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| 00:32:41 | raptor | sam686: what do we need to do before 018 again? |
| 00:32:44 | raptor | 2 badges? |
| 00:32:57 | raptor | Lua testing? |
| 00:33:05 | raptor | Heat seeker refinement |
| 00:33:08 | raptor | anything else? |
| 00:33:15 | raptor | fix joystick in windows.. |
| 01:13:46 | | BFLogBot - Commit 8608e2559486 | Author: buckyballreaction | Log: Fix compiling TNL |
| 01:18:48 | | BFLogBot - Commit 09b6a6e5aee0 | Author: buckyballreaction | Log: Update Xcode project |
| 01:25:27 | raptor | sam686: i'm recompiling SDL2 debug and testing joystick in my VM - i hope it works.. |
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| 02:08:34 | raptor | I've posted to SDL mailing list: http://lists.libsdl.org/pipermail/sdl-libsdl.org/2012-July/085317.html |
| 02:18:58 | raptor | sam686: I think I found the issue: SDL2 defaults to directx for joystick whereas SDL1.2 used WINMM |
| 02:36:57 | sam686 | hi again.. |
| 02:37:02 | raptor | hi |
| 02:43:38 | raptor | I 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 |
| 03:56:20 | raptor | maybe i'll just look at some the various TODOs in the code... |
| 04:17:29 | raptor | or i'll just fall asleep at the keyboard.. |
| 04:17:30 | raptor | night! |
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| 07:56:15 | krummi1999 | hello everybody |
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| 08:25:51 | krumm1999 | sdsd |
| 08:25:51 | krumm1999 | sdsd |
| 08:25:52 | krumm1999 | sd |
| 08:25:53 | krumm1999 | sd |
| 08:25:53 | krumm1999 | sdsd |
| 08:25:55 | krumm1999 | sdsd |
| 08:25:56 | krumm1999 | sdsd |
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| 13:23:43 | IAmBeard | raptor, which one of you gents is buckyballreaction? |
| 13:23:56 | raptor | hi |
| 13:24:12 | raptor | that would be me :) |
| 13:24:42 | IAmBeard | ah, thought so |
| 13:24:45 | raptor | too many pseudonames... |
| 13:24:57 | raptor | pseudonym? |
| 13:24:59 | IAmBeard | where is the SDL init call in bitfighter (just got your joystick question) |
| 13:25:01 | IAmBeard | :P |
| 13:25:01 | raptor | something like that |
| 13:25:21 | raptor | ah |
| 13:25:58 | raptor | well, the method I mentioned in the e-mail is launched somewhere in main.cpp... |
| 13:26:04 | | raptor goes to look again |
| 13:26:20 | raptor | but the problem is Windows only |
| 13:26:34 | raptor | and only started after the switch to SDL2 from 1.2 |
| 13:26:46 | IAmBeard | hmmm |
| 13:27:17 | raptor | i found something like this: http://lists.libsdl.org/pipermail/sdl-libsdl.org/2004-October/046575.html |
| 13:27:20 | raptor | that may be related |
| 13:27:32 | raptor | have yet to patch SDL2, though.. |
| 13:28:17 | IAmBeard | try 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) |
| 13:29:10 | IAmBeard | that may fix things (the link you posted), but iirc, bitfighter only uses one window |
| 13:29:21 | raptor | looks like main.cpp:1024 is the first initJoystick() call we make |
| 13:29:36 | raptor | yes, i saw those updates |
| 13:29:52 | raptor | i recompiled the SDL2.dll library two nights ago and tested with it |
| 13:31:07 | IAmBeard | looks 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 |
| 13:31:23 | IAmBeard | i can peek at the SDL source and see if I can see the direct issue |
| 13:31:52 | raptor | i traced it to that part in my e-mail |
| 13:32:05 | raptor | fails there every time on windows |
| 13:32:15 | IAmBeard | the code you pointed out does look like it's the issue, but I don't know why =/ i can prod around a little more |
| 13:33:59 | raptor | i'm just not familiar with directx and windows APIs in any amount.. |
| 13:37:17 | IAmBeard | when you activate the subsystem, does it return an error the first time, or it seems to work but the joystick isn't detected? |
| 13:38:23 | raptor | error first time |
| 13:39:33 | raptor | then upon re-initialization in the options menu, it loads fine |
| 13:40:15 | raptor | that why i suspect it is that issue in that old mailing list post, about the window being passed |
| 13:41:56 | IAmBeard | does SDL_GetError tell you anything? |
| 13:42:28 | raptor | well... i'll be honest - i couldn't figure out the windows IDE... :) |
| 13:42:50 | raptor | i don't have time at the moment to debug again |
| 13:43:09 | IAmBeard | visual studio? yeah, it's a bit of a nightmare for someone more accustomed to gcc |
| 13:43:25 | raptor | i tried to get the error info when i was debugging, but vc++ was very foreign to me |
| 13:45:51 | IAmBeard | I 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 |
| 13:46:43 | raptor | yeah, it detects just fine in SDL 1.2 |
| 13:47:05 | raptor | well - i'm heading into work; later! |
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| 17:20:23 | | Fordcars has joined |
| 17:20:29 | Fordcars | hey |
| 17:20:39 | raptor | hi |
| 17:21:27 | Fordcars | i was trying out heat seeker and they go through walls allot |
| 17:22:06 | raptor | we're not done with it.. but i thought i fixed that bug already |
| 17:22:15 | raptor | what changeset are you at? |
| 17:23:48 | Fordcars | what's the command again? |
| 17:24:03 | raptor | hg pull -u |
| 17:24:11 | raptor | and to make sure: hg up tip |
| 17:24:39 | Fordcars | no but to see the current changeset |
| 17:24:51 | raptor | hg summary |
| 17:27:02 | Fordcars | well I got the latest |
| 17:27:24 | Fordcars | 5096 |
| 17:28:01 | raptor | yep that's it |
| 17:28:26 | Fordcars | good |
| 17:28:32 | raptor | we'll be refining it more when watusimoto gets back |
| 17:28:37 | Fordcars | so I don't know ahts up then |
| 17:28:38 | raptor | in a week or so |
| 17:28:42 | Fordcars | *whats |
| 17:28:47 | Fordcars | k |
| 17:28:55 | Fordcars | where is he? vacation |
| 17:29:00 | raptor | yes |
| 17:29:06 | Fordcars | haha k |
| 17:32:59 | Fordcars | hey I'm not talented developer at all so I can't figure out what did you guys name the Frames per second |
| 17:33:17 | raptor | the command is /maxfps |
| 17:33:57 | Fordcars | what? |
| 17:34:06 | Fordcars | oh is that to display it |
| 17:34:14 | raptor | i don't understand your original question |
| 17:34:36 | Fordcars | in the code UIGame.cpp aroung line 500 |
| 17:35:15 | Fordcars | FPS what did you name the actual FPS |
| 17:35:58 | raptor | the actual FPS is never really calculated |
| 17:36:19 | Fordcars | No? |
| 17:36:41 | Fordcars | you don't need it? |
| 17:36:43 | raptor | no - the game just runs in a loop that runs at maximum speed of 1000 times a second |
| 17:37:11 | Fordcars | oh |
| 17:37:12 | raptor | so each 'tick' is a frame |
| 17:37:28 | raptor | i think server-side it is limited |
| 17:37:31 | | raptor goes to look |
| 17:37:50 | raptor | ok yes |
| 17:38:00 | raptor | the server main loop runs as maximum 100 fps |
| 17:38:07 | Fordcars | is it calculated server side |
| 17:38:31 | raptor | so basically if a tick takes less than 10ms, then it will just wait until 10ms are over before doing the next tick |
| 17:39:08 | Fordcars | ok so there is a kind of maximum fps |
| 17:39:15 | raptor | for server calculations, yes |
| 17:39:24 | raptor | on the client |
| 17:39:36 | raptor | you can increase that of course (or decrease it) |
| 17:39:56 | Fordcars | ok |
| 17:40:52 | Fordcars | why didn't you guys calculate it? |
| 17:41:32 | Fordcars | fps |
| 17:42:36 | raptor | it is calculated when you chose to show it... i guess i'm not sure what you're getting at |
| 17:44:07 | Fordcars | well it can be calculated for translation movement rotation and stuff |
| 17:45:06 | raptor | it doesn't need to be |
| 17:45:29 | raptor | just the time since the last tick is all that's usually needed |
| 17:45:56 | Fordcars | but isn't the tick a frame? |
| 17:46:06 | raptor | it is usually in the ::idle(U32 timeDelta) type methods. That 'timeDelta' is the time since last tick (or frame) |
| 17:46:36 | raptor | i'm using 'frame' in a more general sense than just what is shown via video |
| 17:47:02 | Fordcars | where is the file with the movement of ships |
| 17:47:08 | Fordcars | that could help |
| 17:47:17 | raptor | movement is everywhere |
| 17:47:21 | raptor | look at ship.cpp |
| 17:47:26 | raptor | and find the idle() method |
| 17:48:10 | raptor | there it'll lead you to where the ship is moved based on the time since the previous frame |
| 17:48:52 | Fordcars | no but where dose it tell the ship to move like gltranslate or something |
| 17:49:21 | raptor | probably in the render() method |
| 17:50:01 | raptor | but 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 |
| 17:50:40 | Fordcars | yes |
| 17:51:09 | Fordcars | so all the work is done server side and client side is just drawing |
| 17:51:11 | Fordcars | ? |
| 17:51:19 | raptor | for the most part yes |
| 17:51:25 | Fordcars | k |
| 17:51:49 | Fordcars | anyway without fps calculations how do you calculate time? |
| 17:51:55 | Fordcars | seconds? |
| 17:52:14 | Fordcars | wait I just lost myself |
| 17:52:22 | raptor | i told you above: it is usually in the ::idle(U32 timeDelta) type methods. That 'timeDelta' is the time since last tick (or frame) |
| 17:53:34 | Fordcars | ok and where is this (what file)? |
| 17:54:11 | Fordcars | or is it everywhere |
| 17:54:54 | raptor | it starts in main.cpp:511 |
| 17:55:19 | raptor | calculates the time since teh previous tick, then calls all other game idle() methods with that calculated time |
| 17:55:40 | raptor | look at line 579 in particular |
| 17:57:37 | Fordcars | ok so knowing when was the previous "tick", it can calculate time? |
| 17:57:45 | raptor | correct |
| 17:58:03 | Fordcars | finally |
| 18:00:03 | Fordcars | and this is done on the computer hosting or on each computer connected? |
| 18:00:10 | raptor | both |
| 18:00:18 | Fordcars | k |
| 18:01:02 | Fordcars | how do you display fps in the game? |
| 18:01:32 | raptor | it is calculated from an average of times since previous ticks |
| 18:02:19 | Fordcars | but can you display it? |
| 18:02:30 | raptor | yes, that is what the /maxfps does |
| 18:03:04 | Fordcars | but with /maxfps you need to type a max fps |
| 18:03:14 | raptor | yes |
| 18:03:25 | raptor | or press F6, i think |
| 18:03:49 | Fordcars | There ya go! |
| 18:04:26 | raptor | you need to be more specific in your questions - i can't read your mind through just a few typed words :) |
| 18:04:42 | Fordcars | yeah sorry |
| 18:05:09 | raptor | no worries - it's a common problem with IRC |
| 18:05:58 | Fordcars | so there is a max fps server side |
| 18:06:02 | raptor | yes |
| 18:06:09 | raptor | default 100 |
| 18:06:15 | Fordcars | k |
| 18:06:21 | raptor | so no tick can be shorter than 10 ms |
| 18:06:32 | Fordcars | yes |
| 18:07:22 | Fordcars | but I know this might sound dumb but in bitfighter when you display fps, next to it there is ms. Is that millisecond |
| 18:07:39 | | raptor goes to look |
| 18:07:44 | Fordcars | per tick? |
| 18:08:15 | raptor | huh |
| 18:08:28 | raptor | not sure what that is.. maybe the lag time from the server |
| 18:08:48 | Fordcars | hit f6 and then it shows fps and ms |
| 18:09:07 | Fordcars | k |
| 18:09:57 | raptor | yes, that the ping time to the server |
| 18:10:25 | Fordcars | ah |
| 18:10:25 | raptor | an average, as well |
| 18:10:29 | Fordcars | cool |
| 18:11:18 | Fordcars | well now I think I understand |
| 18:24:36 | raptor | great! |
| 18:25:52 | Fordcars | yep |
| 18:26:43 | Fordcars | hey we should of had Bit fighter 2012 olympics |
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