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| 06:54:00 | raptor | i think i hate c++ stl containers |
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| 07:01:00 | raptor | i think i REALLY hate stl containers |
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| 07:53:00 | Watusimoto | don't say that! |
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| 12:56:00 | sam686 | http://208.107.52.15/bitfighter/z_buffer_spybug_overlap.png I got spybug to not overlap from same team using z buffer method, which seem to have very little, if any, slowdown of rendering, as it used a hardware feature, z-buffer.. |
| 13:11:00 | | BFLogBot - Commit ce6f5e556e69 | Author: sam8641 | Log: Overlapping SpyBug of different team is now rendered seperately, using z-buffer method; add drawRect(F32) to fix poor accuracy renderSpyBugVisibleRange |
| 13:28:00 | watusimoto_ | looking forward to seeing how you did this. It is MUCH more efficient than the technique I started this morning. |
| 13:29:00 | watusimoto_ | it sounds like it is exactly how I wanted to do it, but I missed something, and couldn't make it work. Looks really good. |
| 13:30:00 | watusimoto_ | we probably want the ranges drawn atop the other items, but that is a detail |
| 13:33:00 | sam686 | well, in game, spybug range is drawn behind everything anyway (of your team spybug only).. |
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| 13:54:00 | raptor | I think i've just been spoiled with java containers... |
| 13:54:00 | raptor | and c++ stl are clumsy in comparison |
| 13:56:00 | sam686 | raptor, Take a look at my spybug overlap system. http://208.107.52.15/bitfighter/z_buffer_spybug_overlap.png |
| 13:56:00 | sam686 | and my code changes here. http://code.google.com/p/bitfighter/source/detail?r=ce6f5e556e6932f6986dce367e9eb70559d2b82a |
| 13:56:00 | raptor | OOOOooooooo |
| 13:56:00 | raptor | looks really nice! both like-color combining and blending! |
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| 13:57:00 | raptor | and the blending doesn't look horrid! |
| 13:57:00 | raptor | how much openGL API did you have to study?? |
| 13:58:00 | sam686 | not much, some of it I read from GL.h.. |
| 13:58:00 | sam686 | I kind of already know there was z-buffer, fur use of 3D, but could be used in 2D as well for special effects.. |
| 13:59:00 | raptor | neat |
| 13:59:00 | raptor | so now the editor is 3D! |
| 13:59:00 | raptor | :) |
| 14:00:00 | sam686 | z-buffer is sometimes called depth buffer.. |
| 14:01:00 | sam686 | with this: glTranslatef(0, 0, -0.95f);, that third only adjust the depth for depth buffer, in our current 2D system. |
| 14:04:00 | iKoda | Hi |
| 14:04:00 | raptor | hi iKoda |
| 14:26:00 | iKoda | Release? |
| 14:27:00 | raptor | we're aiming for Christmas... |
| 14:33:00 | iKoda | Neat |
| 14:33:00 | iKoda | As long as you don't put any Christmas theme it is fine |
| 14:34:00 | raptor | haha, I wonder how we could even support 'themes' |
| 14:41:00 | raptor | sam686: you have logitech wingman? |
| 14:41:00 | sam686 | I have logitech dual action |
| 14:42:00 | sam686 | i don't have wingman.. |
| 14:43:00 | raptor | ah ok |
| 14:44:00 | raptor | In the diagnostics screen, woudl you prefer a trigger label of RT and LT or T1 and T2? |
| 14:47:00 | sam686 | i don't know what that "T1" "T2" stands for, trigger? |
| 14:47:00 | raptor | yeah - i think i figured it out from the picture of one |
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| 15:34:00 | watusimoto_ | >>> well, in game, spybug range is drawn behind everything anyway |
| 15:34:00 | watusimoto_ | good point |
| 15:34:00 | watusimoto_ | perhaps consistency is better |
| 15:35:00 | watusimoto_ | maybe we can use the zbuffer to simplify drawing of the game screen |
| 15:36:00 | watusimoto_ | currently we do it in a couple of passes. maybe we could do it in one pass, and each item could render different things to different zlayers |
| 15:36:00 | watusimoto_ | and then they get composited together at the end |
| 15:37:00 | watusimoto_ | I started adding urls to pics in the joystick code -- you probably saw that |
| 15:37:00 | watusimoto_ | would be good to continue the practice |
| 15:37:00 | watusimoto_ | since none of us has all these joysticks |
| 15:37:00 | raptor | yes... thanks |
| 15:37:00 | watusimoto_ | Or, maybe in future, as comments inthe joystick.ini file |
| 15:37:00 | sam686 | line smoothing and semi transparency can be a problem with z buffer, how to draw something behind a semi transparent object? |
| 15:37:00 | raptor | I finally implemented a somewhat efficent complex string parser using the boost::tokenize class |
| 15:38:00 | watusimoto_ | great |
| 15:39:00 | watusimoto_ | more boost! |
| 15:39:00 | watusimoto_ | I resisted for so long... and now it's infecting everything |
| 15:40:00 | raptor | I also found out that one of our parseString methods is using streams |
| 15:40:00 | raptor | which means it is like 50 times slower than it needs to be... |
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| 16:37:00 | sam686 | found another problem with fullscreen, after changing resolution while bitfighter is running, this happens when going to fullscreen. http://208.107.52.15/bitfighter/sdl_fake_fullscreen_after_changing_resolution.png |
| 16:38:00 | sam686 | that problem did not happen in bitfighter 015a |
| 16:42:00 | | BFLogBot - Commit 09e1f8aa050f | Author: buckyballreaction | Log: IniFile fixes: - Remove IniFile dependency on gINI so we can use it for more than one INI - Remove some old Journal code |
| 16:42:00 | | BFLogBot - Commit 2edc1fb7e2ea | Author: buckyballreaction | Log: Change IniFile method name for clarity |
| 16:46:00 | sam686 | another results from wrong fake fullscreen after changing resolution, in a 2 monitor screens. game started with both monitors at 1280 x 1024. http://208.107.52.15/bitfighter/sdl_fake_fullscreen_after_changing_resolution_2.png |
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| 16:54:00 | sam686 | http://208.107.52.15/upload/2011-11-09-105110.jpg here is what that looks like in camera. doesn't look good when part of the screen is cropped, due to screen resolution changing while running bitfighter 016 |
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| 18:12:00 | | BFLogBot - Commit 865115c6639d | Author: buckyballreaction | Log: More IniFile clean-up, minor optimizations, and clarifications |
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| 19:26:00 | raptor | sam686: I need to research that two monitor SDL problem |
| 19:27:00 | raptor | but i'm neck deep in joystick preset rewrite |
| 19:27:00 | sam686 | its often not about 2 monitor problem, but problem when changing resolution while bitfighter is running |
| 19:27:00 | raptor | oh |
| 19:27:00 | raptor | is it the window manager is lost? |
| 19:29:00 | sam686 | even with single monitor, if a resolution was at 1280 x 1024, then bitfighter starts, then switch to resolution 1024 x 768, then the problem with bigger then fullscreen results on cropping part of the game, zoomed in at top left part of screen.. |
| 19:29:00 | sam686 | when switching to fullscreen |
| 19:29:00 | raptor | wait wait |
| 19:29:00 | raptor | ok first question |
| 19:30:00 | raptor | if you go from fake fullscreen to windowed, do you keep the window decorations? |
| 19:30:00 | sam686 | if resolution was at 1024 x 768, start bitfighter, then switch to 1280 x 1024, then switch to fullscreen fails to fill the whole screen.. |
| 19:30:00 | raptor | ah |
| 19:30:00 | raptor | ok that is completely different than what I was thinking |
| 19:31:00 | sam686 | that fullscreen problem don't exist on version 015a |
| 19:31:00 | raptor | please write that one down - i'll I think that has to do with my only querying the resolution once upon bitfighter start-up |
| 19:31:00 | sam686 | problem shows up in our version 016 |
| 19:32:00 | sam686 | write to where? |
| 19:34:00 | raptor | umm... bug list? |
| 19:34:00 | raptor | i've been following your buglist on wiki |
| 19:36:00 | sam686 | so, I have just added one here. http://208.107.52.15/wiki/index.php/Bitfighter016_bug |
| 19:37:00 | raptor | thanks! |
| 19:42:00 | | BFLogBot - Commit 8aa71b56733a | Author: buckyballreaction | Log: Further IniFile optimizations, clean-up, clarifications, and useful methods |
| 19:45:00 | raptor | sam686: do you happen to have access to an XBox controller? |
| 19:46:00 | sam686 | i don't have xbox controller.. |
| 19:47:00 | sam686 | i only have 2 x Logitech dual action, and right now, one ps3 sixaxis controller.. |
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| 19:49:00 | sam686 | one thing about xbox controller + windows, is there is already a driver from, guess which company makes both xbox and windows? |
| 19:49:00 | raptor | haha, probably |
| 19:50:00 | raptor | ooo, can you tell me the detected string for the PS3 on windows? |
| 19:50:00 | raptor | when the game starts up it will say something like: 0. PS3 Controller |
| 19:50:00 | sam686 | windows xp easily have drivers for xbox control, through updates... |
| 19:51:00 | sam686 | later window version may come with drivers built in.. |
| 19:52:00 | sam686 | while ps3 was detected automatically, it needed some drivers to get it to work... |
| 19:52:00 | sam686 | for windows.. |
| 19:52:00 | raptor | what is the detected string? |
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| 19:53:00 | sam686 | ok, testing that.. |
| 19:53:00 | raptor | please |
| 19:55:00 | sam686 | 1 joystick(s) detected: 0. PLAYSTATION(R)3 Controller |
| 19:55:00 | raptor | excellent |
| 19:55:00 | raptor | thanks! |
| 19:56:00 | sam686 | but, its buttons is completely different, because of windows vs linux drivers.. |
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| 19:57:00 | sam686 | http://208.107.52.15/upload/2011-11-09-105110. |
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| 19:57:00 | sam686 | oops, stupid up and down arrows displaying chat history |
| 19:58:00 | raptor | I'm removing the controllertype, XBoxOnXBox |
| 19:58:00 | raptor | seems superfluous |
| 20:00:00 | sam686 | I have found that PS2 Dualshock USB have the exactly the right buttons for ps3 sixaxis under windows, except that one axis, which is probably SDL vs older 015a joystick code... |
| 20:01:00 | sam686 | in 015a, all axis and buttons works, when using bitfighter " PS2 Dualshock USB" option under windows with real sixaxis controller. |
| 20:02:00 | raptor | ps2 has undergone no testing in SDL yet... |
| 20:04:00 | sam686 | but, start and select got reversed, i guess that ps2 vs ps3 controller |
| 20:11:00 | sam686 | i think SDL simply throws away unused axis (3, and 4), and then moves axis 5 to 3, as it happened to my logitech dual action, k's Saitek P-880 Dual-Analog.. |
| 20:12:00 | sam686 | i think the same is true for some other controllers... |
| 20:21:00 | raptor | yeah, i'm pretty sure we need serious testing of controllers... |
| 20:27:00 | | BFLogBot - Commit 30bac9345014 | Author: buckyballreaction | Log: Implement parseComplexStringToMap() |
| 20:29:00 | sam686 | oen main problem is, ControllerButton1 = 0, 0 = ControllerButton1, so if an undefined button is pressed, that is number 0, equals to ControllerButton1 |
| 20:30:00 | sam686 | i found, sixaxis have one more button, a "PS" button, being marked as "Button1" because of zero = ControllerButton1 bug... |
| 20:30:00 | raptor | yeah... |
| 20:31:00 | raptor | i'm dong a rewrite of the joystick button enumeration code... |
| 20:31:00 | raptor | so we'll have to check that when i'm done |
| 20:31:00 | raptor | doing |
| 20:32:00 | | BFLogBot - Commit 8038339b45d5 | Author: watusim...@bitfighter.org | Log: Remove commented code, move some code to a fn |
| 20:32:00 | | BFLogBot - Commit bb2b509ba892 | Author: watusim...@bitfighter.org | Log: Merge |
| 20:32:00 | | BFLogBot - Commit 4742226c4616 | Author: watusim...@bitfighter.org | Log: Fixes to last checkin |
| 20:32:00 | | BFLogBot - Commit 847623406c9a | Author: watusim...@bitfighter.org | Log: Merge |
| 20:38:00 | sam686 | that latest commit made my Watusimoto appears to be gaving me errors, Error 23 fatal error C1083: Cannot open include file: 'boost/tokenizer.hpp': No such file or directory \zap\stringutils.cpp 37 bitfighter_master |
| 20:38:00 | Watusimoto | uh... |
| 20:38:00 | sam686 | oh, i guess we might need to fix master build? |
| 20:38:00 | Watusimoto | I deny that one |
| 20:39:00 | raptor | what |
| 20:39:00 | raptor | that would be my fault |
| 20:39:00 | sam686 | my bitfighter builds, but not master anymore.. |
| 20:39:00 | raptor | no wait |
| 20:39:00 | Watusimoto | <whew...> |
| 20:41:00 | raptor | nope, not my fault |
| 20:41:00 | raptor | i compile cleanly with freshly checked out code from my latest revision |
| 20:43:00 | raptor | sam686: maybe you need a clean compile? |
| 20:43:00 | sam686 | i guess my project file for master was missing an additional include directory: ../boost; |
| 20:44:00 | sam686 | then, now it builds ok after adding that... |
| 20:53:00 | | BFLogBot - Commit 727256786290 | Author: sam8641 | Log: Change some of axis 5 into axis 3, as known to have happen on 2 joysticks, add additional joystick buttons; fix master project file |
| 20:54:00 | raptor | aww man, sam686; now I have to change stuff in my recoding... |
| 20:55:00 | sam686 | oh, didn't know you are changing joystick.cpp.." |
| 20:55:00 | raptor | I'm rewriting most of it... |
| 20:55:00 | raptor | so we can use preset from an INI instead of hard-coded ones |
| 20:56:00 | sam686 | i am guessing all that axis being 5, 2 or 2, 5, will be 3,2 or 2,3 as it happened on 2 joystick that was tested.. |
| 20:56:00 | sam686 | since the move into SDL |
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| 21:03:00 | | BFLogBot - Commit 2ee1d46dd7ad | Author: watusim...@bitfighter.org | Log: BUGFIX: Stop ship from moving when menus are up |
| 21:03:00 | | BFLogBot - Commit 35fbae35ea04 | Author: watusim...@bitfighter.org | Log: Merge |
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