#bitfighter IRC Log

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IRC Log for 2012-02-07

Timestamps are in GMT/BST.

00:05:58Watusimotoso I disagree witht that last change
00:06:14WatusimotoI think if you have a joystick plugged in, the game should start in joystick mode
00:06:14raptorok
00:06:22Watusimotoit's worked that way for a long time
00:06:40Watusimotoand, in 99% of the cases, makes sense
00:06:47raptorreally? I just tested with 015a and it always starts up with keyboard
00:07:19Watusimotowhen I plugged a stick in, 015a started in js mode, I'm pretty sure
00:07:29raptori thought i was just changing back to the old behavior
00:07:31Watusimotobecause that's how my kids play, and I don;t think they know how to change the input mode
00:07:53WatusimotoI don;t think that;s a reversion
00:08:10raptorok, i'll test again...
00:08:24Watusimotohere's what I think we could do to fix the problem for joe
00:08:53Watusimotowe could just add an INI setting (only settable via editing the INI) that basically tells it to always start in keyboard mode
00:08:55raptoryep, on 015a, with JS attached - started in keyboard mode
00:09:00raptorclean compile
00:09:01Watusimotoand he could set that
00:09:06raptorok
00:09:10Watusimotook, well... there's a bug in your 015a!
00:09:16raptorgoing to 015...
00:09:19Watusimoto:-)
00:09:25Watusimotowhat platform?
00:09:32raptorin any case, you've convinced me with your better idea
00:09:45raptorlinux
00:09:49WatusimotoI think in 015a, js detection only worked on windows and mac
00:10:18raptoroh yeah... i forgot that JS wasn't platform independent before like it is now...
00:10:21Watusimotodidn;t you do some hellish refactor to make js work on linux
00:10:23Watusimoto?
00:10:39Watusimotoso I wouls suggest unreverting and adding the INI setting
00:10:50raptorok
00:10:56Watusimotocall it UnknownJoeStick
00:11:02Watusimotono, maybe not
00:11:07Watusimoto:-)
00:11:13raptoruhh.. it wasn't a refactor - it was a complete rewrite of the joystick system for 016
00:11:21raptorby complete, i mean 100%
00:11:23WatusimotoI thought you did both, actually
00:11:28raptorthen sam686 fixed all my bugs :)
00:11:35raptori don't remember..
00:11:46WatusimotoI know you spent a lot of time on it, whatever you did
00:11:50Watusimotoand it was not without pain
00:12:12raptorhmmm... the human mind has a way about forgetting pain...
00:12:15raptormaybe that's the case here
00:12:25raptorbut i'll revert..
00:13:46raptorso INI option, only settable in iNI?
00:13:48Watusimotothat's the only reason women have a second child
00:13:52WatusimotoI think co
00:13:54Watusimotoso
00:14:02Watusimotothis is a pretty esoteric setting
00:14:13raptoryou are so true... my wife actually said she'd have another not 2 days after our second was born
00:14:34sam686probable, i think 015a will not use a joystick (defaulting to keyboard), with an unknown joystick name, i guess
00:14:37WatusimotoMaybe
00:14:54Watusimotomaybe we could change the input selector to Joystick Keyboard Autodetect
00:14:58Watusimotoand skip the ini setting
00:15:09BFLogBot - Commit c2c658235748 | Author: buckyballreaction | Log: Revert last change
00:15:12raptorwhy?
00:15:33raptorit already has autodetect -> if joystick, set joystick, else keyboard
00:15:35sam686and with 015a's linux joystick wasn't coded to read joystick name, it might have thought it was an unknown joystick name, or maybe joystick name might be different on linux
00:15:42Watusimotojust a different design to solve the problem
00:16:14Watusimotobut that may be more confusing than the ini setting
00:16:36WatusimotoI think the linux joystick was completely ignored in 015a
00:16:39Watusimotolots of empty functions
00:17:54sam686i think it should skip unknown joystick and find another joystick with supported name, if none is found, set it as keyboard instead
00:18:25Watusimotowhat does it do now? pick generic joystick?
00:18:51sam686i think right now on 016, it just sets to joystick no matter which joystick it is..
00:19:22Watusimotowhat it did in 015a was if it didn't recognize the js, it set it to the one you last used
00:19:40Watusimotowhich makes sense for having an unrecognized string that works with one of the other presets
00:19:48WatusimotoI think that no longer works
00:19:59sam686i am not sure, though, how 015a does it, i think it does keyboard if it can't find any matching supported joystick name (or maybe previously used joystick, not sure)
00:20:55Watusimoto!bug
00:20:55BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List
00:21:52Watusimotoor
00:21:56Watusimotowhat if we did this
00:22:10Watusimotoif you plug in a recognized joystick, that is automatically selected
00:23:02raptorall three platforms should be the same now
00:23:16raptorand i have already forgotten the past
00:23:26Watusimotono
00:23:32Watusimotothat idea doesn;t work
00:24:52raptorsoo... should i just add my ini setting and call it good?
00:30:30raptortesting the INI setting 'forceKeyboardMode'
00:31:23Watusimotoyes
00:31:40Watusimotohow about AlwaysStartInKeyboardMode?
00:31:45raptorluckily i still have my friend's xbox controller...
00:31:52raptorok
00:31:57raptorthat is more descriptive
00:35:18Watusimotomore descriptive == less questions in the forum!
00:36:10Watusimotothere aer a TON of forum messages
00:38:40raptorchange committed
00:39:46raptorWatusimoto: aren't you 8 hours ahead?
00:40:04Watusimotoit's closing in on 2AM here
00:40:14BFLogBot - Commit fec87002a2ae | Author: buckyballreaction | Log: Add INI option to always start in keyboard mode
00:40:51Watusimotook, there's no way this fix is getting done tonight... 173 errors
00:40:57Watusimotoso... I'm going to bed
00:41:14raptornight
00:41:19raptorwhat fix?
00:41:36Watusimotostupid #$%^& num keypad fix
00:41:44Watusimotohas gottne completely out of control
00:41:52raptorsounds like you need to do it in the day time
00:41:53Watusimotokaboom
00:41:59Watusimotoperhaps so
00:42:25Watusimotoluckily, I saw a function you added for a different purpose that gave me an idea for an easier way
00:42:49raptoroh good
00:42:50Watusimotobut I need to finish this conceptually trivial refactor first
00:43:07LoneWolfy has joined
00:43:17Watusimotoputting all the loose functions in InputCode.h into a mostly static class
00:43:38Watusimotojust lots of places I need to add InputCodeManager::
00:43:49Watusimotoboooring!
00:43:51Watusimotoanyway
00:44:13Watusimotogood night
00:44:14raptorthat's the stuff i'm good at..
00:44:17raptorgood night
00:44:20Watusimoto:->
00:44:58raptorc++-izing those pesky enums
00:49:43Watusimoto Quit (Ping timeout: 252 seconds)
01:29:28raptorLoneWolfy: your toilet map is n=unique
01:29:32raptorunique
01:29:59LoneWolfy:P
01:30:42raptorone of the few maps where bouncers rule the day
01:46:58koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
01:54:22raptorsadly, updating to the latest SDL doesn't fix some of the mac problems...
02:31:13raptoridea: no windowed mode for mac
02:31:22raptori'm starting to like that idea
03:20:29BFLogBot - Commit 6b7dbaa898d9 | Author: buckyballreaction | Log: A little less noisiness on Mac
03:37:17LoneWolfy Quit (Remote host closed the connection)
03:45:21raptorwe need a mac developer...
05:15:28raptor Quit (Remote host closed the connection)
06:02:17karamazovapy Quit (Read error: Connection reset by peer)
06:02:39karamazovapy has joined
10:57:28LordDVG has joined
13:07:27antoszka has joined
13:08:02antoszkaHi there. Tried to compile hg-tip and 016. The first fails on too many fronts I'm able to deal with;
13:08:29antoszkahowever 016 needed an #include "zlib.h" and all the object files compiled correctly, however it will not link:
13:08:32antoszkahttp://wklej.org/id/684086/
13:08:54antoszkaSeems like it missing some -l<reference-to-internal-library>, any hints how to fix that?
14:03:14koda has joined
15:16:25watusimoto has joined
15:16:26ChanServ sets mode +o watusimoto
15:33:48watusimoto!bug
15:33:48BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List
15:36:09raptor has joined
15:36:09ChanServ sets mode +o raptor
15:36:52raptorgood day antoszka
15:37:19raptorall class files correctly include the proper headers
15:37:58raptorif you are compiling on linux, you may be missing some development headers on your system
15:40:58raptorhi watusimoto
15:55:09sam686 Quit (Read error: Connection reset by peer)
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15:58:24ChanServ sets mode +v sam686
16:07:39watusimotohi
16:07:43raptorhello
16:07:56raptorso i found how how to fix the mac shortcuts
16:08:06koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
16:08:07watusimotogreat
16:08:11raptoreither: 1. I add a patch to SDL itself
16:08:11watusimotohey, do we have a way for people to update the MOTD that is scrolled across the game?
16:08:20watusimotook
16:08:21raptori don't know
16:08:31watusimotothat means no :-)
16:08:39raptor2. handle the cases in our event loop
16:09:18watusimotomac shortcuts are like cmd-q to quit the game?
16:09:24raptorcorrect
16:09:48watusimoto1 is probably better (if the patch gets accepted into the tree), 2 is probably easier and good enough
16:10:13raptorSDL 1.2.15 was just released and doesn't have #1 which was proposed 6 years ago
16:11:28watusimoto#2
16:12:06watusimotounless you can get your patch as the resolution to #1
16:18:58raptori gues it's time to ask the mailing list
16:21:23watusimotoI'm a little disappointed with sdl, to be honest
16:21:31watusimotoI feel like they should be more advanced than they are
16:21:37raptoryeah... me too
16:21:44raptorsdl 2.0 is closing in...
16:21:55watusimotoI mean they're definitely more advanced than glut in some ways
16:21:59raptori think they've spent like 5 years on it...
16:22:03watusimotowow
16:22:13watusimotowill it address any of our sdl issues?
16:22:29watusimotoor just break everything
16:23:54raptorbreaks a little - it's meant to be able to be installed in parallel with 1.2, not replace it
16:23:59raptorbut they have a migration guide
16:24:09raptoralso muuuch better window management for all platforms
16:24:20watusimotonot too worried about migrating
16:24:27watusimotoactually, lookng forward to it
16:25:05raptorsee here: http://wiki.libsdl.org/moin.cgi/Roadmap
16:34:19watusimotolooks like 2.0 will have clipboard support, which I really want for the editor
16:34:20watusimotohttp://wiki.libsdl.org/moin.cgi/CategoryClipboard
16:34:34raptoryeah, that will be neat
16:35:38watusimotolooks like they've got a ways to go yet
16:36:12watusimotowhen you say 2.0 is designed to work alongside 1.x, what do you mean -- we could use both?
16:36:17raptoryes
16:36:26raptorboth can be deployed on the same system
16:36:37watusimotobut not the same app
16:36:51raptorprobably not
16:36:56raptorwell
16:37:10raptoronly one when linking
16:37:26raptorwe could support both in our code with a few ifdefs, i think...
16:37:35watusimotoso we can't use the partial version of 2.0 to get clipboard access while using 1.x for drawing, for example
16:37:47watusimotothat would be too much to hope for :-)
16:38:04raptorwell we compile our own libraries for windows and mac - so we could...
16:38:31raptorbut for linux, we'd have to statically link from our own SDL sources
16:39:12watusimotofrom 1.3: The keyboard can be treated as a 101-button gamepad
16:39:20watusimotothat will be nice, I think
16:39:21raptorhaha
16:40:02watusimotoIn 1.3, your friend can walk up and plug in his controller, and your game will be able to announce "a new challenger approaches!"
16:40:43watusimotoalso for 1.3: A basic API to read/write from the system clipboard would be nice.
16:40:49watusimotosounds uncertain
16:41:14watusimotomy favorite 1.3 feature: Probably other stuff!
16:41:54raptoryeah, they're debating a lot of features on the mailing list - whether to include them in the base SDL or one of the satellite libs - like a 2D abstraction layer
16:42:01raptorsorry 3D
16:42:07watusimotoany clue when 1.3 will be released?
16:42:09raptorso you don't have to know openGL much..
16:42:41raptor1.3 was just changed to 2.0, and the two head developers on the mailing list keep hinting that they're close - but no date
16:42:51watusimotoah
16:42:52raptor(otherwise it wouldn't be a free open source project)
16:42:53watusimotoI see
16:42:57watusimoto:-)
16:43:28watusimotoone advantage of sdl over glut is sdl is still being developed
16:43:53raptoryep
16:43:55raptorif slowly..
16:44:06watusimotoadded clarification of the bug you found confusing on the wiki
16:45:03Watusimoto_ has joined
16:45:30raptoroh good
16:45:44raptor!bugs
16:45:44BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List
17:09:38raptori don't want to become a mac developer
17:09:42raptormy brain is already full
17:18:59Watusimoto_ Quit (Ping timeout: 252 seconds)
17:29:32watusimotoI hear ya
17:29:35watusimotoheading home
17:29:40raptorlater
17:34:28watusimoto Quit (Ping timeout: 276 seconds)
17:56:34karamazovapywow...lots of chat I missed!
18:04:55raptorhi
18:08:46karamazovapyhey - were privileges for /addbot changed in 016?
18:10:12raptori think they've always required levelchange no?
18:10:18raptorunless you do voting?
18:10:20raptorsam686?
18:10:28raptor(in other words, i'm not sure..)
18:10:55karamazovapywell people have been able to add bots freely on sam's branch, but I had a more or less public levelchangepass, so I was hoping they'd become an admin or mid-tier permission
18:11:06karamazovapyhttp://bitfighter.org/forums/viewtopic.php?f=4&t=784
18:11:38karamazovapymaybe I'll close that thread since we added a maxbots line to the .ini
18:12:40karamazovapyI think /setscore and /settime should be elevated, too
18:13:06karamazovapythen again...if people are going to screw around, I guess they'll just change the level
18:13:33karamazovapyoh well
18:14:00raptoryeah...
18:14:24raptori guess the idea is levelchange password allows someone to manipulate aspects of the level - admin for server/users
18:14:56raptornot sure where bots fit..
18:15:18karamazovapydon't you have to actually enter a blank password first now, anyway?
18:15:33karamazovapyI kind of lost track
18:15:51raptorfor admin?
18:16:02raptorif no admin password is specified, then no one can be admin
18:16:08karamazovapysorry - two streams of thought
18:16:20karamazovapyI was thinking about how the New Levels server doesn't have a levelchangepassword
18:16:38karamazovapybut since you just "enter a password" now, instead of picking levelchange or admin
18:16:42raptoroh really? then anyone should be able to change... if not, it's probably a bug
18:17:19karamazovapywell when they were separate, the no-password-blank-password just defaulted the option in the menu, but I'm not sure how "enter a password" has affected that
18:18:01raptorso they have been combined - if you enter a password, then server-side it checks against both level and admin ones and gives you appropriate access
18:18:40raptorbut i'm pretty sure that watusimoto says correct behavior for no level password is to allow everyone have levelchange access
18:20:23karamazovapyI think that's the idea, but I'm not sure if you still have to attempt a password
18:20:38raptorit's probably a bug..
18:21:17karamazovapyI don't even know if you have to try, though...we don't have many servers up to test with
18:26:24raptori like your new soccer level
18:26:34raptori think it plays really well with the soccer changes in 016
18:27:16karamazovapyglad it works - I think a couple curves are mandatory in a good soccer level
18:27:22raptoryes
18:28:38raptorspeaking of armor (if you can't tell, i'm following your forum posts..) as of last night no one had noticed that bouncers are more effective against it..
18:29:38raptor6 close topics! yay!
18:30:52karamazovapynow that we have a few necromancers roaming the forums, I'm locking some old ones
18:31:19raptorhaha, i was thinking the same thing... gotta keep CleverBot from opening old wounds
18:43:29karamazovapyOff-Topic is like Agent Smith in The Matrix...it's a phenomenon that has grown beyond our control
18:48:07raptori'm glad it isn't indexed
18:48:14raptor(or showing up in my list..)
18:48:22raptori consider it a sandbox
18:48:34raptorthat could be cleaned out at any time...
18:57:47antoszkaraptor: No, actually the problem was that the build system does not correctly update object files when you build dedicated and non-dedicated one after the other without make clean.
18:57:59antoszkaraptor: Building the two builds in separate trees fixes the problem.
18:58:19antoszka(this would require fixing up the Makefiles a little, which I'm not very good at)
18:59:33raptorantoszka: ah yes, you're right - making the client and dedicated on the same tree don't work
18:59:52raptoryou can add '-B' to be safe when compiling: make -B dedicated
19:13:19antoszkaThx.
19:20:03Watusimoto has joined
19:20:38Watusimotohi
19:20:48raptori patched SDL
19:20:53Watusimotowhat?
19:20:57raptorworks great - all shortcuts work now
19:20:57Watusimotoreally?
19:21:01Watusimotofantastic
19:21:02raptorfor Mac
19:21:10Watusimotoare you giong to submit your patch to sdl?
19:21:37raptori think so - i actaully sent a PM to this guy here: http://www.idevgames.com/forums/thread-263-post-64439.html#pid64439
19:21:58raptorbecasue he said he had a simple fix - within 2 hours, he replied with the code in the same topic
19:22:02raptor:0
19:22:06raptor:)
19:22:19Watusimotogreat
19:22:28Watusimotowell, that sounds like a happy resolution
19:22:38WatusimotoI was going to propose just letting it go
19:22:45raptoryes, and i didn't need to learn obj-c
19:22:51raptorwhich was my aim
19:22:56Watusimotoperfect
19:23:14raptori'm about to commit a library change with the patch to the repo...
19:23:34Watusimotough still have 173 errors
19:23:44Watusimotohate cleaning up yesterday's mess
19:30:30antoszkaOut of curiosity – is bitfighter a direct descendant of Zap's codebase? A fork? Something different?
19:30:47antoszka(I didn't see any mention of Zap itself on the website.)
19:31:16raptori think Watusimoto made a short history here: http://bitfighter.org/wiki/index.php/History_of_Bitfighter
19:31:30antoszkaAha.
19:31:35Watusimotohi antoszka
19:31:43raptori joined on only a little over a year ago..
19:31:46Watusimotoyes, it is a fork fo the zap codebase
19:32:06Watusimotoif you can call a project descended from a dead code base a fork
19:33:28antoszkaWatusimoto: So was the old codebase release into the public domain or under some other license?
19:33:34antoszkareleased*
19:33:43Watusimotouh, raptor, I don;t think I wrote that history
19:33:49raptoroh..
19:34:06Watusimotothe codebase was released under GPL 2 license
19:34:07raptornevermind then
19:34:25WatusimotoIt's a bit too effusive for me
19:34:36raptoryeah, doesn't look like your writing..
19:34:51raptorha! sky_lark
19:34:58Watusimotoyes, that sounds about right
19:35:47antoszkaIt's cool the game got back into life – Zap was one of the best games of that type I've ever played.
19:35:55antoszkaAnd I was really worried the project would die.
19:36:09Watusimotoit did die
19:36:43Watusimotoluckily, I happened upon it as I was looking for a network library to recreate the old Unix game xtank
19:37:29Watusimotozap was released as a demo of the TNL networking lib
19:37:54WatusimotoI tried it, and it had most of the elements of xtank that I wanted to recreate
19:37:59raptorand now, far from being dead, it is sucking my life away... :)
19:38:06Watusimotoso I decided to build off the zap codebase
19:38:14Watusimotoah yes, that
19:42:10BFLogBot - Commit 317a37b34a80 | Author: buckyballreaction | Log: Mac SDL changes: - update to SDL 1.2.15 (with new SDLMain.m as well as Lion fixes) - add in patch to allow Mac shortcuts to work
19:42:27raptoryay, i can cross off another bug off of that list
19:45:56Watusimotofantastic!
19:47:45antoszkaI noticed a bug (probably). I'm running a tiling window manager (dwm, namely), when I launch zap (excuse using the old name, it's shorter) it runs extremely slow (like 1~0,5fps) almost everytime I launch it.
19:48:05antoszkaSetting the window manager into the floating regime seems to fix the problem.
19:48:18antoszkaI never noticed that behaviour with old Zap.
19:48:27raptorwe just migrated to SDL from GLUT
19:48:39raptorso there are likely window manager bugs lurking around
19:49:19antoszkaI can try stracing the binary, when it's running slow to see if there some call unnecessarily/repeatedly hogging the CPU.
19:49:21raptori am actually unfamiliar with that window manager; could you explain what you mean by 'floating regime' ?
19:49:38raptoralso what OS/arch/version are you running?
19:49:50antoszkaraptor: it basically stops managing windows and acts like, say, twm.
19:50:06antoszkaJust draws the frame, no resizing/placing etc.
19:50:14raptori like twm
19:50:16raptor:)
19:50:25antoszkaLinux-3.2.4/x64/Gentoo.
19:51:01antoszkasdl-1.12.14, sdl-gfx-2.0.23
19:51:48antoszkatwm is great (IMO one of the wm-s in the dumb-wm convention)
19:51:54antoszkas/the/the best/
19:53:42antoszkaraptor: When in the tiling regime it acts more or less like ratpoison, if you know that one.
19:55:47raptornever got ratpoison to compile.. :)
19:56:03raptorwe don't use sdl-gfx (yet)
19:57:39raptoroh
19:58:03raptorantoszka: there is a bug in SDL - when maximizing windows in linux, it seems to spike the CPU
19:58:10raptorthis may be your problem...
19:59:21raptorsdl 1.2.15 was released.. i havene't tested it yet to see if the bug was fixed
20:00:22antoszkaI can update to 1.2.15 to test if the problem persists.
20:02:16raptori tracked down the bug with sam686 once... i think he even had a patch for it... let me see if i can find it again
20:05:20raptorif you're a gentoo user, then you have no problems with compiling :)
20:05:30antoszkaNo, not at all.
20:06:00raptori've heard stories of gentoo users trying to compile KDE and having to put their laptops in the refrigerator...
20:06:03WatusimotoI had a small gentoo box once, took 3-4 days to compile everything anytime I updated the system
20:07:13antoszkahehe
20:23:29sam686 Quit (Ping timeout: 245 seconds)
20:24:08sam686 has joined
20:24:08ChanServ sets mode +v sam686
20:26:28raptorlooks like we didn't make a patch, but we found out that SDL sends the SDL_RESIZE event non-stop when you maximize
20:29:31Watusimotoyikes
20:29:39raptorin linux
20:29:51raptorso maximizing in linux will spike a CPu
20:36:07antoszkaWhat was the way to take over unclaimed cannons?
20:36:10antoszka(and gates?)
20:36:21raptoruse repair module
20:36:32antoszkaBound to what key by default?
20:36:45antoszkaah, nvm,
20:36:47antoszkaI can see.
20:36:48raptorpress 'z' to select loadout
20:36:51raptorok
20:45:40raptorwe have a Polish server!
20:45:43raptorgreat!
20:46:14Watusimotois is cold here
20:46:15Watusimotohttp://www.huffingtonpost.com/2012/02/07/european-cold-snap-freeze_n_1258329.html
20:46:32raptorwow
20:46:46Watusimotocold enough to build gentoo, I'd say
20:46:50raptorhaha
20:49:50Watusimotowhoa, that server has an awesome ping for me! 70!
21:00:45antoszkaWatusimoto: Whereabouts are you?
21:01:04antoszkaLuxembourg?
21:01:17Watusimotoindeed I am
21:01:25Watusimotoand yourself? Poland?
21:03:24antoszkaYep.
21:03:41Watusimotopretty cold!
21:04:02antoszkaIt was actually fine, whe the humidity was low.
21:04:21antoszkaNow it's a bit warmer (around -10°C), but much more humid and it feels much worse.
21:04:22WatusimotoI grew up with this, but it has been a while since I've really had a spell like this
21:04:47Watusimotostill dry here, though it's snowing now, so maybe it's a sign of warmer more humid air moving in
21:05:00antoszkaMight be.
21:05:24Watusimotoheat your house by building gentoo? :-)
21:05:55antoszkaActually most machines are Debians in my house.
21:06:21antoszka4 Debians, one Ubuntu, around two Androids and one Gentoo.
21:07:15antoszkaGentoo is boring when you have a slowish machine, but it's very manageable and you always the right headers around.
21:07:19antoszkaWhich is plus.
21:07:38antoszka(All the tuning/performance lore around gentoo is obvious bullshit.)
21:07:46antoszkas/plus/a plus/
21:08:14antoszkas/always/always have/
21:08:22antoszkaGeez, my English has frozen up.
21:09:14Watusimotowe're not sticklers for grammar here
21:09:23Watusimotough, this is a horrible line:
21:09:25WatusimotogetGame()->getSettings()->getInputCodeManager()->getBinding(InputCodeManager::BINDING_LOADOUT, getGame()->getSettings()->getIniSettings()->inputMode);
21:09:38antoszkaI hate looking at my own lines with stupid mistakes in them.
21:09:59raptorlooks great!
21:10:34Watusimotothat's the problem with cleaning out the global namespace...
21:10:44raptoryep
21:10:48Watusimotosuddenly things are... not in the global namespace
21:11:01raptorwhy did we want to clean it out?
21:11:06raptori can't remember
21:11:34raptorwe can still use other non-global static namespaces (are these not as clean?)
21:11:47raptorI think i use Joystick:: in loads of places
21:11:54Watusimotowe do
21:11:58raptorinstead of getJoystick()
21:12:06WatusimotoI need a pithier name than InputCodeManager
21:12:19raptorICM
21:12:27Watusimotosounds like a missle
21:12:37Watusimotomissile
21:12:53Watusimotoantoszka's spelling angst is contagious
21:13:07antoszkaHeh…
21:16:39raptori can't imagine the work required to localize our game...
21:17:44WatusimotoI think it's mostly not necessary
21:17:53Watusimotothere's not really much critical text in the game
21:18:14Watusimotoat least that's always been my position
21:18:55raptoryeah - i always that it was about being friendly
21:19:08raptormore than need...
21:19:08Watusimotoantoszka: do you have any unusual (and by that I mean non-American, non-German, non-UK) keyboards?
21:19:16Watusimotoraptor: that's a good point
21:19:46antoszkaWatusimoto: I'm running a self-patched version of the standard Polish X11 keymap (which is mostly based on US+dead-keys).
21:20:15WatusimotoI ask because since we ported to SDL, I am trying to get support for as many different keyboards as posisble.
21:20:18antoszkaWatusimoto: I added proper „typographer” «quotes», …, λ, n–dash and some other small fixes.
21:20:26Watusimotointeresting
21:20:38antoszkaBut I don't think it matters.
21:20:41raptorwe need to extend our font...
21:20:49antoszkaThe basic layout is basically identical to US.
21:22:03Watusimotowhen you get a chance, would you run bitfighter, go to the diagnostics screen (F7), and try all your keys? Look at the Keys Down display and tell me if anything that doesn;t look like a standard American sounding key shows up
21:22:21antoszkaOK.
21:22:28raptorhooray we have a tester!
21:22:34WatusimotoI'm thinking maybe something like KEY_WORLD_XX or something
21:23:09WatusimotoSDL has support for all sorts of keys, but even with my swiss keyboard, it only detected 'standard' keys
21:23:36Watusimotoraptor: we're very limited by our font
21:23:40raptorwe may have to change to a bitmap font...
21:23:54raptorbecause i'm not finding any stroke fonts in the international space...
21:24:07Watusimotoyou're probably not finding many stroke fonts at all
21:24:20WatusimotoI know of 2: ours, and the one in gridwars
21:24:25raptoryes - only the ones we stole from freeGLUT
21:24:48Watusimotodown to 81 errors
21:33:54Watusimotoone consequence of this work is each client game can have it's own bindings
21:34:21Watusimotonot immediately useful, but if sam ever works out multi-player mode, it might be useful
21:34:55antoszka*no* to a bitmap font :)
21:35:16antoszkaIt would badly impact the game's wonderful vectory character.
21:35:22Watusimotoyou probably don;t need to worry too much
21:35:34Watusimotowe do use a bitmap font in the console
21:35:52Watusimotobut the vector nature of the game is very important
21:36:05raptori'm an currently searching for how to convert a bitmap/ttf font to stroke... then we can make our own :)
21:36:08Watusimotothere's no other excuse for our crappy graphics!
21:36:32WatusimotoIt would be cool to get checkbook as a vector font
21:36:53WatusimotoI still remember the work I did to render the game logo
21:37:18Watusimotoan incredible tool chain involving spreadsheets, gis digitizing software, and photoshop
21:37:38raptorwow
21:37:43Watusimotowon't be doing that again
21:38:06raptorsomebody somewhere had to have written the algo... i can't believe they did all that work by hand for the current stroke font
21:38:09WatusimotoI think there was a sed script in there too, to clean things up
21:38:22Watusimotofor one font? easier to do by hand
21:38:35Watusimotoyou could do it in a day
21:38:42raptorbut freeGLUT has a few
21:38:52Watusimotoalso, old plotters used to all use stroke fonts
21:39:07Watusimotomaybe trawl through the autocad forums :-)
21:39:17raptorso it could be years of manual work that has added to our font?
21:42:36BlackBird has joined
21:42:50karamazovapyI might be able to convert a bitmap/ttf into something vector-ish if you tell me what you need
21:43:01karamazovapysince I'm an evil genius about that sort of thing
21:43:16BlackBirdare you talking to me?
21:43:27karamazovapyno, I am decidedly not.
21:43:31raptorkaramazovapy: really?
21:43:58karamazovapyif somebody can show me the format for stroke fonts, I could probably hack it out
21:44:20karamazovapymy mapmaking system allows me several output options, one of which is probably in the ballpark
21:44:25raptorkaramazovapy: here is our font: http://code.google.com/p/bitfighter/source/browse/zap/freeglut_stroke_roman.h
21:44:29BlackBirddo you think that my color cube idea will be implemented since it has no opposition and is super easy to code?
21:44:48karamazovapyI wouldn't say it has no opposition, people just haven't bothered to post about it
21:44:59raptorkaramazovapy: forewarning - i haven't figured the code piece out yet...
21:45:15BlackBirdi would really like to know what people think about it
21:45:34antoszkaWouldn't it be better to just extend the existing font?
21:45:36raptoralso karamazovapy a definition of each character: http://code.google.com/p/bitfighter/source/browse/zap/freeglut_stroke.h
21:45:40raptorantoszka: yes
21:45:43karamazovapyantoszka - yeah.
21:45:50antoszkaWhich is nice, has a certain character and is only perhaps missing a few glyphs?
21:46:01antoszkaI feel it's always been a part of the game.
21:46:08raptornow we need a set of glyphs...
21:46:08karamazovapywell we changed the 016 font from what came before it
21:46:49karamazovapyBlackBird - we don't really have a precedent for adding purely decorative things to the game
21:46:54sam686well, on 016, only a few letters of a font have changes..
21:46:58sam686from 015
21:47:07karamazovapyto a point, we've kind of followed in zap's "all action, no distraction" mantra
21:48:20karamazovapyone counterargument is also that adding non-functional zones could be confusing and make functional zones less obvious
21:48:37BlackBirdeh
21:48:42BlackBirdi wouldn't say that
21:48:55Watusimotokaramazovapy: what do you mean by mapmaking system?
21:49:00karamazovapyI think it's a fair argument whether you would say that or not
21:49:20karamazovapywhat I used to produce Son of Airlock and some others
21:49:36karamazovapythe edwardian script in that old kServ Welcome map
21:49:46raptorwe could change the zone text to be 'Gratuitous Decoration' instead of LOAD-OUT
21:49:57karamazovapylol
21:49:59Watusimotoah, I see. not map making in the sense of making maps
21:50:13BlackBirdbut i see a lot of level makers using goals and walls intended for use other than being used for walls
21:50:16karamazovapyright...converting graphics to level code
21:50:26sam686or... we could use a bitmap font instead of lines and stroke font
21:50:38karamazovapyI see a handful of people who have tried to draw with zones for no real reason
21:50:43WatusimotoI would love to add some japanese characters for ambience
21:52:06BlackBirdi have a question
21:52:20BlackBirdwhy do we have a curve.gen?
21:52:41Watusimotowell, google translate has a ways to go
21:52:43Watusimotohttp://translate.google.com/?tl=ja&q=undefined#auto|ja|bitfighter
21:52:44BlackBirdwhats the purpose in having a tool to curve and smooth out walls and other things?
21:52:47raptori font some old stroke fonts: http://www.ghostscript.com/doc/current/Hershey.htm
21:52:49Watusimotoplay the japanese audio
21:53:12raptorwow
21:53:18raptoris that spelled out?
21:53:21WatusimotoI think so
21:53:46Watusimotoshould be "bi-tu-fi-te-ru" or something similar
21:53:58karamazovapycurves can really change gameplay for soccer levels
21:54:05raptoroooo: http://www.cowlark.com/hershtrans/
21:54:32BlackBirdother than soccer levels (and roller coasters) whats the point in having it?
21:55:13karamazovapycurved barriers allow you to smoothly redirect ships, bursts, testitems, resourceitems...
21:55:37BlackBirdbut why would a ship be glued to the wall?
21:55:48karamazovapywho said anything about glue?
21:56:16BlackBirdwhy would a ship be up against a wall?
21:56:24Watusimotobi戦士
21:56:28karamazovapyyou never run into walls?
21:56:32Watusimotommmm... not satisfying
21:56:47karamazovapyor get thrown against them by bursts or speedzones?
21:57:00BlackBirdwhat I'm trying to say is that the curve.gen makes levels more appealing
21:57:04raptori'm on old CAD pages now
21:57:10BlackBirdvisually
21:57:12karamazovapyyes, but scripting isn't purely ornamental, and neither are barriers
21:57:27karamazovapyand neither are curves
21:57:30BlackBirddid i say it was?
21:57:46karamazovapyI'm suggesting that it's not an even parallel to purely ornamental zones
21:58:46Watusimotoraptor: before you get too excited http://paulbourke.net/dataformats/hershey/
21:59:23BlackBirdi have another question
21:59:29raptorthat's another link to the hershey font
21:59:32Watusimotowell, didn't scroll down far enough -- there's lots of special cars
21:59:34BlackBirdwhy shouldn't it be implemented?
21:59:47karamazovapyneat - music characters!
21:59:48raptorso we need to convert that to our GL format
22:00:19karamazovapyI gave you a valid counterargument - that we're not generally in the habit of adding purely ornamental features
22:00:25raptorit's already stroked great!
22:00:56BlackBirdi know some people don't like adding extra "distractions" to a level, but a lot of us would
22:01:26karamazovapywe're not talking about individual levels, though, we're talking about principles of game design
22:01:41karamazovapyI'm not saying it'll never happen, I'm just explaining why it hasn't
22:01:59BlackBirdyou were?
22:02:13BlackBirdoh
22:02:32karamazovapyyeah, and why there's no push or drive among the developers to do it at the moment
22:02:43Watusimotoread the 2nd bullet in free fonts section: http://en.wikipedia.org/wiki/Ghostscript
22:02:56BlackBirdcyabai
22:02:59BlackBird Quit (Quit: Page closed)
22:03:14karamazovapywhere's the citation for that...?
22:03:32Watusimotofor what?
22:03:50karamazovapythe second bullet...6789?
22:03:53Watusimotofor the wiki comment?
22:03:56Watusimotowho knows
22:04:32karamazovapyhttp://www.ghostscript.com/doc/current/Fonts.htm ?
22:06:30raptorhahaha: read the license: sol.gfxile.net/hershey/hershey.cpp
22:06:34raptorhttp://sol.gfxile.net/hershey/hershey.cpp
22:07:03karamazovapyhah!
22:07:33Watusimotocame across that for the first time yesterday
22:08:01Watusimotothe wtfpl
22:08:27raptorWhen free means completely free!
22:09:21Watusimotocompletely f'n free
22:36:33raptorgood page with everything already converted: http://sol.gfxile.net/hershey/fontprev.html
22:36:53raptorbut only to opengl vertex data - maybe a bit different than what GLUT uses
22:37:05karamazovapyneat
22:37:48raptorand we'll have to somehow map each character to the proper one in the unicode character set...
22:38:33raptoroh look, music character
22:38:35karamazovapyI like the treble clef in music
22:39:06karamazovapysymbolic has some fun stuff
22:39:29raptorwingdings is the future!
22:44:21raptori think our work has been done for us: http://gameprogrammer.com/polyfonts/polyfonts.html
22:44:50karamazovapythe internet is a wonderful thing
22:45:44karamazovapyI like this part of his license:
22:45:45karamazovapyNo donation is too small! Music and artwork are good too.
22:45:45karamazovapyIf you have some CD's you're not listening to anymore, send 'em along!
22:45:56raptorhehe
22:46:26Watusimotodonna summers, here you go!
23:09:32raptorwe could rip out our entire FreeGLUT font system and use PolyFonts instead
23:12:53Watusimotois there really a benefit? most of those fonts look more or less the same
23:13:04Watusimotoand I'm not sure we want to go font-wild
23:13:30raptorthe benefit is to not have to convert our new character into GLUT font format
23:18:54LordDVG Quit (Read error: Connection reset by peer)
23:26:06raptorah, finally guessed the password on 'New Levels'
23:26:27raptorduh

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