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IRC Log for 2013-08-17

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00:02:41BFLogBot Commit: e4ba7a7ac50e | Author: watusimoto | Message: Automate reading and writing ini items
00:02:43BFLogBot Commit: 1f050703349c | Author: watusimoto | Message: Merge
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08:45:38raptorwatusimoto's secret commits!
08:48:02fordcarsGood morning!
08:54:23fordcarsFinally found my first IRC comment.
08:54:39fordcarsWow, that was useless
08:55:10raptorgood morning!
08:56:10fordcarsHi! IRC logs can be hilarious
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09:03:23raptorkaen: do you really think orbitron is good? I find it difficult to read... maybe because it's an outline font
09:08:05fordcarsI really have to fine a way to get Bitfighter on my Raspberry Pi
09:08:59fordcarsIs the orbitron font the foggy font used for the modules and stuff^
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09:55:41BFLogBot Commit: 71d51f96db3d | Author: buckyballreaction | Message: Make sure fonts are not blurry at resolutions other than 800x600. Is this the best way to do this?
09:56:17raptorthat was supposed to be TTF fonts..
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13:44:46kaenI think it fits perfectly, but I can see why an outline font would be difficult to read in the heat of gameplay
13:45:13kaenit has approximately twice as many strokes which the eye has to parse into characters
13:45:26kaenso I think it would be a good idea to use a solid filled font
13:45:35kaenI kind of think checkbook would be good...
13:49:58kaenregarding the tff font fix, I think the only way to do it perfectly is to render the fonts *after* all scaling occurs
13:50:49kaenif we glScale at any point after the texture is blitted to the buffer, I think we risk aliasing
13:51:15kaenso basically, what you did will work for now, but I think 020 is time for a major ui overhaul
13:51:29kaenraptor, ^
13:51:34kaenalso, hello and good day :)
13:55:37raptorhello!
13:56:46raptormy font fix was an attempt at undoing the scaling
13:57:39raptorbut I think you're right, it needs to be done without any previous scaling whatsoever
13:58:03raptor020 - time for a UI toolkit? :)
13:58:06kaenyes!
13:58:21kaenhttp://mat.ucsb.edu/glv/
13:58:57kaenwe can subclass some parts to override the GLUT dependency and font rendering
13:59:29kaenand then we have a whole load of pre-built vector-rendered widgets
13:59:39raptorhmmm...
13:59:50kaenI have abandoned writing a lot of stuff because I was scared of the UI
14:00:05raptoryeah, i'm still scared
14:00:14kaenyes, me too
14:01:11kaenanother thought: I remember I added a mipmaping change when fontstash was first added
14:01:27raptorreally??
14:01:30raptori don't remember that..
14:01:39kaenit's possible that I chose the wrong mode, and this could be causing our font artifacts
14:01:53kaensomething to do with resampling in the fontmanager init
14:02:03kaenI don't remember specifics but I'll take a look at it
14:02:08raptorhmm
14:02:21kaenI remember I added to fix a a graphical bug that only I had
14:02:35kaenoh yeah, all the characters will filled-in rectangles
14:02:42raptorhuh
14:03:03kaenanyway I have a suspicion that it might be complicating matters
14:03:12raptorwell, my change this morning did make the font appear much clearer at each resolution other than 800x600
14:03:27raptorso i'm not sure if your change affected too much..
14:11:21kaenI can confirm that it did, but if I chose the wrong mode it could have been the root cause for the blurring in the first place
14:11:36raptorThis Game abstraction is starting to drive me crazy
14:13:00kaenyeah... Game is definitely our God object
14:13:51raptorheh, we're actually using our converted orbitron-to-stroke font for it...
14:14:10raptorcheckbook?
14:14:13kaenmaybe
14:14:16kaenI haven't tried it
14:14:37kaenI think it would be a good tie-in
14:15:10kaenlike, the text you see during the most important moments of the game is also bitfighter's characteristic font
14:15:20kaendespite the fact that it is only used in one context.
14:15:25kaen(currently)
14:16:14raptoroh my... the font as TTF is absolutely horrid: http://i.imgur.com/l7IlDY3.png
14:16:40kaenok
14:16:41kaenthat
14:16:55kaenmakes me certain that I've got the wrong mode
14:17:22raptorheh
14:40:02raptorkaen: did you compiel GLV and run the widgets?
14:40:06raptor*compile
14:41:51kaenthe examples actually won't build on my compiler
14:42:00raptormake buildtest
14:42:37raptorlooks really good for UI stuff - although the buttons are just rectangles
14:42:43raptorso pretty simple
14:42:51raptorbut i bet we could customize it
14:43:02kaenyes, that was my thought
14:43:16raptorthe buld library .a was 1.5MB, stripped to 530K
14:43:19raptor*built
14:43:43kaenwe'll be able to remove a ton of ui code from the current binary
14:44:03raptoroh yeah, huh
14:44:06raptorhmm
14:44:07kaenand event routing
14:44:13kaenand widget alignment
14:44:21kaenand menu navigation
14:44:23raptorhmmm
14:44:38raptorbecause this little library is looking neat
14:47:41raptorrequires GLEW
14:47:50raptoranother dependency, ugh
14:49:33kaenUGH
14:49:36kaenI didn't see that.
14:49:54kaensdl has gl wrangling in it
14:50:00kaenmaybe we could convert it
14:52:02raptorfound this: http://members.chello.nl/w.boeke/SDL-widgets/
14:52:34kaenand I see only four calls to glu functions
14:53:21kaen"This is version 2.0, using C++11 features. Especially the lambda closures are very handy for a toolkit like this"
14:53:25raptorblah
14:53:36raptormaybe we should move into the future...
14:53:39kaenheh, I had dreamed up a homebrew gui toolkit using lambda closures
14:53:43kaenI absolutely think we should
14:53:46raptori mean the present
14:55:41kaenvc apparently has spotty c++11 support
14:55:58raptorand sdl2-widgits i think uses sdl-ttf
14:56:01raptorargh!
14:57:59kaenokay, my vote is still for glv
14:58:19kaenI think we can remove the glu/glew deps pretty easily, and there's a lot to be said for it's API design
15:01:18raptorok
15:01:22raptorhow did you find glv?
15:02:23raptorthere's always CEGUI
15:08:49raptorlibrocket..
15:11:49raptorglv is still looking the best..
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17:51:23kaenI fell asleep
17:51:39kaenbut I just googled around for gl gui libraries to find glv
17:51:48raptorgood morning!
17:51:54kaenI have experience with CEGUI -- it is horrible
17:52:07raptorok - good to get that idea thrown out..
17:52:19raptori tried compiling it - it's a monster
17:52:33kaenit has a lot of red flags
17:52:36kaenit's named after someone
17:52:45kaenthat someone refers to himself as "crazy eddie"
17:52:57raptorhahaha
17:53:24kaenand whenever I've used it (usually in addition to a 3D engine) I've had to adjust and restore the GL state around the entry point call
17:53:50raptoroh boo
17:53:53raptortha'ts horribel
17:53:56raptor*horrible
17:54:01kaenyeah, it was a nightmare to debug
17:54:16kaeni
17:54:27kaenI think the only reason it's popular is because it's recommended by ogre
17:54:36kaenin the ogre tutorials
17:55:05kaenit's a good lib for a 12 year old trying to write a minecraft clone or something
17:55:11kaenit's not an expert's tool though.
17:55:34raptoryeah, not going there anymore..
17:59:29kaenguichan is pretty good, although as I recall it's texture-based
17:59:44kaenit supports a bunch of different libs, including gl+sdl
18:00:26kaenah, it allows supplying your own "graphics" object
18:00:38kaenI wonder how much we'd have to implement ourselves, though
18:04:33kaenwow!
18:04:42kaenthey really cleaned up the API since the last time I looked
18:06:09kaenand the main classes are all usefully subclass-able
18:07:51kaenand it has a cmake build system!
18:09:48raptoroh good
18:14:38kaenI ended up using guichan for my previous forays into 3D games, but it seems to have improved significantly since then
18:26:28kaenokay, got it to build happily
18:26:39kaenexamples run reasonably well
18:26:49kaenlooks a little unpolished compared to glv, though
18:27:01raptoris it light-weight?
18:28:23kaenumm comes out to 889k
18:28:29kaenI don't know how to strip a binary though
18:28:36raptorstrip <binary>
18:29:03raptoris it a shared-lib?
18:29:07kaencomes out to 695
18:29:11kaen.so, yes
18:29:12raptorif so, what deps to 'ldd' yield?
18:29:15raptor*do
18:29:21raptoranything special?
18:29:54kaenhttp://pastie.org/8246321
18:30:20kaenlooks clean to me
18:30:28raptorclean
18:30:33raptorprobably dynamically loads opengl...
18:30:54kaenor allegro, or sdl, or ...
18:31:02kaenit supports like six graphics libs
18:31:29raptorwow
18:31:34raptorwe'd probably want pure opengl
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18:31:41kaenI think you're right
18:31:47kaengl+sdl seems to want sdl_image too
18:32:56raptorblech
18:33:57kaenI think this is the best we can get off-the-shelf
18:34:12kaenit's a pretty popular lib, and it's used in some large linux games
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18:34:23raptorguichan?
18:34:23kaenthemanaworld, in particular
18:34:24kaenyes
18:34:35raptoryou are changing your preference from glv, then?
18:34:42kaenI think so
18:34:49kaensince we'd have to hack on glv
18:35:01kaenglv is dated compared to guichan, too
18:35:09raptorok, let me get the source and check it out..
18:35:11kaenhence the glew/glu deps and default glut bindings
18:35:14raptorah
18:38:56raptorhmmm.... I'm finding glBegin markers in the library
18:40:45raptorok, actually, we could change that...
18:41:30raptorbecause we want to be GLES compatible
18:43:43kaenmight have to write our own Graphics component
18:43:46kaenit's designed for that
18:43:59kaenwe could do it without actually touching the lib's tree
18:44:03raptoractually it looks simple enough to convert the opengl part..
18:44:09raptoroh
18:44:11raptoror that :)
18:44:14kaen:)
18:44:38kaena big part of the friction I got from debian was having modified libs in-tree
18:45:15raptorhow do i build the guichan examples?
18:45:20raptoryay debian..
18:45:25kaenI had to write my own g++ line
18:45:41raptorcan you copypasta it for me so I can be lazy?
18:45:47kaeng++ ../src/sdl/sdlinput.cpp ../src/sdl/sdlimageloader.cpp openglsdlwidgets.cpp ../src/sdl/sdlimage.cpp -I ../include/ -I /usr/include/SDL -L .. -l guichan -l guichan_opengl -lGL -lSDL -lSDL_image
18:45:51kaenfor the glsdl on
18:45:52kaenone
18:45:57raptorexellent, thanks!
18:46:23fordcars Quit (Quit: Page closed)
18:47:25kaenLD_LIBRARY_PATH=.. ./a.out
18:47:27kaento run it
18:51:34raptorlast push to cguichan was in october
18:51:39raptor*cuichan
18:51:44raptorargh
18:51:44raptor*guichan
18:52:49raptorback in a bit..
18:55:25raptorautotools will build the examples...
18:56:36kaenoh cool
18:56:44kaenhey I figured out why the texteffects were blurry
18:56:49raptoroh yeah?
18:57:03kaenthere was a glScale call beforehand, when really we should have multiplied the size by 12 :P
18:57:26raptorheh
18:58:04kaenhttp://imgur.com/X5RYCSz
18:58:19kaenI'm getting the feeling that this is the cause of our blurry fonts
18:59:45kaenI'm gonna push that change (but leave the font as-is)
18:59:49raptorok
19:00:09raptorback in a bit..
19:00:50kaenlater
19:00:56BFLogBot Commit: 24e1d652a73b | Author: kaen | Message: remove glScale invocation from TextEffect::render to allow crisp TTF fonts to be used
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19:02:44kaenanother lead!
19:03:06kaenour menu items are ultimately rendered through doDrawAngleString
19:03:10kaenwhich as a glRotate call
19:03:32kaenso within that matrix frame the textures will always be sampled
19:03:38kaenresampled*
19:16:30kaenI think we have waaaay too many drawString* functions and overloads
19:20:48raptori'm all for removing as many glScale calls as possible..
19:21:04raptordrawString &c....
19:21:06raptoryeah
19:22:52kaenoh, and I added utf8 skulls to the server name
19:23:16raptorhahaha
19:23:21raptori was wondering..
19:29:10kaenhmm... at least I thought I did
19:30:12kaenI just hacked up my client to use droid sans for the menu, but the skull still doesn't show
19:37:24kaenthis is really weird
19:37:34kaenI remember we got it to render utf8 glyphs before
20:44:07raptorkaen: the text effect graphic grows to full size from 0
20:44:16raptorusing a ttf font with that...
20:44:36raptorwouldn't that fill the fontstash with loads of interim characters at different sizes?
20:50:12kaenoh man
20:50:16kaenyou're right
20:50:33raptori mean - it runs fine on my i7 !
20:50:37kaenmaybe we can tell it not to cache those
20:51:25kaenor, maybe we should use one large size and scale it down?
20:51:36raptorheh... that might work better!
20:51:44raptorlet me tinker..
20:51:55kaenmaybe that's our problem in general
20:52:01raptorwhich?
20:52:11raptorwe're startin' small and going big?
20:52:14kaenyes
20:55:38kaenspecifically, we're drawing to a scaled matrix, and if fontstash is naive it's probably making the textures without regard to our matrices
20:56:30kaenso the textures it generates don't get rendered at 1:1
20:57:03kaenthis weird ttf feathering isn't something I've hit before in all of my gui/ttf/3d exploration
20:57:04raptorwell, they should now with my earlier change
20:59:25kaenhmm, you're right
20:59:37raptorunless you do fullscreen stretched :)
20:59:42kaen:)
21:01:43kaendrat
21:02:01kaenbitfighter clips itself to the screen's size in window mode
21:02:25kaenrendering `WindowScaleFactor = 2` ineffective for me
21:02:33raptoroh really???
21:02:39kaenat least on my setup
21:02:52kaenif you make the window bigger than your desktop, what happens?
21:03:25raptorit first clipped to desktop size... then it let me go bigger once i tried again
21:03:33raptori'm at 2.9
21:04:02kaenI actually just got it to go bigger too :P
21:04:08raptoroh good, phoew
21:04:38kaenhey, I'm having good luck with overrendering the textures
21:04:51raptorhow so?
21:05:13kaenwell, I multiplied the factor in your change by two
21:05:32kaenso it's being generated at twice the size it's rendered at
21:06:11raptoryou mean in FontManager::renderString?
21:06:42kaenyes
21:08:05raptorthis is what i get: http://i.imgur.com/29BRjiy.png
21:10:35kaenI have to crop my screenshots to upload them, one moment
21:10:56kaenhere's the changes:
21:10:57kaenglScalef(1 / (gScreenInfo.getPixelRatio() * 2.0), -1 / (gScreenInfo.getPixelRatio() * 2.0), 1);
21:11:08kaendrawTTFString(font, string, size * legacyNormalizationFactor * gScreenInfo.getPixelRatio() * 2.0);
21:11:19raptoroh interesting
21:11:37raptorare you experimenting to see if they become fuzzy?
21:12:00BFLogBot Commit: 3ddc64c92915 | Author: buckyballreaction | Message: Draw big and scale down with text effect - so we don't load up our font-stash with junk
21:12:03kaenGAH
21:12:11kaenbitfighter clipped my screenshots to 800x600
21:12:23raptoroh yeah... unless it's in the editor
21:12:30kaenok
21:14:08raptorOH WOW kaen
21:14:16raptorscaling it like that makes everything crisper
21:14:20kaenyes
21:14:25raptoreven with full screen stretched
21:14:35kaenand setting the texture resampling to GL_LINEAR fights the aliasing
21:14:47raptorwhere do you do that?
21:14:51kaen(oglconsole is setting it to GL_NEAREST)
21:15:03kaenglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
21:15:03kaenglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
21:15:07kaenin drawTTFString
21:15:12kaenbefore the sth_ calls
21:15:43raptorfont-stash already does that...
21:16:09kaenin those sth_ calls?
21:16:09raptordoes that somehow affect it differently?
21:16:11raptoryes
21:16:20raptortake a look in fontstash.c
21:16:21kaenmaybe I was imagining it
21:16:31kaenI though I saw a difference from setting them to GL_NEAREST
21:17:12raptordefinitely
21:20:30kaenook, just confirmed a difference
21:22:08kaenhere's a subtracted stereo gram of with/without the GL_LINEAR setting
21:22:09kaenhttp://imgur.com/jwUXFXS
21:23:01kaen(it would be pure white if there was no difference)
21:23:44raptorinteresting...
21:24:10raptorbecause the texture is generated with linear...
21:24:27raptorare we losing it somehow?
21:25:01kaenI think so
21:25:10kaenthe parameter is set, the texture is generated
21:25:37kaenthen after oglconsole does its thing, the glTexParameter call overwrites the settings
21:25:58kaenhmm, nope
21:25:58raptorah so it draws with NEAREST
21:26:05kaenI guess not
21:26:06raptoror no..
21:26:13kaenit only calls it in create_font
21:27:11kaenbut that gets called anytime the screen is resized or the console is created
21:27:14kaenI don't know...
21:27:21kaenit doesn't look like they should be overwritten
21:28:00kaenbut I see a difference, and I'm confident I did the image subtraction right
21:28:11kaenif not then the result would have had more noise.
21:30:04raptorwell i don't know what's going on - does opengl apply the filter upon drawing as well as creation?
21:30:14kaenI'm looking that up
21:30:15raptori mean, can it?
21:30:18raptorah ok
21:34:34kaen"glTexParameter specifies the texture parameters for the texture bound to the active texture unit"
21:34:39kaenis the most detailed description the docs give me
21:35:20kaenfrom my knowledge of gl, since a bound texture is "named" it should keep its parameters until it is unloaded
21:35:35kaenso I still see no reason it should be cleared
21:36:04kaenare you able to see a difference by adding those lines, raptor?
21:36:17kaenfor me it is very obvious -- without they are blocky when oversampled
21:36:23kaenwith the lines they are rendered smoothly
21:36:48kaenwith the two lines of code add*
21:37:19kaencould possibly be my ridiculous gpu
21:39:26raptori will tak a look
21:41:31kaenGAH
21:41:39kaenwild goose chase.
21:41:52raptori don't see much difference..
21:42:19kaenno, the aliased screenshot was with an explicit GL_NEAREST
21:42:25kaenwhich I thought was the same as no line
21:43:06kaenlike, I did GL_LINEAR, thought I saw a difference, set it to GL_NEAREST, then compared the two
21:43:17raptorha!
21:43:33kaenwithout the line looks fine too :P
21:43:34raptorok
21:43:55kaenI think the overrendering really helps, what are your thoughts?
21:44:04raptorso it looks like your downscaling/upsizing is really good..
21:44:07raptoryes
21:44:11raptorgood thoughts
21:44:36kaenwe are rendering four times as much texture as we need, though
21:44:41kaenand using four times as much memory
21:44:46raptorhmmm
21:44:50kaenprobably not an issue, but something to keep in mind
21:47:31kaenI chose two because powers of two have the best chance of being sampled properly
21:47:38kaengl_linear takes a 2x2 area
21:47:44raptoryes good choice
21:47:45kaenand averages
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21:56:30amgine1234567890 has joined
21:56:43amgine1234567890wow it worked
21:57:01amgine1234567890im not on teh bitfighter site hello there ;)
21:57:34kaenhi :)
21:57:43kaenamgine1234567890, you got an irc client?
21:58:02kaenand you're just in time for the beta test phase!
21:58:11amgine1234567890hooray!
21:58:16amgine1234567890build me !
21:58:20kaenalready done!
21:58:22kaen!latest
21:58:22BFLogBothttp://buildbot.bitfighter.org:8010/latest/
21:58:29amgine1234567890and no im on http://webchat.freenode.net/
21:58:32kaenoh
21:58:33kaenlol
21:58:40kaenyou should get an irc client so you can idle here
21:59:10amgine1234567890ugh my brain is super hurting right now
21:59:28amgine1234567890so the site im a staff on is some sort of irc base not sure which network
21:59:43kaenprobably says on the contact page
21:59:51amgine1234567890im trying to figure out which one so i can figure out how to do temp bans as bans seem to be perma
22:00:21amgine1234567890and i only hold a op rank on it
22:01:17kaenok, amgine1234567890, beta test your heart out
22:01:21amgine1234567890ive been trying to figure out how to get a temp ban on the server but no luck so far
22:01:22kaenand write everything here
22:01:22kaenhttp://beta.etherpad.org/p/bf_019_polish
22:01:34kaen*everything*
22:01:35amgine1234567890i might to it later my head is hurting
22:01:38kaenanything that looks funky
22:01:39kaenok
22:01:41kaenno problem
22:01:52amgine1234567890ever do osmthing for so long your head gets foggy
22:01:55kaenoh yes
22:01:56amgine1234567890and hurts
22:02:02amgine1234567890i get that very easily
22:02:06kaenI see
22:02:17kaenI do that to myself programming some times
22:02:41amgine1234567890well with me i have that problem alot i get it super easily
22:02:55kaenah
22:02:56amgine1234567890i have a mental disability so its very problematic
22:03:04kaenI see.
22:03:18kaenwell, get some rest and stop looking at a computer screen :)
22:03:59amgine1234567890anything specific to test?
22:04:11kaenwell, we're trying to "polish" it
22:04:19amgine1234567890did oyu ever solve the strange issue with plugins crashing BF
22:04:30kaenthere are still some plugin crashes
22:04:47kaenI've updated my plugins, but if you find any crashes go ahead and list them on that page I linked to
22:05:17kaenand, definitely test the level database
22:05:27amgine1234567890the last version i had had a werid pcrash running plugins seemed to crash it at random remeber?
22:05:29kaenand the tutorial stuff (as much as you can stand to :P)
22:05:34kaenyes
22:05:42amgine1234567890did you ever solve that
22:05:43kaenr aptor fixed that one I think
22:06:00kaenI don't get random crashes
22:06:03amgine1234567890good i trying to find a cause for that one for a long time with no luck
22:06:04raptorah that one, yes
22:06:12raptorthat took some of my life away...
22:06:16kaen:<
22:06:22amgine1234567890hey at least i found it
22:06:27kaenI should have never started using that plugin api
22:06:30kaenindeed!
22:06:33raptorheh
22:06:39amgine1234567890lol
22:06:40kaenand there are probably several more lurking
22:07:23kaenbut we especially want feedback on anything that's difficult or awkward to use
22:07:24amgine1234567890im considering trying create 2 plugins for BF one that moves the sepected object(s) to a location and one that moves the camera to a location in the editor
22:07:32raptorkaen: do you get the bot crash I just added to the polish list?
22:07:51kaenI have gotten random crashes
22:07:55kaenI probably due to bots
22:08:03kaenI haven't caught them in the debugger yet
22:08:12raptorman... I was hoping Lua was done
22:08:17kaen:/
22:08:28kaenI'll try to put in some time hardening the api
22:08:41kaenyou've done a lot of the polish stuff yourself so far
22:08:51amgine1234567890lolz to many tabs
22:09:16amgine1234567890ththere went from 12 tabs to 6
22:10:12amgine1234567890is it me or is BF grapics sharper maybe i havent played in to long
22:10:23kaenlots of tabs, amgine1234567890?
22:10:24kaenhttp://i.imgur.com/cDTcqsX.png
22:10:47amgine1234567890LOL!
22:11:04kaenwe've tried to make the graphics sharper, yes
22:11:18kaenand also the performance is significantly better (on my hardware anyway)
22:11:22amgine1234567890i know a nice link that will spam your brower with tabs if oyu want it XD
22:11:36kaenI do a pretty good job of that myself, thanks :)
22:11:49kaenand we're in the middle of exploring how to make the text sharper, too
22:12:17kaenwell, maybe towards the end...
22:12:50kaenraptor, do you think I should push the font scaling?
22:13:11amgine1234567890hmm the ye old issue ot score board is yet to be resolved
22:13:26kaenwhich?
22:13:41kaenwhen adding a ton of bots?
22:13:42amgine1234567890the one where if you have to many bots (or players if BF gets that many) that teh text becomes tiny
22:13:45kaenyeah
22:13:48kaenI gave that a crack
22:13:53amgine1234567890on scoreboard
22:13:54kaengot infuriated by the ui code
22:13:59kaenI'm not going to fix it for 019
22:14:06raptorkaen: sure - maybe put gScreenInfo.getPixelRatio()*2 into a variable
22:14:15kaenraptor, will do
22:14:46amgine1234567890what if you did like you did for the for the editor a scrolling wheel scoreboard?
22:15:00amgine1234567890wait never mind
22:15:06amgine1234567890that was a bad idea ignore that
22:15:28kaenI don't think I did a scrolling thing in the editor
22:15:32kaenfor the plugins at least
22:15:38kaenI think that's an outstanding defect ...
22:16:05amgine1234567890im refering to where you input the level name for the editor
22:16:21kaenoh
22:16:35kaenhmm, scrolling scoreboard
22:16:50kaenor the "+x bots"
22:16:56amgine12345678903 things i would add to editor a save as aoption as a load map option
22:17:03amgine1234567890er 2
22:17:27amgine1234567890users would like that i htink maybe you can put it in version 19a not saure how hard it would be
22:17:32kaenfor save as, go to level parameters and change the filename
22:17:54kaenI think load map from the editor menu is a good add, though
22:18:00amgine1234567890yeah i know but i think maybe a save as would be more user friendly maybe not
22:18:03fordcars_pi has joined
22:18:08kaenhmm, you're right actually
22:18:14kaenand it's orthogonal
22:18:15fordcars_pihi
22:18:20kaenif I see load, I expect save as
22:18:22kaenhi fordcars_pi :)
22:19:30fordcars_piMy javascript adventure is going great!
22:19:43amgine1234567890cool
22:20:09amgine1234567890now that i htink about it it seems liek a bad idea the scrolling scorebaord what do you think
22:20:22fordcars_piBut I have a problem. I am trying to make an Air Traffic COntroller SImulator for my brother (hes training to be one)
22:20:35fordcars_pibut I need to make planes appear
22:20:58fordcars_pihow could I make new planes appear with unique id<s altitude, speed^
22:21:10kaenuhoh fordcars_pi
22:21:26fordcars_piuh
22:21:42amgine1234567890ok i jsut had a brilliant idea
22:21:42kaenyou're describing dark, evil forces
22:21:55kaenyou want object-oriented javascript
22:22:10amgine1234567890what if on the scorebaord it will jump to where you are on teh scorebaord and you can scroll up and down from there on the list
22:22:23fordcars_piAww
22:22:51kaendo you know about object oriented programming?
22:22:57raptori'm heading in for the night. good night! thanks for working on the fonts kaen
22:22:57fordcars_piBut I would only need around 10 planes, so we could reuse them
22:23:03kaenraptor, my pleasure
22:23:05fordcars_piNight!
22:23:07kaenrest easy
22:23:13raptor Quit ()
22:23:13fordcars_piWell, they use objects
22:23:22fordcars_pistrings are objects
22:23:30kaenyeah
22:23:31fordcars_piobjects are everywhere
22:23:35kaenso you get what an object is?
22:23:44fordcars_piyup :)
22:23:49kaenit's just a bunch of data and functions tied up into one place
22:23:50kaenok
22:23:55fordcars_piyeah
22:23:59kaenso number one:
22:24:02kaenjavascript is nuts
22:24:33kaenwell, hold on a second
22:24:37fordcars_pinumber one/
22:24:47qwebirc519782 has joined
22:24:52kaenthere's two ways you could do it
22:25:01kaenyou could use simple objects
22:25:12kaen{ x: xpos, y: ypos}
22:25:16kaenput them in an array
22:25:19kaenand update/render them
22:25:26qwebirc519782sorry bout that
22:25:35fordcars_piOoh I recognize that
22:25:36kaenusing update(obj); render(obj);
22:25:37qwebirc519782for some reason irc like to freeze on me forving me to refresh
22:25:44fordcars_piBut I never used arrays
22:25:45kaenthat's called an "object" literal
22:25:47kaenok
22:25:50qwebirc519782what do you think about my scorebaord diea
22:26:00fordcars_pimake a new array for each plane?
22:26:01kaenthe scoreboard idea is good
22:26:11kaenyou should put it on the tracker, qwebirc519782
22:26:15qwebirc519782it will jump to your current positon in teh score board and oy ucn scroll from them
22:26:21qwebirc519782there
22:26:26kaenfordcars_pi, no
22:26:30kaenyou should make an array
22:26:34fordcars_piOH!
22:26:34kaenof objects
22:26:40amgine1234567890 Quit (Ping timeout: 250 seconds)
22:26:50fordcars_piYou can add stuf to aarrays whenever you want right^
22:26:53kaenyep
22:26:55kaenand remove them
22:26:58fordcars_piwow
22:27:16kaenyeah, so the easy way
22:27:19kaenis to make that array
22:27:25kaenwrite an update() and a render() function
22:27:26qwebirc519782how aould i add my idea to the qwerbric
22:27:35fordcars_piok
22:27:52kaenand then add some objects to hold the data
22:28:06kaenthey can have whatever properties you need, x and y are just good starting points
22:28:15fordcars_piheh, the "easy" way
22:28:24kaenyou don't want to know the hard way ...
22:28:29fordcars_pi:P
22:28:34kaenI don't want to know the hard way
22:28:39kaenI wish I could unlearn it
22:29:21kaenamgine, https://code.google.com/p/bitfighter/issues/detail?id=182&q=type%3DDefect
22:29:29kaenqwebirc519782, ^
22:29:41fordcars_pibut how could I put the altitude and speed and coords of planes in an array?
22:29:43kaen(amgine, your nick is qwebirc519782 right now so I used it to highlight you)
22:30:12kaenfordcars_pi, you can just add them
22:30:20kaenplane.altitude = 10000
22:30:26kaenor
22:30:38kaen{ x: 0, y: 0, altitude: 10000}
22:30:47kaenor
22:30:55kaenplane['altitude'] = 10000
22:30:58fordcars_pioh thats an object
22:31:00kaenyes
22:31:11fordcars_pistore objects in arrays?
22:31:13kaenyep
22:31:16kaenthen
22:31:19kaenwhen you update
22:31:39kaeniterate through your plane array
22:31:43kaendo you know how to do that?
22:32:02fordcars_piYes, I think you thought me that for lua :P
22:32:03kaenfor(i = 0; i < planeArray.length; i++) { update(planeArray[i]; }
22:32:23kaen** update(planeArray[i])
22:32:46qwebirc519782kaen any obejtion to me also addin teh save as and loaf thing
22:32:53qwebirc519782load
22:32:55fordcars_piok, but when do I create the object of a new plane?
22:32:56qwebirc519782to the list
22:33:00fordcars_pi*how
22:33:01kaenqwebirc519782, add anything you want
22:33:13kaenif you add it to the google code tracker, make sure to create a new issue
22:33:30kaenanytime you want to make a new plane
22:33:56qwebirc519782well im ful of idea i dont want to give you a mile long work list XD
22:34:07kaenplane = { /* properties go here */ };
22:34:12kaenplaneArray.push(plane)
22:34:23kaenand plane will be added to the planeArray
22:34:27qwebirc519782trust me if you let me it will happen
22:34:36kaenqwebirc519782, it's ok
22:34:43kaenwe just throw away the ones we don't like :)
22:34:49qwebirc519782true
22:35:02kaenso go ahead
22:35:03qwebirc519782btw popular requests for version 20 are virus and night modes
22:35:06kaenthat's what it's there for
22:35:10qwebirc519782for BF
22:35:28qwebirc519782i even threadted them but they got derailed XD
22:35:37kaenyeah
22:35:42kaenforum posts are good for feedback
22:35:53kaenactual feature requests go on the tracker though
22:36:12kaenwhere it is discussed in a somewhat formal manner by the dev team
22:36:13qwebirc519782link for that XD
22:36:17kaen!bugs
22:36:17BFLogBotTo enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs
22:36:40kaenthere's a dropdown menu
22:36:47kaenchange it from "defect" to "enhancement"
22:36:52kaenunder "template"
22:37:14kaen(defects are bug reports, enhancements are feature requests)
22:37:14qwebirc519782link for the feature request ?
22:37:19kaenit's the same link
22:37:28kaenjust change the dropdown menu item :P
22:37:39fordcars_piOh thanks kaen I understand! Make new object, store object in array, iterate through array and update stuff
22:37:48kaenfordcars_pi, exactly :)
22:38:06fordcars_piAnd how do you remove an item from an array?
22:38:27kaenplaneArray.splice(i, 1)
22:38:35fordcars_piHehe awesome!
22:38:39kaeni has to be the index of the plane to remove
22:40:34qwebirc519782can i get a link to the fearture request thingy
22:41:37kaenworking on it
22:43:39fordcars_pialright, I am going to have lots of fun tomorrow :)
22:43:55fordcars_piGoing to bed for now, night!
22:44:05fordcars_piand thanks kaen!
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22:44:27fordcars_pi Quit (Quit: Page closed)
22:44:32kaenqwebirc519782 aka amgine
22:44:33kaen!idea
22:44:33BFLogBotTo enter a feature request: http://tinyurl.com/bfnewfeature -- To view all feature requests: http://tinyurl.com/bffeatures
23:00:23qwebirc519782dead chat!
23:02:12qwebirc519782mmm peanutbutter and raisin sandwich
23:04:32BFLogBot Commit: 586ce72bb9a5 | Author: kaen | Message: upsample textures for TTF fonts
23:04:44kaenBFBuildBot, watch bitfighter-w32-cross
23:04:44BFBuildBotwatching build bitfighter-w32-cross containing revision(s) [586ce72] until it finishes [1m01s]..
23:05:23BFBuildBotHey! build bitfighter-w32-cross containing revision(s) [586ce72] is complete: Success [build successful]
23:05:23BFBuildBotBuild details are at http://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/283
23:05:40kaenqwebirc519782 / amgine
23:05:47kaentry the latest build
23:05:57kaenthe UI text should look a lot better
23:06:03qwebirc519782but oyu jsut gave me a build like 10m inutes ago?
23:06:12kaenI just committed
23:06:27kaen* BFLogBot Commit: 586ce72bb9a5 | Author: kaen <bkconrad@gmail.com> | Message: upsample textures for TTF fonts
23:06:27BFLogBotSometimes one should just look at things and think about things without doing things. -- Calvin
23:07:06kaenthe Commit: part means I just added something to the code, so BFBuildBo t will rebuild a new .zip
23:09:17kaenback shortly
23:15:27qwebirc519782uhoh
23:15:53qwebirc519782so i created a new BM map starteded teh dm and tredi more bots and fewer bots and got a error
23:16:53qwebirc519782commit change have more bots add 1 bot if there are none
23:17:46qwebirc519782what now it works?
23:17:50qwebirc519782wait a moment
23:47:24kaenthere's a random bot crash
23:47:27kaenit's known

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