#bitfighter IRC Log

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IRC Log for 2012-10-05

Timestamps are in GMT/BST.

00:00:14amginea123456hi flynnn nevert seen you here before.
00:01:20raptorok, gotta go...
00:01:23raptorbe back later
00:01:30raptornight if i don't see anyone
00:01:33WatusimotoI have to go too
00:01:50Watusimotosam686: would you please try hosting and changing a level?
00:02:03Watusimotoit crashes for me 100% of the time, and I'm totally stumpted
00:02:05raptoryes i'm interested in that, too...
00:02:40amginea123456btw I would be willing to look and see if there are any securoty holes in version 18 if oyu want.
00:02:44sam686ok, but may take 5 minutes to compile
00:02:59raptorit's a race!
00:03:04sam686(i am waiting for compile to get done... doing baiscally nothing at this second)
00:03:04raptori'll do it quickly in my VM..
00:03:34amginea123456btw is it just me or does everyone have a ahrd time with captcha i swear it take me like 15 tries to get it.....
00:04:02Watusimotoit's tough
00:04:08sam686however, not being able to host cause of hosting crashes may be a problem from testing all of 018...
00:05:53raptorcaptcha? we don't use that anymore for forums, do we?
00:06:04raptori thought i disabled it...
00:06:45Watusimotoit comes back in some circumstances
00:06:56Watusimotolike if you flub the pw on your first try
00:07:05raptoroh that stinks
00:07:18raptorit always take me like 2-3 tries to get it..
00:07:22raptorthe captcha
00:07:24Watusimotoyeah, it's hard
00:07:31Watusimotomaybe we can dial the difficulty back
00:07:42raptoroh yeah... let me do that
00:08:01amginea123456btw i found a few more things these as far as i know can only work if oyur hosting but.....
00:08:18Watusimotoif you're hosting, you can do anythhing by modifying the code
00:08:34raptorwait wait - ours is an easy captcha
00:08:40Watusimotoso I'm not too concerned about that
00:08:55Watusimotowhen you sign up you get the easy captcha
00:09:02Watusimotobut other times you get the hard one
00:09:13sam686isn't the captha only shown with 3 wrong password of phpbb? and that is the easy captha..
00:09:20Watusimotoit's rare, but I've seen it
00:09:26Watusimotonex time I'll take note
00:09:31sam686maybe you thinking of a different non-bitfighter forum?
00:09:33Watusimotostill building?
00:09:40raptorok, it looks pretty easy to me in our forums now
00:09:49raptor is looking in the admin settings
00:09:57sam686ok, testing 018.
00:09:59raptorjust finsihed compiling
00:10:30raptortesting... and.... no problems
00:10:31amginea123456however the name hack does work if your not hosting but you have to wait till it goes to a new level ask same hes seen that one used before
00:10:54amginea123456 sam anyways good things admins can rename people
00:10:56raptorcompiled under vc++ 2010 express in windows xp
00:11:05raptorclean-compiled...
00:11:12raptormazeracer works
00:11:17raptorthat's always a good sign
00:11:29sam686I don't see any crashes on me (and happen to build in non-debug without noticing)
00:11:38raptorok gotta split..
00:11:41raptornight! and later!
00:11:44raptor Quit ()
00:12:00WatusimotoI really need to get to bed. I'll check back here and see what sam finds; I'll also try on a vm tomorrow.
00:12:04WatusimotoI have an early morning
00:12:11Watusimotoand it's 2:15AM here
00:12:26sam686ok my clock is 7:12 PM
00:12:35Watusimoto3 mins fast!
00:13:58amginea1234566:13 here
00:14:14amginea1234566:14 ^_^
00:18:21Watusimoto Quit (Ping timeout: 246 seconds)
01:13:02amgine123456 has joined
01:13:11amgine123456wha?
01:13:31amginea123456 Quit (Quit: Page closed)
02:09:11koda has joined
02:13:47koda'evening
02:15:09Flynnn Quit (Quit: This computer has gone to sleep)
02:22:13koda!logs
02:22:13BFLogBotThis channel is logged - http://bitfighter.org/irclogs/
02:49:56kodahttp://dl.dropbox.com/u/24468/bf-1st.png
02:56:24kodasam686: cool i see you in the lobby!
03:02:03sam686there I got my dumb port forwarding working - for 018 testing server..
03:35:59raptor has joined
03:35:59ChanServ sets mode +o raptor
03:36:10kodahello
03:36:15raptorhi koda
03:36:17raptorwait
03:36:21raptoryou're in italy
03:36:30koda5.35am
03:36:30raptorinsomnia? or early riser?
03:36:33raptor!!
03:36:39koda:D
03:36:58raptoryou don't have small children per chance?
03:37:03sam68610:37 PM
03:37:07kodanope
03:37:12kodawhere are you guys from?
03:37:25raptorUtah, USA
03:37:43kodahey i've been there
03:37:45sam686united states, north america, South Dakota, Sioux Falls, Central Time Zone
03:37:50raptorso 9:37 for me
03:37:53kodavisited salt lake city briefly
03:38:03raptoryeah, that's an hour to the north
03:38:14kodabut never been in s.dakota
03:38:19raptor checks the logs
03:38:41raptorkoda!!
03:38:51raptoris that the iphone + bitfighter i see???
03:38:52raptor???
03:38:54raptor!?!?
03:38:55koda:>
03:39:31kodayes yes
03:39:54kodai'm trying to get rid of that nasty statusbar
03:40:00raptorheh
03:40:09raptorquestion: can you view high scores?
03:40:16raptorbecause that's where i crash on android
03:40:31kodayes i can
03:40:39kodaabyss1337
03:40:43raptorok, you've officially beaten me...
03:40:52raptoriOS is now ahead of android
03:40:57raptorgreat!
03:41:40kodatouch input somehow works
03:41:45kodabut it's a little weird
03:41:48raptorheh
03:41:55sam686"Carrier" on top left of the screenshot? Couldn't that be called "Bitfighter" instead?
03:42:01raptori think SDL2 has better iOS support than android..
03:42:31kodasam686: that bar shouldn't be there, i don't get why it's being drawn
03:42:56raptorpress alt+enter
03:42:58raptor:)
03:43:13raptormaybe you're in windowed mode...
03:43:29kodai thought that too
03:43:44kodathat's why i forced SDL_WINDOW_FULLSCREEN in SDL_CreateWindow
03:43:56sam686I don't know if you could use alt+enter on mobile phone without keyboard... Or just go to options, windowed or fullscreen...
03:44:05raptoroh yeah options
03:44:46raptorkoda: i have to be honest: that picture of the iphone looks a little too perfect
03:44:53kodayaya
03:44:57kodait's in the options
03:45:12kodathat needs to be hardcoded somehow...
03:45:18raptori tel lyou...
03:45:20raptorone mement
03:45:22raptormoment
03:45:37kodaraptor: you know what? i thought that too :D
03:45:51kodathat also fixes touch input!!!
03:47:26kodahttp://dl.dropbox.com/u/24468/bf-2nd.png
03:47:56raptordoes stretched look different than normal?
03:48:43sam686480 x 320 resolution? 3:2 ratio?
03:49:11raptori'm wonder what mode to hardcode...
03:49:24kodasam686: yes
03:49:31sam686bitfighter uses 4:3 ratio, so stretched or not stretched may look a bit different..
03:49:51raptorok koda
03:49:54kodaraptor: stretched looks fine imho, it's in the second screenshot
03:50:14kodanormal fullscreen adds black bars on the sides
03:50:16raptorin config.cpp:383
03:50:24raptorit loads the window setting from the INI
03:50:49raptorfor iOS, you should force DISPLAY_MODE_FULL_SCREEN_STRETCHED
03:50:52raptorthen
03:51:02amgine123456no
03:51:22amgine123456Full screen or full screen strched but no windowed
03:51:30raptorin VideoSystem.cpp:289
03:51:51raptorif iOS, just return out of the method (at the top)
03:52:47kodaok, you want that only for ios, right?
03:53:05raptorerr
03:53:08amgine123456so a BF is coming out for ios and andoid then?
03:53:14raptormayabe make it TNL_OS_MOBILE
03:53:19sam686windowed works fine on windows, linux, and probably mac os X
03:53:24raptorwe'll include androit, too...
03:53:35raptoramgine123456 perhaps in the future sometime
03:53:56amgine123456 cool =)
03:53:56sam686tiny mobile devices is a bit too small to have multiple windows, fullscreen is better on tiny mobile devices.
03:54:21kodaok, general question
03:54:25raptorB
03:54:27raptorno false
03:54:37amgine123456maybe have it forced as full screen or gull screen strached then ( i think strched)
03:54:47kodathe ini file is created the first time and then loaded every time?
03:54:51raptoryes
03:55:02raptorand written back out when you shut down the game
03:55:10kodaok
03:55:25amgine123456which one of these three statments is false. 1 one statment here is false 2 two statments here are false 3 three statments here are false . +)
03:55:26raptorit's our modern persistent registry :)
03:55:31amgine123456is true
03:55:35amgine123456 not false
03:55:48amgine123456true true true XD
03:55:50sam686usually, I think the game only reads INI file once, then write INI file multiple times for some changes done on menus..
03:55:51kodaso loadGeneralSettings set the variables with default values and then loads the ini; at the end it saves them back if changed
03:56:07raptorcorrect
03:56:45amgine123456maybe you could upgrade the grapics in version 19 hmm =)
03:57:37kodaone more thing (tm): how to hide the fullscreenentry in the option menu gui?
03:57:38sam686I am not sure if a tiny text player names (below ships in-game) is readable in small movile devices at resolution 480 x 320..
03:57:48raptorlooking for that...
03:58:42amgine123456maybe instad of having the old score table you could replace it with a new one iwht hte scores normal size but oyu can scroll up and down and look at it so it will be readable
03:58:54raptorkoda: UIMenus.cpp:1184
03:59:02kodasam686: modern iphones usually are at retina resolution so you actually get 960x480 on a 3.5'' display
03:59:10raptorput an #ifdef around the addMenuItem(getWindowModeMenuItem...
03:59:25kodaraptor: great, thanks
03:59:26raptor960x480??
03:59:29raptorthat's 2:1
03:59:38kodartt
03:59:44koda960x640
03:59:48kodasry
03:59:49raptorah
03:59:51raptorah ok
03:59:58raptor:)
03:59:59sam686poor ratio is going farther away from 1:1
04:00:07amgine123456would it be very hard to to make the scoreboard popup with the names normal but you can scroll trhough the names
04:00:20raptoractually 4:3 is pretty much optimal for the human eyes i think
04:00:47amgine1234565:4 maybe might be to long
04:01:00koda16:9 ftw|
04:01:15amgine123456no dont do 16:9
04:01:16raptor1.777 or 1.333, hm....
04:01:24raptori do like widescreen movies
04:01:34amgine123456 no if oyu set the sclkes to high you lose quality
04:01:45amgine123456 and no I hate widescreen
04:01:49sam686although, I once saw a 1920 x 1080, rotated to 1080 x 1920, it was so much better on web pages on avoiding on so many scrolling up and down...
04:02:30raptoryeah, reading and authoring and programming is nicer to have the vertical
04:02:38amgine123456i feel 5:4 would be bhest cause if you go beyond that you might start to lose quality
04:02:39kodahttp://dl.dropbox.com/u/24468/bf-3rd.png
04:02:52raptoroooooo
04:02:57raptornow you know my real name
04:02:59kodai'm on sam686's server :D
04:03:55amgine123456koda make a drop box of a 5:4 and 7:5 just to see
04:04:03kodai can change orientation of the ship but not move it
04:04:22amgine123456wow is 18 that buggy
04:04:33amgine123456 sounds like youneed help.......
04:04:43raptoryeah, that's the dual axis interface problem i can't seem to work out in my head...
04:05:06sam686I still don't see any sign of crashing on level changing...
04:05:30raptoryeah me neither...
04:05:36kodahttp://dl.dropbox.com/u/24468/bf-4th.png
04:05:52amgine123456raptor and wattisimo i think you should promote sam to a admin with you guys he does a much better job then the other modos and contributes more
04:06:07raptorsam686 can make himself an admin any time he wants, i think
04:06:32raptorkoda: that picture still looks fake :)
04:06:48kodawhat can i show you to convince you? :p
04:06:54amgine123456uits not cented either
04:06:58raptoryour hand on the device
04:07:19amgine123456a recording of oyu playin the device Xd
04:07:22sam686maybe tiny mobile devices is catching up on graphics that was on PC 8 years ago...
04:07:23raptori believe you... it looks like it is a picture of the simulator?
04:07:32kodayep
04:07:44kodai'll try to get this on device
04:08:22amgine123456btw its not centeted how feasable would it be to have ceneted when it comes out
04:08:48amgine123456well some of the pics werent anyways
04:09:03amgine123456 maybe it just bad photoshoping Xd
04:09:36amgine123456<<< is good at photo shop and dreamweaver
04:09:57sam686you could just do /me is good at ...
04:10:33amgine123456nope thats improper grammer Xd. Cause I nevr make typos.
04:12:30kodaheh thinking of a way to control the ship is not easy at all
04:14:38sam686does it support at least 2 touching position at the same time?
04:14:39amgine123456 how about where ever you touch it moves in that direction easy?
04:15:29amgine123456 but if it doesnt suppot to touch controls that could be trouble
04:15:35amgine123456 2
04:16:47amgine123456hmm also the iphone doesnt have a keypad maybe you would have to add some sort bar that touches opens the menu and one that opens the keypad
04:17:00amgine123456 for your commands
04:17:07amgine123456g idn
04:17:27amgine123456lol need to stop typing g XD im not in bitfighter XD
04:17:38kodai'm so falling in love with this project!
04:17:43raptorheh
04:17:44kodabut i'm also falling asleep
04:17:47raptoryes
04:17:51raptori recommend sleep
04:18:00kodaso for now i'll push my changes and go to bed :p
04:18:04raptorgreat!
04:18:07raptoroh
04:18:09amgine123456*twiches whats sleep*
04:18:19raptordid my define changes with audio/voicechat/etc. help out?
04:18:23raptor#define
04:18:36kodaabsolutely!
04:18:42raptoroh good
04:18:47kodai haven't yet got sound to work
04:18:48amgine123456 btw you can record a voice message but why not just add ful voice chat....
04:18:54kodabut all the libs are now in place
04:18:59raptorgreat
04:19:01kodaso thanks for that
04:19:16amgine123456I support full voice chat
04:19:19sam686its voice chat, not a voice recorder that can play back later...
04:19:36raptorsure - i'm pleased to help any way I can - it's great (and fun!) to have another dev with us... (especially so i don't have to do mac...)
04:20:11sam686there is a "Record Voice Msg" on define keys that actually doesn't record, but sends your voice chat to your team..
04:20:12raptorif even for a short while, i haven't been willing to put in the time to learn obj c++
04:21:16kodayeah, but the sources are so well written you can easily dev on one platform and run everywhere
04:21:43raptor:)
04:22:18sam686faster then C++ for my slow computers?
04:23:03raptorweLikeToUseLongAndDescriptiveVariableNames
04:23:49sam686weLikeToUseLongAndDescriptiveVariableNames = weLikeToUseLongAndDescriptiveVariableNames + 1; if(weLikeToUseLongAndDescriptiveVariableNames) FunctionThatDrawsSomething();
04:24:17koda[koda goTo:kSleep]
04:24:56raptornight!
04:24:57sam686I don't like to see variable names more then about 25 letters
04:24:58raptorand thanks!
04:25:05raptorif you've pushed, i'll merge..
04:25:12kodastill uploading
04:27:53kodasuccess :)
04:28:12kodagood night all & thanks for the help!
04:28:13raptorok, get some sleep
04:28:18raptorthank you!
04:28:19raptornight
04:28:49koda Quit (Quit: you can't say 'hello' without saying 'hell')
04:35:15raptorwow, that libSDL.a library for iOS is 8MB!
04:39:37sam686I wonder if it is better to have the source code of SDL2 instead of several versions of SDL2 binaries (mac, windows, mobile ios...)
04:40:02amgine123456 Quit (Quit: Page closed)
04:40:32raptorperhaps, but then you'd need to compile it a lot more..
04:40:38sam686but then again, compiling SDL2 on windows may need directX libraries on windows, which is another problem..
04:41:24raptoryeah
04:57:22BFLogBot Commit: 79e2d1d5d7c2 | Author: koda | Message: added basic audio files to ios project (and tweaks)
04:57:23BFLogBot Commit: 64ec57b3c504 | Author: koda | Message: running bitfighter on iOS
04:57:25BFLogBot Commit: f517b27b2d68 | Author: buckyballreaction | Message: Minor clean-up, clarification
05:18:59raptorok, i'm going to bed.. good night!
05:19:52raptor Quit ()
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14:55:08raptorgood day
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15:27:32kodabbwshalllo
15:27:39raptorhello
16:07:44sam686 has joined
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16:08:39raptorwatusimoto: you should know that neither sam686 nor I could duplicate the crash
16:10:01sam686The only thing I could say ou try is a full clean and rebuild.. That might fix the random crashing, I think..
16:10:13raptorhe did..
16:16:59sam686Does it crash even if you not hosting? (a if you join "SAM TEST" and change level..
16:17:58Watusimoto_ Quit (Ping timeout: 264 seconds)
16:26:14raptorkodabbws: did you recompile libSDL.a again?
16:27:07kodabbwsyes, i did that when i was looking for a solution about the statusbar
16:27:22kodabbwssince that section was recently modified in sdl codebase i thought to give that a tray
16:27:24kodabbwstry*
16:27:27raptordid you have to apply any patches?
16:27:29raptorah ok
16:27:32raptorcool
16:28:08kodabbwsalure is fun, it tries to load libogg.dylib while it should be compiled statically
16:28:19kodabbwsi'm wondering about libmodplug support instead...
16:29:00raptoroh, i think there's a compile flag for alure to not try and dynamically load
16:29:18raptorlike don't add -DDYNLOAD=1
16:29:25raptoror set to 0...
16:29:30raptor(I think)
16:29:39sam686I don't think my compiler even includes compiling ALU
16:30:08raptorlibmodplug
16:30:14raptorwhat about that are you wondering?
16:30:42raptorsam686: alure is already compiled as a DLL for windows, but i wonder if it should be an added project in the vc++ solution..
16:30:44sam686There is just a ALURE32.lib .dll, and a ALURE source code on the repository...
16:31:21kodabbwshow to get/organize libmodplug sources or just add a compiled library to the repo
16:31:22sam686I would probably have to make a VC++ 2008 solution (if you have VC++2010)
16:34:14kodabbwsalso, the ios version i'm targetting is quite old, i can't deal with modern cool things like ipad retina or iphone5
16:34:34raptorkodabbws: i'd add a compiled lib...
16:35:46raptori don't like to include the sources unless we make frequent modifications
16:40:46kodabbwsok
16:41:03kodabbwsgood thing i asked as we have the exactly opposite policy in hedgewars :p
16:41:13raptorbut make sure that the library is compiled in release and exactly what you want for deploying
16:41:16raptoroh yeah?
16:41:36kodabbwsyes yes
16:42:05kodabbwsyeah well, we've recently added libav/ffmpeg to the dependencies so i think that will have to change
16:42:12raptoroh wow
16:42:15raptorthat's huge
16:43:03kodabbwsyeah
16:44:56kodabbwsok, going home, cya
16:45:20kodabbws Quit (Read error: Connection reset by peer)
16:50:02sam686I mostly use visual C++ 2008, but even my compiled debug build of using visual C++ 2010 will not crash/error on level select on me. (and release build vc++ 2010 doesn't crash on me either)
16:50:47sam686I might be guessing it is a level specific crash... (as in something in a level crashes / errors the game)
16:51:42raptorthat's what i suggested, but he moved out all the levels and changed them...
16:56:32sam686Could I somehow see the stack trace about that level changing crash?
16:57:01raptorit's in the logs... or at least part of it
16:57:14raptori think he should do a purge, restart the computer, and recompile...
16:57:40raptorhttp://bitfighter.org/irclogs/index.php?date=2012-10-04
16:57:44raptorsearch for getGameType
18:16:06Watusimoto_ has joined
18:17:16raptormonster
18:17:28raptorbest adjective to describe IBM software
18:17:38raptorerr.. monstrous
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19:37:08kodahi
19:42:27raptorhi
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20:10:45raptorshould i kill the menu music?
20:55:29kodawhy?
20:56:37raptorbecause we're tired of it... :)
20:56:56raptorquestion is: should we go back to silent?
20:57:03kodasounds (PUN) fine
20:58:02kodacan you tell me what's the option to skip the first menu?
20:58:11raptorkoda: another iOS question: are applications that are in the appstore bundled with all three architectures together?
20:58:24kodano only arm6 and arm7
20:58:34raptorok, thanks
20:58:40raptornow your question: i don't understand
20:58:46raptorthe login screen?
20:58:48kodayes
20:59:34raptorthe *official* way to skip it is to set the DefaultName directive in the INI
20:59:56raptorwait, let me test that again...
21:00:06raptorok no, that failed
21:00:17raptorsam686, do you remember how to bypass the login screen?
21:00:43raptoroh!
21:00:52raptorok, you add the Nickname=raptor
21:01:11raptorto that same section ( [Settings] ) of the INI
21:01:12sam686nickname=something in [settings]
21:01:19raptoryes thanks
21:02:11raptorbrb
21:02:32kodaok let's see
21:02:39kodalibmodplug first
21:02:41kodathen that
21:03:30raptorthis is the version I used: http://sourceforge.net/projects/modplug-xmms/files/libmodplug/0.8.8.4/
21:03:48sam686now if you use "Nickname=something", you need to make sure your "LastPassword=" is correct, if wrong, you might get thrown back to login screen..
21:04:10raptoroh, you can find the project i used in lib/projects/xcode
21:05:50kodacool, that's a timesaver
21:06:14kodai'll add the target for ios
21:11:12raptorthose projects in there, i usually just place in the extracted sources
21:12:03raptorprobably under a directory called 'xcode'... i should keep track of that better
21:15:11kodayou don't commit .hgignore to the repo, right?
21:15:24raptori don't remember what that is for...
21:15:36kodawhen you do hg st it hides untracked files
21:15:49raptoroh - i always just do hg st -mard
21:18:18LordDVG Quit (Remote host closed the connection)
21:35:07kodaso rootdatadir is a paramenter to a folder where user can read and write?
21:35:25raptoryeah, on mac it's basically the library_dir/Bitfighter
21:35:38raptorerr Library/Application Support/Bitfighter... i think
21:35:47koda7es
21:35:58kodaand umh
21:36:38kodaso i don't get this, why does everything load from that dir, instead of the resouces folder (inside the bundle)?
21:36:50raptoroh
21:36:53raptorso
21:37:09raptorbecause users can add music / scripts / editor_plugins / levels
21:37:33raptorreally the only resources rarely changes are the 'sfx'
21:37:41kodawhich is impossible to do on ios :p
21:37:44raptorand users can edit their INI
21:37:45raptoryes
21:38:01raptorso on iOS probably everything will just stay int he bundle...
21:38:09kodaso only the ini file should be in a writable dir
21:38:29raptorcorrect - unless we want to make the editor available..
21:38:35sam686Hate to see an bitfighter.ini containing yours or my passwords inside a ".dmg"
21:38:43raptorheh
21:39:56kodaso so
21:40:14kodarootdatadir would need to lead to the resources folder
21:40:20koda(which is the same level of the exe)
21:40:33kodaand the ini file in another folder
21:40:38kodai wonder if this is possible
21:40:44raptorrootdatadir does not go to the exe
21:41:08raptorwait, there's some documentation that explains it better than I can...
21:41:54raptorkoda: http://bitfighter.org/wiki/index.php/Command_line_parameters#Specifying_folders
21:42:15raptorexcept rootDataDir should be all lower case in that doc..
21:42:59raptorsome that doc is outdated..
21:44:55kodaand they all need to be absolute paths
21:45:00raptornope
21:45:03raptorcan be relative
21:45:53raptorso you can say rootdatadir=<bundle>/...../Resources and then inidir=/some/writeable/directory
21:46:12raptorand it will look for levels / sfx / etc. from rootdatadir
21:48:57sam686No compile errors? lineEditor.cpp currently have "bool LineEditor::addChar(const char c)", and lineEditor.h have "bool addChar(char c)"
21:49:29raptorsam686: testing..
21:51:19sam686I guess its one of those things that const or non-const doesn't produce compile or linker errors, it only matters if it is something like (char *string1) vs (const char *string1)
21:51:27kodayay sound effects loaded!
21:51:59kodabut i can't move the ship
21:52:02kodaoh the suffering D:
21:57:20raptorsam686: compiles fine, no warning...
21:57:26raptorsound effects!?
21:58:06kodasound resources
21:58:23raptorso you hear the in-game 'boop' ?
21:58:28raptorwhen navigating the menus
21:58:30koday
21:58:34raptorgreat!
21:58:34kodaand the music too
21:58:38raptorsweet!
21:58:55raptoryour leaps and bounds ahead of my android port now..
21:58:57kodai really need to get this on a evice somhow
21:58:58raptor*you're
21:59:06raptorwhat is that?
21:59:11kodadevice*
21:59:20kodatry the sw on real hardware is always hard
21:59:26kodawhat's the problem with android?
21:59:37raptoryes, that is one thing i don't like about apple...
21:59:43raptorandroid crashes
21:59:49raptornot sure why
22:00:11raptoroh and the sound framework is different: they use 'OpenSL', i think
22:01:01sam686maybe you could find a way to debug on android... at least a backtrace would be useful..
22:01:18raptoryes, i'm thinking i'll enable that backtrace on exit you coded...
22:01:34raptoron crash, i mean
22:05:26kodawould you agree on something like this for ios
22:05:52kodaskip the login screen and assign a username that invites the user to change it?
22:06:03kodainstead of prompting it at +every load
22:06:42raptorhow would the user change it?
22:06:52raptorwe already have the default: 'ChumpChange'
22:07:16kodavia the options menu?
22:07:51kodai mean from a design point of view it is "bad" to prompt the user with something when he or she launches the game
22:08:08raptorseems fine to me
22:08:15kodabecause the user might not know what to do with all these options and get a bad feeling
22:08:22raptorok
22:08:38raptori'll admit, i have no feel whatsoever for human interface design...
22:09:17kodai like the animation title very much, i feel like it should be the first thing in the game to be seen
22:09:18sam686there is already a c2sRenameClient (client tells to server that their own client renamed) (used with wrong login password / changed username while in a server)
22:10:52raptorWatusimoto: what do you think about koda's idea of removing the name-entry screen entirely?
22:10:57raptor(if you're around..)
22:11:30raptormaybe it'd just use ChumpChange and display that on the main screen
22:11:53raptorand there'd have to be an option to change somehow..
22:13:48kodafor now i hijacked the ini loading like this
22:13:57kodastring nickname = ini->GetValue(section, "Nickname", iniSettings->name);
22:13:58koda#ifdef TNL_OS_IOS if (nickname == "") nickname = "MobileUser"; #endif
22:13:59koda iniSettings->name = nickname;
22:14:24raptorsure
22:14:25kodabut yeah the login page postponing should be carried out at system level
22:15:04koda pokes Watusimoto about it
22:15:12kodanow that i think of it
22:15:22kodaall the options menu could be removed for ios
22:15:31kodacontrols are always absolute
22:15:32raptoroh yeah, huh
22:15:43kodathere is only one joystick (accelerometer)
22:15:51kodayou don't have keys to change
22:16:00kodasfx and music volume you have external buttons
22:16:12kodavoice chat is disabled (for now)
22:16:18koda removes options as well
22:16:56kodaaaaand for navigation...
22:17:06kodawe could add a simple "BACK" button
22:17:09sam686maybe don't remove voice volume option, you can still probably listen to others voice chat, even if you can't get the sound capture to work..
22:18:52kodahm
22:19:06raptorwell, i'd say don't worry about the separate volumes for now...
22:19:20raptoror set voice chat to 0
22:19:38kodaremember that libspeex is not compiled in at all for now
22:20:00kodawhy do i see double addMenuItem
22:20:00koda?
22:20:05raptoroh yeah
22:20:20raptorso it couldn't decode anyways...
22:20:29kodaone in MainMenuUserInterface and one in GameMenuUserInterface
22:20:36sam686double addMenuItem() (return 3.4;) ?
22:20:49raptorhar har
22:21:07raptori actually am not very familiar with the Menu UIs and their inheritance
22:21:08kodaoh because one is inGame, while the other is the main one?
22:21:18raptorthat makes sense
22:28:46BFLogBot Commit: 0a1ac0620ead | Author: sam8641 | Message: Handle empty menu without errors. Don't allow Player's name start with spaces in NickName entry screen.
22:32:40amgine123456 has joined
22:33:19kodaalso the instructions menu has to be redone
22:33:32kodabut that would mean that controlling the ship works
22:33:33koda:D
22:34:04raptorwait what?
22:34:26kodathe instructions is full of keypresses
22:34:32kodawhich are not present on mobile ;)
22:34:34raptorWatusimoto: i think we need to release before koda tears up too much of our codebase...
22:34:41raptorha
22:34:42koda:D
22:34:49raptorso... how?
22:34:57kodaon screenbuttons?
22:35:03kodavirtual joysticks?
22:35:04raptorreally?
22:35:08kodaaccelerometers?
22:35:20raptorwhat do you think is best for the ship?
22:35:35kodavirtual joysticks
22:35:45kodaone moves the ship
22:35:57kodaand the other moves the aim
22:36:02kodatwo virtual joysticks
22:36:39raptorinteresting...
22:36:46raptorwould those be responsive?
22:36:53kodayes
22:36:55kodaproblem is
22:36:57kodahowto fire?
22:37:02raptorah
22:37:05raptorwell
22:37:26kodaone solution could be to fire while aiming
22:37:34raptori think for joystick, if you aim really 'deep', then that fires in that direction
22:37:38kodahave you ever played geometry wars?
22:37:46raptoryes
22:37:46amgine123456how about this wherever you would otch you owuld move in that diecition. a you could a shoot button
22:38:08raptorbut it's been a while
22:38:21kodaraptor: then doing something like that - you move on with the right joystick
22:38:48kodaand always shoot when you press the left joystick, while also changing direction
22:39:01kodathen double tap on the left activates eg bomb
22:39:06raptorso that's half of what we do with joystick
22:39:08kodadouble tab on the right activates mines
22:39:25amgine123456 what about modules
22:39:32raptorif you aim in a direction, on joystick, it aims that way
22:39:47raptorbut if you push the stick passed like 60% in that direction, it fires, too
22:40:00raptormaybe it's 90%
22:40:02raptorcan't remember..
22:40:20kodayes
22:40:37amgine123456 how about instead of a joystick which would take up the screen whever you touch you move in that dircection there and you would activate modules by touching them on the upper screen.
22:40:40kodanot sure how simple to implement this is going to be
22:41:14raptoryeah, me neither... we have a joystick subsystem
22:41:27kodacould we hijack it somehow?
22:41:34raptori'm thinking.... maybe...
22:41:36amgine123456as for shooting just have a shoot button on screen that when tapped shoots thats the easiest way i see it to be done
22:41:53raptordoes SDL detect joysticks on iOS?
22:42:02kodayes, but only accelerometers
22:42:06kodaso not for us
22:42:09raptorhmm...
22:42:32raptorthen we'd have to write our own 'hook', but use the same internal methods for joysticks that bitfighter does...
22:42:51amgine123456 lol am I being ignored here Xd
22:43:09raptorwould virtual joysticks pump out the same type of data as a normal joystick?
22:43:23kodawe can design them that way
22:43:27raptore.g. -32768 - 32767 on two axes
22:43:59raptorbecause if that's the case then we could probably send an SDL joystick event with specific data
22:44:35kodathat would be nice
22:45:28raptorthat wouldn't be too hard for me to do - the hard part would be how to get that data from the virtual joysticks (i.e. obj-c land)
22:45:37raptoris my guess...
22:45:40amgine123456question how would one use the /type commands in the game such as global chat quick chat commands ect
22:46:00raptoramgine123456: i think you can set those in the INI
22:46:00kodaraptor: well two options here
22:46:31kodaraptor: draw everything on top of the visual layer so that code remains identical for across mobile
22:46:37amgine123456 woukdnt the ios not have ini accisable though
22:47:00kodaraptor: or use objc for ios and java for android and have each cocoa event send a sdl_event
22:47:06kodawith proper normalization
22:47:30amgine123456 besides what if two people wanted to chat in game on the ios I thihnk the ini only fdoes quick chat... ( let me check)
22:48:05raptorhmmm
22:48:15raptorhow do virtual joysticks work? with a cocoa event?
22:48:52kodawell for example in hedgewars the first controls on ios where actually UIButtons and cocoa stuff that emulated keypresses
22:49:01raptorah
22:49:15kodathen when we did the android port, we had every ui element correctly redone with opengl/sdl
22:49:24amgine123456 yes you can edit the ini file to chage the quick chat messages but that would limit peoples converstitons i htink we need to htink of a way to implement a global chat abbility in ios also there is no options for commands in there
22:50:15raptorkoda: so you drew the stuff directly on the same layer?
22:50:30amgine123456 maybe a global chat and on screen command button next to the modules that when pressed brings up a kyaboard for chat ?
22:50:33kodaof objc i added a uiview on top of the view created by sdl
22:50:49amgine123456 or commanfs
22:50:57kodafor opengl we just drew every gui element at the topmost level
22:51:06raptorah ok
22:51:37amgine123456is sam afk tw
22:51:43amgine123456btw
22:52:04kodai can easily do the objc stuff but i really suck at opengl
22:52:14raptori can do that part...
22:52:21raptori just finished converting everything to GLES
22:52:23kodaand the opengl one would be the best because you reuse everything on bile
22:52:29kodaon mobile*
22:52:35kodaandroid and ios
22:52:39kodathat's great
22:52:53raptorso, our plan would be the following: detect TNL_OS_MOBILE
22:53:04raptordraw extra controls in openGL?
22:53:12kodaaye
22:53:18raptornow
22:53:20kodathat respond to touch events
22:53:25raptoryes that...
22:53:29raptoris where i'm ignorant
22:53:46kodaafaik sdl sends an input_touch event
22:53:46raptori have no experience with that
22:53:59kodawith coordinates of where the user touched
22:54:09raptoryes - so it would be a matter of detecting the coords in some bounded area
22:54:38kodathen you intersect the area/position of the button with them and act upon it
22:54:45raptorok
22:54:46kodabasically yes
22:55:04raptorman... we need to release 018 so we start cutting up the code...
22:55:20kodaWatusimoto: release release!
22:56:06raptorwe have a tiny bug list...
22:56:21kodayou mean feature list
22:56:24raptorhaha
22:56:37raptorexactly
22:58:46amgine123456why not just set the boundsys to a laree figure like 999999999 and getLoc()?
22:59:09kodain other words i won't push the more source-destroying commits :p
22:59:18raptoryes please... :)
22:59:55raptorwell, i have to get a couple more good work in, so i'll be off an on for the rest of the evening..
23:00:01raptor*more hours
23:00:31kodaok pushed the normal stuff, gui hacking later :P
23:00:37raptoryes
23:00:42koda(in 3.30m)
23:04:58amgine123456bur I would prefer all the 18 be released only after the bus are fixed
23:09:04amgine123456btw 2 modes that I have seen in the forum that i thinkl should be seen though are 1 night mode 2 the virus mode. also one i thought of recently is tehter mode people are paired up in 2s and connected by a bungee wire only by cooperating there movments vcould they win =)
23:13:00amgine123456btw a random thing there are no tabs to the live chat page on the wiki and forums pages jsut htought ide let you know =)
23:32:32Watusimotofell asleep
23:32:35Watusimotogoing to bed
23:32:38raptorgood morning!
23:32:53Watusimotoyes, lets release soon
23:33:07WatusimotoI'll continue to fix bugs
23:33:11Watusimotogood night
23:33:15raptornight
23:33:16raptor@
23:37:43Watusimoto Quit (Ping timeout: 252 seconds)
23:44:49amgine123456well I posted somthing in the to fix section its issue 167.
23:45:35amgine123456I hope you work very hard on getting veriosn 18 out before the month is over if not next ealry month at least

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