00:00:14 | amginea123456 | hi flynnn nevert seen you here before. |
00:01:20 | raptor | ok, gotta go... |
00:01:23 | raptor | be back later |
00:01:30 | raptor | night if i don't see anyone |
00:01:33 | Watusimoto | I have to go too |
00:01:50 | Watusimoto | sam686: would you please try hosting and changing a level? |
00:02:03 | Watusimoto | it crashes for me 100% of the time, and I'm totally stumpted |
00:02:05 | raptor | yes i'm interested in that, too... |
00:02:40 | amginea123456 | btw I would be willing to look and see if there are any securoty holes in version 18 if oyu want. |
00:02:44 | sam686 | ok, but may take 5 minutes to compile |
00:02:59 | raptor | it's a race! |
00:03:04 | sam686 | (i am waiting for compile to get done... doing baiscally nothing at this second) |
00:03:04 | raptor | i'll do it quickly in my VM.. |
00:03:34 | amginea123456 | btw is it just me or does everyone have a ahrd time with captcha i swear it take me like 15 tries to get it..... |
00:04:02 | Watusimoto | it's tough |
00:04:08 | sam686 | however, not being able to host cause of hosting crashes may be a problem from testing all of 018... |
00:05:53 | raptor | captcha? we don't use that anymore for forums, do we? |
00:06:04 | raptor | i thought i disabled it... |
00:06:45 | Watusimoto | it comes back in some circumstances |
00:06:56 | Watusimoto | like if you flub the pw on your first try |
00:07:05 | raptor | oh that stinks |
00:07:18 | raptor | it always take me like 2-3 tries to get it.. |
00:07:22 | raptor | the captcha |
00:07:24 | Watusimoto | yeah, it's hard |
00:07:31 | Watusimoto | maybe we can dial the difficulty back |
00:07:42 | raptor | oh yeah... let me do that |
00:08:01 | amginea123456 | btw i found a few more things these as far as i know can only work if oyur hosting but..... |
00:08:18 | Watusimoto | if you're hosting, you can do anythhing by modifying the code |
00:08:34 | raptor | wait wait - ours is an easy captcha |
00:08:40 | Watusimoto | so I'm not too concerned about that |
00:08:55 | Watusimoto | when you sign up you get the easy captcha |
00:09:02 | Watusimoto | but other times you get the hard one |
00:09:13 | sam686 | isn't the captha only shown with 3 wrong password of phpbb? and that is the easy captha.. |
00:09:20 | Watusimoto | it's rare, but I've seen it |
00:09:26 | Watusimoto | nex time I'll take note |
00:09:31 | sam686 | maybe you thinking of a different non-bitfighter forum? |
00:09:33 | Watusimoto | still building? |
00:09:40 | raptor | ok, it looks pretty easy to me in our forums now |
00:09:49 | | raptor is looking in the admin settings |
00:09:57 | sam686 | ok, testing 018. |
00:09:59 | raptor | just finsihed compiling |
00:10:30 | raptor | testing... and.... no problems |
00:10:31 | amginea123456 | however 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 |
00:10:54 | amginea123456 | sam anyways good things admins can rename people |
00:10:56 | raptor | compiled under vc++ 2010 express in windows xp |
00:11:05 | raptor | clean-compiled... |
00:11:12 | raptor | mazeracer works |
00:11:17 | raptor | that's always a good sign |
00:11:29 | sam686 | I don't see any crashes on me (and happen to build in non-debug without noticing) |
00:11:38 | raptor | ok gotta split.. |
00:11:41 | raptor | night! and later! |
00:11:44 | | raptor Quit () |
00:12:00 | Watusimoto | I really need to get to bed. I'll check back here and see what sam finds; I'll also try on a vm tomorrow. |
00:12:04 | Watusimoto | I have an early morning |
00:12:11 | Watusimoto | and it's 2:15AM here |
00:12:26 | sam686 | ok my clock is 7:12 PM |
00:12:35 | Watusimoto | 3 mins fast! |
00:13:58 | amginea123456 | 6:13 here |
00:14:14 | amginea123456 | 6:14 ^_^ |
00:18:21 | | Watusimoto Quit (Ping timeout: 246 seconds) |
01:13:02 | | amgine123456 has joined |
01:13:11 | amgine123456 | wha? |
01:13:31 | | amginea123456 Quit (Quit: Page closed) |
02:09:11 | | koda has joined |
02:13:47 | koda | 'evening |
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02:22:13 | koda | !logs |
02:22:13 | BFLogBot | This channel is logged - http://bitfighter.org/irclogs/ |
02:49:56 | koda | http://dl.dropbox.com/u/24468/bf-1st.png |
02:56:24 | koda | sam686: cool i see you in the lobby! |
03:02:03 | sam686 | there I got my dumb port forwarding working - for 018 testing server.. |
03:35:59 | | raptor has joined |
03:35:59 | | ChanServ sets mode +o raptor |
03:36:10 | koda | hello |
03:36:15 | raptor | hi koda |
03:36:17 | raptor | wait |
03:36:21 | raptor | you're in italy |
03:36:30 | koda | 5.35am |
03:36:30 | raptor | insomnia? or early riser? |
03:36:33 | raptor | !! |
03:36:39 | koda | :D |
03:36:58 | raptor | you don't have small children per chance? |
03:37:03 | sam686 | 10:37 PM |
03:37:07 | koda | nope |
03:37:12 | koda | where are you guys from? |
03:37:25 | raptor | Utah, USA |
03:37:43 | koda | hey i've been there |
03:37:45 | sam686 | united states, north america, South Dakota, Sioux Falls, Central Time Zone |
03:37:50 | raptor | so 9:37 for me |
03:37:53 | koda | visited salt lake city briefly |
03:38:03 | raptor | yeah, that's an hour to the north |
03:38:14 | koda | but never been in s.dakota |
03:38:19 | | raptor checks the logs |
03:38:41 | raptor | koda!! |
03:38:51 | raptor | is that the iphone + bitfighter i see??? |
03:38:52 | raptor | ??? |
03:38:54 | raptor | !?!? |
03:38:55 | koda | :> |
03:39:31 | koda | yes yes |
03:39:54 | koda | i'm trying to get rid of that nasty statusbar |
03:40:00 | raptor | heh |
03:40:09 | raptor | question: can you view high scores? |
03:40:16 | raptor | because that's where i crash on android |
03:40:31 | koda | yes i can |
03:40:39 | koda | abyss1337 |
03:40:43 | raptor | ok, you've officially beaten me... |
03:40:52 | raptor | iOS is now ahead of android |
03:40:57 | raptor | great! |
03:41:40 | koda | touch input somehow works |
03:41:45 | koda | but it's a little weird |
03:41:48 | raptor | heh |
03:41:55 | sam686 | "Carrier" on top left of the screenshot? Couldn't that be called "Bitfighter" instead? |
03:42:01 | raptor | i think SDL2 has better iOS support than android.. |
03:42:31 | koda | sam686: that bar shouldn't be there, i don't get why it's being drawn |
03:42:56 | raptor | press alt+enter |
03:42:58 | raptor | :) |
03:43:13 | raptor | maybe you're in windowed mode... |
03:43:29 | koda | i thought that too |
03:43:44 | koda | that's why i forced SDL_WINDOW_FULLSCREEN in SDL_CreateWindow |
03:43:56 | sam686 | I don't know if you could use alt+enter on mobile phone without keyboard... Or just go to options, windowed or fullscreen... |
03:44:05 | raptor | oh yeah options |
03:44:46 | raptor | koda: i have to be honest: that picture of the iphone looks a little too perfect |
03:44:53 | koda | yaya |
03:44:57 | koda | it's in the options |
03:45:12 | koda | that needs to be hardcoded somehow... |
03:45:18 | raptor | i tel lyou... |
03:45:20 | raptor | one mement |
03:45:22 | raptor | moment |
03:45:37 | koda | raptor: you know what? i thought that too :D |
03:45:51 | koda | that also fixes touch input!!! |
03:47:26 | koda | http://dl.dropbox.com/u/24468/bf-2nd.png |
03:47:56 | raptor | does stretched look different than normal? |
03:48:43 | sam686 | 480 x 320 resolution? 3:2 ratio? |
03:49:11 | raptor | i'm wonder what mode to hardcode... |
03:49:24 | koda | sam686: yes |
03:49:31 | sam686 | bitfighter uses 4:3 ratio, so stretched or not stretched may look a bit different.. |
03:49:51 | raptor | ok koda |
03:49:54 | koda | raptor: stretched looks fine imho, it's in the second screenshot |
03:50:14 | koda | normal fullscreen adds black bars on the sides |
03:50:16 | raptor | in config.cpp:383 |
03:50:24 | raptor | it loads the window setting from the INI |
03:50:49 | raptor | for iOS, you should force DISPLAY_MODE_FULL_SCREEN_STRETCHED |
03:50:52 | raptor | then |
03:51:02 | amgine123456 | no |
03:51:22 | amgine123456 | Full screen or full screen strched but no windowed |
03:51:30 | raptor | in VideoSystem.cpp:289 |
03:51:51 | raptor | if iOS, just return out of the method (at the top) |
03:52:47 | koda | ok, you want that only for ios, right? |
03:53:05 | raptor | err |
03:53:08 | amgine123456 | so a BF is coming out for ios and andoid then? |
03:53:14 | raptor | mayabe make it TNL_OS_MOBILE |
03:53:19 | sam686 | windowed works fine on windows, linux, and probably mac os X |
03:53:24 | raptor | we'll include androit, too... |
03:53:35 | raptor | amgine123456 perhaps in the future sometime |
03:53:56 | amgine123456 | cool =) |
03:53:56 | sam686 | tiny mobile devices is a bit too small to have multiple windows, fullscreen is better on tiny mobile devices. |
03:54:21 | koda | ok, general question |
03:54:25 | raptor | B |
03:54:27 | raptor | no false |
03:54:37 | amgine123456 | maybe have it forced as full screen or gull screen strached then ( i think strched) |
03:54:47 | koda | the ini file is created the first time and then loaded every time? |
03:54:51 | raptor | yes |
03:55:02 | raptor | and written back out when you shut down the game |
03:55:10 | koda | ok |
03:55:25 | amgine123456 | which 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 . +) |
03:55:26 | raptor | it's our modern persistent registry :) |
03:55:31 | amgine123456 | is true |
03:55:35 | amgine123456 | not false |
03:55:48 | amgine123456 | true true true XD |
03:55:50 | sam686 | usually, I think the game only reads INI file once, then write INI file multiple times for some changes done on menus.. |
03:55:51 | koda | so loadGeneralSettings set the variables with default values and then loads the ini; at the end it saves them back if changed |
03:56:07 | raptor | correct |
03:56:45 | amgine123456 | maybe you could upgrade the grapics in version 19 hmm =) |
03:57:37 | koda | one more thing (tm): how to hide the fullscreenentry in the option menu gui? |
03:57:38 | sam686 | I am not sure if a tiny text player names (below ships in-game) is readable in small movile devices at resolution 480 x 320.. |
03:57:48 | raptor | looking for that... |
03:58:42 | amgine123456 | maybe 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 |
03:58:54 | raptor | koda: UIMenus.cpp:1184 |
03:59:02 | koda | sam686: modern iphones usually are at retina resolution so you actually get 960x480 on a 3.5'' display |
03:59:10 | raptor | put an #ifdef around the addMenuItem(getWindowModeMenuItem... |
03:59:25 | koda | raptor: great, thanks |
03:59:26 | raptor | 960x480?? |
03:59:29 | raptor | that's 2:1 |
03:59:38 | koda | rtt |
03:59:44 | koda | 960x640 |
03:59:48 | koda | sry |
03:59:49 | raptor | ah |
03:59:51 | raptor | ah ok |
03:59:58 | raptor | :) |
03:59:59 | sam686 | poor ratio is going farther away from 1:1 |
04:00:07 | amgine123456 | would it be very hard to to make the scoreboard popup with the names normal but you can scroll trhough the names |
04:00:20 | raptor | actually 4:3 is pretty much optimal for the human eyes i think |
04:00:47 | amgine123456 | 5:4 maybe might be to long |
04:01:00 | koda | 16:9 ftw| |
04:01:15 | amgine123456 | no dont do 16:9 |
04:01:16 | raptor | 1.777 or 1.333, hm.... |
04:01:24 | raptor | i do like widescreen movies |
04:01:34 | amgine123456 | no if oyu set the sclkes to high you lose quality |
04:01:45 | amgine123456 | and no I hate widescreen |
04:01:49 | sam686 | although, 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... |
04:02:30 | raptor | yeah, reading and authoring and programming is nicer to have the vertical |
04:02:38 | amgine123456 | i feel 5:4 would be bhest cause if you go beyond that you might start to lose quality |
04:02:39 | koda | http://dl.dropbox.com/u/24468/bf-3rd.png |
04:02:52 | raptor | oooooo |
04:02:57 | raptor | now you know my real name |
04:02:59 | koda | i'm on sam686's server :D |
04:03:55 | amgine123456 | koda make a drop box of a 5:4 and 7:5 just to see |
04:04:03 | koda | i can change orientation of the ship but not move it |
04:04:22 | amgine123456 | wow is 18 that buggy |
04:04:33 | amgine123456 | sounds like youneed help....... |
04:04:43 | raptor | yeah, that's the dual axis interface problem i can't seem to work out in my head... |
04:05:06 | sam686 | I still don't see any sign of crashing on level changing... |
04:05:30 | raptor | yeah me neither... |
04:05:36 | koda | http://dl.dropbox.com/u/24468/bf-4th.png |
04:05:52 | amgine123456 | raptor 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 |
04:06:07 | raptor | sam686 can make himself an admin any time he wants, i think |
04:06:32 | raptor | koda: that picture still looks fake :) |
04:06:48 | koda | what can i show you to convince you? :p |
04:06:54 | amgine123456 | uits not cented either |
04:06:58 | raptor | your hand on the device |
04:07:19 | amgine123456 | a recording of oyu playin the device Xd |
04:07:22 | sam686 | maybe tiny mobile devices is catching up on graphics that was on PC 8 years ago... |
04:07:23 | raptor | i believe you... it looks like it is a picture of the simulator? |
04:07:32 | koda | yep |
04:07:44 | koda | i'll try to get this on device |
04:08:22 | amgine123456 | btw its not centeted how feasable would it be to have ceneted when it comes out |
04:08:48 | amgine123456 | well some of the pics werent anyways |
04:09:03 | amgine123456 | maybe it just bad photoshoping Xd |
04:09:36 | amgine123456 | <<< is good at photo shop and dreamweaver |
04:09:57 | sam686 | you could just do /me is good at ... |
04:10:33 | amgine123456 | nope thats improper grammer Xd. Cause I nevr make typos. |
04:12:30 | koda | heh thinking of a way to control the ship is not easy at all |
04:14:38 | sam686 | does it support at least 2 touching position at the same time? |
04:14:39 | amgine123456 | how about where ever you touch it moves in that direction easy? |
04:15:29 | amgine123456 | but if it doesnt suppot to touch controls that could be trouble |
04:15:35 | amgine123456 | 2 |
04:16:47 | amgine123456 | hmm 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 |
04:17:00 | amgine123456 | for your commands |
04:17:07 | amgine123456 | g idn |
04:17:27 | amgine123456 | lol need to stop typing g XD im not in bitfighter XD |
04:17:38 | koda | i'm so falling in love with this project! |
04:17:43 | raptor | heh |
04:17:44 | koda | but i'm also falling asleep |
04:17:47 | raptor | yes |
04:17:51 | raptor | i recommend sleep |
04:18:00 | koda | so for now i'll push my changes and go to bed :p |
04:18:04 | raptor | great! |
04:18:07 | raptor | oh |
04:18:09 | amgine123456 | *twiches whats sleep* |
04:18:19 | raptor | did my define changes with audio/voicechat/etc. help out? |
04:18:23 | raptor | #define |
04:18:36 | koda | absolutely! |
04:18:42 | raptor | oh good |
04:18:47 | koda | i haven't yet got sound to work |
04:18:48 | amgine123456 | btw you can record a voice message but why not just add ful voice chat.... |
04:18:54 | koda | but all the libs are now in place |
04:18:59 | raptor | great |
04:19:01 | koda | so thanks for that |
04:19:16 | amgine123456 | I support full voice chat |
04:19:19 | sam686 | its voice chat, not a voice recorder that can play back later... |
04:19:36 | raptor | sure - 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...) |
04:20:11 | sam686 | there is a "Record Voice Msg" on define keys that actually doesn't record, but sends your voice chat to your team.. |
04:20:12 | raptor | if even for a short while, i haven't been willing to put in the time to learn obj c++ |
04:21:16 | koda | yeah, but the sources are so well written you can easily dev on one platform and run everywhere |
04:21:43 | raptor | :) |
04:22:18 | sam686 | faster then C++ for my slow computers? |
04:23:03 | raptor | weLikeToUseLongAndDescriptiveVariableNames |
04:23:49 | sam686 | weLikeToUseLongAndDescriptiveVariableNames = weLikeToUseLongAndDescriptiveVariableNames + 1; if(weLikeToUseLongAndDescriptiveVariableNames) FunctionThatDrawsSomething(); |
04:24:17 | koda | [koda goTo:kSleep] |
04:24:56 | raptor | night! |
04:24:57 | sam686 | I don't like to see variable names more then about 25 letters |
04:24:58 | raptor | and thanks! |
04:25:05 | raptor | if you've pushed, i'll merge.. |
04:25:12 | koda | still uploading |
04:27:53 | koda | success :) |
04:28:12 | koda | good night all & thanks for the help! |
04:28:13 | raptor | ok, get some sleep |
04:28:18 | raptor | thank you! |
04:28:19 | raptor | night |
04:28:49 | | koda Quit (Quit: you can't say 'hello' without saying 'hell') |
04:35:15 | raptor | wow, that libSDL.a library for iOS is 8MB! |
04:39:37 | sam686 | I wonder if it is better to have the source code of SDL2 instead of several versions of SDL2 binaries (mac, windows, mobile ios...) |
04:40:02 | | amgine123456 Quit (Quit: Page closed) |
04:40:32 | raptor | perhaps, but then you'd need to compile it a lot more.. |
04:40:38 | sam686 | but then again, compiling SDL2 on windows may need directX libraries on windows, which is another problem.. |
04:41:24 | raptor | yeah |
04:57:22 | | BFLogBot Commit: 79e2d1d5d7c2 | Author: koda | Message: added basic audio files to ios project (and tweaks) |
04:57:23 | | BFLogBot Commit: 64ec57b3c504 | Author: koda | Message: running bitfighter on iOS |
04:57:25 | | BFLogBot Commit: f517b27b2d68 | Author: buckyballreaction | Message: Minor clean-up, clarification |
05:18:59 | raptor | ok, i'm going to bed.. good night! |
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14:55:08 | raptor | good day |
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15:27:32 | kodabbws | halllo |
15:27:39 | raptor | hello |
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16:08:39 | raptor | watusimoto: you should know that neither sam686 nor I could duplicate the crash |
16:10:01 | sam686 | The only thing I could say ou try is a full clean and rebuild.. That might fix the random crashing, I think.. |
16:10:13 | raptor | he did.. |
16:16:59 | sam686 | Does it crash even if you not hosting? (a if you join "SAM TEST" and change level.. |
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16:26:14 | raptor | kodabbws: did you recompile libSDL.a again? |
16:27:07 | kodabbws | yes, i did that when i was looking for a solution about the statusbar |
16:27:22 | kodabbws | since that section was recently modified in sdl codebase i thought to give that a tray |
16:27:24 | kodabbws | try* |
16:27:27 | raptor | did you have to apply any patches? |
16:27:29 | raptor | ah ok |
16:27:32 | raptor | cool |
16:28:08 | kodabbws | alure is fun, it tries to load libogg.dylib while it should be compiled statically |
16:28:19 | kodabbws | i'm wondering about libmodplug support instead... |
16:29:00 | raptor | oh, i think there's a compile flag for alure to not try and dynamically load |
16:29:18 | raptor | like don't add -DDYNLOAD=1 |
16:29:25 | raptor | or set to 0... |
16:29:30 | raptor | (I think) |
16:29:39 | sam686 | I don't think my compiler even includes compiling ALU |
16:30:08 | raptor | libmodplug |
16:30:14 | raptor | what about that are you wondering? |
16:30:42 | raptor | sam686: alure is already compiled as a DLL for windows, but i wonder if it should be an added project in the vc++ solution.. |
16:30:44 | sam686 | There is just a ALURE32.lib .dll, and a ALURE source code on the repository... |
16:31:21 | kodabbws | how to get/organize libmodplug sources or just add a compiled library to the repo |
16:31:22 | sam686 | I would probably have to make a VC++ 2008 solution (if you have VC++2010) |
16:34:14 | kodabbws | also, the ios version i'm targetting is quite old, i can't deal with modern cool things like ipad retina or iphone5 |
16:34:34 | raptor | kodabbws: i'd add a compiled lib... |
16:35:46 | raptor | i don't like to include the sources unless we make frequent modifications |
16:40:46 | kodabbws | ok |
16:41:03 | kodabbws | good thing i asked as we have the exactly opposite policy in hedgewars :p |
16:41:13 | raptor | but make sure that the library is compiled in release and exactly what you want for deploying |
16:41:16 | raptor | oh yeah? |
16:41:36 | kodabbws | yes yes |
16:42:05 | kodabbws | yeah well, we've recently added libav/ffmpeg to the dependencies so i think that will have to change |
16:42:12 | raptor | oh wow |
16:42:15 | raptor | that's huge |
16:43:03 | kodabbws | yeah |
16:44:56 | kodabbws | ok, going home, cya |
16:45:20 | | kodabbws Quit (Read error: Connection reset by peer) |
16:50:02 | sam686 | I 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) |
16:50:47 | sam686 | I might be guessing it is a level specific crash... (as in something in a level crashes / errors the game) |
16:51:42 | raptor | that's what i suggested, but he moved out all the levels and changed them... |
16:56:32 | sam686 | Could I somehow see the stack trace about that level changing crash? |
16:57:01 | raptor | it's in the logs... or at least part of it |
16:57:14 | raptor | i think he should do a purge, restart the computer, and recompile... |
16:57:40 | raptor | http://bitfighter.org/irclogs/index.php?date=2012-10-04 |
16:57:44 | raptor | search for getGameType |
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18:17:16 | raptor | monster |
18:17:28 | raptor | best adjective to describe IBM software |
18:17:38 | raptor | err.. monstrous |
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18:53:56 | | LordDVG has joined |
19:28:23 | | koda has joined |
19:37:08 | koda | hi |
19:42:27 | raptor | hi |
20:01:38 | | Watusimoto has joined |
20:10:45 | raptor | should i kill the menu music? |
20:55:29 | koda | why? |
20:56:37 | raptor | because we're tired of it... :) |
20:56:56 | raptor | question is: should we go back to silent? |
20:57:03 | koda | sounds (PUN) fine |
20:58:02 | koda | can you tell me what's the option to skip the first menu? |
20:58:11 | raptor | koda: another iOS question: are applications that are in the appstore bundled with all three architectures together? |
20:58:24 | koda | no only arm6 and arm7 |
20:58:34 | raptor | ok, thanks |
20:58:40 | raptor | now your question: i don't understand |
20:58:46 | raptor | the login screen? |
20:58:48 | koda | yes |
20:59:34 | raptor | the *official* way to skip it is to set the DefaultName directive in the INI |
20:59:56 | raptor | wait, let me test that again... |
21:00:06 | raptor | ok no, that failed |
21:00:17 | raptor | sam686, do you remember how to bypass the login screen? |
21:00:43 | raptor | oh! |
21:00:52 | raptor | ok, you add the Nickname=raptor |
21:01:11 | raptor | to that same section ( [Settings] ) of the INI |
21:01:12 | sam686 | nickname=something in [settings] |
21:01:19 | raptor | yes thanks |
21:02:11 | raptor | brb |
21:02:32 | koda | ok let's see |
21:02:39 | koda | libmodplug first |
21:02:41 | koda | then that |
21:03:30 | raptor | this is the version I used: http://sourceforge.net/projects/modplug-xmms/files/libmodplug/0.8.8.4/ |
21:03:48 | sam686 | now if you use "Nickname=something", you need to make sure your "LastPassword=" is correct, if wrong, you might get thrown back to login screen.. |
21:04:10 | raptor | oh, you can find the project i used in lib/projects/xcode |
21:05:50 | koda | cool, that's a timesaver |
21:06:14 | koda | i'll add the target for ios |
21:11:12 | raptor | those projects in there, i usually just place in the extracted sources |
21:12:03 | raptor | probably under a directory called 'xcode'... i should keep track of that better |
21:15:11 | koda | you don't commit .hgignore to the repo, right? |
21:15:24 | raptor | i don't remember what that is for... |
21:15:36 | koda | when you do hg st it hides untracked files |
21:15:49 | raptor | oh - i always just do hg st -mard |
21:18:18 | | LordDVG Quit (Remote host closed the connection) |
21:35:07 | koda | so rootdatadir is a paramenter to a folder where user can read and write? |
21:35:25 | raptor | yeah, on mac it's basically the library_dir/Bitfighter |
21:35:38 | raptor | err Library/Application Support/Bitfighter... i think |
21:35:47 | koda | 7es |
21:35:58 | koda | and umh |
21:36:38 | koda | so i don't get this, why does everything load from that dir, instead of the resouces folder (inside the bundle)? |
21:36:50 | raptor | oh |
21:36:53 | raptor | so |
21:37:09 | raptor | because users can add music / scripts / editor_plugins / levels |
21:37:33 | raptor | really the only resources rarely changes are the 'sfx' |
21:37:41 | koda | which is impossible to do on ios :p |
21:37:44 | raptor | and users can edit their INI |
21:37:45 | raptor | yes |
21:38:01 | raptor | so on iOS probably everything will just stay int he bundle... |
21:38:09 | koda | so only the ini file should be in a writable dir |
21:38:29 | raptor | correct - unless we want to make the editor available.. |
21:38:35 | sam686 | Hate to see an bitfighter.ini containing yours or my passwords inside a ".dmg" |
21:38:43 | raptor | heh |
21:39:56 | koda | so so |
21:40:14 | koda | rootdatadir would need to lead to the resources folder |
21:40:20 | koda | (which is the same level of the exe) |
21:40:33 | koda | and the ini file in another folder |
21:40:38 | koda | i wonder if this is possible |
21:40:44 | raptor | rootdatadir does not go to the exe |
21:41:08 | raptor | wait, there's some documentation that explains it better than I can... |
21:41:54 | raptor | koda: http://bitfighter.org/wiki/index.php/Command_line_parameters#Specifying_folders |
21:42:15 | raptor | except rootDataDir should be all lower case in that doc.. |
21:42:59 | raptor | some that doc is outdated.. |
21:44:55 | koda | and they all need to be absolute paths |
21:45:00 | raptor | nope |
21:45:03 | raptor | can be relative |
21:45:53 | raptor | so you can say rootdatadir=<bundle>/...../Resources and then inidir=/some/writeable/directory |
21:46:12 | raptor | and it will look for levels / sfx / etc. from rootdatadir |
21:48:57 | sam686 | No compile errors? lineEditor.cpp currently have "bool LineEditor::addChar(const char c)", and lineEditor.h have "bool addChar(char c)" |
21:49:29 | raptor | sam686: testing.. |
21:51:19 | sam686 | I 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) |
21:51:27 | koda | yay sound effects loaded! |
21:51:59 | koda | but i can't move the ship |
21:52:02 | koda | oh the suffering D: |
21:57:20 | raptor | sam686: compiles fine, no warning... |
21:57:26 | raptor | sound effects!? |
21:58:06 | koda | sound resources |
21:58:23 | raptor | so you hear the in-game 'boop' ? |
21:58:28 | raptor | when navigating the menus |
21:58:30 | koda | y |
21:58:34 | raptor | great! |
21:58:34 | koda | and the music too |
21:58:38 | raptor | sweet! |
21:58:55 | raptor | your leaps and bounds ahead of my android port now.. |
21:58:57 | koda | i really need to get this on a evice somhow |
21:58:58 | raptor | *you're |
21:59:06 | raptor | what is that? |
21:59:11 | koda | device* |
21:59:20 | koda | try the sw on real hardware is always hard |
21:59:26 | koda | what's the problem with android? |
21:59:37 | raptor | yes, that is one thing i don't like about apple... |
21:59:43 | raptor | android crashes |
21:59:49 | raptor | not sure why |
22:00:11 | raptor | oh and the sound framework is different: they use 'OpenSL', i think |
22:01:01 | sam686 | maybe you could find a way to debug on android... at least a backtrace would be useful.. |
22:01:18 | raptor | yes, i'm thinking i'll enable that backtrace on exit you coded... |
22:01:34 | raptor | on crash, i mean |
22:05:26 | koda | would you agree on something like this for ios |
22:05:52 | koda | skip the login screen and assign a username that invites the user to change it? |
22:06:03 | koda | instead of prompting it at +every load |
22:06:42 | raptor | how would the user change it? |
22:06:52 | raptor | we already have the default: 'ChumpChange' |
22:07:16 | koda | via the options menu? |
22:07:51 | koda | i mean from a design point of view it is "bad" to prompt the user with something when he or she launches the game |
22:08:08 | raptor | seems fine to me |
22:08:15 | koda | because the user might not know what to do with all these options and get a bad feeling |
22:08:22 | raptor | ok |
22:08:38 | raptor | i'll admit, i have no feel whatsoever for human interface design... |
22:09:17 | koda | i like the animation title very much, i feel like it should be the first thing in the game to be seen |
22:09:18 | sam686 | there is already a c2sRenameClient (client tells to server that their own client renamed) (used with wrong login password / changed username while in a server) |
22:10:52 | raptor | Watusimoto: what do you think about koda's idea of removing the name-entry screen entirely? |
22:10:57 | raptor | (if you're around..) |
22:11:30 | raptor | maybe it'd just use ChumpChange and display that on the main screen |
22:11:53 | raptor | and there'd have to be an option to change somehow.. |
22:13:48 | koda | for now i hijacked the ini loading like this |
22:13:57 | koda | string nickname = ini->GetValue(section, "Nickname", iniSettings->name); |
22:13:58 | koda | #ifdef TNL_OS_IOS if (nickname == "") nickname = "MobileUser"; #endif |
22:13:59 | koda | iniSettings->name = nickname; |
22:14:24 | raptor | sure |
22:14:25 | koda | but yeah the login page postponing should be carried out at system level |
22:15:04 | | koda pokes Watusimoto about it |
22:15:12 | koda | now that i think of it |
22:15:22 | koda | all the options menu could be removed for ios |
22:15:31 | koda | controls are always absolute |
22:15:32 | raptor | oh yeah, huh |
22:15:43 | koda | there is only one joystick (accelerometer) |
22:15:51 | koda | you don't have keys to change |
22:16:00 | koda | sfx and music volume you have external buttons |
22:16:12 | koda | voice chat is disabled (for now) |
22:16:18 | | koda removes options as well |
22:16:56 | koda | aaaand for navigation... |
22:17:06 | koda | we could add a simple "BACK" button |
22:17:09 | sam686 | maybe 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.. |
22:18:52 | koda | hm |
22:19:06 | raptor | well, i'd say don't worry about the separate volumes for now... |
22:19:20 | raptor | or set voice chat to 0 |
22:19:38 | koda | remember that libspeex is not compiled in at all for now |
22:20:00 | koda | why do i see double addMenuItem |
22:20:00 | koda | ? |
22:20:05 | raptor | oh yeah |
22:20:20 | raptor | so it couldn't decode anyways... |
22:20:29 | koda | one in MainMenuUserInterface and one in GameMenuUserInterface |
22:20:36 | sam686 | double addMenuItem() (return 3.4;) ? |
22:20:49 | raptor | har har |
22:21:07 | raptor | i actually am not very familiar with the Menu UIs and their inheritance |
22:21:08 | koda | oh because one is inGame, while the other is the main one? |
22:21:18 | raptor | that makes sense |
22:28:46 | | BFLogBot Commit: 0a1ac0620ead | Author: sam8641 | Message: Handle empty menu without errors. Don't allow Player's name start with spaces in NickName entry screen. |
22:32:40 | | amgine123456 has joined |
22:33:19 | koda | also the instructions menu has to be redone |
22:33:32 | koda | but that would mean that controlling the ship works |
22:33:33 | koda | :D |
22:34:04 | raptor | wait what? |
22:34:26 | koda | the instructions is full of keypresses |
22:34:32 | koda | which are not present on mobile ;) |
22:34:34 | raptor | Watusimoto: i think we need to release before koda tears up too much of our codebase... |
22:34:41 | raptor | ha |
22:34:42 | koda | :D |
22:34:49 | raptor | so... how? |
22:34:57 | koda | on screenbuttons? |
22:35:03 | koda | virtual joysticks? |
22:35:04 | raptor | really? |
22:35:08 | koda | accelerometers? |
22:35:20 | raptor | what do you think is best for the ship? |
22:35:35 | koda | virtual joysticks |
22:35:45 | koda | one moves the ship |
22:35:57 | koda | and the other moves the aim |
22:36:02 | koda | two virtual joysticks |
22:36:39 | raptor | interesting... |
22:36:46 | raptor | would those be responsive? |
22:36:53 | koda | yes |
22:36:55 | koda | problem is |
22:36:57 | koda | howto fire? |
22:37:02 | raptor | ah |
22:37:05 | raptor | well |
22:37:26 | koda | one solution could be to fire while aiming |
22:37:34 | raptor | i think for joystick, if you aim really 'deep', then that fires in that direction |
22:37:38 | koda | have you ever played geometry wars? |
22:37:46 | raptor | yes |
22:37:46 | amgine123456 | how about this wherever you would otch you owuld move in that diecition. a you could a shoot button |
22:38:08 | raptor | but it's been a while |
22:38:21 | koda | raptor: then doing something like that - you move on with the right joystick |
22:38:48 | koda | and always shoot when you press the left joystick, while also changing direction |
22:39:01 | koda | then double tap on the left activates eg bomb |
22:39:06 | raptor | so that's half of what we do with joystick |
22:39:08 | koda | double tab on the right activates mines |
22:39:25 | amgine123456 | what about modules |
22:39:32 | raptor | if you aim in a direction, on joystick, it aims that way |
22:39:47 | raptor | but if you push the stick passed like 60% in that direction, it fires, too |
22:40:00 | raptor | maybe it's 90% |
22:40:02 | raptor | can't remember.. |
22:40:20 | koda | yes |
22:40:37 | amgine123456 | 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. |
22:40:40 | koda | not sure how simple to implement this is going to be |
22:41:14 | raptor | yeah, me neither... we have a joystick subsystem |
22:41:27 | koda | could we hijack it somehow? |
22:41:34 | raptor | i'm thinking.... maybe... |
22:41:36 | amgine123456 | as for shooting just have a shoot button on screen that when tapped shoots thats the easiest way i see it to be done |
22:41:53 | raptor | does SDL detect joysticks on iOS? |
22:42:02 | koda | yes, but only accelerometers |
22:42:06 | koda | so not for us |
22:42:09 | raptor | hmm... |
22:42:32 | raptor | then we'd have to write our own 'hook', but use the same internal methods for joysticks that bitfighter does... |
22:42:51 | amgine123456 | lol am I being ignored here Xd |
22:43:09 | raptor | would virtual joysticks pump out the same type of data as a normal joystick? |
22:43:23 | koda | we can design them that way |
22:43:27 | raptor | e.g. -32768 - 32767 on two axes |
22:43:59 | raptor | because if that's the case then we could probably send an SDL joystick event with specific data |
22:44:35 | koda | that would be nice |
22:45:28 | raptor | that 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) |
22:45:37 | raptor | is my guess... |
22:45:40 | amgine123456 | question how would one use the /type commands in the game such as global chat quick chat commands ect |
22:46:00 | raptor | amgine123456: i think you can set those in the INI |
22:46:00 | koda | raptor: well two options here |
22:46:31 | koda | raptor: draw everything on top of the visual layer so that code remains identical for across mobile |
22:46:37 | amgine123456 | woukdnt the ios not have ini accisable though |
22:47:00 | koda | raptor: or use objc for ios and java for android and have each cocoa event send a sdl_event |
22:47:06 | koda | with proper normalization |
22:47:30 | amgine123456 | besides what if two people wanted to chat in game on the ios I thihnk the ini only fdoes quick chat... ( let me check) |
22:48:05 | raptor | hmmm |
22:48:15 | raptor | how do virtual joysticks work? with a cocoa event? |
22:48:52 | koda | well for example in hedgewars the first controls on ios where actually UIButtons and cocoa stuff that emulated keypresses |
22:49:01 | raptor | ah |
22:49:15 | koda | then when we did the android port, we had every ui element correctly redone with opengl/sdl |
22:49:24 | amgine123456 | 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 |
22:50:15 | raptor | koda: so you drew the stuff directly on the same layer? |
22:50:30 | amgine123456 | maybe a global chat and on screen command button next to the modules that when pressed brings up a kyaboard for chat ? |
22:50:33 | koda | of objc i added a uiview on top of the view created by sdl |
22:50:49 | amgine123456 | or commanfs |
22:50:57 | koda | for opengl we just drew every gui element at the topmost level |
22:51:06 | raptor | ah ok |
22:51:37 | amgine123456 | is sam afk tw |
22:51:43 | amgine123456 | btw |
22:52:04 | koda | i can easily do the objc stuff but i really suck at opengl |
22:52:14 | raptor | i can do that part... |
22:52:21 | raptor | i just finished converting everything to GLES |
22:52:23 | koda | and the opengl one would be the best because you reuse everything on bile |
22:52:29 | koda | on mobile* |
22:52:35 | koda | android and ios |
22:52:39 | koda | that's great |
22:52:53 | raptor | so, our plan would be the following: detect TNL_OS_MOBILE |
22:53:04 | raptor | draw extra controls in openGL? |
22:53:12 | koda | aye |
22:53:18 | raptor | now |
22:53:20 | koda | that respond to touch events |
22:53:25 | raptor | yes that... |
22:53:29 | raptor | is where i'm ignorant |
22:53:46 | koda | afaik sdl sends an input_touch event |
22:53:46 | raptor | i have no experience with that |
22:53:59 | koda | with coordinates of where the user touched |
22:54:09 | raptor | yes - so it would be a matter of detecting the coords in some bounded area |
22:54:38 | koda | then you intersect the area/position of the button with them and act upon it |
22:54:45 | raptor | ok |
22:54:46 | koda | basically yes |
22:55:04 | raptor | man... we need to release 018 so we start cutting up the code... |
22:55:20 | koda | Watusimoto: release release! |
22:56:06 | raptor | we have a tiny bug list... |
22:56:21 | koda | you mean feature list |
22:56:24 | raptor | haha |
22:56:37 | raptor | exactly |
22:58:46 | amgine123456 | why not just set the boundsys to a laree figure like 999999999 and getLoc()? |
22:59:09 | koda | in other words i won't push the more source-destroying commits :p |
22:59:18 | raptor | yes please... :) |
22:59:55 | raptor | well, i have to get a couple more good work in, so i'll be off an on for the rest of the evening.. |
23:00:01 | raptor | *more hours |
23:00:31 | koda | ok pushed the normal stuff, gui hacking later :P |
23:00:37 | raptor | yes |
23:00:42 | koda | (in 3.30m) |
23:04:58 | amgine123456 | bur I would prefer all the 18 be released only after the bus are fixed |
23:09:04 | amgine123456 | btw 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 =) |
23:13:00 | amgine123456 | btw a random thing there are no tabs to the live chat page on the wiki and forums pages jsut htought ide let you know =) |
23:32:32 | Watusimoto | fell asleep |
23:32:35 | Watusimoto | going to bed |
23:32:38 | raptor | good morning! |
23:32:53 | Watusimoto | yes, lets release soon |
23:33:07 | Watusimoto | I'll continue to fix bugs |
23:33:11 | Watusimoto | good night |
23:33:15 | raptor | night |
23:33:16 | raptor | @ |
23:37:43 | | Watusimoto Quit (Ping timeout: 252 seconds) |
23:44:49 | amgine123456 | well I posted somthing in the to fix section its issue 167. |
23:45:35 | amgine123456 | I hope you work very hard on getting veriosn 18 out before the month is over if not next ealry month at least |