Timestamps are in GMT/BST.
| 00:17:39 | | BFLogBot - Commit a43228f5f5d7 | Author: watusim...@bitfighter.org | Log: Last vestiges of EditorObject now in the ashbin of history |
| 00:51:26 | IAmBeard | Watusimoto / 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) |
| 00:52:10 | Watusimoto | tnl is compiled in; I guess that mean's were linking against the obj files |
| 00:52:21 | Watusimoto | it's not a separate dll or anything |
| 00:53:04 | IAmBeard | ah, you just added it's sources and includes in |
| 00:56:16 | Watusimoto | yup |
| 00:56:23 | Watusimoto | much easier that way |
| 00:56:37 | Watusimoto | I'm a link it all in kind of guy |
| 00:56:51 | sam686 | TNL, 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.. |
| 00:56:55 | Watusimoto | one massiv ebinary for me |
| 00:57:37 | Watusimoto | sam686: but it's all linked together in the end |
| 00:58:00 | Watusimoto | rather than some dynamic libarary scheme |
| 00:59:22 | sam686 | ".lib" is only for linking, dll is for runtime library (though i guess we don't use TNL.dll or others that we compile) |
| 01:07:03 | IAmBeard | yeah, i was just having some difficulty locating TNL.lib to link my custom build, so I was trying to sort that out |
| 01:12:47 | | BFLogBot - Commit d0ffc12df84b | Author: watusim...@bitfighter.org | Log: Merge GameObject and BfObject -- no reason to have both |
| 01:12:49 | | BFLogBot - Commit 6aebf73dda7b | Author: watusim...@bitfighter.org | Log: Maybe bot zones shouldn't be TNL net objects? |
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| 01:24:28 | raptor | Watusimoto: if botzones are not TNL objects, will /showzones still work? |
| 01:24:47 | raptor | also, merging BfObject and GameObject... that's HUGE |
| 01:25:00 | sam686 | yes, after all, BotZones is not used to transmit through net anymore.. |
| 01:25:45 | Watusimoto | showzones still works |
| 01:25:47 | Watusimoto | good night |
| 01:26:24 | sam686 | show zones still works when hosting, as it simply reads the serverGame's botZones database.. |
| 01:30:49 | raptor | ah ok |
| 01:30:49 | | Watusimoto Quit (Ping timeout: 244 seconds) |
| 01:30:51 | raptor | night |
| 01:41:12 | raptor | i should run Doxygen again... |
| 02:39:32 | raptor | doxygen: http://bitfighter.org/~raptor/doxygen/post017b/ |
| 02:40:38 | raptor | looking much better: http://bitfighter.org/~raptor/doxygen/post017b/class_zap_1_1_item.html |
| 02:50:59 | raptor | found an object with the same parent twice: http://bitfighter.org/~raptor/doxygen/post017b/class_zap_1_1_burst_projectile.html |
| 02:55:49 | sam686 | http://sam686.maxhushahn.com/upload/ClassDiagram_bitfrighter.png (visual studio, not express, some something called "generate class diagram") |
| 02:57:03 | raptor | wow that's enormous |
| 03:11:45 | IAmBeard | hurrah, i got my first dummy build working |
| 03:18:04 | IAmBeard | are you gents okay with the possibility of using SDL_ttf? |
| 03:18:36 | IAmBeard | it does bog us down with one more dll, but it may give us some good options later down the road |
| 03:18:41 | IAmBeard | ^ raptor , sam686 |
| 03:22:53 | IAmBeard | I'm thinking about changing the styling of the menus, and i was thinking about using this font: http://www.dafont.com/visitor.font |
| 03:30:04 | sam686 | i don't know, the font that is too low resolution may look too blocky or pixelated.. |
| 03:30:28 | IAmBeard | which is the look we're going for, I thought |
| 03:33:48 | sam686 | at 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 |
| 03:34:37 | IAmBeard | Oh, i'm in the midst of changing the menu look, so it wouldn't be all streched and stuff |
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| 06:47:16 | sam686 | i guess BFLogBot will be lonely when I leave... |
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| 08:03:41 | | BFLogBot - Commit ed6fb3cb236c | Author: sam8641 | Log: Fix ZAP_DEDICATED and compatibility to "CS_PROTOCOL_VERSION == 35" |
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| 12:44:42 | | BFLogBot - Commit 54264f5f5408 | Author: watusim...@bitfighter.org | Log: Enter Stage Left: GeomObject! |
| 12:44:44 | | BFLogBot - Commit fbd10ca8e9e3 | Author: watusim...@bitfighter.org | Log: Formally disconnect bot zones from BfObject. |
| 12:44:45 | | BFLogBot - Commit e6d5b389e3d6 | Author: watusim...@bitfighter.org | Log: Convert a slew of dynamic_casts to static_casts |
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| 13:33:30 | raptor | buenos! |
| 13:34:57 | raptor | yay static_casts! |
| 13:44:20 | Watusimoto | hi |
| 13:47:51 | raptor | hi |
| 13:49:06 | Watusimoto | bye! |
| 13:49:45 | raptor | bye |
| 13:49:56 | raptor | so bfobject -> geomobject? |
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| 14:30:57 | raptor | could we get rid of the most resource intensive dynamic_cast now? |
| 14:31:16 | raptor | found on ClientGame.cpp:570 |
| 14:31:22 | raptor | (I think that's the one) |
| 14:34:09 | | IAmBeard has joined |
| 14:38:23 | IAmBeard | Watusimoto / 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? |
| 14:48:03 | raptor | hi IAmBeard |
| 14:48:25 | raptor | i could give feedback - but it seems like you are making a completely different game? |
| 14:48:35 | IAmBeard | hah, I understand |
| 14:49:09 | raptor | :) |
| 14:49:13 | IAmBeard | just 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 |
| 14:49:36 | raptor | interesting |
| 14:49:47 | raptor | those yellowish stars - will you be adding those? |
| 14:49:52 | IAmBeard | I'd be changing the font at the bottom of the screen, too |
| 14:50:00 | IAmBeard | no, i just tossed those in so it wouldn't be all black |
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| 14:51:03 | IAmBeard | in all likelihood, the demo area will be almost the full screen, and the menus will overlap it |
| 14:51:22 | raptor | ahh, you'd put a battle picture there |
| 14:51:25 | raptor | or something |
| 14:51:38 | IAmBeard | well, i was thinking about making it play over the last recorded game |
| 14:53:07 | raptor | that's actually a pretty good idea |
| 14:53:17 | raptor | (if you can get saved games working..) |
| 14:54:45 | raptor | Watusimoto: i just got into a server behind NAT444 in DE |
| 14:54:49 | raptor | germany |
| 14:55:09 | raptor | took 7 or 8 tries though... |
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| 15:04:28 | IAmBeard | here's one with a background screenshot |
| 15:04:29 | IAmBeard | http://imgur.com/ZXBfb |
| 15:07:08 | IAmBeard | ^ raptor |
| 15:08:28 | IAmBeard | Heyub|2, if you're around, I wouldn't mind your opinion either |
| 15:14:54 | raptor | that looks good - the font seems out of place though - a little too blocky |
| 15:15:03 | raptor | but maybe i'm just biased :) |
| 15:16:41 | IAmBeard | other 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 |
| 15:17:22 | IAmBeard | bakeneko (linked above) is probably the closest to what's already in there |
| 15:22:09 | Heyub|2 | As 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. |
| 15:29:10 | IAmBeard | do you gents like this one (straying from the bitmap look): http://www.dafont.com/good-times.font?text=Bitfighter |
| 15:29:29 | IAmBeard | only downside is that it has no lowercase characters |
| 16:01:51 | | Watusimoto has joined |
| 16:02:20 | Watusimoto | hi |
| 16:02:34 | raptor | hi |
| 16:02:57 | Watusimoto | I'm trying to segment BfObject in to autonomous bits, like geomObject |
| 16:03:05 | Watusimoto | to make it easier to grasp |
| 16:03:12 | Watusimoto | but NO diamond |
| 16:03:49 | Watusimoto | you can get rid of any dynamic cast where we do not check if the results are NULL |
| 16:03:55 | Watusimoto | I think that will be most of them |
| 16:04:22 | Watusimoto | or find a way to make sure the cast will work via some other mechanism |
| 16:04:28 | raptor | hmmm |
| 16:04:47 | raptor | well, i made the heaviest dynamic_cast a static_cast - and it seemed to work, but i'm not sure if it is appropriate |
| 16:05:16 | raptor | ClientGame.cpp:570 |
| 16:05:52 | Watusimoto | I kind of like IAmBeard's screenshot |
| 16:06:21 | Watusimoto | though not the yellow stars! |
| 16:06:27 | Watusimoto | :-) |
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| 16:07:55 | raptor | the only NULL check on it is an assert.. |
| 16:07:59 | Watusimoto | so which cast did you change? |
| 16:08:05 | raptor | ClientGame.cpp:570 |
| 16:08:08 | Watusimoto | cg:570? |
| 16:08:09 | Watusimoto | ok |
| 16:08:28 | raptor | that's the game's most resource-intensive one |
| 16:08:35 | Watusimoto | BfObject *obj = dynamic_cast<BfObject *>(fillVector2[i]); |
| 16:08:44 | raptor | yep |
| 16:08:49 | Watusimoto | as long as fV2 has only BfObj's it will always work |
| 16:08:57 | raptor | because it's used on *every* object nearby |
| 16:09:09 | Watusimoto | it gets filled here: |
| 16:09:10 | Watusimoto | mGameObjDatabase->findObjects(fillVector2); |
| 16:09:49 | raptor | yep |
| 16:10:14 | Watusimoto | ah, I see... this is the main idle loop; select all objects, idle them |
| 16:10:21 | raptor | yes |
| 16:10:36 | Watusimoto | I think it's safe |
| 16:10:58 | Watusimoto | put in an assert with a dynamic_cast in it, and I'll be happy |
| 16:11:51 | Watusimoto | also, at some point would you rebuild the doxygen thing for the current tree? I'd like to see how it all looks now |
| 16:12:00 | raptor | sure, i'll do that now |
| 16:12:01 | Watusimoto | no hurry -- I'm leaving in a few minutes |
| 16:13:11 | raptor | done |
| 16:13:25 | raptor | http://bitfighter.org/~raptor/doxygen/post017b/ |
| 16:14:01 | Watusimoto | fast! |
| 16:14:27 | Watusimoto | ok, heading out |
| 16:14:39 | Watusimoto | back in a few hours |
| 16:14:48 | raptor | me too |
| 16:14:49 | raptor | later |
| 16:32:22 | sam686 | addbot 100 orbitbot |
| 16:32:30 | raptor | segfault |
| 16:32:35 | raptor | is that what you did? |
| 16:32:55 | raptor | stack trace: http://pastie.org/3900535 |
| 16:32:56 | sam686 | yes, i did "/addbots 100 orbitbot |
| 16:34:05 | raptor | i don't understand the trace |
| 16:34:59 | sam686 | "Clone method not implemented!" trying to add or copy Core in editor |
| 16:35:19 | sam686 | also, pressing Tab in editor draws Core wrong.. |
| 16:37:40 | raptor | how so? looks ok to me? |
| 16:37:46 | raptor | maybe i need to do a non-neutral core |
| 16:38:12 | raptor | i did change core to have white outer layer |
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| 16:39:36 | raptor | i need to go now |
| 16:39:38 | raptor | be back later |
| 16:39:41 | sam686 | ok |
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| 16:47:39 | zoomber_mbp | hi |
| 16:48:12 | sam686 | hi |
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| 19:48:59 | zoomber_mbp | hi |
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| 19:57:49 | IAmBeard | Watusimoto, so you like (generally) the new layout ideas i have? |
| 19:59:34 | Watusimoto | all I saw was the menu differently positioned; but it seemed interesting |
| 19:59:49 | Watusimoto | though, also, somehow more generic; perhaps it was the font |
| 20:00:09 | Watusimoto | but I'm open to new ideas |
| 20:00:11 | IAmBeard | yeah, after peeking around, I found another font that might stick out a bit more |
| 20:00:29 | IAmBeard | awesomem possum - i'm hoping to have the new menu system up by tonight (EST tz) |
| 20:00:51 | IAmBeard | I did a helluvalot of code cleaning |
| 20:01:06 | IAmBeard | rewrote a lot of the menu stuff so it'll be a lot more extensible |
| 20:13:56 | Watusimoto | we'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 |
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| 21:20:53 | raptor | howdy howdy |
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| 21:58:06 | sam686 | cloakdood is wishing to map secondary fire to button 2... |
| 21:58:21 | raptor | interesting |
| 21:58:29 | raptor | we'd need two buttons though? |
| 21:58:41 | raptor | one for each module |
| 21:59:21 | sam686 | and i think cloakdood wants one fire button to fire phaser, another fire button for firing burst? |
| 21:59:36 | sam686 | could add that on define keys, defaulting to blank / not used.. |
| 22:00:52 | raptor | so no weapon selection... |
| 22:11:05 | | BFLogBot - Commit d71d01af753e | Author: buckyballreaction | Log: Remove the most costly dynamic_cast in the game |
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| 23:45:32 | IAmBeard | have you gents though of doing two types of modules, one being passive and the other needs to be activated by a key/mouse click? |
| 23:46:09 | raptor | we have passive modules: armor and sensor |
| 23:46:38 | sam686 | armor is... 100% passive at the moment.. |
| 23:46:45 | raptor | we actually do three types: passive, active, hybrid (passive with an active component) |
| 23:47:03 | IAmBeard | well, 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 |
| 23:47:07 | IAmBeard | *good |
| 23:47:18 | raptor | what do you mean? |
| 23:48:08 | sam686 | one of the module button is completely useless when having "Armor" module |
| 23:48:40 | raptor | ah, i get it |
| 23:49:10 | raptor | only 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) |
| 23:49:15 | raptor | right? |
| 23:49:36 | IAmBeard | yeah |
| 23:49:53 | IAmBeard | like turbo could be passive that you constantly move just a tad faster |
| 23:50:12 | IAmBeard | or shields are always on (but have some sort of their own health bar) |
| 23:50:13 | raptor | yeah, i'm not sure what to do about the double-click module component yet |
| 23:50:32 | sam686 | even 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? |
| 23:50:33 | IAmBeard | a lot of players seem to have mixed reactions to it |
| 23:50:42 | raptor | brb... |