#bitfighter IRC Log

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IRC Log for 2013-03-20

Timestamps are in GMT/BST.

00:03:29Watusimotoevery char looks to be missing a vertex
00:07:26Watusimoto Quit (Read error: Connection reset by peer)
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00:11:18Watusimotofixed the missing vertex... better!
00:11:19Watusimotohttp://img22.imageshack.us/img22/6522/screenshot6qy.png
00:20:27raptor has joined
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00:22:09raptorOOOooo
00:22:12raptornew font!
00:25:50Watusimotoyeah, it works ok
00:26:00Watusimotoso far only with letters with no holes
00:26:09Watusimotobut it does not scale well
00:26:18Watusimotothe edges need to be antilaliased
00:26:25Watusimotoand I can't figure out how to make that work
00:28:02kaen has joined
00:28:43WatusimotoI'm falling asleep
00:28:49Watusimotoif you are curious, here is a patch
00:28:50Watusimotohttp://pastie.org/6633936
00:28:58WatusimotoI'll poke a little more tomorrow
00:29:31Watusimotoyou can see the new font on a goal object
00:29:33Watusimotoi should probably make it show up on a text item, as that would make testing easier
00:29:47Watusimotobasically, if we can get antialised polygons working, the font will look pretty good
00:30:04Watusimotoif not... well... not sure
00:30:18Watusimotomaybe textures
00:30:32Watusimotobtw, the patch is extremely iniefficient -- my computer gets all hot when I run it
00:30:59Watusimotokaen: i gave you super admin rights in the forums
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00:31:08Watusimotowhether you want them or not
00:31:29Watusimotook, good night all!
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04:30:47BFLogBot Commit: 637572f36cad | Author: buckyballreaction | Message: Fix Linux compile
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12:37:20kodagusy guys
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15:20:40bobdaduckis onTick() necessary for the levelgen to run?
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16:25:02watusimotohi
16:25:21watusimotoonTick is not necessary for levelgens, unless you subscribe to the tick event
16:26:13bobdaduckokay
16:27:26bobdaduckthanks
16:27:41watusimotoit's not even necessary for bots, except you are subscribed to onTick automatically, so if you want to omit it, you need to unsubscribe to it
16:28:21bobdaduckThat's what I suspected
16:28:54bobdaduckFor whatever reason I have an empty onTick function in all my levelgens xD
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18:10:23bobdaduck
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18:54:28bobdaduckhee hee
18:54:55raptoris that the little brother to a cackle?
18:55:04bobdaduckyeah
18:55:23bobdaduckExactly
18:55:41bobdaduckI was going to try to make a rotating speed zone using levelgen
18:55:53bobdaduckBut then I had no idea where to start or what calculations to make
18:56:00bobdaduck...So I made bitfighter a platformer game instead.
18:56:06raptorwhat
18:56:26bobdaduckNeed help though.
18:56:37bobdaduckTrying to get the ShipSpawned() event working
18:56:52bobdaduckCan you tell me what args to put in it?
18:57:10raptoryeah... man, we need to document those...
18:57:14bobdaduckA platformer! You know, like mario. Or sonic.
18:58:08raptoryay sonic!
18:59:38bobdaduckIt runs really choppy though.
18:59:42bobdaduckNot sure what to do about that.
18:59:55raptorperformance improvements
19:00:06raptorit's where logic skills come into play
19:00:20raptorok
19:00:36raptorit looks like you get the 'Ship' object
19:01:42bobdaduckhm?
19:02:13raptorfunction onShipSpawned(ship)
19:02:25raptoryou'd have to subscribe to the event, too, of course
19:02:30bobdaduckDid that
19:02:36bobdaduckfunction onShipSpawned(ship)
19:02:42bobdaduck subscribe(Event.ShipSpawned)
19:02:49raptoryep
19:02:58raptorthen add the 'function onShipSpawned(ship)'
19:03:01raptorend
19:03:21bobdaduckIts throwing "could not find event handler function"
19:04:19bobdaducklol can I just throw the script at you and say "here polish this please"?
19:05:09raptornot at the moment...
19:05:22raptormaybe later tonight
19:05:36bobdaduckalright
19:06:31bobdaduckWhat does this part do:
19:06:33bobdaduck for i, v in ipairs(playersInWell)
19:08:07raptorgot it working
19:08:53bobdaduckhm?
19:09:23raptorthis is working with the event: http://pastie.org/6642001
19:09:27raptoryou can reference that
19:10:31bobdaduckalright
19:11:06bobdaduckarg
19:11:11bobdaduckthat's exactly what I have
19:11:12bobdaduckxD
19:11:36raptorand everything is exactly CaSe SenSitivE?
19:11:48bobdaduckYeah
19:11:52raptorclear cache?
19:11:59raptorsaved the file?
19:12:09raptorumm sacrificed to the Lua gods?
19:12:17bobdaduckCheck check check not yet.
19:12:45raptorthen something else is wrong with your script?
19:12:55raptorif you want to pastie it, I can look at it breifly
19:14:14bobdaducksure
19:14:14bobdaduckhttp://pastie.org/6642034
19:14:19bobdaduckTell me what's wrong with this.
19:14:27bobdaduck(I mean, other than what the script actually does.)
19:14:55raptorscheduleRepeating is waaaay too fast... 1 millisecond??
19:15:20bobdaduckYeah
19:15:37bobdaduckbut it's not adding the value every millisecond for whatever reason
19:16:04raptorthat' because the game runs at like 100FPS which is 10ms per frame
19:17:53raptorum, your script works for me!
19:18:04raptorlogprint and everything!
19:18:39bobdaduck Quit (Read error: Connection reset by peer)
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19:18:50bobdaduckreally? ugh
19:20:07bobdaduckClearcache and restarting things does nothgin
19:20:36bobdaduckclosed game and reopened
19:20:44bobdaduckThrows no error but doesn't logpring
19:21:33raptori see the logprint on stock 018a and my ships starts moving under effects of gravity
19:21:54bobdaduckI'm using the projector levelgen patch
19:22:05raptoralthough there is a bug: ship spawned doesn't work on first spawn
19:22:14raptorif you kill y ourself, it works
19:22:23bobdaduck...wo.
19:22:35bobdaduckSo that's the issue then.
19:23:55raptorhuh, that's weird...
19:26:40raptorevent is being called...
19:26:46raptorit's suppressed!?
19:26:59raptorwait wait
19:27:07bobdaduckI have no idea what you just said.
19:29:32raptorok, i foudn teh problem
19:29:51raptorit *only* happens if you are client and server
19:30:05raptoranyone else that comes on your server will hit the event on first spawn
19:30:12bobdaducklol
19:30:32raptorbut if you are the host, then there is some weird out-of-order problem with the events not getting set up in time when your ship spawns
19:30:59bobdaducklol
19:31:02raptorok, and with that, i need to focus at work now
19:31:14bobdaduckdoit
19:38:08Watusimoto has joined
19:38:50raptorbobdaduck stop finding bugs!!
19:39:00bobdaduckSorr
19:39:03raptorour list is getting long again..
19:39:13raptorno, actually, it is a good thing
19:40:05Watusimotohi -- marginal font improvement can be had by stroking the text with .5 width line (bloats text a little, but gives a slightly anti-aliased look0
19:40:06Watusimotohttp://img805.imageshack.us/img805/4224/screenshot8da.png
20:01:00bobdaduck Quit (Remote host closed the connection)
20:05:02Watusimotothis showing the same (nonesense) text at roughly the same size in roman and orbitron
20:05:03Watusimotohttp://img707.imageshack.us/img707/7373/screenshot9ka.png
20:05:13Watusimotothis is with the extra stroke removed
20:07:45WatusimotoSame scene with a 0.35 pixel stroke
20:07:46Watusimotohttp://img23.imageshack.us/img23/4549/screenshot10i.png
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20:30:16raptorhi Watusimoto
20:30:24Watusimotohi
20:30:34raptori actually looked at the patch you pastied
20:30:46Watusimotougly stuff
20:30:51raptorand tried several opengl changes to get it to smooth
20:30:54raptorno luck
20:30:56raptorbut
20:31:03Watusimotome neither
20:31:17Watusimotoit sounds like polygon antialiasing is a bit of a hit or miss affair
20:31:33raptorI'm thinking you may want to spit the font into Trangle/recast, get a list of convex polys then try again
20:32:14WatusimotoI'm already using triangle... what do you think recast will bring to the party?
20:32:17raptoralso, i had an idea right before bed - look at how the Barrier wall fill is drawn, since it uses the Triangle:process method, too
20:32:21raptoryou're not using triangle
20:32:25raptorsorry
20:32:30raptoryou are-ish
20:32:39raptorthere are two methods: process() and processComplex()
20:32:50raptorthe Trianlge library is only used in processComplex()
20:32:58WatusimotoI didn't realize that
20:33:06raptorthe normal process() method uses an in-house built triangulation thingy
20:33:16Watusimotointeresting
20:33:29raptorand is only used for drawing the Barrier fill (I think)
20:33:31WatusimotoprocessComplex won't work though... it assumes a rectangular bounding box
20:33:50raptorit will let you pass in a 'holes' list though
20:34:01Watusimotobut, regardless, that wouldn't fix the render quality issue
20:34:09raptorwell
20:34:48raptorif we drew the barriers without the outlines would it show the same problem?
20:35:03raptorif not, we can see what the difference is..
20:35:25Watusimotoit might; the issue with the text is mainly that the polygons we're rendering are so thin
20:35:39Watusimotothat even a 1px adjustment makes them look too thin/thick
20:35:40raptorare you sure?
20:35:49raptorhmm
20:35:54Watusimotothere are many degrees of surety
20:36:02raptorheh
20:36:05raptori'm with you
20:36:14WatusimotoI possess the lowest of them
20:36:30raptorhaha
20:36:38Watusimototake a look at the no-stroke pic I posted aove
20:36:44Watusimoto(9ka?)
20:37:00raptorhuh
20:37:10raptorit's like AA is working with lines, but not polys...
20:37:15Watusimotoand look at the E
20:37:36Watusimotothe top two horizontals are thicker than the bottom or the vertical
20:38:04raptoryeah, it looks like there is no pixel hinting going on for the polys
20:38:27Watusimotothere probably isn't
20:39:50WatusimotoAA is working with lines but not polys
20:39:59Watusimotoand that seems to be the way it works
20:40:23raptorwe may want to start using more advanced features of opengl.. like the shader extensions
20:40:34Watusimotoit seems that it is entirely a function of the graphics card
20:41:23Watusimotodoes sdl have text handling functions?
20:42:12raptorit does, i think - but it has an SDL_ttf extension library
20:42:27Watusimotoyes, just discovered that
20:42:28raptori'm curious, does this look like it isn't AA'd?: http://sam6.25u.com/upload/6screenshot_8.png
20:42:33raptor(I know its dark)
20:42:56raptorbecause the wall fill is done using triangled polys also
20:43:04raptorbrb
20:43:44WatusimotoI don't think it is
20:43:53Watusimotowhen I zoom in on the diagonals I see steps
20:44:58Watusimotothough with the colors it's hard to be sure
20:50:00bobdaduckFound a new crash
20:50:20raptorhere's a zoomed picture: http://sam6.25u.com/upload/5screenshot_9.png
20:50:39bobdaduckpushing a neutral ship into a levelgen'd zone.
20:50:49raptorlovely
20:51:10raptorwriting it down
20:51:36raptorwhat type of zone?
20:53:19bobdaduckI used a goalzone
20:53:22bobdaduckI doubt it matters.
20:53:29raptorthanks!
20:53:38bobdaduckoh, it was in the level I'm doing
20:53:47bobdaduckso the zone had attributes it applied to the ship.
20:54:00Watusimotolooks like no AA
20:54:01raptorha
20:54:29raptorWatusimoto: so our barrier fill gets around the problem by applying trickery of the eye with color/light
20:54:57Watusimotoand with an AA line drawn on top
20:55:23raptori keep forgetting how dark barriers really are...
20:56:09WatusimotoI'm going to try sdl_ttf
20:56:18Watusimotounless there's a reason to eschew it
20:56:52raptor1st reason - not sure how it'll work across SDL2 / SDL
20:57:08raptor2nd reason - another library
20:57:15raptorfor all platforms
20:57:24Watusimotoit's based on 1.2, so it may be not an option
20:57:31raptor3 - I think I need to be better educated on text drawing
20:57:48raptorbecause we have stroked text, textured text, bitmap text
20:58:26raptorstroked == vector
20:58:43Watusimotowell, the console text can/will be replaced
20:59:05Watusimotoand maybe the stroked text could be replaced if we had a good font renderer
20:59:19Watusimotowe can get a font that looks like roman if we want it
21:01:21WatusimotoI found a demo program claiming to use sdl_ttf with sdl 2.0
21:02:05Watusimotoit looks like it might leverage textures
21:03:32raptorttf would use textures
21:03:37raptorand it would be size-constrained
21:03:46WatusimotoI googled sdl texture evil and opengl texture evil and found nothing interesting
21:03:54raptorhaha
21:04:48raptorhttp://stackoverflow.com/questions/2071621/opengl-live-text-rendering
21:04:56Watusimotowe've concluded that they are, but seem to be alone in this conclusion
21:05:56bobdaducklol
21:11:25raptorWatusimoto: that SO post is super informative
21:11:44WatusimotoI'm currently sidetracked on some of the linked resources
21:11:46raptori wasn't giving it as a solution to anything, but it has a number of really good links...
21:11:50raptorhaha, me too
21:11:55bobdaduckHow do I use getClassId?
21:12:28raptorgetClassId is the 'ObjectTypeNumber'
21:12:44bobdaduckCan I use it to make all objects of a type have a script apply to them?
21:12:55raptoryes
21:13:01raptorwait, maybe
21:13:04raptoryes
21:13:22bobdaduckI can't figure out how.
21:13:53raptorsee the big table here: http://code.google.com/p/bitfighter/source/browse/zap/BfObject.h
21:14:28raptortake a look at s_bot.bot
21:14:34raptorit has classId stuff all over it
21:14:44raptorlocal classId = obj:getClassId()
21:14:49raptorif(classId == ObjType.Turret or classId == ObjType.ForceFieldProjector) then
21:14:52raptor...
21:14:54raptorend
21:16:03Watusimotothe common answer is... textures!
21:19:47Watusimotocan you remind me why we hate textures?
21:22:11raptorvectors are fast
21:22:14raptorand resizable
21:22:20raptorwithout much computation
21:26:33Watusimototrue
21:27:09Watusimotobut that's more an answer to why do we love vectors?
21:27:19raptoryes!
21:27:27raptordo we want resizeable text?
21:27:37Watusimotowell... maybe not
21:27:40raptorgoing from windows -> full screen
21:27:44raptorwindowed
21:28:39Watusimotothe only real dynamic text we have is the floating messages (like nexus scores and the like), and perhaps textItems
21:29:05Watusimotothe floating text I would probably choose to leave as is (i.e. with vector outline rendering)
21:29:18Watusimotoso that leave stuff like menus, ui text, etc.
21:30:12WatusimotoI think ideally, I'd like to do HUD text (not menus) in orbitron, menus in OCR or as/is, and console in whatever
21:30:36Watusimotochat would have to be in some compact readable font
21:31:20Watusimotoso when going to full screen, we need to rebuild all the textures?
21:33:16Watusimotoand why do we use fake full screen again? I know you spent forever on it, and there must have been a compelling reason
21:38:49bobdaduckI dunno why raptor did but I see its use
21:38:56bobdaduckFullscreen stretches the screen sideways
21:39:09bobdaduckSo you have to adjust your aiming angles a little bit to compensate
21:39:20bobdaduckBut in windowed mode, I keep accidentally clicking outside the game window
21:39:38bobdaduckIn fake fullscreen its the right ratio without the accidental changing of windows
21:52:12raptorfakefullscreen is not needed with SDL2
21:52:30raptorit was a workaround for slow full screen switching
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21:53:16raptorWatusimoto: yes, all opengl textures need to be rebuilt when switching to full screen
21:53:48raptormost Linux systems wisely holds onto the opengl context, but windows, osx don't...
21:55:33bobdaduck Quit (Remote host closed the connection)
22:17:18raptorso you lose all textures
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22:42:07bobdaduckRaptor can you help me with some maths
22:42:15raptor2 + 2 == 5
22:42:24raptorok
22:42:36bobdaduckI want to give an object velocity towards a certain point
22:42:50bobdaduckand have it adjust velocity if you push it around
22:43:06raptorsee orbit bot
22:43:32raptordo you understand vectors?
22:44:23bobdaduckTechnically, I understand vectors.
22:44:43raptorthins of velocity as a vector
22:44:50raptor(it is one...)
22:44:52bobdaduckRight
22:45:00raptorso you add a vector to something
22:45:10raptorsay vector of (1, 2)
22:45:21raptorto make it go twice as fast, you'd do: (2, 4)
22:45:30raptorthe slope is the direction
22:45:36bobdaduckRight
22:45:37raptorhmmm orbit bot is ugly..
22:47:44raptorso all you need to do is find the directional vector from the object to the point, then multiply it by the velocity
22:50:42bobdaduckYeah see
22:50:46bobdaduckI understand what you're saying
22:50:51bobdaduckno idea how to actually do it.
22:51:09raptorok, i'll give youa quick documented code snippet... one moment
22:55:27bobdaduckMy physics class mostly dealt with real life stuff like the coefficient of gravity, and the last time I took a geometry class was 6 years ago... I'm a bit rusty xD
22:59:45raptorok here you go - http://pastie.org/6644208
22:59:49raptorread read read
23:00:13raptorand please ignore grammar mistakes :)
23:02:28bobdaduckYOU SPELLED SOMETHING WRONG
23:02:46raptorprobably...
23:05:21raptori hope all of those concepts make sense
23:05:26raptormath review
23:05:49raptorok, heading home
23:05:51raptorlater!
23:06:04bobdaducklater!
23:07:21raptor Quit ()
23:09:50Watusimotogood night
23:14:19Watusimoto Quit (Ping timeout: 264 seconds)
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