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IRC Log for 2012-03-20

Timestamps are in GMT/BST.

00:13:29kodagoogle summer of code
00:22:18raptorobjc syntax is so foreign...
00:27:23raptor shamelessly copies and pastes
00:29:40raptori wonder how this can be done with C
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03:22:17raptorit works!!
03:22:39raptori can call objc calls if i wrap it with a c++ header
03:47:13raptorI fixed it!!
03:47:23raptori think we can use SDL2 for Mac for 017
03:52:18raptorhey sam686
03:52:40raptorwant to do some play testing? watusimoto thinks we can release 017 any day this week
04:42:55BFLogBot - Commit 2396a2719ab5 | Author: buckyballreaction | Log: Fix SDL2 mouse wheel
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10:02:29watusimotohi danger89
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14:52:32raptorgood morning!
14:53:01raptorso i figured out how to get the shortcuts working again on Mac with SDL2
14:53:23raptorbut I found another bug
14:53:35raptorso still no go for releasing 017 with SDL2
15:14:55kodawswhy would you want to release with sdl2?
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16:53:16raptorkodaws: because several window management issues are fixed on Mac (we'd release with Mac only)
16:53:39kodawsoh really?
16:54:00raptoroh yes, SDL2 actually uses Cocoa fully for events and windowing
16:54:50kodawsand that didn't happen with standard sdl?
16:55:14raptorstandard SDL used Quartz for its windowing system and all events were handled internally somehow
16:56:17raptorwhen 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
16:56:25raptor*chance
16:57:02kodaws:|
16:58:24raptoryes, fun times ahead
16:58:42kodawslion broke compatibility will all freepascal apps that used opengl
16:58:48raptoroh wonderful
16:58:59kodawsyeah
16:59:00raptori don't consider Lion an upgrade, rather downgrade
16:59:13raptortwice the system resources required to do half as much
16:59:13kodawsi'm still on snow leo in fact :p
16:59:28kodawshow about mountain lion?
16:59:29raptoryeah, i only boot up my 10.6 VM because it's much faster
16:59:38raptor10.8 isn't out yet, is it?
17:00:12raptorall i know is that I can do less as a normal user on Lion, and the system runs slower on the same hardware
17:00:31raptorbut the mouse wheel was reversed!
17:00:58kodawsyay
17:01:12kodawsthat's an important improvement
17:01:23kodawsdon't understimate the power of mouse wheel
17:01:31raptorhehe
17:05:23kodawsso now bf works with sdl2? that would make it a nice candidate for ios porting!
17:05:42raptoryes, i'm almost completely done porting it
17:05:56raptorfound one issue that doesn't work that i still need to iron out: text input
17:06:03raptorbut the rest works really nicely
17:06:31raptoriOS and android
17:06:56raptorExcept I have two problems with mobile:
17:07:15raptor1. I don't have any creative ideas on how to handle the dual axes
17:07:24raptor2. I don't own a mobile device
17:07:32raptor:)
17:08:50kodawsnice :D
17:09:03kodawsis there a project file somewhere working already?
17:09:14raptorfor mobile?
17:09:19raptoror for SDL2?
17:09:30kodawsfor mobile
17:09:35raptornope
17:09:42kodawsD:
17:09:58raptorfor bitfighter mobile, no - there are sample SDL2 project files, I think
17:15:17danger89raptor: you dont have a mobile device lol :P?
17:15:27raptorI do not
17:16:07danger89with dual axes you mean what is normally your mouse pointer is?
17:16:27raptorther eis a movement axis, and a shooting axis, yes
17:17:51danger89do it like GTA mobile fixed it (and many games with it)
17:17:52danger89http://screenshots.en.sftcdn.net/blog/en/2011/12/gta1.png
17:18:13danger89use an on-screen 'jockstick'
17:18:29raptorI'm afraid my 'I do not have a moble device' interferes with how other games do it...
17:18:40raptormy knowledge, i mean
17:18:52raptorso a 'virtual' joysick in the corners of the screen?
17:18:55danger89most devices even support dual (or more) finger inputs at the same time, so you can have 2 joysticks
17:18:58danger89yea
17:19:03danger89bottom left
17:19:05danger89bottom right
17:19:37raptorok, how about dual axis? movement is one thing, but how to aim?
17:19:49danger89you can also choose to have 1 virtual joystick and 1 finger just touching the screen
17:20:16danger89you can aim by moving your finger on the screen
17:20:25danger89and use the joystick for movement
17:20:28danger89or visa versa
17:20:45danger89or ... 2 virtual joysticks at the same time
17:20:58raptorand module usage as well as shooting?
17:20:59danger89so tons of options here ;)
17:21:19raptorbecause i can move, aim, shoot, and use a module simultaneously
17:21:28danger89you mean.. moving the pointer as well as fire button?
17:21:41raptoryes
17:22:00danger89why not, just pressing at the screen will do
17:22:18danger89you should play GTA
17:22:23danger89on your mobile phone
17:22:46danger89it one of the games I was really impressed how they convert desktop game play to the mobile
17:23:24danger89but you can also take a look to other (simular) games
17:23:30danger89to get some (new) ideas?
17:25:09danger89raptor: I guess FPS games on the mobile as some simular issues as well
17:25:25danger89for example Modern Combat 2: Black Pegasus for iPhone
17:25:35danger89(I dont have an iPhone but oké)
17:25:42danger89screens: http://www.locoav.com/iphone-modern-combat-2-black-pegasus-screenshots.html
17:26:07danger89or this game! ->> http://www.nineoverten.com/2011/09/21/new-western-themed-fps-legendary-outlaw-set-to-be-released-for-iphoneipad/
17:26:40danger89no android again pff?
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20:26:47Watusimotosoooo many timer use cases
20:26:55raptorhi
20:27:35Watusimotohi
20:27:39Watusimotoadding two minutes to an unlimted game causes display issues
20:27:44Watusimotowho would do that?
20:27:54raptorwhat
20:28:18Watusimotoadd two minutes to an unlimited time game
20:29:24Watusimotoand yet I feel compelled to fix that bug
20:29:24Watusimotoat least it was an easy fi
20:29:24Watusimotox
20:29:29raptorhaha
20:30:00raptoroh
20:30:02raptoralso
20:30:06raptorif you run the unlimited timer
20:30:25raptorat every 2 Core rotations, the Core stutters
20:32:47Watusimotoodd
20:33:04WatusimotoI'll look at that
20:33:29WatusimotoI refactored the game timer just a tad, trying to corral all these goofball cases we have, but it didn
20:33:33Watusimoto't really help much
20:33:45Watusimotostill lots of screwy conditions
20:33:55raptoryeah, the unlimited piece was always a thorn
20:33:55Watusimotoit feels very fragile
20:33:57Watusimotowe can set time in level files
20:34:01Watusimotowe can add time
20:34:09Watusimotowe can set time with /settime command
20:34:17Watusimotowe can set to unlimited
20:34:21Watusimotowe can vote on time
20:34:41Watusimoto(no idea how to test that, to be honest)
20:34:45Watusimotothere's all these different pathways with different interactions
20:35:29Watusimotonexus open/close needs to be handled (that's now based on game timer)
20:35:29Watusimotocore rotations...
20:35:29Watusimotoit's all a mess
20:35:57Watusimotoand it's sucking up all my time
20:36:17Watusimotoand I don't feel like what we're ending up with is much better than where we started
20:36:22raptordoes the core rotation switch from a server timer instead of game timer when you set to unlimited?
20:36:33raptor*to a server timer
20:37:04Watusimotono
20:37:12Watusimotothe game timer continues to tick down
20:37:25Watusimotoand contunues to be synchronized
20:37:39Watusimotoat least it should be :-)
20:39:12raptori always figured we'd have another timer used for things that should be timed forever
20:39:19koda has joined
20:39:37raptorand it would be based on a server timer that starts when a server starts and ends when the server shutsdown
20:39:54raptorit would probably loop after 2^32 -1 or whatever
20:40:21raptorbut it would be good enough to make anything continue to run in-game without being based on the game timer
20:40:56Watusimotoso a second timer kept perpetually in sync, similar to the game timer?
20:41:10raptoryes
20:41:32raptorbut the state of the server doesn't matter, in-game, suspended - it keeps ticking
20:41:33Watusimotothen you wouldn't need a game timer at all -- just stop times on the global timer
20:41:49Watusimotothat's how nexus works now
20:41:54Watusimotoit used to have its own timer
20:41:59raptoroh really?
20:42:05Watusimotonow it just tracks what time it should open/close
20:42:58raptorhaving its own timer would be simpler though right? countdown until open, set close time, reset, countdown until close, etc...
20:43:49raptorso it just goes perpetually without any analysis of the game or global timer
20:45:05Watusimotoyes, but now you have two timers to synchronize instead of one
20:45:21raptoryou don't need to synchronize them...
20:45:29raptorthe game loop already updates them at the same pace, right?
20:45:40Watusimotoyou need to synchronize client and server
20:46:00raptorah, yes, i guess you're right...
20:46:22Watusimotoonce the game knows how long nexus is open/closed, it can do the caluclations itself with no further input from server
20:46:40Watusimotoas long as the clocks are synchronized, everything works fine
20:47:44Watusimotountil some bozo decides to extend the game
20:48:45raptorah yes - so we reduce the synchronization at added cost of complexity
20:49:25Watusimotowell, we already had the complexity
20:50:00Watusimotoin principle, this is a little simpler
20:50:13Watusimotoand our clocks always look nice and tightly synchronized
20:50:48raptori still think we should have a global timer to sync against... but we'd have to handle the case of looping around
20:52:04raptorin fact: http://sdl.beuc.net/sdl.wiki/SDL_GetTicks
20:54:21Watusimotonot opposed to the idea at all
20:54:47Watusimotojust don't want to deal with it until the current pain has passed :-)
20:54:58raptorhehe, agreed
20:55:07Watusimotothat timer is not much different than platform::getMilliseconds()
20:55:23raptoryeah, that's perfect
20:55:34Watusimotook, every test I have now works with nexus
20:55:41Watusimotonow to look at core
20:58:17Watusimotothat stutter is really odd
20:59:00raptormaybe angle rounding error?
21:00:27Watusimotounlikely
21:04:05raptorfound 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
21:04:47raptorso that means chatting is broke at the moment (with SDL2)
21:05:20Watusimotosomething is causing the game clock to jump ahead (or back) 30 seconds every minute or so
21:05:27Watusimotothat's causing the stutter
21:05:41raptorodd
21:27:37Watusimotofound the problem -- a glitch in the time synch process
21:27:45Watusimotoonly when time was infinite
21:39:18Watusimotofixed, I think
21:46:56raptor!!!
21:47:36raptorsomehow i'm getting different pointers from settings->getIniSettings()->winSizeFact
21:47:50raptorwhen switching to fullscreen/windowed mode with SDL2 on Mac
22:52:36Watusimotosleepy
22:53:07raptorsleep
22:54:23raptori can't solve my problem on mac
22:54:27raptorargh!
22:56:30Watusimotodo something else for a while.
22:56:33Watusimotogood night
22:56:38raptornight
22:56:40BFLogBot - Commit 415706af144c | Author: watusim...@bitfighter.org | Log: Refactor (again) of game timer, all known nexus timing issues now working
22:56:42BFLogBot - Commit b436d346d2d9 | Author: watusim...@bitfighter.org | Log: Better message, slightly
22:56:43BFLogBot - Commit 4f4e1e413c62 | Author: watusim...@bitfighter.org | Log: Remove debugging code
22:56:45BFLogBot - Commit f03c3ab032c3 | Author: watusim...@bitfighter.org | Log: Core stutter gone?
22:56:46BFLogBot - Commit e058ee085ee7 | Author: watusim...@bitfighter.org | Log: Merge
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23:46:52BFLogBot - Commit d19e26c4ddf2 | Author: buckyballreaction | Log: Workaround for extra window resized event being sent when setting fullscreen on Mac using SDL2
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