Timestamps are in GMT/BST.
| 00:13:29 | koda | google summer of code |
| 00:22:18 | raptor | objc syntax is so foreign... |
| 00:27:23 | | raptor shamelessly copies and pastes |
| 00:29:40 | raptor | i wonder how this can be done with C |
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| 03:22:17 | raptor | it works!! |
| 03:22:39 | raptor | i can call objc calls if i wrap it with a c++ header |
| 03:47:13 | raptor | I fixed it!! |
| 03:47:23 | raptor | i think we can use SDL2 for Mac for 017 |
| 03:52:18 | raptor | hey sam686 |
| 03:52:40 | raptor | want to do some play testing? watusimoto thinks we can release 017 any day this week |
| 04:42:55 | | BFLogBot - Commit 2396a2719ab5 | Author: buckyballreaction | Log: Fix SDL2 mouse wheel |
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| 10:02:29 | watusimoto | hi danger89 |
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| 14:52:32 | raptor | good morning! |
| 14:53:01 | raptor | so i figured out how to get the shortcuts working again on Mac with SDL2 |
| 14:53:23 | raptor | but I found another bug |
| 14:53:35 | raptor | so still no go for releasing 017 with SDL2 |
| 15:14:55 | kodaws | why would you want to release with sdl2? |
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| 16:53:16 | raptor | kodaws: because several window management issues are fixed on Mac (we'd release with Mac only) |
| 16:53:39 | kodaws | oh really? |
| 16:54:00 | raptor | oh yes, SDL2 actually uses Cocoa fully for events and windowing |
| 16:54:50 | kodaws | and that didn't happen with standard sdl? |
| 16:55:14 | raptor | standard SDL used Quartz for its windowing system and all events were handled internally somehow |
| 16:56:17 | raptor | when Mac OS X 10.8 comes out, SDL 1.2 might not worka t all because there's a change that a lot of deprecated APIs that SDL uses will disappear |
| 16:56:25 | raptor | *chance |
| 16:57:02 | kodaws | :| |
| 16:58:24 | raptor | yes, fun times ahead |
| 16:58:42 | kodaws | lion broke compatibility will all freepascal apps that used opengl |
| 16:58:48 | raptor | oh wonderful |
| 16:58:59 | kodaws | yeah |
| 16:59:00 | raptor | i don't consider Lion an upgrade, rather downgrade |
| 16:59:13 | raptor | twice the system resources required to do half as much |
| 16:59:13 | kodaws | i'm still on snow leo in fact :p |
| 16:59:28 | kodaws | how about mountain lion? |
| 16:59:29 | raptor | yeah, i only boot up my 10.6 VM because it's much faster |
| 16:59:38 | raptor | 10.8 isn't out yet, is it? |
| 17:00:12 | raptor | all i know is that I can do less as a normal user on Lion, and the system runs slower on the same hardware |
| 17:00:31 | raptor | but the mouse wheel was reversed! |
| 17:00:58 | kodaws | yay |
| 17:01:12 | kodaws | that's an important improvement |
| 17:01:23 | kodaws | don't understimate the power of mouse wheel |
| 17:01:31 | raptor | hehe |
| 17:05:23 | kodaws | so now bf works with sdl2? that would make it a nice candidate for ios porting! |
| 17:05:42 | raptor | yes, i'm almost completely done porting it |
| 17:05:56 | raptor | found one issue that doesn't work that i still need to iron out: text input |
| 17:06:03 | raptor | but the rest works really nicely |
| 17:06:31 | raptor | iOS and android |
| 17:06:56 | raptor | Except I have two problems with mobile: |
| 17:07:15 | raptor | 1. I don't have any creative ideas on how to handle the dual axes |
| 17:07:24 | raptor | 2. I don't own a mobile device |
| 17:07:32 | raptor | :) |
| 17:08:50 | kodaws | nice :D |
| 17:09:03 | kodaws | is there a project file somewhere working already? |
| 17:09:14 | raptor | for mobile? |
| 17:09:19 | raptor | or for SDL2? |
| 17:09:30 | kodaws | for mobile |
| 17:09:35 | raptor | nope |
| 17:09:42 | kodaws | D: |
| 17:09:58 | raptor | for bitfighter mobile, no - there are sample SDL2 project files, I think |
| 17:15:17 | danger89 | raptor: you dont have a mobile device lol :P? |
| 17:15:27 | raptor | I do not |
| 17:16:07 | danger89 | with dual axes you mean what is normally your mouse pointer is? |
| 17:16:27 | raptor | ther eis a movement axis, and a shooting axis, yes |
| 17:17:51 | danger89 | do it like GTA mobile fixed it (and many games with it) |
| 17:17:52 | danger89 | http://screenshots.en.sftcdn.net/blog/en/2011/12/gta1.png |
| 17:18:13 | danger89 | use an on-screen 'jockstick' |
| 17:18:29 | raptor | I'm afraid my 'I do not have a moble device' interferes with how other games do it... |
| 17:18:40 | raptor | my knowledge, i mean |
| 17:18:52 | raptor | so a 'virtual' joysick in the corners of the screen? |
| 17:18:55 | danger89 | most devices even support dual (or more) finger inputs at the same time, so you can have 2 joysticks |
| 17:18:58 | danger89 | yea |
| 17:19:03 | danger89 | bottom left |
| 17:19:05 | danger89 | bottom right |
| 17:19:37 | raptor | ok, how about dual axis? movement is one thing, but how to aim? |
| 17:19:49 | danger89 | you can also choose to have 1 virtual joystick and 1 finger just touching the screen |
| 17:20:16 | danger89 | you can aim by moving your finger on the screen |
| 17:20:25 | danger89 | and use the joystick for movement |
| 17:20:28 | danger89 | or visa versa |
| 17:20:45 | danger89 | or ... 2 virtual joysticks at the same time |
| 17:20:58 | raptor | and module usage as well as shooting? |
| 17:20:59 | danger89 | so tons of options here ;) |
| 17:21:19 | raptor | because i can move, aim, shoot, and use a module simultaneously |
| 17:21:28 | danger89 | you mean.. moving the pointer as well as fire button? |
| 17:21:41 | raptor | yes |
| 17:22:00 | danger89 | why not, just pressing at the screen will do |
| 17:22:18 | danger89 | you should play GTA |
| 17:22:23 | danger89 | on your mobile phone |
| 17:22:46 | danger89 | it one of the games I was really impressed how they convert desktop game play to the mobile |
| 17:23:24 | danger89 | but you can also take a look to other (simular) games |
| 17:23:30 | danger89 | to get some (new) ideas? |
| 17:25:09 | danger89 | raptor: I guess FPS games on the mobile as some simular issues as well |
| 17:25:25 | danger89 | for example Modern Combat 2: Black Pegasus for iPhone |
| 17:25:35 | danger89 | (I dont have an iPhone but oké) |
| 17:25:42 | danger89 | screens: http://www.locoav.com/iphone-modern-combat-2-black-pegasus-screenshots.html |
| 17:26:07 | danger89 | or this game! ->> http://www.nineoverten.com/2011/09/21/new-western-themed-fps-legendary-outlaw-set-to-be-released-for-iphoneipad/ |
| 17:26:40 | danger89 | no android again pff? |
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| 20:26:47 | Watusimoto | soooo many timer use cases |
| 20:26:55 | raptor | hi |
| 20:27:35 | Watusimoto | hi |
| 20:27:39 | Watusimoto | adding two minutes to an unlimted game causes display issues |
| 20:27:44 | Watusimoto | who would do that? |
| 20:27:54 | raptor | what |
| 20:28:18 | Watusimoto | add two minutes to an unlimited time game |
| 20:29:24 | Watusimoto | and yet I feel compelled to fix that bug |
| 20:29:24 | Watusimoto | at least it was an easy fi |
| 20:29:24 | Watusimoto | x |
| 20:29:29 | raptor | haha |
| 20:30:00 | raptor | oh |
| 20:30:02 | raptor | also |
| 20:30:06 | raptor | if you run the unlimited timer |
| 20:30:25 | raptor | at every 2 Core rotations, the Core stutters |
| 20:32:47 | Watusimoto | odd |
| 20:33:04 | Watusimoto | I'll look at that |
| 20:33:29 | Watusimoto | I refactored the game timer just a tad, trying to corral all these goofball cases we have, but it didn |
| 20:33:33 | Watusimoto | 't really help much |
| 20:33:45 | Watusimoto | still lots of screwy conditions |
| 20:33:55 | raptor | yeah, the unlimited piece was always a thorn |
| 20:33:55 | Watusimoto | it feels very fragile |
| 20:33:57 | Watusimoto | we can set time in level files |
| 20:34:01 | Watusimoto | we can add time |
| 20:34:09 | Watusimoto | we can set time with /settime command |
| 20:34:17 | Watusimoto | we can set to unlimited |
| 20:34:21 | Watusimoto | we can vote on time |
| 20:34:41 | Watusimoto | (no idea how to test that, to be honest) |
| 20:34:45 | Watusimoto | there's all these different pathways with different interactions |
| 20:35:29 | Watusimoto | nexus open/close needs to be handled (that's now based on game timer) |
| 20:35:29 | Watusimoto | core rotations... |
| 20:35:29 | Watusimoto | it's all a mess |
| 20:35:57 | Watusimoto | and it's sucking up all my time |
| 20:36:17 | Watusimoto | and I don't feel like what we're ending up with is much better than where we started |
| 20:36:22 | raptor | does the core rotation switch from a server timer instead of game timer when you set to unlimited? |
| 20:36:33 | raptor | *to a server timer |
| 20:37:04 | Watusimoto | no |
| 20:37:12 | Watusimoto | the game timer continues to tick down |
| 20:37:25 | Watusimoto | and contunues to be synchronized |
| 20:37:39 | Watusimoto | at least it should be :-) |
| 20:39:12 | raptor | i always figured we'd have another timer used for things that should be timed forever |
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| 20:39:37 | raptor | and it would be based on a server timer that starts when a server starts and ends when the server shutsdown |
| 20:39:54 | raptor | it would probably loop after 2^32 -1 or whatever |
| 20:40:21 | raptor | but it would be good enough to make anything continue to run in-game without being based on the game timer |
| 20:40:56 | Watusimoto | so a second timer kept perpetually in sync, similar to the game timer? |
| 20:41:10 | raptor | yes |
| 20:41:32 | raptor | but the state of the server doesn't matter, in-game, suspended - it keeps ticking |
| 20:41:33 | Watusimoto | then you wouldn't need a game timer at all -- just stop times on the global timer |
| 20:41:49 | Watusimoto | that's how nexus works now |
| 20:41:54 | Watusimoto | it used to have its own timer |
| 20:41:59 | raptor | oh really? |
| 20:42:05 | Watusimoto | now it just tracks what time it should open/close |
| 20:42:58 | raptor | having its own timer would be simpler though right? countdown until open, set close time, reset, countdown until close, etc... |
| 20:43:49 | raptor | so it just goes perpetually without any analysis of the game or global timer |
| 20:45:05 | Watusimoto | yes, but now you have two timers to synchronize instead of one |
| 20:45:21 | raptor | you don't need to synchronize them... |
| 20:45:29 | raptor | the game loop already updates them at the same pace, right? |
| 20:45:40 | Watusimoto | you need to synchronize client and server |
| 20:46:00 | raptor | ah, yes, i guess you're right... |
| 20:46:22 | Watusimoto | once the game knows how long nexus is open/closed, it can do the caluclations itself with no further input from server |
| 20:46:40 | Watusimoto | as long as the clocks are synchronized, everything works fine |
| 20:47:44 | Watusimoto | until some bozo decides to extend the game |
| 20:48:45 | raptor | ah yes - so we reduce the synchronization at added cost of complexity |
| 20:49:25 | Watusimoto | well, we already had the complexity |
| 20:50:00 | Watusimoto | in principle, this is a little simpler |
| 20:50:13 | Watusimoto | and our clocks always look nice and tightly synchronized |
| 20:50:48 | raptor | i still think we should have a global timer to sync against... but we'd have to handle the case of looping around |
| 20:52:04 | raptor | in fact: http://sdl.beuc.net/sdl.wiki/SDL_GetTicks |
| 20:54:21 | Watusimoto | not opposed to the idea at all |
| 20:54:47 | Watusimoto | just don't want to deal with it until the current pain has passed :-) |
| 20:54:58 | raptor | hehe, agreed |
| 20:55:07 | Watusimoto | that timer is not much different than platform::getMilliseconds() |
| 20:55:23 | raptor | yeah, that's perfect |
| 20:55:34 | Watusimoto | ok, every test I have now works with nexus |
| 20:55:41 | Watusimoto | now to look at core |
| 20:58:17 | Watusimoto | that stutter is really odd |
| 20:59:00 | raptor | maybe angle rounding error? |
| 21:00:27 | Watusimoto | unlikely |
| 21:04:05 | raptor | found a major difference with SDL2 that will require a refactor: the unicode key isn't sent with ONKEYDOWN event anymore, but with its own event |
| 21:04:47 | raptor | so that means chatting is broke at the moment (with SDL2) |
| 21:05:20 | Watusimoto | something is causing the game clock to jump ahead (or back) 30 seconds every minute or so |
| 21:05:27 | Watusimoto | that's causing the stutter |
| 21:05:41 | raptor | odd |
| 21:27:37 | Watusimoto | found the problem -- a glitch in the time synch process |
| 21:27:45 | Watusimoto | only when time was infinite |
| 21:39:18 | Watusimoto | fixed, I think |
| 21:46:56 | raptor | !!! |
| 21:47:36 | raptor | somehow i'm getting different pointers from settings->getIniSettings()->winSizeFact |
| 21:47:50 | raptor | when switching to fullscreen/windowed mode with SDL2 on Mac |
| 22:52:36 | Watusimoto | sleepy |
| 22:53:07 | raptor | sleep |
| 22:54:23 | raptor | i can't solve my problem on mac |
| 22:54:27 | raptor | argh! |
| 22:56:30 | Watusimoto | do something else for a while. |
| 22:56:33 | Watusimoto | good night |
| 22:56:38 | raptor | night |
| 22:56:40 | | BFLogBot - Commit 415706af144c | Author: watusim...@bitfighter.org | Log: Refactor (again) of game timer, all known nexus timing issues now working |
| 22:56:42 | | BFLogBot - Commit b436d346d2d9 | Author: watusim...@bitfighter.org | Log: Better message, slightly |
| 22:56:43 | | BFLogBot - Commit 4f4e1e413c62 | Author: watusim...@bitfighter.org | Log: Remove debugging code |
| 22:56:45 | | BFLogBot - Commit f03c3ab032c3 | Author: watusim...@bitfighter.org | Log: Core stutter gone? |
| 22:56:46 | | BFLogBot - Commit e058ee085ee7 | Author: watusim...@bitfighter.org | Log: Merge |
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| 23:46:52 | | BFLogBot - Commit d19e26c4ddf2 | Author: buckyballreaction | Log: Workaround for extra window resized event being sent when setting fullscreen on Mac using SDL2 |
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