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| 03:37:00 | | zoomber has joined |
| 03:37:00 | zoomber | hi |
| 03:37:00 | raptor | hi |
| 03:42:00 | raptor | hey.. we just passed 2000 revisions in bitfighter code |
| 04:10:00 | | zoomber Quit (Quit: zoomber) |
| 04:16:00 | | zoomber has joined |
| 04:16:00 | zoomber | um |
| 04:16:00 | zoomber | two thousand? |
| 04:19:00 | raptor | yep. my first commit was revision 607 in mid november |
| 04:20:00 | raptor | sam686's first was 690 in december |
| 04:25:00 | | watusimoto has joined |
| 04:25:00 | zoomber | wow |
| 04:26:00 | zoomber | i wonder when my first was, although i haven't made many |
| 04:26:00 | zoomber | and my very old fixes for xcode back in 012 and 011 i would send to watuismoto |
| 04:27:00 | raptor | those would be hard to find.. |
| 04:27:00 | zoomber | in other words, my first commit on hg |
| 04:34:00 | zoomber | hey raptor, why did you delete your clones? |
| 04:34:00 | raptor | i had already merged in the changes |
| 04:34:00 | raptor | i have another i'm working on now: SDL |
| 04:38:00 | zoomber | ok |
| 04:38:00 | zoomber | wait |
| 04:38:00 | zoomber | when clones are merged you must create a new one? |
| 04:39:00 | raptor | nope |
| 04:39:00 | raptor | i just like to |
| 04:39:00 | zoomber | oh ok |
| 04:39:00 | raptor | i could do branches within the main repository, but I kinda like to keep things ordered this way in my head |
| 04:40:00 | raptor | if i'm going to do a big change to bitfighter (like SDL) then i'll create a clone and work off of that for a while |
| 04:40:00 | zoomber | so i see |
| 04:46:00 | zoomber | hg started on jan 16, 2011 |
| 04:47:00 | raptor | wow, it's been almost 6 months.. |
| 04:49:00 | zoomber | first zap copy revision 2 years ago |
| 04:50:00 | zoomber | so far, there are 779 pages with differences between bitfighter and zap |
| 04:53:00 | zoomber | back then, they used editor interface on xcode to bulid a menu and included a file called MyOpenGLView that would be adjusted on a menu that would be zap |
| 04:55:00 | zoomber | im going to update back to that revision and see what happens |
| 04:57:00 | raptor | oh boy... |
| 04:58:00 | raptor | i tried to build a xib/nib file once for bitfighter to have menus. i failed miserably |
| 04:58:00 | raptor | watusimoto: i found an SDL note about needing to reengineer ZapJournal |
| 04:59:00 | zoomber | i might be able to do that |
| 04:59:00 | zoomber | but yes, thats how bitfighter used to be aparently |
| 04:59:00 | zoomber | oh |
| 04:59:00 | zoomber | it was based on the tnltest app |
| 04:59:00 | zoomber | thats right |
| 05:00:00 | zoomber | bitfighter source code folder has only 18 files and takes a second to svn |
| 05:00:00 | zoomber | oh man |
| 05:00:00 | zoomber | still have to build all frameworks manually |
| 05:01:00 | zoomber | oh |
| 05:01:00 | zoomber | cant even |
| 05:01:00 | raptor | haha |
| 05:01:00 | raptor | yeah, and i bet it crashes |
| 05:01:00 | zoomber | im not even going to touch it |
| 05:02:00 | zoomber | nope |
| 05:02:00 | zoomber | no more |
| 05:02:00 | zoomber | not going to even look at it |
| 05:02:00 | raptor | haha, good choice :] |
| 05:03:00 | zoomber | but bitfighter with menus doesnt seem like a terrible choice |
| 05:03:00 | raptor | i agree |
| 05:04:00 | zoomber | i have to reclone though b/c i deleted the 010 source in a hot second |
| 05:04:00 | zoomber | lol |
| 05:04:00 | raptor | the naev code is so clean and well documented - it's really helping me figure out some problems |
| 05:04:00 | zoomber | nice, bitfighter: 991/2045 thats ALOT OF CHANGES |
| 05:05:00 | zoomber | naev? |
| 05:05:00 | zoomber | is this this 2d action/rpg space game? |
| 05:05:00 | raptor | naev.org |
| 05:05:00 | raptor | yeah, that's it |
| 05:05:00 | raptor | i package for them |
| 05:05:00 | zoomber | ah |
| 05:06:00 | zoomber | i shall take a look |
| 05:06:00 | raptor | and they use SDL with OpenGL graphics on three platforms - just like we want to do |
| 05:06:00 | zoomber | so does tron I *think*, if you want to look at that well-maintained source-code (Sorta) |
| 05:06:00 | raptor | armagetron? |
| 05:07:00 | zoomber | well maintianed but slow i think |
| 05:07:00 | zoomber | yes |
| 05:07:00 | zoomber | i dont know |
| 05:07:00 | zoomber | i havent looked at that code for a while |
| 05:08:00 | zoomber | but the minute i told them i compiled it on the mac the irc chatroom seemed to stop. aparently theres maybe only 1 mac armagetron user...somewhere out there in space |
| 05:08:00 | raptor | ha |
| 05:08:00 | zoomber | ok good clean |
| 05:08:00 | zoomber | awesome everything pulls normally |
| 05:09:00 | zoomber | ok now |
| 05:10:00 | zoomber | um |
| 05:10:00 | zoomber | ok good i see you fixed the alure framework the right way |
| 05:11:00 | raptor | :) |
| 05:15:00 | watusimoto | well, I got one wall to sort of load from a file |
| 05:16:00 | raptor | define 'sort of load' |
| 05:17:00 | watusimoto | hard to explain. It's probably progress, but I'm not sure |
| 05:17:00 | raptor | hehe, ok |
| 05:17:00 | raptor | i won't ask more then.. :] |
| 05:17:00 | zoomber | something missing in xcode? |
| 05:17:00 | zoomber | ah yes |
| 05:18:00 | zoomber | what else but beautiful..COLORS |
| 05:18:00 | zoomber | .cppf |
| 05:18:00 | zoomber | and .h |
| 05:18:00 | raptor | ah yes, thanks - haven't fixed the project since I created that |
| 05:18:00 | zoomber | wait a second |
| 05:18:00 | zoomber | did you |
| 05:18:00 | zoomber | did you |
| 05:18:00 | zoomber | no way |
| 05:18:00 | raptor | :) |
| 05:19:00 | zoomber | GDP RUNS |
| 05:19:00 | zoomber | GDB RUNS |
| 05:19:00 | zoomber | AUTOMATICALLY |
| 05:19:00 | zoomber | no more manually loading! |
| 05:19:00 | raptor | oh yes - i finally got debugging to work in one of those revisions somewhere... |
| 05:19:00 | zoomber | you must love me |
| 05:19:00 | zoomber | if i ever wanted to use gdb before, i had to manually load the executable file |
| 05:19:00 | zoomber | now...it just loads |
| 05:20:00 | zoomber | and..logging |
| 05:20:00 | raptor | oh yeah, i fixed that too.. |
| 05:20:00 | raptor | no logging was driving me insane |
| 05:20:00 | zoomber | interesting |
| 05:21:00 | zoomber | ok do you want me to put up this change on my clone or are you going to do it yourself sometime later? |
| 05:22:00 | zoomber | LOL |
| 05:23:00 | raptor | you can probably put up the change if wanted - but to be honest, i won't be looking at Xcode and Mac for a while |
| 05:23:00 | zoomber | ok |
| 05:23:00 | zoomber | well if youd like |
| 05:23:00 | zoomber | i can just keep the mac xcode list up to date untill you do want to look at it |
| 05:24:00 | zoomber | beethovens fifth at the startup of bitfighrer |
| 05:24:00 | raptor | i was waiting for someone to notice... |
| 05:24:00 | raptor | :] |
| 05:26:00 | zoomber | im going to take the music from minecraft. no i dont play it, just ilke the music this guy makes. great relaxing sounds, and theyre ogg files too |
| 05:26:00 | zoomber | can bitfighter support more than one ogg file in the music folder yet? |
| 05:26:00 | watusimoto | could it be that my problem was using scoped_ptr where I should have used a regular pointer??? |
| 05:26:00 | raptor | watusimoto: yes! |
| 05:26:00 | raptor | zoomber: i can't remember |
| 05:27:00 | raptor | let me look real quick |
| 05:27:00 | zoomber | well ill find out now! |
| 05:27:00 | raptor | i think it will just loop through all the music files it finds |
| 05:27:00 | watusimoto | not my only problem, but definitely one of teh problems' |
| 05:27:00 | zoomber | ok |
| 05:27:00 | watusimoto | stupid pointer was deleting my object when it went out of scope, removing it from the database |
| 05:28:00 | raptor | ha! |
| 05:28:00 | raptor | the dark side of scoped objects |
| 05:28:00 | watusimoto | yes |
| 05:31:00 | raptor | these SDL tutorials are pretty good... once I decided I needed to read them :] |
| 05:34:00 | zoomber | yes, oggs are looping |
| 05:35:00 | watusimoto | ok, walls are loading and undoing wall edits seems to be working |
| 05:35:00 | watusimoto | but it's super duper slow |
| 05:35:00 | zoomber | hey sam686: are you on? |
| 05:36:00 | raptor | duper super slow? |
| 05:36:00 | watusimoto | I'll get spawns working next, then attack the speed problem |
| 05:36:00 | watusimoto | 5 seconds to undo |
| 05:36:00 | watusimoto | maybe longer |
| 05:36:00 | zoomber | bitfighter is my new itunes for ogg files! |
| 05:36:00 | watusimoto | I think it's recomputing everything in a factorial manner |
| 05:36:00 | watusimoto | or the walls, at least |
| 05:37:00 | raptor | wow, that's worse than exponential |
| 05:37:00 | watusimoto | I want to restore the ability to load levels for you, regardless of the performance |
| 05:37:00 | watusimoto | you meaning everyone who might want to use the editor to test anything |
| 05:38:00 | raptor | i'm knee deep in SDL at the moment |
| 05:38:00 | watusimoto | right |
| 05:38:00 | raptor | so i won't be using the editor for a while :] |
| 05:39:00 | raptor | zoomber: good, i'm glad the music continuation is working |
| 05:45:00 | zoomber | i have to go |
| 05:45:00 | zoomber | i will see everyone in the morning |
| 05:45:00 | raptor | good night! |
| 05:45:00 | zoomber | ngiht |
| 05:45:00 | zoomber | night |
| 05:45:00 | | zoomber Quit (Quit: zoomber) |
| 05:55:00 | watusimoto | ok, spawn points are loading... next (and last?) is polywalls |
| 05:55:00 | raptor | hooray! |
| 06:24:00 | raptor | watusimoto: i found an SDL note about needing to reengineer ZapJournal |
| 06:24:00 | raptor | shoudl I ignore that for now? |
| 06:27:00 | watusimoto | yes -- that's so far broken I think we'll just end up deleting that |
| 06:27:00 | watusimoto | it's a cool debugging tool, but hard to maintain |
| 06:27:00 | raptor | it looks like its a way to track every input to the game? |
| 06:27:00 | watusimoto | and makes less sense with scripting |
| 06:27:00 | watusimoto | yes |
| 06:27:00 | raptor | or something like that.. |
| 06:27:00 | watusimoto | to replay a game |
| 06:27:00 | raptor | interesting |
| 06:27:00 | watusimoto | but if you have a script with random elements, you won't be able to replay it |
| 06:28:00 | watusimoto | same inputs yield different results |
| 06:28:00 | watusimoto | and bots with random elements |
| 06:28:00 | watusimoto | so yeah, I think it's defunct, sadly |
| 06:28:00 | raptor | could such a script write to the journal on output? |
| 06:29:00 | raptor | so keep track of events that occur instead of those that are triggered |
| 06:29:00 | raptor | (but I'll just ignore it for now anyways...) |
| 06:31:00 | watusimoto | maybe... but how much trouble is it worth? |
| 06:31:00 | raptor | depends if we become millionaires from bitfighter... :) |
| 06:31:00 | watusimoto | count on it |
| 06:36:00 | raptor | so GLUT worked with callbacks for events? |
| 06:37:00 | raptor | is that what the 'TNL_IMPLEMENT_JOURNAL_ENTRYPOINT' did? |
| 06:38:00 | watusimoto | I think so, if I understand the question and remember right |
| 06:38:00 | raptor | i guess it's two parts... |
| 06:38:00 | raptor | glut used callbacks |
| 06:38:00 | watusimoto | yes |
| 06:39:00 | watusimoto | sdl doesn't, I don't think |
| 06:39:00 | raptor | and to implement callbacks you used the TNL_IMPLEMENT_JOURNAL_ENTRYPOINT function? |
| 06:39:00 | watusimoto | only because we were writing everything to a journal |
| 06:39:00 | raptor | no it doesn't |
| 06:39:00 | watusimoto | but we just decided that we could break that |
| 06:39:00 | raptor | ok |
| 06:39:00 | watusimoto | well, it does when the journal is activated |
| 06:39:00 | raptor | then a-breaking-i-shall-go! |
| 06:42:00 | raptor | dedicated server is going to be soooo broken after this.. |
| 07:22:00 | raptor | almost got the inputs set up properly with SDL.. |
| 07:23:00 | watusimoto | great |
| 07:46:00 | raptor | what is 'passivemotion'? |
| 07:48:00 | watusimoto | context? |
| 07:49:00 | raptor | ahhh, i found it: |
| 07:49:00 | raptor | http://www.opengl.org/documentation/specs/glut/spec3/node51.html |
| 07:49:00 | raptor | there are two functions for glut: one with a pressed key, one without |
| 07:50:00 | raptor | i think only one exists in SDL |
| 07:50:00 | watusimoto | terrible system |
| 07:50:00 | watusimoto | only one should exist |
| 07:52:00 | watusimoto | spelling question |
| 07:52:00 | watusimoto | getIsDatabasable or getIsDatabaseable |
| 07:52:00 | raptor | i before e |
| 07:52:00 | raptor | haha |
| 07:52:00 | raptor | what? |
| 07:52:00 | watusimoto | which is right? |
| 07:53:00 | watusimoto | I think the first is correct, but the 2nd looks better |
| 07:53:00 | raptor | parseable or parsable |
| 07:53:00 | watusimoto | 2nd |
| 07:54:00 | raptor | releasable |
| 07:54:00 | raptor | not releaseable |
| 07:54:00 | watusimoto | it means can be inserted into a database, btw |
| 07:54:00 | raptor | getIsDbInsertable |
| 07:55:00 | watusimoto | blech |
| 07:55:00 | watusimoto | isInsertable |
| 07:55:00 | watusimoto | except it's vague |
| 07:55:00 | raptor | abbreviations really make vars ugly |
| 07:55:00 | raptor | databasable is less vague |
| 07:55:00 | raptor | although invented... |
| 07:55:00 | raptor | :) |
| 07:57:00 | watusimoto | I'm creative |
| 07:59:00 | raptor | one group of errors left! |
| 07:59:00 | raptor | but time for bed |
| 07:59:00 | raptor | have a good night |
| 07:59:00 | watusimoto | good night |
| 08:00:00 | | raptor Quit (Remote host closed the connection) |
| 08:39:00 | | BitfighterLogBot - Commit ed543a097bdf | Author: watusim...@bitfighter.org | Log: All levels should now load in editor; not well tested yet |
| 08:39:00 | | BitfighterLogBot - Commit c7bdd3b29872 | Author: watusim...@bitfighter.org | Log: Merge |
| 08:39:00 | | BitfighterLogBot - Commit e624e1cc44c8 | Author: watusim...@bitfighter.org | Log: double->float |
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| 15:49:00 | watusimoto | @r: my editor text is black |
| 15:49:00 | raptor | ha! |
| 15:50:00 | raptor | make sure you link Colors.obj last |
| 15:50:00 | raptor | c++ and global static variables don't get a long very well |
| 15:51:00 | watusimoto | not sure I can do that |
| 15:52:00 | watusimoto | I'm not sure vc++ lets you specify link order |
| 15:53:00 | sam686 | maybe it is a different problem and not linking order? |
| 15:53:00 | raptor | we may have to make Colors non-static |
| 15:53:00 | raptor | sam686, the problem is using static global vars in c++ |
| 15:56:00 | watusimoto | odd |
| 15:56:00 | watusimoto | logprintf("White = %f,%f,%f", Colors::white.r, Colors::white.g, Colors::white.b); |
| 15:56:00 | watusimoto | prints 1,1,1 |
| 15:56:00 | raptor | static global variables sort of break the Object-Oriented architecture a little |
| 15:56:00 | raptor | watusimoto: yes - it is a linking problem |
| 15:57:00 | raptor | when linked together |
| 15:57:00 | watusimoto | but when running, if I'm seeing 1,1,1, I should get white |
| 15:58:00 | raptor | when linked some functions won't see static globals because the linker doesn't think it needs them yet |
| 15:58:00 | sam686 | does it happen in both debug / release mode? |
| 15:58:00 | sam686 | compile mode.. |
| 15:58:00 | raptor | the solution may be to remove the static and just define them in the header directly |
| 15:58:00 | raptor | but then there would be a copy of each Color for each class that uses it |
| 15:59:00 | sam686 | can you just use a const Color white(1,1,1)? |
| 15:59:00 | raptor | exactly sam686 |
| 15:59:00 | raptor | and remove the .cpp |
| 15:59:00 | watusimoto | but it's not all instances of white, only some that are black |
| 16:00:00 | raptor | yes - because of linking, some functions will see the white defined already and some won't |
| 16:00:00 | sam686 | maybe compiler get confused and only looks at .h file seeing only "static Color;" |
| 16:01:00 | raptor | yes that is exactly the problem |
| 16:01:00 | raptor | global static variables need to be instantiated in a .cpp, but defined in .h |
| 16:02:00 | raptor | but when linking all the classes together, you need to make sure that all the classes can see the global static vars |
| 16:02:00 | raptor | i may be using the word 'defined' wrong |
| 16:02:00 | sam686 | that could cause the compiler to create multiple different address of "static Color" where only one of the address is white and other address is black.. |
| 16:03:00 | raptor | global statics have to be like this in .h: static const Class var; |
| 16:03:00 | raptor | in .cpp: var = Class(something); |
| 16:03:00 | sam686 | that sould be inside a class/struct? |
| 16:04:00 | sam686 | if it is not inside a class/struct maybe don't use static? |
| 16:04:00 | raptor | so they must be declared in the .cpp |
| 16:04:00 | raptor | but if they aren't declared before other classes when linking, the other class just see the 'static const Class var' |
| 16:05:00 | watusimoto | this is the problem: |
| 16:05:00 | watusimoto | static const Color DOCK_LABEL_COLOR = Colors::white; |
| 16:05:00 | watusimoto | DOCK_LABEL_COLOR is 0,0,0 |
| 16:05:00 | watusimoto | white is 1,1,1 |
| 16:05:00 | raptor | watusimoto: yes, that is exactly the same problem |
| 16:05:00 | watusimoto | so this assignment happens before the Colors.cpp is run |
| 16:05:00 | raptor | correct |
| 16:06:00 | watusimoto | well, in this case, I'm getting rid oof DOCK_LABEL_COLOR |
| 16:06:00 | sam686 | maybe that because of DUCK_COLOR_LABEL get initalized first while white is 0,0,0 then Color::white get set to 1,1,1? |
| 16:06:00 | watusimoto | it's only used once |
| 16:06:00 | watusimoto | @s : exactly my conclusion |
| 16:06:00 | watusimoto | that fixed it |
| 16:07:00 | raptor | i think linking problems are the worst in c++ |
| 16:10:00 | watusimoto | they can be pretty annoying |
| 16:15:00 | raptor | so i just noticed that we really don't use modifier keys much... |
| 16:16:00 | watusimoto | I want to use them to save presets |
| 16:16:00 | sam686 | Modifier keys is mostly only used in editor, but there is ctrl_M for chat ctrl_Q for screenshooter, shift_/ for console in-game |
| 16:16:00 | watusimoto | atl-1 to save preset |
| 16:16:00 | watusimoto | ctrl-1 to load preset |
| 16:16:00 | raptor | i found ctrl_q |
| 16:16:00 | raptor | in main.cpp |
| 16:16:00 | raptor | where are the others/ |
| 16:16:00 | watusimoto | also, in editor, I want to map all keys that insert items to ctrl-XXX |
| 16:16:00 | raptor | ? |
| 16:17:00 | watusimoto | now, to insert teleport, you press t (I think) |
| 16:18:00 | watusimoto | I want to remap that to ctrl-t |
| 16:18:00 | watusimoto | so all unmodified keys will take an action |
| 16:18:00 | watusimoto | ctrl-something will insert an object |
| 16:19:00 | watusimoto | shift-somehting will strenghen the underlying action |
| 16:21:00 | sam686 | ok... in Colors.h could have it like this: namespace Zap { namespace Colors { const Color red(1,0,0); ... }} |
| 16:22:00 | sam686 | and no colors.cpp when using that way in colors.h |
| 16:22:00 | raptor | that would work much better, but you wouldn't have the memory savings anymore |
| 16:22:00 | raptor | which may not be a big deal |
| 16:24:00 | watusimoto | if that works, lets do that |
| 16:24:00 | watusimoto | I've fixed my immediate problem via a lesser good mechanism |
| 16:24:00 | sam686 | seems to work, but i am buzy compiling.. |
| 16:24:00 | watusimoto | :-) |
| 16:25:00 | watusimoto | I'm using pointers in the editor to get the color |
| 16:25:00 | raptor | it would be much better - there are lots of static consts lying around that coudl use such a change |
| 16:25:00 | raptor | but we've been lucky to not run into this problem with them because they weren't used as much as Colors |
| 16:25:00 | watusimoto | agreed |
| 16:26:00 | sam686 | i still get a black text in main menu, that was the same before and after "const color" changes. |
| 16:27:00 | raptor | you did a full recompile? |
| 16:27:00 | sam686 | yes. |
| 16:27:00 | raptor | huh |
| 16:27:00 | raptor | that should have worked.. |
| 16:28:00 | sam686 | only the main menu is black, the rest is ok.. |
| 16:35:00 | sam686 | whats this? color yellow is (0,0,0)? http://96.2.123.136/bitfighter/color_wrong_debugger.gif |
| 16:36:00 | raptor | loks like same problem still |
| 16:38:00 | sam686 | could be something to do with UIMenus.cpp line 586 getting initalized first then colors? |
| 16:38:00 | raptor | yup |
| 16:38:00 | sam686 | the use of gMainMenuUserInterface might not be a good idea.. |
| 16:38:00 | raptor | i think there may be linker flags to get around this problem... |
| 16:38:00 | raptor | somewhere |
| 16:40:00 | raptor | this is collectively known as the 'static initialization order fiasco' in case you want to do google searches |
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| 18:40:00 | raptor | 3 errors left! |
| 18:51:00 | raptor | man, i keep coming across a ton of XBOX stuff |
| 18:51:00 | raptor | do we care about that? |
| 18:56:00 | raptor | interesting: we've never been using hardware video memory |
| 19:01:00 | watusimoto | xbox -- I don't know |
| 19:01:00 | watusimoto | I've been keeping it in place, but it's never posed a problem before |
| 19:01:00 | raptor | i'v enever touched it iether |
| 19:05:00 | raptor | we might have to abandon window position coordinate saving... |
| 19:05:00 | raptor | aparaently it's a problem with SDL |
| 19:05:00 | raptor | on Windows |
| 19:22:00 | raptor | moment of truth... |
| 19:26:00 | watusimoto | that's why I stopped working with SDL! |
| 19:26:00 | watusimoto | I thought there was a fix for that now |
| 19:27:00 | raptor | well - there are a lot of popular games on SDL and none of them use windows position saving |
| 19:27:00 | raptor | sooo... do we really need it? |
| 19:30:00 | watusimoto | one place where I use it is with my kids playing split screen |
| 19:30:00 | watusimoto | I have a bat file that launches two instances specifying where each goes |
| 19:30:00 | watusimoto | see twoplayer.bat |
| 19:31:00 | raptor | yeah - that will not work |
| 19:31:00 | raptor | hmmm |
| 19:34:00 | watusimoto | SDL_VIDEO_WINDOW_POS |
| 19:34:00 | watusimoto | old |
| 19:34:00 | watusimoto | http://www.gamedev.net/topic/507986-sdl-setting-window-pos/ |
| 19:35:00 | watusimoto | maybe that first var combined with this code? |
| 19:35:00 | watusimoto | You can center the SDL+OpenGL window with following code: |
| 19:35:00 | watusimoto | //----------------------------------------------------------- |
| 19:35:00 | watusimoto | putenv(strdup("SDL_VIDEO_CENTERED=1")); |
| 19:35:00 | watusimoto | //----------------------------------------------------------- |
| 19:35:00 | watusimoto | (call above BEFORE you call SDL_SetVideoMode) |
| 19:35:00 | raptor | well, that will have to be worked on a bit later - i finally got it to compile |
| 19:35:00 | raptor | and it crashes! |
| 19:36:00 | watusimoto | last on this for now: |
| 19:36:00 | watusimoto | http://sdl.beuc.net/sdl.wiki/SDL_envvars |
| 19:37:00 | watusimoto | I think we can find a way to make it work |
| 19:37:00 | raptor | oooo |
| 19:37:00 | raptor | yeah |
| 19:37:00 | raptor | that looks good |
| 19:37:00 | watusimoto | even if we can't save the pos, if we can set it via cmd line, that may be enough |
| 19:37:00 | watusimoto | we can discuss when we get to that decision point |
| 19:38:00 | raptor | ok |
| 19:38:00 | watusimoto | looks like we can set the video driver to use ascii art |
| 19:40:00 | raptor | haha |
| 19:45:00 | raptor | i don't understand what the 'changingInterfaces' boolean is supposed to do in |
| 19:45:00 | raptor | void actualizeScreenMode(bool changingInterfaces, bool first = false) |
| 19:45:00 | raptor | if(changingInterfaces) |
| 19:45:00 | raptor | UserInterface::prevUIs.last()->onPreDisplayModeChange(); |
| 19:45:00 | raptor | else |
| 19:45:00 | raptor | UserInterface::current->onPreDisplayModeChange(); |
| 19:51:00 | watusimoto | I think it means if you are going from, say the main menu to the editor -- there'd potentially be a screenMode change there |
| 19:51:00 | watusimoto | as we never have stretched mode in the editor |
| 19:52:00 | raptor | ah ok |
| 21:01:00 | raptor | OH MY GOODNESS IT RUNS |
| 21:04:00 | raptor | lots of problems |
| 21:04:00 | raptor | but it runs and draws |
| 21:45:00 | raptor | Wow, i'm almost ready to merge |
| 21:55:00 | watusimoto | really?? |
| 21:55:00 | raptor | oh yeah |
| 21:55:00 | raptor | http://code.google.com/r/buckyballreaction-sdl/source/detail?r=cd795b77fbfad680baf2e8db974d6bf2cfad8720 |
| 21:56:00 | raptor | but i'll need to get the dlls/lib and frameworks for windows/mac set up |
| 21:56:00 | raptor | so you guys can compile :) |
| 22:04:00 | watusimoto | so what kind of problems? |
| 22:04:00 | raptor | right now, the two full screen modes don't really work |
| 22:04:00 | raptor | but you can get out of them with ALT + ENTER |
| 22:04:00 | raptor | joystick is probably broken (and may need to be rewritten) |
| 22:05:00 | watusimoto | well, I'd like to do that anyway to allow users to define their own joystick profiles |
| 22:05:00 | sam686 | you could still use the old joystick code.. |
| 22:05:00 | raptor | oh, and mouse movement in the menus isn't detected |
| 22:05:00 | raptor | and the cursor is invisible in the editor :) |
| 22:06:00 | raptor | but the OpenGL text drawing works! (thanks to stolen freeglut code...) |
| 22:06:00 | raptor | and windowed mode works fine |
| 22:06:00 | sam686 | does window mode resizing work? |
| 22:06:00 | raptor | didn't try yet... |
| 22:07:00 | raptor | it sure does! |
| 22:07:00 | raptor | but only keeping the aspect ratio |
| 22:07:00 | sam686 | the editor could be any ratio.. |
| 22:09:00 | raptor | i'd say this is progress! |
| 22:11:00 | watusimoto | yes |
| 22:11:00 | watusimoto | and fast |
| 22:21:00 | raptor | did the journal ever work for replaying games? |
| 22:22:00 | sam686 | not sure... haven't tried it recently, but one problem with journal is it plays back too fast.. |
| 22:22:00 | raptor | well, i sure removed a lot of journal code |
| 22:23:00 | raptor | in main.cpp |
| 22:23:00 | sam686 | probably should do some kind of replay system that allows rewind and pause.. |
| 22:28:00 | raptor | ok, going home - be back later tonight to tackle a couple of those bugs... |
| 22:28:00 | | raptor Quit (Remote host closed the connection) |
| 22:45:00 | watusimoto | @s that's a lot harder with scripts that could have random numbers in them |
| 22:45:00 | watusimoto | and that are loaded externally |
| 22:46:00 | watusimoto | though we could perhaps store the scripts themselves and the random number seeds in the replay journal |
| 22:46:00 | watusimoto | but that's all been broken forever |
| 22:46:00 | watusimoto | so we haven't in practice lost much |
| 22:46:00 | watusimoto | I beleive the original purpose was debugging -- that you could exactly reproduce an error condition by storing and replaying all your inputs |
| 22:49:00 | sam686 | does a journal replay from windows playback in linux? and, it may need exact version - wrong version replay (015) won't play in 015a. |
| 22:54:00 | watusimoto | probably, and yes |
| 22:54:00 | watusimoto | but journaling hasn't worked in years |
| 22:56:00 | sam686 | i think it might work, i am sure i tried it for 014 or 013, it that no one use it. Starting journal need a startup command -journal? i don't remember.. |
| 22:56:00 | watusimoto | yes -- it needs to record everything from the moment the app starts |
| 22:56:00 | watusimoto | every mouse move, every keystroke, startup params, etc. |
| 22:57:00 | sam686 | if it goes longer then ... 60 minutes, replay gets really big and long, it is better to do individual replay per game. |
| 23:00:00 | karamazovapy | journaling broke shortly after the zap/bitfighter switch, and I haven't tried it since |
| 23:00:00 | karamazovapy | it was a really cool feature, though |
| 23:00:00 | watusimoto | it worked at one point in bitfighter |
| 23:00:00 | watusimoto | but it broke at one point and I never fixed it |
| 23:01:00 | watusimoto | the replay is mainly for debugging, not for recording games for future watching |
| 23:01:00 | karamazovapy | I thought it was a cool way to share game video |
| 23:02:00 | sam686 | i wonder if you can do journal for dedicated server (you would be blind) |