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IRC Log for 2012-07-31

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00:03:45raptor has joined
00:03:46ChanServ sets mode +o raptor
00:32:41raptorsam686: what do we need to do before 018 again?
00:32:44raptor2 badges?
00:32:57raptorLua testing?
00:33:05raptorHeat seeker refinement
00:33:08raptoranything else?
00:33:15raptorfix joystick in windows..
01:13:46BFLogBot - Commit 8608e2559486 | Author: buckyballreaction | Log: Fix compiling TNL
01:18:48BFLogBot - Commit 09b6a6e5aee0 | Author: buckyballreaction | Log: Update Xcode project
01:25:27raptorsam686: i'm recompiling SDL2 debug and testing joystick in my VM - i hope it works..
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02:08:34raptorI've posted to SDL mailing list: http://lists.libsdl.org/pipermail/sdl-libsdl.org/2012-July/085317.html
02:18:58raptorsam686: I think I found the issue: SDL2 defaults to directx for joystick whereas SDL1.2 used WINMM
02:36:57sam686hi again..
02:37:02raptorhi
02:43:38raptorI found an old SDL 1.2 patch that may work for SDL 2: http://lists.libsdl.org/pipermail/sdl-libsdl.org/2004-October/046575.html
03:56:20raptormaybe i'll just look at some the various TODOs in the code...
04:17:29raptoror i'll just fall asleep at the keyboard..
04:17:30raptornight!
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12:39:11raptor has joined
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13:23:27IAmBeard has joined
13:23:43IAmBeardraptor, which one of you gents is buckyballreaction?
13:23:56raptorhi
13:24:12raptorthat would be me :)
13:24:42IAmBeardah, thought so
13:24:45raptortoo many pseudonames...
13:24:57raptorpseudonym?
13:24:59IAmBeardwhere is the SDL init call in bitfighter (just got your joystick question)
13:25:01IAmBeard:P
13:25:01raptorsomething like that
13:25:21raptorah
13:25:58raptorwell, the method I mentioned in the e-mail is launched somewhere in main.cpp...
13:26:04raptor goes to look again
13:26:20raptorbut the problem is Windows only
13:26:34raptorand only started after the switch to SDL2 from 1.2
13:26:46IAmBeardhmmm
13:27:17raptori found something like this: http://lists.libsdl.org/pipermail/sdl-libsdl.org/2004-October/046575.html
13:27:20raptorthat may be related
13:27:32raptorhave yet to patch SDL2, though..
13:28:17IAmBeardtry updating to the latest hg, then see - i know there was some joystick updates about a month ago (i think it was a month, i have trouble keeping track of those things)
13:29:10IAmBeardthat may fix things (the link you posted), but iirc, bitfighter only uses one window
13:29:21raptorlooks like main.cpp:1024 is the first initJoystick() call we make
13:29:36raptoryes, i saw those updates
13:29:52raptori recompiled the SDL2.dll library two nights ago and tested with it
13:31:07IAmBeardlooks like your fix happens when you check if the joystick subssytem was init'd, and if it was, you quit it and re-init it
13:31:23IAmBeardi can peek at the SDL source and see if I can see the direct issue
13:31:52raptori traced it to that part in my e-mail
13:32:05raptorfails there every time on windows
13:32:15IAmBeardthe code you pointed out does look like it's the issue, but I don't know why =/ i can prod around a little more
13:33:59raptori'm just not familiar with directx and windows APIs in any amount..
13:37:17IAmBeardwhen you activate the subsystem, does it return an error the first time, or it seems to work but the joystick isn't detected?
13:38:23raptorerror first time
13:39:33raptorthen upon re-initialization in the options menu, it loads fine
13:40:15raptorthat why i suspect it is that issue in that old mailing list post, about the window being passed
13:41:56IAmBearddoes SDL_GetError tell you anything?
13:42:28raptorwell... i'll be honest - i couldn't figure out the windows IDE... :)
13:42:50raptori don't have time at the moment to debug again
13:43:09IAmBeardvisual studio? yeah, it's a bit of a nightmare for someone more accustomed to gcc
13:43:25raptori tried to get the error info when i was debugging, but vc++ was very foreign to me
13:45:51IAmBeardI can't see the direct error, and I looked again at the mailing list patch you linked to - that's from 2004, so I think SDL handles that now, as SDL2 was just a dream back then :P
13:46:43raptoryeah, it detects just fine in SDL 1.2
13:47:05raptorwell - i'm heading into work; later!
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17:20:23Fordcars has joined
17:20:29Fordcarshey
17:20:39raptorhi
17:21:27Fordcarsi was trying out heat seeker and they go through walls allot
17:22:06raptorwe're not done with it.. but i thought i fixed that bug already
17:22:15raptorwhat changeset are you at?
17:23:48Fordcarswhat's the command again?
17:24:03raptorhg pull -u
17:24:11raptorand to make sure: hg up tip
17:24:39Fordcarsno but to see the current changeset
17:24:51raptorhg summary
17:27:02Fordcarswell I got the latest
17:27:24Fordcars5096
17:28:01raptoryep that's it
17:28:26Fordcarsgood
17:28:32raptorwe'll be refining it more when watusimoto gets back
17:28:37Fordcarsso I don't know ahts up then
17:28:38raptorin a week or so
17:28:42Fordcars*whats
17:28:47Fordcarsk
17:28:55Fordcarswhere is he? vacation
17:29:00raptoryes
17:29:06Fordcarshaha k
17:32:59Fordcarshey I'm not talented developer at all so I can't figure out what did you guys name the Frames per second
17:33:17raptorthe command is /maxfps
17:33:57Fordcarswhat?
17:34:06Fordcarsoh is that to display it
17:34:14raptori don't understand your original question
17:34:36Fordcarsin the code UIGame.cpp aroung line 500
17:35:15FordcarsFPS what did you name the actual FPS
17:35:58raptorthe actual FPS is never really calculated
17:36:19FordcarsNo?
17:36:41Fordcarsyou don't need it?
17:36:43raptorno - the game just runs in a loop that runs at maximum speed of 1000 times a second
17:37:11Fordcarsoh
17:37:12raptorso each 'tick' is a frame
17:37:28raptori think server-side it is limited
17:37:31raptor goes to look
17:37:50raptorok yes
17:38:00raptorthe server main loop runs as maximum 100 fps
17:38:07Fordcarsis it calculated server side
17:38:31raptorso basically if a tick takes less than 10ms, then it will just wait until 10ms are over before doing the next tick
17:39:08Fordcarsok so there is a kind of maximum fps
17:39:15raptorfor server calculations, yes
17:39:24raptoron the client
17:39:36raptoryou can increase that of course (or decrease it)
17:39:56Fordcarsok
17:40:52Fordcarswhy didn't you guys calculate it?
17:41:32Fordcarsfps
17:42:36raptorit is calculated when you chose to show it... i guess i'm not sure what you're getting at
17:44:07Fordcarswell it can be calculated for translation movement rotation and stuff
17:45:06raptorit doesn't need to be
17:45:29raptorjust the time since the last tick is all that's usually needed
17:45:56Fordcarsbut isn't the tick a frame?
17:46:06raptorit is usually in the ::idle(U32 timeDelta) type methods. That 'timeDelta' is the time since last tick (or frame)
17:46:36raptori'm using 'frame' in a more general sense than just what is shown via video
17:47:02Fordcarswhere is the file with the movement of ships
17:47:08Fordcarsthat could help
17:47:17raptormovement is everywhere
17:47:21raptorlook at ship.cpp
17:47:26raptorand find the idle() method
17:48:10raptorthere it'll lead you to where the ship is moved based on the time since the previous frame
17:48:52Fordcarsno but where dose it tell the ship to move like gltranslate or something
17:49:21raptorprobably in the render() method
17:50:01raptorbut remember that the ship location is calculated on the server first, then it is sent to the client. the client then just puts the ship object where the server says it should be
17:50:40Fordcarsyes
17:51:09Fordcarsso all the work is done server side and client side is just drawing
17:51:11Fordcars?
17:51:19raptorfor the most part yes
17:51:25Fordcarsk
17:51:49Fordcarsanyway without fps calculations how do you calculate time?
17:51:55Fordcarsseconds?
17:52:14Fordcarswait I just lost myself
17:52:22raptori told you above: it is usually in the ::idle(U32 timeDelta) type methods. That 'timeDelta' is the time since last tick (or frame)
17:53:34Fordcarsok and where is this (what file)?
17:54:11Fordcarsor is it everywhere
17:54:54raptorit starts in main.cpp:511
17:55:19raptorcalculates the time since teh previous tick, then calls all other game idle() methods with that calculated time
17:55:40raptorlook at line 579 in particular
17:57:37Fordcarsok so knowing when was the previous "tick", it can calculate time?
17:57:45raptorcorrect
17:58:03Fordcarsfinally
18:00:03Fordcarsand this is done on the computer hosting or on each computer connected?
18:00:10raptorboth
18:00:18Fordcarsk
18:01:02Fordcarshow do you display fps in the game?
18:01:32raptorit is calculated from an average of times since previous ticks
18:02:19Fordcarsbut can you display it?
18:02:30raptoryes, that is what the /maxfps does
18:03:04Fordcarsbut with /maxfps you need to type a max fps
18:03:14raptoryes
18:03:25raptoror press F6, i think
18:03:49FordcarsThere ya go!
18:04:26raptoryou need to be more specific in your questions - i can't read your mind through just a few typed words :)
18:04:42Fordcarsyeah sorry
18:05:09raptorno worries - it's a common problem with IRC
18:05:58Fordcarsso there is a max fps server side
18:06:02raptoryes
18:06:09raptordefault 100
18:06:15Fordcarsk
18:06:21raptorso no tick can be shorter than 10 ms
18:06:32Fordcarsyes
18:07:22Fordcarsbut I know this might sound dumb but in bitfighter when you display fps, next to it there is ms. Is that millisecond
18:07:39raptor goes to look
18:07:44Fordcarsper tick?
18:08:15raptorhuh
18:08:28raptornot sure what that is.. maybe the lag time from the server
18:08:48Fordcarshit f6 and then it shows fps and ms
18:09:07Fordcarsk
18:09:57raptoryes, that the ping time to the server
18:10:25Fordcarsah
18:10:25raptoran average, as well
18:10:29Fordcarscool
18:11:18Fordcarswell now I think I understand
18:24:36raptorgreat!
18:25:52Fordcarsyep
18:26:43Fordcarshey we should of had Bit fighter 2012 olympics
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20:05:06raptor Quit ()
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