#bitfighter IRC Log

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IRC Log for 2011-11-09

Timestamps are in GMT/BST.

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06:54:00raptori think i hate c++ stl containers
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07:01:00raptori think i REALLY hate stl containers
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07:53:00Watusimotodon't say that!
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12:56:00sam686http://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..
13:11:00BFLogBot - 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
13:28:00watusimoto_looking forward to seeing how you did this. It is MUCH more efficient than the technique I started this morning.
13:29:00watusimoto_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.
13:30:00watusimoto_we probably want the ranges drawn atop the other items, but that is a detail
13:33:00sam686well, in game, spybug range is drawn behind everything anyway (of your team spybug only)..
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13:54:00raptorI think i've just been spoiled with java containers...
13:54:00raptorand c++ stl are clumsy in comparison
13:56:00sam686raptor, Take a look at my spybug overlap system. http://208.107.52.15/bitfighter/z_buffer_spybug_overlap.png
13:56:00sam686and my code changes here. http://code.google.com/p/bitfighter/source/detail?r=ce6f5e556e6932f6986dce367e9eb70559d2b82a
13:56:00raptorOOOOooooooo
13:56:00raptorlooks really nice! both like-color combining and blending!
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13:57:00raptorand the blending doesn't look horrid!
13:57:00raptorhow much openGL API did you have to study??
13:58:00sam686not much, some of it I read from GL.h..
13:58:00sam686I kind of already know there was z-buffer, fur use of 3D, but could be used in 2D as well for special effects..
13:59:00raptorneat
13:59:00raptorso now the editor is 3D!
13:59:00raptor:)
14:00:00sam686z-buffer is sometimes called depth buffer..
14:01:00sam686with this: glTranslatef(0, 0, -0.95f);, that third only adjust the depth for depth buffer, in our current 2D system.
14:04:00iKodaHi
14:04:00raptorhi iKoda
14:26:00iKodaRelease?
14:27:00raptorwe're aiming for Christmas...
14:33:00iKodaNeat
14:33:00iKodaAs long as you don't put any Christmas theme it is fine
14:34:00raptorhaha, I wonder how we could even support 'themes'
14:41:00raptorsam686: you have logitech wingman?
14:41:00sam686I have logitech dual action
14:42:00sam686i don't have wingman..
14:43:00raptorah ok
14:44:00raptorIn the diagnostics screen, woudl you prefer a trigger label of RT and LT or T1 and T2?
14:47:00sam686i don't know what that "T1" "T2" stands for, trigger?
14:47:00raptoryeah - i think i figured it out from the picture of one
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15:34:00watusimoto_>>> well, in game, spybug range is drawn behind everything anyway
15:34:00watusimoto_good point
15:34:00watusimoto_perhaps consistency is better
15:35:00watusimoto_maybe we can use the zbuffer to simplify drawing of the game screen
15:36:00watusimoto_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
15:36:00watusimoto_and then they get composited together at the end
15:37:00watusimoto_I started adding urls to pics in the joystick code -- you probably saw that
15:37:00watusimoto_would be good to continue the practice
15:37:00watusimoto_since none of us has all these joysticks
15:37:00raptoryes... thanks
15:37:00watusimoto_Or, maybe in future, as comments inthe joystick.ini file
15:37:00sam686line smoothing and semi transparency can be a problem with z buffer, how to draw something behind a semi transparent object?
15:37:00raptorI finally implemented a somewhat efficent complex string parser using the boost::tokenize class
15:38:00watusimoto_great
15:39:00watusimoto_more boost!
15:39:00watusimoto_I resisted for so long... and now it's infecting everything
15:40:00raptorI also found out that one of our parseString methods is using streams
15:40:00raptorwhich means it is like 50 times slower than it needs to be...
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16:37:00sam686found 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
16:38:00sam686that problem did not happen in bitfighter 015a
16:42:00BFLogBot - 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
16:42:00BFLogBot - Commit 2edc1fb7e2ea | Author: buckyballreaction | Log: Change IniFile method name for clarity
16:46:00sam686another 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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16:54:00sam686http://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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18:12:00BFLogBot - Commit 865115c6639d | Author: buckyballreaction | Log: More IniFile clean-up, minor optimizations, and clarifications
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19:26:00raptorsam686: I need to research that two monitor SDL problem
19:27:00raptorbut i'm neck deep in joystick preset rewrite
19:27:00sam686its often not about 2 monitor problem, but problem when changing resolution while bitfighter is running
19:27:00raptoroh
19:27:00raptoris it the window manager is lost?
19:29:00sam686even 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..
19:29:00sam686when switching to fullscreen
19:29:00raptorwait wait
19:29:00raptorok first question
19:30:00raptorif you go from fake fullscreen to windowed, do you keep the window decorations?
19:30:00sam686if resolution was at 1024 x 768, start bitfighter, then switch to 1280 x 1024, then switch to fullscreen fails to fill the whole screen..
19:30:00raptorah
19:30:00raptorok that is completely different than what I was thinking
19:31:00sam686that fullscreen problem don't exist on version 015a
19:31:00raptorplease write that one down - i'll I think that has to do with my only querying the resolution once upon bitfighter start-up
19:31:00sam686problem shows up in our version 016
19:32:00sam686write to where?
19:34:00raptorumm... bug list?
19:34:00raptori've been following your buglist on wiki
19:36:00sam686so, I have just added one here. http://208.107.52.15/wiki/index.php/Bitfighter016_bug
19:37:00raptorthanks!
19:42:00BFLogBot - Commit 8aa71b56733a | Author: buckyballreaction | Log: Further IniFile optimizations, clean-up, clarifications, and useful methods
19:45:00raptorsam686: do you happen to have access to an XBox controller?
19:46:00sam686i don't have xbox controller..
19:47:00sam686i only have 2 x Logitech dual action, and right now, one ps3 sixaxis controller..
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19:49:00sam686one thing about xbox controller + windows, is there is already a driver from, guess which company makes both xbox and windows?
19:49:00raptorhaha, probably
19:50:00raptorooo, can you tell me the detected string for the PS3 on windows?
19:50:00raptorwhen the game starts up it will say something like: 0. PS3 Controller
19:50:00sam686windows xp easily have drivers for xbox control, through updates...
19:51:00sam686later window version may come with drivers built in..
19:52:00sam686while ps3 was detected automatically, it needed some drivers to get it to work...
19:52:00sam686for windows..
19:52:00raptorwhat is the detected string?
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19:53:00sam686ok, testing that..
19:53:00raptorplease
19:55:00sam6861 joystick(s) detected: 0. PLAYSTATION(R)3 Controller
19:55:00raptorexcellent
19:55:00raptorthanks!
19:56:00sam686but, its buttons is completely different, because of windows vs linux drivers..
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19:57:00sam686http://208.107.52.15/upload/2011-11-09-105110.
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19:57:00sam686oops, stupid up and down arrows displaying chat history
19:58:00raptorI'm removing the controllertype, XBoxOnXBox
19:58:00raptorseems superfluous
20:00:00sam686I 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...
20:01:00sam686in 015a, all axis and buttons works, when using bitfighter " PS2 Dualshock USB" option under windows with real sixaxis controller.
20:02:00raptorps2 has undergone no testing in SDL yet...
20:04:00sam686but, start and select got reversed, i guess that ps2 vs ps3 controller
20:11:00sam686i 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..
20:12:00sam686i think the same is true for some other controllers...
20:21:00raptoryeah, i'm pretty sure we need serious testing of controllers...
20:27:00BFLogBot - Commit 30bac9345014 | Author: buckyballreaction | Log: Implement parseComplexStringToMap()
20:29:00sam686oen main problem is, ControllerButton1 = 0, 0 = ControllerButton1, so if an undefined button is pressed, that is number 0, equals to ControllerButton1
20:30:00sam686i found, sixaxis have one more button, a "PS" button, being marked as "Button1" because of zero = ControllerButton1 bug...
20:30:00raptoryeah...
20:31:00raptori'm dong a rewrite of the joystick button enumeration code...
20:31:00raptorso we'll have to check that when i'm done
20:31:00raptordoing
20:32:00BFLogBot - Commit 8038339b45d5 | Author: watusim...@bitfighter.org | Log: Remove commented code, move some code to a fn
20:32:00BFLogBot - Commit bb2b509ba892 | Author: watusim...@bitfighter.org | Log: Merge
20:32:00BFLogBot - Commit 4742226c4616 | Author: watusim...@bitfighter.org | Log: Fixes to last checkin
20:32:00BFLogBot - Commit 847623406c9a | Author: watusim...@bitfighter.org | Log: Merge
20:38:00sam686that 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
20:38:00Watusimotouh...
20:38:00sam686oh, i guess we might need to fix master build?
20:38:00WatusimotoI deny that one
20:39:00raptorwhat
20:39:00raptorthat would be my fault
20:39:00sam686my bitfighter builds, but not master anymore..
20:39:00raptorno wait
20:39:00Watusimoto<whew...>
20:41:00raptornope, not my fault
20:41:00raptori compile cleanly with freshly checked out code from my latest revision
20:43:00raptorsam686: maybe you need a clean compile?
20:43:00sam686i guess my project file for master was missing an additional include directory: ../boost;
20:44:00sam686then, now it builds ok after adding that...
20:53:00BFLogBot - 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
20:54:00raptoraww man, sam686; now I have to change stuff in my recoding...
20:55:00sam686oh, didn't know you are changing joystick.cpp.."
20:55:00raptorI'm rewriting most of it...
20:55:00raptorso we can use preset from an INI instead of hard-coded ones
20:56:00sam686i 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..
20:56:00sam686since the move into SDL
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21:03:00BFLogBot - Commit 2ee1d46dd7ad | Author: watusim...@bitfighter.org | Log: BUGFIX: Stop ship from moving when menus are up
21:03:00BFLogBot - Commit 35fbae35ea04 | Author: watusim...@bitfighter.org | Log: Merge
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