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IRC Log for 2012-05-12

Timestamps are in GMT/BST.

00:17:39BFLogBot - Commit a43228f5f5d7 | Author: watusim...@bitfighter.org | Log: Last vestiges of EditorObject now in the ashbin of history
00:51:26IAmBeardWatusimoto / sam686 for the TNL library, are you guys just linking against the obj files, or is there some magic voodoo I need to get TNL to compile as a lib or dll file (I'm not picky)
00:52:10Watusimototnl is compiled in; I guess that mean's were linking against the obj files
00:52:21Watusimotoit's not a separate dll or anything
00:53:04IAmBeardah, you just added it's sources and includes in
00:56:16Watusimotoyup
00:56:23Watusimotomuch easier that way
00:56:37WatusimotoI'm a link it all in kind of guy
00:56:51sam686TNL, libtomcrypt, lua-vec, and maybe a few others, do get cimpiled into lib/tnl.lib, lib/libtomcrypt.lib, and others, though, .h files gets included from zap/ files..
00:56:55Watusimotoone massiv ebinary for me
00:57:37Watusimotosam686: but it's all linked together in the end
00:58:00Watusimotorather than some dynamic libarary scheme
00:59:22sam686".lib" is only for linking, dll is for runtime library (though i guess we don't use TNL.dll or others that we compile)
01:07:03IAmBeardyeah, i was just having some difficulty locating TNL.lib to link my custom build, so I was trying to sort that out
01:12:47BFLogBot - Commit d0ffc12df84b | Author: watusim...@bitfighter.org | Log: Merge GameObject and BfObject -- no reason to have both
01:12:49BFLogBot - Commit 6aebf73dda7b | Author: watusim...@bitfighter.org | Log: Maybe bot zones shouldn't be TNL net objects?
01:23:54raptor has joined
01:23:54ChanServ sets mode +o raptor
01:24:28raptorWatusimoto: if botzones are not TNL objects, will /showzones still work?
01:24:47raptoralso, merging BfObject and GameObject... that's HUGE
01:25:00sam686yes, after all, BotZones is not used to transmit through net anymore..
01:25:45Watusimotoshowzones still works
01:25:47Watusimotogood night
01:26:24sam686show zones still works when hosting, as it simply reads the serverGame's botZones database..
01:30:49raptorah ok
01:30:49Watusimoto Quit (Ping timeout: 244 seconds)
01:30:51raptornight
01:41:12raptori should run Doxygen again...
02:39:32raptordoxygen: http://bitfighter.org/~raptor/doxygen/post017b/
02:40:38raptorlooking much better: http://bitfighter.org/~raptor/doxygen/post017b/class_zap_1_1_item.html
02:50:59raptorfound an object with the same parent twice: http://bitfighter.org/~raptor/doxygen/post017b/class_zap_1_1_burst_projectile.html
02:55:49sam686http://sam686.maxhushahn.com/upload/ClassDiagram_bitfrighter.png (visual studio, not express, some something called "generate class diagram")
02:57:03raptorwow that's enormous
03:11:45IAmBeardhurrah, i got my first dummy build working
03:18:04IAmBeardare you gents okay with the possibility of using SDL_ttf?
03:18:36IAmBeardit does bog us down with one more dll, but it may give us some good options later down the road
03:18:41IAmBeard^ raptor , sam686
03:22:53IAmBeardI'm thinking about changing the styling of the menus, and i was thinking about using this font: http://www.dafont.com/visitor.font
03:30:04sam686i don't know, the font that is too low resolution may look too blocky or pixelated..
03:30:28IAmBeardwhich is the look we're going for, I thought
03:33:48sam686at one time, i tried changing it to bitmap font, it just looks crazy and completely strange... (i made the font) http://sam686.maxhushahn.com/upload/screenshot_crazy_font.png
03:34:37IAmBeardOh, i'm in the midst of changing the menu look, so it wouldn't be all streched and stuff
04:04:16raptor Quit ()
05:44:20IAmBeard Quit (Quit: Leaving)
06:47:16sam686i guess BFLogBot will be lonely when I leave...
06:47:30sam686 has left
08:03:41BFLogBot - Commit ed6fb3cb236c | Author: sam8641 | Log: Fix ZAP_DEDICATED and compatibility to "CS_PROTOCOL_VERSION == 35"
09:10:20Watusimoto has joined
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12:44:42BFLogBot - Commit 54264f5f5408 | Author: watusim...@bitfighter.org | Log: Enter Stage Left: GeomObject!
12:44:44BFLogBot - Commit fbd10ca8e9e3 | Author: watusim...@bitfighter.org | Log: Formally disconnect bot zones from BfObject.
12:44:45BFLogBot - Commit e6d5b389e3d6 | Author: watusim...@bitfighter.org | Log: Convert a slew of dynamic_casts to static_casts
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13:33:20ChanServ sets mode +o raptor
13:33:30raptorbuenos!
13:34:57raptoryay static_casts!
13:44:20Watusimotohi
13:47:51raptorhi
13:49:06Watusimotobye!
13:49:45raptorbye
13:49:56raptorso bfobject -> geomobject?
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14:30:57raptorcould we get rid of the most resource intensive dynamic_cast now?
14:31:16raptorfound on ClientGame.cpp:570
14:31:22raptor(I think that's the one)
14:34:09IAmBeard has joined
14:38:23IAmBeardWatusimoto / raptor , if i linked you gents with a few font samples (i've added in SDL_ttf into my bitfighter version, I'm doing an overhaul of the ui today), would you gents be able to give me some feedback?
14:48:03raptorhi IAmBeard
14:48:25raptori could give feedback - but it seems like you are making a completely different game?
14:48:35IAmBeardhah, I understand
14:49:09raptor:)
14:49:13IAmBeardjust as reference, this is what the menu system is going to look like (give or take a few tweaks and iterations); http://imgur.com/1Qoit
14:49:36raptorinteresting
14:49:47raptorthose yellowish stars - will you be adding those?
14:49:52IAmBeardI'd be changing the font at the bottom of the screen, too
14:50:00IAmBeardno, i just tossed those in so it wouldn't be all black
14:50:47LordDVG Quit (Remote host closed the connection)
14:51:03IAmBeardin all likelihood, the demo area will be almost the full screen, and the menus will overlap it
14:51:22raptorahh, you'd put a battle picture there
14:51:25raptoror something
14:51:38IAmBeardwell, i was thinking about making it play over the last recorded game
14:53:07raptorthat's actually a pretty good idea
14:53:17raptor(if you can get saved games working..)
14:54:45raptorWatusimoto: i just got into a server behind NAT444 in DE
14:54:49raptorgermany
14:55:09raptortook 7 or 8 tries though...
14:57:17koda Quit (Quit: koda)
15:02:04Watusimoto Quit (Ping timeout: 272 seconds)
15:04:28IAmBeardhere's one with a background screenshot
15:04:29IAmBeardhttp://imgur.com/ZXBfb
15:07:08IAmBeard^ raptor
15:08:28IAmBeardHeyub|2, if you're around, I wouldn't mind your opinion either
15:14:54raptorthat looks good - the font seems out of place though - a little too blocky
15:15:03raptorbut maybe i'm just biased :)
15:16:41IAmBeardother fonts I was thinking of using: http://www.dafont.com/m04fatal-fury.font , http://www.dafont.com/8bitoperator-jve.font (this is the one I'm using right now), http://www.dafont.com/small-pixel.font , http://www.dafont.com/bakeneko.font , http://www.dafont.com/acknowledge.font , http://www.dafont.com/bm-army.font
15:17:22IAmBeardbakeneko (linked above) is probably the closest to what's already in there
15:22:09Heyub|2As far as fonts go... as long as they can be ready its good. I would suggest making it larger onthe menu screen, I always like having the large print for menu options. Just an opinion though.
15:29:10IAmBearddo you gents like this one (straying from the bitmap look): http://www.dafont.com/good-times.font?text=Bitfighter
15:29:29IAmBeardonly downside is that it has no lowercase characters
16:01:51Watusimoto has joined
16:02:20Watusimotohi
16:02:34raptorhi
16:02:57WatusimotoI'm trying to segment BfObject in to autonomous bits, like geomObject
16:03:05Watusimototo make it easier to grasp
16:03:12Watusimotobut NO diamond
16:03:49Watusimotoyou can get rid of any dynamic cast where we do not check if the results are NULL
16:03:55WatusimotoI think that will be most of them
16:04:22Watusimotoor find a way to make sure the cast will work via some other mechanism
16:04:28raptorhmmm
16:04:47raptorwell, i made the heaviest dynamic_cast a static_cast - and it seemed to work, but i'm not sure if it is appropriate
16:05:16raptorClientGame.cpp:570
16:05:52WatusimotoI kind of like IAmBeard's screenshot
16:06:21Watusimotothough not the yellow stars!
16:06:27Watusimoto:-)
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16:07:55raptorthe only NULL check on it is an assert..
16:07:59Watusimotoso which cast did you change?
16:08:05raptor ClientGame.cpp:570
16:08:08Watusimotocg:570?
16:08:09Watusimotook
16:08:28raptorthat's the game's most resource-intensive one
16:08:35WatusimotoBfObject *obj = dynamic_cast<BfObject *>(fillVector2[i]);
16:08:44raptoryep
16:08:49Watusimotoas long as fV2 has only BfObj's it will always work
16:08:57raptorbecause it's used on *every* object nearby
16:09:09Watusimotoit gets filled here:
16:09:10WatusimotomGameObjDatabase->findObjects(fillVector2);
16:09:49raptoryep
16:10:14Watusimotoah, I see... this is the main idle loop; select all objects, idle them
16:10:21raptoryes
16:10:36WatusimotoI think it's safe
16:10:58Watusimotoput in an assert with a dynamic_cast in it, and I'll be happy
16:11:51Watusimotoalso, at some point would you rebuild the doxygen thing for the current tree? I'd like to see how it all looks now
16:12:00raptorsure, i'll do that now
16:12:01Watusimotono hurry -- I'm leaving in a few minutes
16:13:11raptordone
16:13:25raptorhttp://bitfighter.org/~raptor/doxygen/post017b/
16:14:01Watusimotofast!
16:14:27Watusimotook, heading out
16:14:39Watusimotoback in a few hours
16:14:48raptorme too
16:14:49raptorlater
16:32:22sam686addbot 100 orbitbot
16:32:30raptorsegfault
16:32:35raptoris that what you did?
16:32:55raptorstack trace: http://pastie.org/3900535
16:32:56sam686yes, i did "/addbots 100 orbitbot
16:34:05raptori don't understand the trace
16:34:59sam686"Clone method not implemented!" trying to add or copy Core in editor
16:35:19sam686also, pressing Tab in editor draws Core wrong..
16:37:40raptorhow so? looks ok to me?
16:37:46raptormaybe i need to do a non-neutral core
16:38:12raptori did change core to have white outer layer
16:38:29Watusimoto Quit (Ping timeout: 245 seconds)
16:39:36raptori need to go now
16:39:38raptorbe back later
16:39:41sam686ok
16:39:50raptor Quit ()
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16:48:12sam686hi
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19:48:59zoomber_mbphi
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19:57:49IAmBeardWatusimoto, so you like (generally) the new layout ideas i have?
19:59:34Watusimotoall I saw was the menu differently positioned; but it seemed interesting
19:59:49Watusimotothough, also, somehow more generic; perhaps it was the font
20:00:09Watusimotobut I'm open to new ideas
20:00:11IAmBeardyeah, after peeking around, I found another font that might stick out a bit more
20:00:29IAmBeardawesomem possum - i'm hoping to have the new menu system up by tonight (EST tz)
20:00:51IAmBeardI did a helluvalot of code cleaning
20:01:06IAmBeardrewrote a lot of the menu stuff so it'll be a lot more extensible
20:13:56Watusimotowe've talked about fonts in the past, and the general feeling was that if we changed fonts we'd still want one that retained the vector graphics feel of the game
21:20:05raptor has joined
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21:20:53raptorhowdy howdy
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21:58:06sam686cloakdood is wishing to map secondary fire to button 2...
21:58:21raptorinteresting
21:58:29raptorwe'd need two buttons though?
21:58:41raptorone for each module
21:59:21sam686and i think cloakdood wants one fire button to fire phaser, another fire button for firing burst?
21:59:36sam686could add that on define keys, defaulting to blank / not used..
22:00:52raptorso no weapon selection...
22:11:05BFLogBot - Commit d71d01af753e | Author: buckyballreaction | Log: Remove the most costly dynamic_cast in the game
23:28:00koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
23:45:32IAmBeardhave you gents though of doing two types of modules, one being passive and the other needs to be activated by a key/mouse click?
23:46:09raptorwe have passive modules: armor and sensor
23:46:38sam686armor is... 100% passive at the moment..
23:46:45raptorwe actually do three types: passive, active, hybrid (passive with an active component)
23:47:03IAmBeardwell, the sensor can be activated, but yeah - to solve some of the button issues you and sam were talking about, it may be god to force one passive and one active module
23:47:07IAmBeard*good
23:47:18raptorwhat do you mean?
23:48:08sam686one of the module button is completely useless when having "Armor" module
23:48:40raptorah, i get it
23:49:10raptoronly allow one passive and one active - that way you have the use of both buttons for the active module and it's 'kinetic' part (like pulse with boost)
23:49:15raptorright?
23:49:36IAmBeardyeah
23:49:53IAmBeardlike turbo could be passive that you constantly move just a tad faster
23:50:12IAmBeardor shields are always on (but have some sort of their own health bar)
23:50:13raptoryeah, i'm not sure what to do about the double-click module component yet
23:50:32sam686even then, i don't know if a module boost and speed-burst should be together into one module, maybe 2 active module, one passive, maybe?
23:50:33IAmBearda lot of players seem to have mixed reactions to it
23:50:42raptorbrb...

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