#bitfighter IRC Log

Index Search ←Prev date Next date→

IRC Log for 2013-05-16

Timestamps are in GMT/BST.

00:23:33bobdaduck has joined
00:46:35koda has joined
01:34:27watusimoto has joined
01:34:27ChanServ sets mode +o watusimoto
01:44:33bobdaduck Quit (Remote host closed the connection)
03:39:10Platskies has joined
07:58:02Platskies Quit (Remote host closed the connection)
08:11:03Watusimoto_ has joined
08:51:35Watusimoto_ Quit (Ping timeout: 246 seconds)
08:53:22bobdaduck has joined
09:35:40koda Quit (Ping timeout: 248 seconds)
10:12:28raptor has joined
10:12:28ChanServ sets mode +o raptor
10:12:43raptorgood day!
10:20:35bobdaduckg'dmraning
10:28:22sam686looks like theres a problem with robots on latest 019, robots just don't die at all or rarely dies..
10:28:46raptorhi sam686
10:28:53sam686mostly because: 1. can't see robot's shield, 2. robots might have unlimited energy unlimited shield..
10:28:57raptorbots worked for me a couple days ago...
10:30:15sam686also robots dies far less often with /maxfps 10 hosting..
11:04:22raptorrobots die for me just fine, but their shield doesn't show
11:07:43watusimoto Quit (Quit: Leaving.)
11:11:03sam686maybe your robot's shield don't even work at all, or you can try /maxfps 10 and see the problem..
11:49:15Watusimoto has joined
11:54:14thread_ has joined
11:54:22thread_Hello
11:54:31bobdaduckSup
11:55:00raptorhi
12:23:00bobdaduckOH
12:23:02bobdaduckokay so
12:23:16bobdaduckhow do I use tau to get a random angle between two angles?
12:23:33bobdaduckWell maybe actually just how do I use tau in general
12:24:26bobdaduck gently pings raptor
12:25:12raptortau is the circle constant
12:25:18bobdaduckright
12:25:23bobdaduck2 * pi
12:25:27raptorany angle is between 0 and tau
12:25:31bobdaduckunit circle etc
12:25:46raptor0 and tau radians, that is
12:25:52bobdaduckright
12:26:27bobdaduckso how do I use it?
12:26:28raptorso that's is - any angle on a circle is between 0 radians and tau radians
12:26:36raptor*it
12:26:45raptoruse radians just like degrees
12:26:55raptorit's just a different numbering system
12:27:27bobdaduckso my original question, getting a random angle between two angles using tau
12:27:36raptorok
12:27:49raptorjust get a random number between those two angles and use it
12:27:51raptoras an angle
12:28:14bobdaduckuhh
12:28:51bobdaduckmath.random(90) - 45
12:29:06raptorah, your input is in degrees?
12:29:10raptorforget degrees
12:29:20raptormake you input in radians
12:29:24bobdaduckHOW.
12:29:52raptorconvert degrees to radians: degrees * tau / 360
12:30:08raptorradians to degrees: radians * 360 / tau
12:30:33raptorall the math functions in Lua use radians anyways, so you need to never use degrees
12:30:53bobdaduckYeah I know. I don't understand how to use radians well though.
12:30:55raptorso it's easy: a quarter circle in radians is: tau /4
12:31:07raptora half circle is tau / 2
12:31:22raptoreighth-circle is tau / 8
12:31:30bobdaduckso math.random(90 * tau / 360) - 45 * tau / 360
12:31:38raptordon't use degrees
12:31:56raptorswitch your brain
12:32:16raptorinstead of thinking "90 degree" think "tau / 4"
12:32:27raptorthink circle pieces instead of degrees
12:32:43raptorthink "quarter circle, that's easy: that's quarter-tau"
12:32:54bobdaduckmath.random(tau/4) - tau/8
12:32:58bobdaduckxD
12:33:01raptorthere we go!
12:33:04raptorno
12:33:06raptornow
12:33:21raptori don't math.random does floats, only integers
12:33:24raptor*i don't think
12:33:36bobdaduckyep
12:33:47raptorso that's a problem...
12:33:56bobdaduckYou did something to get around that
12:34:00raptordid i?
12:34:01bobdaducklike math.random() * tau
12:34:06bobdaduckor something
12:34:06raptorhmmm
12:34:15bobdaduckcan't look it up right now forgot my thumb drive
12:35:27raptorhmmmm
12:38:42raptori'm writing a floating point random generator that matches the integer one...
12:40:11bobdaduckhm?
12:40:23raptorto add to your utilities...
12:40:45bobdaduckyay
12:45:42raptoralmost done...
12:50:20BFLogBot Commit: 95639ffd0b4f | Author: watusimoto | Message: Eliminate another UI dependency from ClientGame.cpp
12:52:00raptorDIE UI DIE
12:52:51Watusimotowell, we need some UI interaction
12:53:05Watusimotothough when this is all done, maybe we coudl write an ncurses client!
12:55:28raptoror this one: http://caca.zoy.org/
12:58:14raptorquestion
12:58:28raptorwhy does math.random() give the same number over and over again in a Lua script?
13:00:29Watusimotoit shouldn't...
13:00:40raptorit does when i run the script from the command line
13:00:54WatusimotoI have to go, but I'd try to verify that the random is using the C++ version rather than the native lua code
13:01:08Watusimotobecause there is a problem with random number seeds that exceed a certain threshold
13:01:13Watusimotoin native lua
13:01:16raptorah
13:01:23Watusimotowhich is why I wrote the c++ passthrough
13:01:28Watusimotoso make sure that's going
13:01:28raptorah ok, thanks
13:01:32Watusimotoanyway... back later
13:06:38Watusimoto Quit (Ping timeout: 264 seconds)
13:08:52raptorha.. it works with bitfighter because of the c++ math.random() override
13:10:55raptorok bobdaduck, ready for your helper function?
13:11:11raptorhere: http://pastie.org/pastes/7917342/text
13:11:12bobdaduck_ has joined
13:11:40raptorbobdaduck_: here: http://pastie.org/pastes/7917342/text
13:12:18bobdaduck Quit (Ping timeout: 252 seconds)
13:12:22bobdaduck_nifty
13:13:05bobdaduck_thanks!
13:13:33raptornow you can random radians to your heart's content
13:15:08bobdaduck_lol
13:15:57kaenraptor: that box looks good :)
13:16:07kaengood day all
13:16:09raptoroh good
13:16:11raptorhi kaen
13:20:02kaen"What is this dude controlling??"
13:20:09kaenasserts make good flavor text
13:22:12raptorhaha
13:23:46bobdaduck_ Quit (Remote host closed the connection)
13:24:02kaentoday I learned the editor has a redo stack
13:24:07raptoroh yes
13:24:10kaenI thought it could only undo...
13:24:28raptorwatusimoto spent many days getting that to work..
13:25:21kaenoh man I could imagine
13:25:32kaenfinding every spot that you need to push a redo/undo state
13:25:46kaenbetter him than me!
13:31:05raptori remember sam686 and I kept telling him when it failed in certain spots - I thought he was going to go postal
13:32:40raptorif we can abstract the UI enought, I'd say it'd be fun to implement this: http://caca.zoy.org/wiki/libcaca
13:38:27kaenlol
13:38:49kaenideally we would abstract the UI enough to use a null UI mock in tests
13:39:00kaenso that shoudl be a feasible task...
13:39:31kaenwhich reminds me to try instantiating a client game
13:44:40LordDVG has joined
13:47:38Watusimoto has joined
13:57:42kaenwow. I had hoped that passthrought constructors would at least let me instantiate one...
13:57:49kaenbut it segfaults in UIManager
13:58:13thread_ has left
13:58:58kaenoh, actually it's in the destructor
13:58:59kaencool!
13:59:17kaenwonder if I can get it to connect to a server now...
14:00:49Watusimotohi kaen: what are you trying to instantiate?
14:01:17kaenClientGame
14:01:31Watusimotoah, good
14:01:33kaenI just made a passthrough constructor
14:01:39raptorfirst fancy pants pass at scoreboard: http://sam6.25u.com/upload/4screenshot_21.png
14:01:45kaennow I'm seeing if it will connect to a servergame like that
14:01:46raptorsuggestions?
14:02:53Watusimotoyes
14:02:55kaenhigher alpha on background and drop the colors from the teams except on the flags
14:02:57Watusimotofirst, try the new font
14:03:01kaenmy two cents
14:03:14raptorhigher alpha = ... more see through?
14:03:18Watusimotomy first thought was also to drp the colors, but I think the colors do make things more readable
14:03:34raptorwhcih font?
14:03:42Watusimototenby
14:04:03Watusimotocreate a scoreboard font context that maps to tenby
14:04:09Watusimotoyou can copy helpitemcontext
14:04:18Watusimotowhich, I think, does exactly the same thing
14:04:25raptorokey doke
14:04:35kaenless see through
14:04:40kaenmore opaque
14:05:03Watusimotohell, we could make the socreboard fill the screen
14:05:11Watusimotothough that might not be better
14:05:25kaeneh, I like kind of being able to see-ish while it's up
14:05:56kaenI'd take the alpha as high as you can while being able to easily distinguish a ship
14:07:23Watusimotosearching for scoreboard images... the hits I'm getting make ours look great
14:07:51raptorhaha
14:09:41Watusimotowhat if the winning team were larger and the losers smaller? would that help?
14:10:10raptoryes, but that is another bug...
14:11:54Watusimotoor... what if instead of individual scores we draw player names in some sort of bar graph showing relative scores?
14:12:34Watusimotobecause the player scores on a team game seem rather useless
14:20:16WatusimotoI rescind my whole-screen idea -- I actually like to keep playing for that last 5 seconds, to see if I can redeem myself!
14:21:40kaenso, was there code to handle multiple clientgames at one point?
14:21:46kaen(or is there still?)
14:23:18Watusimotowe could show shot accuracy on the scoreboard
14:23:28Watusimotothere will be
14:23:56Watusimotosam686 started trying to create a multi-client version, with two players playing head-to-head
14:24:33Watusimotothe concept is good -- my kids used to play with two clients sharing a single screen, and it's a lot of fun
14:25:07Watusimotoon a large screen there's no reason why you couldn't plug in 4 controllers and play a battle all on one machine
14:25:22kaenthe core seems straight-forward enough
14:25:30Watusimotoyes
14:25:50Watusimotothe batch file I used to create the windows and two player config is the twoplayer.bat file that's floating around
14:31:06sam686I ran into assert "What is this dude controlling??" in ClientGame.cpp
14:32:39LordDVG Quit (Remote host closed the connection)
14:33:44sam686found a problem, time limit goes backwards when you go /idle (with all other players idling or not there)
14:34:49sam686more likely server pauses with all players idling but client's time limit doesn't pause and soon goes backwords when players no longer idle
14:38:07Watusimoto_ has joined
14:40:46Watusimoto_you di?
14:41:36Watusimoto_sam686: for that assert to happen, object->getObjectTypeNumber() has to be something other than a ship. how can that be?
14:42:27Watusimoto_also, when you are only player, and you idle, I think game advances to next game and pauses
14:42:31Watusimoto Quit (Read error: Connection reset by peer)
14:42:43Watusimoto_if you are testing with only one level, it might appear that time goes backwards
14:43:25sam686Most likely the assert is typed wrong, (object->getObjectTypeNumber() != PlayerShipTypeNumber) will pass without asserting when they are not equal..
14:44:02raptorok, who joined my server and added 100 bots??
14:44:09sam686me
14:44:10raptorwhile i was in a meeting..
14:44:33sam686well robots do pause when all players idling, right?
14:44:42Watusimoto_yes, they should
14:44:46Watusimoto_:-)
14:45:01Watusimoto_argh, sam, you are right!
14:47:36raptornext screenshot: http://sam6.25u.com/upload/3screenshot_22.png
14:49:04raptoras you can see... Tenby has issues
14:49:05sam686your scoreboard with different font is missing badges..
14:49:34raptorhuh... you're right!
14:50:33sam686or maybe I don't see raptor badges..
14:50:55raptorhttp://sam6.25u.com/upload/3screenshot_23.png
14:50:57raptoryeah, just me
14:54:48kaenraptor, how about aligning each player's name with the team name, and the individual score with the team score
14:54:51kaen?
14:55:06sam686also the 25 flsg isn't following the scaling with 100 bots and scoreboard.. the flag is huge.
14:56:35sam686looks like your badges refuses to show up when you host, but does show up when you join server..
14:57:10kaenand maybe you could print the names and @ prefix with one string, then to align them you can use x = teamNameX - prefixWidth
14:57:18sam686might be caused by you join your local host faster then the hosting server connect to master..
14:58:06kaenthat way the names are aligned by the first letter, and admins/levelchangers stand out more
14:58:48raptorthis score board code... is.. crazy
14:59:05raptorlooks liek someone added further complexity since I saw it last..
15:05:34Watusimoto_the code might actually be alive and growing
15:06:55raptori can't work on this now... it's too complex for my current mental reserves
15:07:07raptorso... how does the fancy box look? :)
15:09:08kaenso there are 55 derefences of mUiManager and mUi in clientGame. 32 of those are forwarding functions by my count
15:09:11Watusimoto_I'm not down with it
15:09:38raptori don't understand that phrase in this context...
15:09:47raptoragainst it?
15:10:16BFLogBot Commit: fa99ebd9a060 | Author: watusimoto | Message: One more UI class out of ClientGame
15:10:32Watusimoto_not against it exactly, but it's not working for me
15:10:53Watusimoto_it seems to clash with the blocks-of-color scoreboard theme
15:11:03raptoryes, it sure does
15:11:15raptori think that's why kaen suggested removing the background colors
15:11:23kaenindeed
15:11:38raptorwhich means we're talking about redoing the entire scoreboard.. which I think may be a good idea
15:11:48raptor..starting with the fancy box :)
15:12:36Watusimoto_what if the scoarboard were the full width of the screen
15:13:04Watusimoto_then the fancy box motif would not be needed
15:13:27Watusimoto_or perhaps if each team were in its own fancy box, with no outer box
15:13:41kaenI like that last one
15:14:04kaeneven more fancy boxes \o/
15:14:30Watusimoto_I think with the new font, we can reduce the size somewhat
15:14:54Watusimoto_making more room for stuff
15:15:03Watusimoto_I also think all the numbers are confusing
15:15:26Watusimoto_especially when sam686 is playing :-)
15:15:56raptorWatusimoto_'s first idea: http://sam6.25u.com/upload/3screenshot_24.png
15:16:22raptorwe can do fancy boxes with team colors as outline or alpha fill..
15:16:27kaenhey, that looks pretty good
15:16:32Watusimoto_I like that better
15:16:33sam686oh shoot I didn't even notice an existing ServerGame::onConnectedToMaster() is already there, and I wrote a new function of the same name. The problem was simply the missing virtual in game.h "void onConnectedToMaster();"
15:17:01Watusimoto_the nice thing about that design is the screen could open up from the center fo the screen in a nice subtle animation
15:17:19raptor?
15:17:38Watusimoto_imagine a line
15:17:43raptoroh you mean a horizontal line appears down the middle then expands towards top and bottom?
15:17:51Watusimoto_horizontal
15:17:55Watusimoto_yes
15:18:33Watusimoto_we'll worry about that later, but just a nice feature of this design
15:18:55raptorok, i'll play a bit more later tonight - need brainpower for other things now
15:19:18Watusimoto_ok
15:19:34Watusimoto_another idea is to clip the LR corner of each team box, to make them fancier
15:20:11Watusimoto_could do that without interfering with existing elements
15:21:57Watusimoto_another idea is to separate the team scores from the rosters
15:22:00Watusimoto_as shown here
15:22:01Watusimoto_http://i.imgur.com/Xy2vBct.jpg
15:22:20Watusimoto_not necessarily endorsing this screen, but the separation is an idea
15:24:26kaenI'd say those interior boxes are redundant
15:24:42kaenwithout them the bars would anchor the list nicely
15:26:04kaenalso, it makes me wanted colored usernames so bad :<
15:30:48Watusimoto_so kaen: what's your thoughts regarding the ui references in cleintgame? or were you just noting without comment
15:31:05Watusimoto_btw. mui will need to go
15:31:09kaengood!
15:31:22kaenbecause mUi = mUIManager->getGameUserInterface(); is giving me trouble
15:31:26kaenin the ClientGame constructor
15:31:40Watusimoto_I created it with a first thought of getting rid of uimanager, and creating some sort of hiearchy of uis, each with a parent and children
15:32:00Watusimoto_that was a shortcut towards seeing if the concept made sense
15:32:24kaenokay
15:32:38kaenare you still planning on getting rid of uimanager?
15:32:47Watusimoto_but disentangling and organizing the uis seems less important than creating a dividing line between clientgame and ui code
15:33:08Watusimoto_my thinking has swung back to keeping uimanager
15:33:15kaenokay, I'm on board with that
15:33:17Watusimoto_though I am open to other opinions
15:33:23kaenespecially for right now
15:33:47Watusimoto_it seems that clientgame really needs to talk to a large number of uis, not just uigame
15:33:47kaenalso, if clientgame *just* uses uimanager
15:33:53kaenthen we only need to mock that
15:33:58Watusimoto_yes, that's the idea
15:34:12Watusimoto_mock uimanager and the whole ui gets mocked
15:34:21kaenbeautiful
15:34:24kaenwe have a dream
15:34:33kaennow we need a plan so it becomes a goal
15:34:38Watusimoto_getting rid of mUi will be a chore
15:34:43kaenindeed
15:34:53Watusimoto_the plan is code a whole ton of passthroughs
15:35:23kaencan we try inverting the dependency?
15:35:33kaeninstead of clientgame calling ui, ui calls clientgame stuff?
15:36:03Watusimoto_I don't follow
15:36:24Watusimoto_if ui needs to interact with the game, it should just talk to clientgame
15:36:40kaenyes
15:36:52Watusimoto_I think that's less critical, but that's the goal, I think
15:36:53BFLogBot Commit: 3c5c8e24d90a | Author: sam8641 | Message: Fix for missing badge when hosting.
15:37:45kaenI'm trying to articulate exactly how we'd invert the dependency there.
15:37:46Watusimoto_the mental image i have is a perforated sheet, with uimanager and all ui code on one side, and clientgame and all game logic on the other, and we can just tear the sheet in half for testing
15:38:01Watusimoto_I'm not even sure what that means, to be honest
15:38:56kaenactually just forget it
15:39:14kaennow that I look, UI has to respond to changes in the internal state of ClientGame
15:39:31kaentherefore ClientGame needs to send it messages (call its methods)
15:40:45Watusimoto_ah, you were thinking that clientgame could just do its thing and ui classes would request updates
15:41:02kaenyeah
15:41:07kaenstill possible
15:41:14Watusimoto_that would be tricky
15:41:15kaenlike, UI has clientgame do a loop
15:41:28kaenand then is like, clientgame, do you need to me to play a sound or something?
15:41:40Watusimoto_but there's also servergame going on somewhere
15:42:07kaenwait, really?
15:42:10Watusimoto_right now, the main loop is in main.cpp
15:42:14Watusimoto_yes
15:42:15kaenright
15:42:22Watusimoto_it idles clientgame and servergame
15:42:32kaenoohhh
15:42:48kaenso that'd just change to idling servergame and UIGame
15:42:52Watusimoto_I'm not sure who idles the ui, but it is probably clientgame
15:42:58kaenit is clientgame
15:43:01Watusimoto_ok
15:43:19kaenI think logically clientgame is a part of the ui
15:43:21Watusimoto_I'll need to think that one over
15:43:33kaenI think the fact that we want to test clientgame without ui supports that
15:43:33Watusimoto_for the moment it seems too complex
15:44:06Watusimoto_on the theory that it's easier to break off a downstream component that isolate an upstream one
15:44:15Watusimoto_so to speak
15:44:53Watusimoto_but the cliengame needs to always be idling regardless of what the ui is doing
15:45:16Watusimoto_it's not just a slave process, it really is the core of the game
15:46:11Watusimoto_I'm going to bed pretty soon, so won't be doing aby more ui killing tonight, and I'll give this models some thought tomorrow
15:46:37kaenokay
15:46:51kaenI'll do the same and poke around with something else for now
15:46:56Watusimoto_ok
15:47:04Watusimoto_everything I have is checked in
15:47:32Watusimoto_and I'll do a checkout before I do any furhter work
15:47:33CrazyLinuxNerd has joined
15:48:46Watusimoto_I will say I see a certain symemtry between clientgame and servergame, and i see these as the twin foundations of the whole software
15:50:10Watusimoto_ok, for now... good night!
15:50:20Watusimoto_well.. just good night
15:50:23Watusimoto_good night!
15:55:20Watusimoto_ Quit (Ping timeout: 256 seconds)
15:56:38sam686UIGame.cpp line 870: getGame()->setBusyChatting(true);, that all what F5 does, only thing it does is put << >> around your name below your ship, for other players to see,
15:57:13kaenlol
15:57:19sam686it will help if a chat menu show up but at the moment it does nothing but << >>..
16:26:26BFLogBot Commit: 536409463692 | Author: sam8641 | Message: Fix F5 chat. NameEntryUI is somehow part of mPrevUIs. isCurrentUI should not check for Previous UI, right?
16:41:03kaenI could have screwed that up when I was trying to fix some editor crashes
17:11:43raptor Quit ()
17:32:07raptor has joined
17:32:07ChanServ sets mode +o raptor
18:10:00bobdaduck has joined
18:10:56bobdaducksup bros
18:11:02kaennot much homie
18:12:02bobdaduckYOU GUYS READY TO DO SOME HARDCORE DND PROGRAMMING?
18:12:13kaenum
18:12:28kaenI'm doing plugin stuff
18:12:32bobdaduckWHOOOOO
18:12:41bobdaduckgnarly
18:12:45bobdaduckup in here
18:12:46kaenraptor, sam686, bobdaduck: how do you feel about a plugin dock?
18:13:10bobdaduckTUBULAR IDEA KAEN
18:13:11kaenbasically, you drag a plugin to the folder, it shows up on the dock
18:13:45kaenand then you can explicitly map keybindings still if you want to
18:14:55raptorhttps://code.google.com/p/bitfighter/issues/detail?id=151
18:15:47bobdaduckradical
18:15:48kaenokay, so how about no UI to "define" plugins (we can just traverse the directory)
18:15:50kaenand then...
18:15:57kaenI guess I could hackup a binding UI
18:16:02kaenthat shouldn't be too hard
18:16:17raptorwell i like the idea of a plugin dock
18:16:21kaenokay
18:16:27raptori was just showing that bug for information
18:17:00raptoralso - fancy box teams with the fill: http://sam6.25u.com/upload/12screenshot_2.png
18:17:39raptori'm thinking remove one of the flags
18:18:07kaenI'm thinking remove all the flags
18:19:19kaenhow about fancy-boxing the team name and team score, then just printing the players on the containing box
18:19:27kaenand nixing the white line
18:31:52raptorinteresting idea... let me try..
18:32:35raptorhere is my current route: http://sam6.25u.com/upload/7screenshot_3.png
18:32:40bobdaduckthanks raptor
18:32:43bobdaducktau worked
18:32:50bobdaduckooooh
18:32:58bobdaduckI like that
18:33:37sam686 Quit (*.net *.split)
18:33:47kaen Quit (*.net *.split)
18:33:53raptorkaen: what do you think of that screenshot before I try your idea? (needs polishing..)
18:34:10raptoruhh... may the gods of netsplit protect them (us?)
18:34:37raptorwe have log bot, so we can say were on the *true* server
18:42:28raptorhere's kaen's idea: http://sam6.25u.com/upload/12screenshot_5.png
18:43:22bobdaduckThat looks good too
18:45:18raptorof course, it'd be nice if the fonts worked...
18:47:01bobdaduckBAHAHAHA
18:47:04bobdaduckoh man
18:47:33bobdaduckIf I can figure out how to make archers shoot more than one arrow at a time
18:49:25bobdaduckraptor you don't even want to know
18:49:26bobdaduckJoin!
18:51:42bobdaduckFINE DON'T JOIN.
18:51:45bobdaduckHMPH.
18:52:10sam686 has joined
18:52:30kaen has joined
18:52:35bobdaduckWelcome back
18:52:43bobdaduckkaen come see DnD?
19:11:13Fordcars has joined
19:22:21raptorkaen: see these: http://sam6.25u.com/upload/7screenshot_3.png and http://sam6.25u.com/upload/12screenshot_5.png
19:22:29raptor(if you haven't)
19:24:08raptorok must go..
19:24:11raptor Quit ()
19:43:00kaenbitfighter needs a gui toolkit
20:10:19kaenlol bobdaduck
20:10:27bobdaduckbitfighter crashed upon kicking bots
20:37:21kaenbitfighter really needs a gui toolkit
20:37:36kaenI like, feel bad for adding this dock
20:37:52kaenbecause literally 90% of the logic I'm adding is to make another dock
20:38:05kaenand like 10% is finding the plugins and listing them
20:52:38bobdaducklol
20:52:52bobdaduckWhy's that bad?
21:26:04kaenbecause it's kind of like that any time we add an interface
21:26:16kaenand I'm just coding logic that can be generalized well
21:48:08bobdaduck Quit (Remote host closed the connection)
21:48:16raptor has joined
21:48:16ChanServ sets mode +o raptor
21:48:51raptorhowdy folks
21:51:33raptorkaen: I know the feeling - it's like we're in the infant stages of building a GUI toolkit from scratch
22:04:41Platskies has joined
22:11:46raptorbetter. tell me what you think kaen: http://sam6.25u.com/upload/6screenshot_7.png
22:24:35kaenhey, I like it!
22:25:14kaenraptor, I think it would ultimately reduce code to have a formal UI toolkit
22:25:34kaenbut like, I don't think an existing library would work...
22:25:56kaensince we use all those rawGL calls
22:28:24raptorwell...
22:28:41raptordefine 'formal'...
22:28:42raptorbecause
22:29:00raptorcoding a generic methos like renderFancyBox seems somewhat formal
22:29:21raptor*method
22:30:19raptorI got the fancy box idea from the UI toolkit called 'GiGi', used in freeorion
22:31:00raptorsee here: http://gigi.sourceforge.net/screenshots.php
22:34:50kaenI'd say that renderfancybox is like 1/4th of the duty of gui library
22:35:40kaenthere's event handling/routing, keeping track of the widget heirarchy, firing callbacks, and then finally rendering
22:36:03raptoroh yikes
22:36:07raptorthat's very formal
22:36:18kaenI know it sounds like it
22:36:27kaenbut we already have rendering functions :)
22:36:38kaenand most of our would-be callbacks are already writting
22:36:40kaenwritten
22:37:01kaenso really there's just the hierarchy and event propagation
22:37:21kaenwhich happen to be the two "systems" that got me on this train of thought.
22:37:57raptorevent propagation...
22:37:59raptorhmmm
22:38:11raptormore than just click mouse -> do something? :)
22:38:19kaennope
22:38:21kaenjust that
22:38:25kaenwell also, keyboard
22:38:56kaenbut the system we have is funky imo
22:39:22raptoroh yeah - very home-grown-learning-as-we-go
22:39:27kaenyes
22:39:37kaenso I think just organizing that well help a lot
22:39:53kaenI think we could get the UI logic down to a single function in each controlling class
22:40:08kaenbasically add your widgets and set your callbacks
22:40:30kaenat least in the general case
22:40:31raptori'll be honest - i hate UI stuff...
22:40:45kaenI love it :)
22:41:09kaenbut I'm more driven by my love of clean, conceptually simple systems
22:41:57kaenI think the UI is bitfighter's most complicated part
22:43:15raptordefinitely, especially with it's fingers in everything
22:43:38kaenthat's why I'm all about callbacks
22:43:46kaenbecause only the editor has its fingers in itself
22:44:01kaens/editor/controller object/
22:44:15kaeneditor is just the extreme example
22:46:01kaenbut it would be nice if the callbacks were member functions
22:46:15kaenwhich would mean templatized containers for them
22:46:23raptorugh
22:46:28kaenyeah..
22:46:43kaenstill conceptually simpler though, I'd bet
22:47:02raptoranother pic with the text reduced a bit: http://sam6.25u.com/upload/6screenshot_9.png
22:47:03kaenonce you get over the ridiculously crazy pointer-to-member-function syntax
22:47:26kaeneven better!
22:47:42raptorI have one concern: that is dark team colors
22:47:44kaenhow about a 1-line margin between each row and column?
22:48:08raptoryou mean a 1px dividing line?
22:48:20kaenno, like a 1em
22:48:30kaenone line of text's height
22:48:43raptorohh, added space..
22:48:49raptorok
22:48:59raptorI want to commit something before I go to bet..
22:49:01raptor*bed
22:49:12kaenok
22:49:22kaenthat looks really good btw
22:49:32kaenleaps and bounds over what was there this morning :)
22:49:37raptorany pointers on handling dark team text?
22:50:08kaenmake the inner boxes background the team color as well
22:50:12kaenset that text to white
22:50:28raptorshould they have a border?
22:50:32kaenbut then you have to worry about really light team colors :)
22:50:41kaenuhh
22:50:49kaenactually, might be better if not
22:51:07kaenjust solid team color, fancybox'd
22:51:19kaenwith white over it?
22:51:22kaenwho know.
22:51:24kaenknows.
22:51:59raptorok let me get you a pic
22:52:01kaencould pick black/white based on the intensity of the color
22:52:33raptorhere: http://sam6.25u.com/upload/6screenshot_10.png
22:52:45raptorI kind of like that..
22:52:53raptorlet me work on the space..
22:52:54kaenI like it too :)
22:53:12kaenif you can do a .5em interior padding on the containing box
22:53:26kaenthat would accent the 1em margin between the inner ones
22:53:41raptorok, to you.. what does 'em' actually mean?
22:53:53raptorjust vertical font size?
22:53:58kaenyes
22:54:03kaenheight of the font
22:54:10kaenactually of one line
22:54:14kaennot the font
22:54:16raptorfont for the names is dynamic...
22:54:25kaenright, one line
22:54:33kaenwhatever the y-distance between player names is
22:54:37raptorah ok
22:55:45kaenI guess that's pretty huge so .5 and .25 might be better
22:56:22kaenheh maybe you should just commit so I can quite armchairing you
22:56:27kaenquit*
22:56:38raptorno no, don't quit
22:56:53kaenalright :)
22:56:55raptorsee, I actually *really* don't like UI stuff, but I'm stubborn enough to want to do something right
22:58:03sam686wow, I think theres a problem with bitfighter.ini after running bitfighter -dedicated (and maybe using /loadini too), all the comments duplicated like 5 times
23:00:23raptorman... i can't even figure out the em size from this convoluded mess
23:07:47raptorok kaen: http://sam6.25u.com/upload/6screenshot_11.png
23:08:33raptorenough gaps?
23:08:43raptorand here is the FFA scoreboard: http://sam6.25u.com/upload/7screenshot_12.png
23:09:38kaenI think it's great
23:10:19raptorhere it is with a bit more space between the teams: http://sam6.25u.com/upload/6screenshot_13.png
23:11:19raptorso I think I'm going to commit - should i use the bigger space, or lesser space?
23:11:29raptor(the first or third image of the last three)
23:15:01kaenheh, almost need sterograms to tell the difference...
23:15:21kaenmy gut says first
23:15:24kaenmore rhythmic
23:16:41raptorok
23:16:44raptorwe have a winner!
23:16:56raptori will commit and wash my hands until watusimoto decides he needs to rewrite it
23:17:02raptor:)
23:17:13kaenhehe
23:18:43kaenI have ten bifighter clones in my ~/code directory
23:18:51raptorha!
23:18:55raptor(I only have 5)
23:19:01kaenone of them is called bitfighter-phpbb-uploader
23:19:06kaenand I have no idea what it is
23:19:11raptornuke it!
23:19:17kaenit sounds evil
23:19:27raptorlike an idea spawned from a late night thought
23:20:04kaenoh haha
23:20:10kaenit's not actually a bitfighter clone
23:20:27kaenI was going to make a phpbb mod before I decided to make pleiades
23:20:41kaennuke'd
23:20:54kaenexcessive apostrophe's
23:21:23BFLogBot Commit: c3c2d701372b | Author: buckyballreaction | Message: Scoreboard is fancy!
23:21:36raptordid you notice I fancy-boxed the editor dock?
23:21:49kaenI did indeed
23:22:04kaenas I was wiring in my switch-case statements
23:22:05raptorwhat do you think? I left colors the same, but was going for UI consistency..
23:22:12kaenI like it
23:22:19kaenI'm making my plugin dock blue40
23:22:25raptorgreat!
23:22:26kaenF8 for items, F9 for plugin
23:22:48raptoroooh yes, good decision on using the F keys
23:22:52kaenmaybe a toggle would be better?
23:23:17raptorso F8 would bring up the dock?
23:23:20kaenand also I want to put a little label that says "items" or "plugins" and if you click it then it changes panels
23:23:29kaenactually the docks share the current dock
23:23:42kaenI added dock modes
23:23:46raptorohhhh
23:23:50raptorok, now I follow
23:24:12kaenI figure it's a reasonable compromise between doing nothing and writing a gui toolkit :)
23:24:14raptoryou're a brave man digging that deep into the editor code...
23:24:19raptorheh
23:24:20raptoryep
23:24:26kaenthat way we can even write more docks
23:24:47kaenso actually I'll just make a dock class
23:24:52kaenno modes or enums
23:25:38kaenor something
23:25:41kaengood night!
23:25:46raptornight!
23:26:17raptorsam686: good fixes today..
23:31:12BFLogBot Commit: 970dd66bad9e | Author: sam8641 | Message: Badges now show ok when you join server with 1 or more players already in it.
23:31:16Fordcarswow people are still in IRC huh, I have been sleep-working for the past 4 hours
23:31:50raptorgood fix sam686!
23:34:18sam686http://sam6.25u.com/upload/screenshot_111.png thats 30 bots on one team..
23:34:46raptorwhoa...
23:34:56raptoryou add 270 bots??
23:35:34sam686thats only 30 bots on one team, i said..
23:36:17sam686all other teams is empty, except me on first team, 30 bots on third team
23:36:37raptorodd... maybe I broke something..
23:37:14kaenhaha nope
23:37:20kaenit's a bug in the concept :x
23:37:28kaenthe bots are there, just scaled tiny
23:37:38kaenthey're even in the right spot
23:37:42kaen... I'm sleep-typing
23:37:57sam686http://sam6.25u.com/upload/screenshot_113.png
23:38:15sam686thats 10 bots on third team, other teams are mostly empty
23:39:01sam686I almost wonder if it is better to do 2 columns inside a team instead, or shrink the giant team name..
23:39:12kaenyeah!
23:39:14kaentwo columns
23:39:42kaenmaking the headers smaller might really help, too
23:39:43sam686or maybe 3 by 3 team layout on score board for 9 teams..
23:40:07raptor'Petal' <-- since when is that an element??
23:42:23kaenhmm, looks like all player names scale to the minimum font size needed by any team
23:42:40raptoryes
23:43:17sam686also noticed that my badge on my screenshot shows a giant flag?
23:43:45sam686other badges properly goes tiny in scoreboard, just not the flag..
23:44:37raptorinteresting..
23:44:49raptorok, i need to head to bed - i'll write down that bug..
23:44:49kaenhttp://bitfighter.org/pleiades/levels/view/26
23:44:59kaendoes that say Intermission by kaen to you?
23:45:04raptoryes
23:45:09kaenokay
23:45:16kaeni'll write down that bug..
23:45:21raptorthat was my test map earlier
23:45:34raptori was using it to make the 'Uploading' message appear when adding the fancy box
23:45:45raptori kept getting a 403 error though
23:45:52raptorso I don't know why its showing there..
23:45:52kaenyuck
23:46:06kaenit obviously thinks that *I* uploaded it
23:46:17kaenand you're just the author
23:46:23kaenoh wait
23:46:43kaenyep, that's right
23:46:56kaen403 is forbidden, which is issued for access violations
23:47:01kaenanyway good night for real
23:52:42raptornight! (me too)
23:53:47raptor Quit ()

Index Search ←Prev date Next date→

These logs were automatically created by BFLogBot on irc.freenode.net.