#bitfighter IRC Log

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IRC Log for 2015-09-18

Timestamps are in GMT/BST.

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12:32:08BFLogBot Comment on issue #467 | User: eykamp | Comment: Ok, making some progress on this... it's a tad more complex than I had hoped. Currently, when you do a shuffle, teams ... | https://github.com/bitfighter/bitfighter/issues/467#issuecomment-141500037
12:34:43BFLogBot Comment on issue #467 | User: raptor | Comment: Perhaps, answering the original issue in a different way, we should just provide a `/reset` command to reset score and t ... | https://github.com/bitfighter/bitfighter/issues/467#issuecomment-141501207
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13:15:45BFLogBot Comment on issue #467 | User: eykamp | Comment: Dude... why didn't you suggest that 3 days ago?!? :-) In any event, I think your proposal is a better solution -- le ... | https://github.com/bitfighter/bitfighter/issues/467#issuecomment-141510768
13:17:03BFLogBot Comment on issue #467 | User: raptor | Comment: Sorry! It just came to me... ... | https://github.com/bitfighter/bitfighter/issues/467#issuecomment-141511200
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15:57:42BFLogBot Comment on issue #467 | User: raptor | Comment: Another thought - should all players be teleported to starting spots as well? Basically to fully emulate a `/restart` w ... | https://github.com/bitfighter/bitfighter/issues/467#issuecomment-141551666
16:04:35BFLogBot Comment on issue #467 | User: eykamp | Comment: I think so -- a /reset would be like a /restart, but with the same teams. On 9/18/2015 12:57 PM, raptor wrote: > > Anot ... | https://github.com/bitfighter/bitfighter/issues/467#issuecomment-141552929
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17:36:33watusimotosam686: you own the code you wrote; if you are writing a library, best to use mit/similar license, not gpl; if you are writing end-user code, gpl or mit is ok. Not endorsing specific licsenses, just using gpl & mit as examples of the types of licenses.
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19:56:58raptorgood day
19:57:13raptori just wasted 1.5 hours with bad syntax in matlab
20:01:38sam686hi
20:01:44raptorhi sam686!
20:01:47raptorlong time no see
20:02:14sam686over a past 6 months i been mostly playing on playstation 3 and 4
20:02:56raptorthere's a playstation 4??
20:04:30sam686yes, theres are new video game consoles now
20:05:25sam686playstation 4 and the confusingly named "xbox one", (after xbox 360)
20:05:33raptorhaha
20:06:40sam686theres also "wii u" but that console isn't so popular "wii" is more popular.
20:10:03sam686ps4 might have the most sales (if not counting the old "wii" or anything older)
20:12:25raptoroh wow, they're both x86_64 CPUs
20:17:32sam686i think powerpc will soon die: no more apple powerpc, and it looks like only nintendo wii u still have powerpc for 3 new game consoles.
20:27:15sam686i wonder if there are anyone still people using mac powerpc?
20:32:34raptorMaybe Little_Apple with his old computer... maybe fordcars
20:34:12raptorbut i doubt it
20:57:14raptoroh sam686, look at this: http://bitfighter.org/~raptor/emscripten/bitfighter.html
20:57:21raptorit's not fully working, but it's coming along
21:00:37sam686does work on chrome (mostly), except the black text..
21:00:43sam686editor looks ok though
21:00:57raptoryeah - i've been working on it slowly
21:01:10raptori want to do at least 3 things - 1. get the editor to save .level files
21:01:15raptor2. fix black text
21:01:19raptor3. get networking to work
21:01:49sam686black text problem is probably the const color placed in .cpp problem
21:01:54raptori'm research #3 right now, but it's a bit difficult - i have to use WebRTC i think
21:02:01raptorsam686: oh? what problem is that?
21:02:20raptorit's only for TTF fonts
21:02:28raptormenu vector font works
21:04:24sam686extern const menucolor; const color textcolor = menucolor; const textcolor = white;
21:04:38sam686its the order of initalizing the const is the problem
21:04:52raptorfor ttf fonts?
21:04:59raptori only see the ttf fonts as black
21:05:31sam686if you look at "save your edits?" its all black text
21:05:39raptoryes
21:05:41sam686maybe setting the color or blending is the problem
21:05:46sam686i might be wrong
21:05:46raptorthat is a TTF font, too
21:06:21raptoranyways, i thought i'd let you know... hopefully if i get this working we can get more players from browsers
21:07:24sam686going to option changing windowed/fullscreen option breaks the game after a few changes
21:07:38raptorah yes... there are fullscreen issues, too
21:08:30watusimotohi raptor... just in time for me to leave!
21:08:35raptorhi watusimoto
21:08:36sam686it breaks after clicking the "fullscreen" in upper right corner
21:08:55raptorbugs everywhere!
21:08:55watusimotoso... see ya!
21:08:57raptorlater
21:10:00watusimoto(get sam686 working on your emscripten fork!)
21:10:27watusimoto:)
21:10:33watusimoto Quit (Read error: Connection reset by peer)
21:10:54raptormaybe i should push it to github...
21:11:58sam686"connection to master server failed press ESC" except pressing esc exits fullscreen in chrome
21:12:05raptorhaha, yeah
21:12:38raptori want to first get it to use UDP and connect to master somehow
21:14:33sam686the F6 button doesn't work, F1 button kindof works but not without chrome popping up browser help window
21:16:45sam686i can't press enter as the game don't realize i released the "alt" button (after pressing it)
21:17:11raptoryeah, we'd have to change/remove several keys
21:17:19sam686that only applies to right alt, left alt is fine
21:18:17sam686line width is stuck at only 1 pixel width, with no line smoothing
21:19:00raptoryeah, only GLES 2 is supported in a browser
21:19:16raptorso emscripten, the compiling suite, only emulates a handful of GL 1.x features
21:19:22raptorone it doesn't is linewidth
21:21:28sam686actually line smoothing does work, if i enable chrome's "use hardware acceleration"
21:22:27sam686or not, looks more like antialiasing instead
21:25:21sam686antialiasing doesn't smooth the lines as much as the line smoothing does, and the older radeon 9200 i used to have, can do line smoothing faster then antialiasing.
21:25:59sam686but then again, antialiasing can smooth all edges to polygons too.
21:26:44sam686using opengl shaders?
21:28:55raptorso I wrote an abstraction layer in RenderManager.cpp/.h so we can code a GLES 2 implementation
21:29:18raptorbut only the GL/ES 1 stuff is there - little or no work has been done on migrating to GLES 2
21:29:51raptorbut I bet if we did, the black font might go away
21:29:52raptorbut it's a lot of work
21:31:44sam686shaders do vertex colors, texture, and fog combining, but don't do blending at all
21:32:04sam686blending is still mostly the same fixed functions
21:34:22sam686but then again, i can't see your problem if you don't show your code
21:34:41raptorso i have not really modified any bitfighter core code
21:34:52raptorit's all in the build system with emscripten
21:38:52sam686although i sort of trying to make my game, heres my gl combining stuff http://sam6.25u.com/hg/gamemake2/file/d69cee4ff2e4/game/glfixed.cpp
21:39:08sam686... and heres my glsl shader part for newer opengl http://sam6.25u.com/hg/gamemake2/file/d69cee4ff2e4/game/glshader.cpp
21:41:02sam686for bitfighter font rendering, i may first look at glTexEnvi(GL_TEXTURE_ENV and see if it is set right or if it is even there at all
21:43:44sam686fontstash.c is totally missing GL_TEXTURE_ENV it looks like
21:44:25sam686on opengl it defaults to glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
21:44:33sam686on glsl it might be a different default
21:45:41sam686everywhere you see glEnable(GL_TEXTURE_2D); also try adding glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
21:46:23raptorOK, i'll do that as soon as I get a moment to fix something...
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21:55:30raptori found this neat site for GLES 2 reference: docs.gl
21:56:03sam686if that doesn't work, you could try GL_ADD to test if the problem is really a black texture font rather then white (GL_MODULATE is like multiply)
21:56:56raptorwhat do the glTexEnvi calls even do?
21:57:00raptorglTexEnvi
21:57:12raptorglTexEnv
21:57:32sam686https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml
21:58:03raptorah, that's GL2+ not even GLES
21:58:12sam686im not sure why the font in charts in that page is messed up (rectangles)
21:58:12raptorwe need to stick to GL 1.x or GLES 2
21:59:36sam686read the notes in the link i showed you, its opengl 1.1
21:59:53sam686opengl glsl is opengl 2.0
22:00:38raptoryes, but if we're going to be compatible with many devices, we need to stick to the subset of GL 2.0 which is GLES 2
22:03:57raptorah wait, i see, glTexEnnv is part of opengl 1.1,but only certain features. ok, that is ok
22:06:10sam686while GL_COMBINE needs opengl 1.3, it might be available on gl es 1.1 (theres no opengl es 1.2 i dont think)
22:07:03sam686es and non-es is sort of confusing on what is supported below version 2.0
22:09:29raptorbasically gles 1.1 is a subset of opengl 1.3; gles 2 is a subset of opengl 2.0
22:09:50raptorand webgl (what is needed for the browser) is a subset of gles 2
22:16:17raptorsadly... glTexEnvi is not supported with emscripten
22:16:23raptorso that won't work
22:18:55sam686my guess is, it might be opengl es 2.0 with the lack of backwards compatibility
22:19:50raptoryes, emscripten is that - but it does provide some opengl 1.1 with a translation layer (which is what I used). It is incomplete, though
22:20:08raptorthat's why i want to work on the network first - the GL stuff can probably come later as it's mostly working
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23:27:37raptorrats, hit a bug in the webrtc code
23:27:44raptori guess it's bed time!
23:27:46raptornight
23:27:54raptor Quit ()

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