a bit on a moderate traffic street with painted bike shared lane designations
17:09:00watusimotothen up on the bridge, which has a combined bike pedestrian sidewalk
17:10:00watusimotothen down along the river, either on the bike-ped trail along the water, or the slightly faster but more annoying road, with good bike lanes
17:10:00watusimotothen a couple of blocks along very slow streets here in old town
17:10:00raptorWOW
17:10:00watusimotoit's pretty nice
17:10:00raptorthat sounds like a great ride!
17:10:00watusimotoit is
17:11:00watusimotonot long enough to get sweaty if i dress right
17:11:00watusimotobut far enough to get my heart rate up
17:12:00watusimotothese are great: cheap to install, and the message is clear:
17:12:00watusimotohttp://www.google.com/search?q=sharrow&num=100&hl=en&safe=off&client=firefox-a&hs=jph&rls=org.mozilla:en-US:official&prmd=ivns&source=lnms&tbm=isch&ei=s6zvTfbOCY2-sAPC0N3_Bg&sa=X&oi=mode_link&ct=mode&cd=2&ved=0CBwQ_AUoAQ&biw=1366&bih=615
17:12:00watusimotoat first I thought they were kind of dookie, but now I see their value
17:12:00watusimotoit sends a clear message
17:18:00raptoryou mean the road paint?
17:21:00raptorso i have a question: did glut32.dll provide the openGL functions? or did it use ones from the system?
17:24:00watusimotoyes and I think glut stuff comes from glut32
17:24:00raptorso i wonder if we have to provide some other OpenGL library...
17:25:00watusimotooh, not sure about that
17:26:00watusimotoI may be mistaken
17:26:00watusimotowhen I did my provisional sdl conversion, I don't think I used a different oopenGL library... perhaps SDL has one?
17:27:00raptori'm leaning heavily ona project called 'naev' for some discovery: they use SDL and openGL
17:27:00raptorhttp://code.google.com/p/naev/
17:31:00raptorthey aren't providing any gl libraries in their windows installation..
17:32:00raptorha!
17:32:00raptori'm an idiot
17:32:00raptorthere is SDL_opengl.h
17:42:00raptorok another question: where did you get the glut32.dll and .lib? did you build freeglut yourself?
17:43:00watusimotono -- they might be zap originals
18:09:00raptormouse cursors are providing to be a problem - GLUT provided some nice predefined ones that are drawn with openGL
18:09:00watusimotowe only need two, right? pointer and move-item?
18:13:00raptorI think the SDL cursor is going to break the feel of the game...
18:14:00raptorbecause the standard one isn't drawn with OpenGL
18:17:00watusimotocan we define our own cursors?
18:17:00raptori'm looking into stealing GLUT source code to do just that :)
18:17:00watusimoto:-)
18:17:00watusimotoand is the SDL cursor that different?
18:18:00raptornot sure - it looks like a standard desktop mouse cursor
18:18:00raptorhave to get it compile first...
18:55:00raptori think i'll have to remove the screenShooter for now...
18:56:00raptoractually maybe not..
19:03:00raptorall right - all but 4 classes are compiling now: main, keyCode, UI, screenShooter
19:03:00watusimotokeyCode needs to be modded, but at least some is done already
19:03:00watusimotolook for the comments
19:03:00raptorkeycode and main look hefty
19:04:00watusimotomostly it is th enum, I think
19:04:00watusimotowhich is hefty... but done.
19:04:00raptoroh look, half the file is commented out code
19:04:00raptorexcellent
19:07:00raptorthere are two glut methods: standard and special
19:07:00raptorfor keys
19:07:00raptorare they combined into just 'standard' for SDL?
19:09:00watusimotoI think so
19:14:00raptorkeyCode is done - that wasn't so hard
19:16:00raptornow to dive into glut sources to find out how to draw text with openGL
19:17:00watusimoto:-)
19:22:00raptorwhat would be a good class name for GL text drawing?
19:23:00raptorOpenglText
19:23:00raptorTextGL
19:23:00raptorStolenFromGlutTextOpenGLFunctions
19:28:00watusimotocan you give an example of how it would be used?
19:28:00raptoractually
19:28:00watusimototextGL("hello")?
19:28:00watusimotolike that?
19:28:00raptori think SDL_ttf can be combined to work with openGL
19:28:00raptorif so, then i don't need GLUT code
19:28:00raptorresearch research
19:31:00raptoractually sdl_ttf requires freetype - which is another dependecy
19:31:00raptorback to glut...
20:45:00raptorSDL is getting there: http://code.google.com/r/buckyballreaction-sdl/source/list
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21:26:00raptorok, i'm ignoring the screenshooting code for now..
21:27:00raptorthat just leaves main.cpp
21:40:00watusimotowow you'll have the whole thing done in a day!
21:57:00raptorok, checked in latest changes to my clone
21:58:00raptorstill doesn't compile, i got rid of about 1/2 the errors in main.cpp but I need to do lots of research to do the rest
21:58:00raptorso anyone is welcome to pick up at any time :)
21:58:00watusimotogreat!!
22:02:00raptorok, updated vc++ project to at least compile the classes - but it won't link in the end
22:02:00raptor(in my clone)
22:02:00raptorok, now i have to go
22:02:00raptorlater
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