Timestamps are in GMT/BST.
| 00:08:00 | sam686 | i should fox /gmute not working on robots (ElizaBot) |
| 00:34:00 | raptor | ooo, good idea |
| 00:34:00 | raptor | i think some players have learned to edit eliza and substitute their own sayings... |
| 00:34:00 | raptor | i've seen GARY |
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| 04:13:00 | Little_Apple | Why hello |
| 04:14:00 | Little_Apple | Why goodnight |
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| 07:51:00 | | BFLogBot - Commit 4b05b6a60339 | Author: watusim...@bitfighter.org | Log: Whitespace |
| 07:51:00 | | BFLogBot - Commit ebf3ee353394 | Author: watusim...@bitfighter.org | Log: Can now set spawn rate for itemSpawns and flagspawns |
| 07:51:00 | | BFLogBot - Commit 78dd547ee0be | Author: watusim...@bitfighter.org | Log: Merge |
| 07:51:00 | | BFLogBot - Commit e0071541db7e | Author: watusim...@bitfighter.org | Log: Editor attribute menus now a little easier to see and use, use same keys as in 015a (i.e. escape quits without applying, except in textitem). I believe all required attribute editing menus are now in place and work properly, though attribute display when not editing still needs some work. |
| 07:51:00 | | BFLogBot - Commit 952cbbf825b1 | Author: watusim...@bitfighter.org | Log: A little more spiffing up of the attribute menus |
| 07:51:00 | | BFLogBot - Commit 2943fa149345 | Author: watusim...@bitfighter.org | Log: Variable names for clarity, comments |
| 07:51:00 | | BFLogBot - Commit 02c74893a0f4 | Author: watusim...@bitfighter.org | Log: Create method to standardize menu item highlight colors throughout app |
| 07:51:00 | | BFLogBot - Commit d926722dbc03 | Author: watusim...@bitfighter.org | Log: Trivial |
| 07:51:00 | | BFLogBot - Commit 2706dc4b72a7 | Author: watusim...@bitfighter.org | Log: Merge |
| 08:06:00 | | BFLogBot - Commit 0e0ed156105f | Author: watusim...@bitfighter.org | Log: Ooops! |
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| 13:05:00 | raptor | good morning! |
| 13:05:00 | sam686 | hi |
| 13:06:00 | raptor | oooo, more commits |
| 13:06:00 | raptor | watusimoto: you've been busy as usual |
| 13:07:00 | watusimoto | I have lots of time, unfortunately |
| 13:07:00 | watusimoto | and my todo list is really long |
| 13:07:00 | watusimoto | lots of stupid fixes |
| 13:08:00 | watusimoto | left over from all my refactors |
| 13:08:00 | watusimoto | but I really like the new editor attribtue menu system |
| 13:08:00 | raptor | yes, it's cleaner |
| 13:08:00 | watusimoto | it uses all the normal menuing things, so it's easily expanded |
| 13:09:00 | watusimoto | the on in 015a was totally custom |
| 13:09:00 | watusimoto | in this one, the only thing that's custom is the renderer |
| 13:09:00 | raptor | that's good |
| 13:09:00 | watusimoto | all I need now is to clean up the attribute display when an item is not being edited |
| 13:09:00 | sam686 | might want to fix mouse offset with attribute menu |
| 13:10:00 | watusimoto | yes, mouse is broken; it's on my list |
| 13:10:00 | raptor | I partially tracked down one bug for you if you want to know... |
| 13:10:00 | watusimoto | I just noticed that after I checked in |
| 13:10:00 | watusimoto | do i? |
| 13:10:00 | raptor | it's the levelgen not working bug |
| 13:10:00 | watusimoto | ah, on my list as well |
| 13:11:00 | raptor | want a clue? |
| 13:11:00 | raptor | :) |
| 13:12:00 | raptor | I didn't fix it because it looked like the menu option architecture was in turmoil, and I wasn't quite sure where the fix should go |
| 13:12:00 | watusimoto | sure;; I'm thinking aboutmoving attribute display be down at the bottom rather than on th eitem itself |
| 13:12:00 | watusimoto | levelgen bug interacting with menu items? |
| 13:12:00 | raptor | yes |
| 13:12:00 | watusimoto | odd |
| 13:12:00 | watusimoto | ok, what's your clue? |
| 13:12:00 | raptor | the problem is EditorUserInterface::setLevelGenScriptName() is never called from anywhere |
| 13:13:00 | raptor | so any levelgen script entered is just "" in the class |
| 13:13:00 | watusimoto | that does seem a problem |
| 13:13:00 | watusimoto | well, I'm done with the menus for now (except mouse bug), if you want to track further great, otherwise as I said it's on my list |
| 13:14:00 | watusimoto | since I probably broke it |
| 13:14:00 | raptor | ok - i'll look at it when i get stressed at work... |
| 13:14:00 | watusimoto | I may have even commented it out during the refactor, figuring I'd come back and never did |
| 13:15:00 | watusimoto | that was a big complex refactor |
| 13:15:00 | watusimoto | but totally worth it |
| 13:15:00 | raptor | i looked through a lot of comments and didn't see it - (that's how i found/fixed the oglconsole script run bug) |
| 13:16:00 | watusimoto | well, let me know if you fix it; I'm working on attribute display in the editor next |
| 13:16:00 | raptor | in 015a, EditorUserInterface::setLevelGenScriptName() was called from GameParamUserInterface::onEscape() in UIGameParameters.cpp |
| 13:16:00 | watusimoto | ah |
| 13:16:00 | raptor | but the line has been deleted completely |
| 13:16:00 | raptor | and i'm not sure wher it goes now... |
| 13:17:00 | watusimoto | yes, well, I refactored that as well; all params are now stored on a real GameType object, rather than in some random struct |
| 13:17:00 | raptor | ok, no more using the 'OPT_WHATEVER' index? |
| 13:17:00 | watusimoto | so... maybe when you need the script name, you don't ask for it from EditorUserInterface:etLevelGenScriptName() |
| 13:18:00 | watusimoto | maybe now you ask for it from the gametype? |
| 13:18:00 | watusimoto | OPT-WHATEVEVE was mostly replaced by callbacks |
| 13:18:00 | raptor | oh, you're saying that the member mScriptName might be totally useless now? |
| 13:18:00 | watusimoto | it's only used in a couple of places |
| 13:18:00 | watusimoto | what class? |
| 13:18:00 | raptor | UIEditor |
| 13:18:00 | watusimoto | might be |
| 13:21:00 | watusimoto | why can't I see gameType.cpp in the google code repo? |
| 13:21:00 | raptor | next page? |
| 13:21:00 | watusimoto | ah, shows only 100 files, sorted in ascii order, not alphabetc |
| 13:21:00 | watusimoto | g not near G |
| 13:21:00 | raptor | yeah... |
| 13:21:00 | watusimoto | lame |
| 13:21:00 | raptor | tha tbugs me |
| 13:22:00 | raptor | found getScriptName in gametype |
| 13:22:00 | watusimoto | ah |
| 13:23:00 | watusimoto | GameType:: |
| 13:23:00 | raptor | in UIEditor it's mScriptLine |
| 13:23:00 | watusimoto | string getScriptName() const; |
| 13:23:00 | watusimoto | const Vector<string> *getScriptArgs(); |
| 13:23:00 | raptor | which is probably not used anymore |
| 13:23:00 | watusimoto | if the stuff you want is there, we can delete all the remainders from the editor and uiparams menus |
| 13:24:00 | raptor | Say, have you had a chance to test out the new sensor module? |
| 13:25:00 | watusimoto | get the gametype from getGame()->getGameType() in UIEditor |
| 13:25:00 | watusimoto | NOT from mGameType |
| 13:25:00 | watusimoto | which is for temporary storage only |
| 13:25:00 | watusimoto | yes, I tested it |
| 13:25:00 | watusimoto | I'm cautiously optimistic |
| 13:25:00 | watusimoto | I do like the always-on sensor |
| 13:25:00 | raptor | what do you think about the double-click spybug? |
| 13:25:00 | watusimoto | I'm cautiously optimistic |
| 13:26:00 | raptor | hehe |
| 13:26:00 | sam686 | my hg server seems kind of cool - to see all changes made on gameType.cpp http://208.107.52.15/hg.php/log/0e0ed156105f/zap/gameType.cpp |
| 13:26:00 | watusimoto | @sam -- awesome! |
| 13:26:00 | watusimoto | I think the implemenation is good; not positive I like the whole idea now that I've tried it |
| 13:26:00 | raptor | people might actually use sensor now... |
| 13:27:00 | watusimoto | yes |
| 13:27:00 | watusimoto | need to overhaul the way mines work |
| 13:27:00 | watusimoto | that will make sensor more useful |
| 13:27:00 | raptor | yes |
| 13:27:00 | watusimoto | right now, mines are too easy to see |
| 13:27:00 | watusimoto | and very easy to hack client to make them easier to see |
| 13:27:00 | raptor | are you still thinking about hiding them until within a certain radies? |
| 13:27:00 | watusimoto | yes |
| 13:27:00 | watusimoto | but not quite |
| 13:28:00 | raptor | is there an easy way to not send mine info until you are really close? |
| 13:28:00 | watusimoto | there will be some accumulation of time / distance that reveals them, perhaps with a random factor |
| 13:28:00 | watusimoto | yes |
| 13:28:00 | sam686 | there a way to see mines very easy without changing code in client - crank up the gamma of your computer colors... |
| 13:28:00 | watusimoto | don't scope the mine to a particular client unless they have "found" the mine |
| 13:28:00 | watusimoto | or one of their teammates has |
| 13:29:00 | watusimoto | @sam -- yes |
| 13:29:00 | sam686 | http://208.107.52.15/bitfighter/gamma3.png (example) |
| 13:29:00 | watusimoto | I initially made mines work well on my dimmer monitor |
| 13:29:00 | watusimoto | now they are too obvious on my new monitor |
| 13:30:00 | sam686 | http://208.107.52.15/bitfighter/gamma.png that is what i can change gamma color configuration.. |
| 13:30:00 | watusimoto | so... they'll be completely hidden until discovered, and clients won't have info on them till the're supposed to be seen |
| 13:30:00 | watusimoto | sensor will make seeing them more predictable |
| 13:30:00 | watusimoto | and once found, all teammates will know about htem |
| 13:30:00 | raptor | watusimoto: you're new ideas is commonly known as 'relics' in FPS games |
| 13:31:00 | watusimoto | yes, but that name doesn't fit with our game |
| 13:31:00 | watusimoto | maybe progs |
| 13:31:00 | watusimoto | codecs |
| 13:32:00 | watusimoto | the real question is would it be good |
| 13:32:00 | raptor | extension |
| 13:32:00 | raptor | it'd be hard to use them with each gametype and keep them balanced |
| 13:32:00 | watusimoto | case 133 fixed? |
| 13:32:00 | watusimoto | I like the new "I", btw |
| 13:33:00 | watusimoto | true |
| 13:33:00 | raptor | i think 133 is probably fixed - someday we need a UTF8 font... |
| 13:33:00 | watusimoto | I'd like to explore new fonts |
| 13:33:00 | sam686 | yes, i did change the "I", now, not sure how the O and 0 (zero) should be different as they look the same |
| 13:34:00 | watusimoto | add slash through 0? |
| 13:34:00 | raptor | you add a slash |
| 13:34:00 | raptor | or a dot in the middle |
| 13:34:00 | sam686 | slash or a dot? |
| 13:34:00 | raptor | in the zero |
| 13:34:00 | watusimoto | for this font, probably slash |
| 13:34:00 | sam686 | ok.. |
| 13:35:00 | watusimoto | I don't know if I checked it in yet, but when you have really small text, I'm automaticlalyy reducing linewidth to 1px for more readability |
| 13:35:00 | watusimoto | but more fonts for different uses might be nice |
| 13:35:00 | watusimoto | especially in the editor |
| 13:35:00 | raptor | hmm... the freeglut fonts are kind of limited |
| 13:36:00 | watusimoto | yes |
| 13:36:00 | watusimoto | might need a bitmapped font |
| 13:36:00 | watusimoto | maybe only for UI stuff |
| 13:36:00 | raptor | then that means i have to deal with OS differences |
| 13:36:00 | raptor | which i dislike... |
| 13:36:00 | watusimoto | http://www.dafont.com/tiny.font?text=This+is+a+bitfighter+font |
| 13:37:00 | watusimoto | how about that |
| 13:37:00 | watusimoto | we could pack a lot of text on the screen with that font |
| 13:37:00 | raptor | wow |
| 13:37:00 | watusimoto | oglconsole doesn't use OS font manipulation does it? |
| 13:37:00 | watusimoto | that uses it's own font |
| 13:38:00 | raptor | or we'd add a freetype dependency... |
| 13:38:00 | raptor | ugh |
| 13:38:00 | sam686 | too low resolution... |
| 13:38:00 | watusimoto | :-) |
| 13:38:00 | sam686 | * and x look exactly the same on that tiny funt |
| 13:39:00 | raptor | haha |
| 13:39:00 | watusimoto | but it's so small you'll never be able to read it! |
| 13:39:00 | watusimoto | so who cares!! |
| 13:39:00 | raptor | haha |
| 13:40:00 | sam686 | lowercase z look like an i |
| 13:40:00 | raptor | so it looks like most opengl games use a freetype hook-in to render any truetype font in open gl |
| 13:40:00 | raptor | but that another dependency... |
| 13:40:00 | raptor | ugh |
| 13:41:00 | raptor | http://www.fastcodesign.com/1662778/the-worlds-smallest-legible-font-for-an-lcd-screen |
| 13:43:00 | watusimoto | not worth it |
| 13:43:00 | raptor | what |
| 13:43:00 | raptor | freetype? |
| 13:43:00 | sam686 | that rainbow font don't work well on my CRT monitor, but does work a bit better on my LCD |
| 13:43:00 | raptor | or worlds tiniest legible font |
| 13:43:00 | watusimoto | yes |
| 13:43:00 | watusimoto | ligible is in the eye of the reader |
| 13:43:00 | sam686 | how about this pretty font? http://208.107.52.15/chr.gif (i made it) |
| 13:43:00 | raptor | freetype not worth it... |
| 13:43:00 | raptor | then |
| 13:44:00 | raptor | we need a font built with opengl, like those freeglut ones |
| 13:45:00 | watusimoto | or the one in oglconsole |
| 13:45:00 | watusimoto | or the one in gridwars |
| 13:46:00 | watusimoto | which always looks better in my memory than when I actually look at it |
| 13:46:00 | watusimoto | but at least we could implement it |
| 13:46:00 | raptor | it's because gridwars was fun |
| 13:46:00 | raptor | so fun, i mean |
| 13:47:00 | raptor | but there is no source... |
| 13:47:00 | sam686 | gridwars may be in different language (not C++), i think. |
| 13:47:00 | raptor | also, FWIW, this is what the oglconsole font code looks like: http://code.google.com/p/bitfighter/source/browse/zap/ConsoleFont.c |
| 13:48:00 | raptor | i can't read that.. |
| 13:50:00 | watusimoto | gridwars is in blitzbasic |
| 13:50:00 | watusimoto | I have the gridwars source |
| 13:51:00 | raptor | WHAT |
| 13:51:00 | raptor | how did you get that? |
| 13:51:00 | watusimoto | I don't remember -- I was hacking on that before I started bitfighter |
| 13:51:00 | sam686 | http://208.107.52.15/bitfighter/zero_font.png zero with a slash look strange to me... |
| 13:52:00 | watusimoto | slash goes the other way |
| 13:52:00 | watusimoto | but yes, it looks odd |
| 13:52:00 | watusimoto | maybe if it extended slightly beyond the 0? |
| 13:52:00 | watusimoto | or maybe the dot would be better |
| 13:52:00 | watusimoto | and ever slo slightly more horizontal |
| 13:52:00 | watusimoto | maybe |
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| 13:53:00 | watusimoto | I want(ed) to add gridwars grid warping to the bg of bitfighter |
| 13:53:00 | watusimoto | Z.A.P. did something similar. but it was lame |
| 13:53:00 | watusimoto | so not sure if the concept is broken, or just that implemenation was |
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| 13:54:00 | sam686 | http://208.107.52.15/bitfighter/zero_font_1.png forward slash now.. |
| 13:54:00 | raptor | actually shorten the slash so there is a minor space between it and the zero |
| 13:54:00 | raptor | yes that's right |
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| 13:55:00 | raptor | right direction |
| 13:55:00 | watusimoto | try reading that with gimp? |
| 13:56:00 | watusimoto | @sam -- better |
| 13:56:00 | raptor | i thought the graphics they added to Z.A.P. were distracting |
| 13:57:00 | watusimoto | yes, maybe too much eyecandy |
| 13:57:00 | watusimoto | sickly somewhat rotted candy at that |
| 13:58:00 | raptor | ok, i'm heading to work, be back on in a few.. |
| 13:58:00 | sam686 | how about this zero? http://208.107.52.15/bitfighter/zero_font_2.png |
| 13:58:00 | sam686 | which one look better? slash or a dot? |
| 13:58:00 | watusimoto | I like the slash |
| 13:58:00 | raptor | try a slash that doesn't extend to the outer ring |
| 13:59:00 | raptor | and i like slash of the two better |
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| 14:02:00 | sam686 | how about this? http://208.107.52.15/bitfighter/zero_font_3.png |
| 14:09:00 | watusimoto | mmmm... klooks rather scandanavian! |
| 14:10:00 | watusimoto | I may check this out tonight, btw: looks interesting: |
| 14:10:00 | watusimoto | http://students.cs.byu.edu/~bfish/glfontdl.php |
| 14:10:00 | watusimoto | I'd try raptor's suggestion, and make the slash shorter |
| 14:14:00 | sam686 | this zero font? http://208.107.52.15/bitfighter/zero_font_4.png |
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| 14:19:00 | raptor | glFont looks useful... |
| 14:19:00 | raptor | sam686: can you steepen the angle of the slash on that last one? |
| 14:20:00 | raptor | actually that might be ok, already |
| 14:22:00 | sam686 | http://208.107.52.15/bitfighter/zero_font_5.png (steep angle? ) |
| 14:22:00 | raptor | oh.. i consider that a shallower angle :) |
| 14:23:00 | sam686 | this? http://208.107.52.15/bitfighter/zero_font_6.png |
| 14:24:00 | sam686 | or more up and down then zero_font_4 |
| 14:24:00 | raptor | oh - i meant the other way - steep= more vertical |
| 14:24:00 | raptor | sorry for confusion |
| 14:25:00 | sam686 | this? http://208.107.52.15/bitfighter/zero_font_7.png |
| 14:26:00 | raptor | good angle, I think, but needs to be closer to the outer ring like in #4 |
| 14:27:00 | raptor | and this is why I hate write UI stuff... picky picky |
| 14:27:00 | watusimoto | hmmm... I don't realy like any of those myself... sorry! |
| 14:27:00 | sam686 | this? http://208.107.52.15/bitfighter/zero_font_8.png |
| 14:28:00 | raptor | too steep |
| 14:28:00 | raptor | watusimoto: what's the least horrible of them all? |
| 14:28:00 | watusimoto | http://208.107.52.15/bitfighter/zero_font_7.png ?? |
| 14:29:00 | watusimoto | http://208.107.52.15/bitfighter/zero_font_3.png ?? |
| 14:29:00 | sam686 | this? http://208.107.52.15/bitfighter/zero_font_9.png |
| 14:29:00 | raptor | not #3 |
| 14:29:00 | raptor | that is a letter |
| 14:29:00 | raptor | i like 9 |
| 14:29:00 | watusimoto | yes, well... |
| 14:30:00 | watusimoto | What if we made capital O fatter and rounder? |
| 14:30:00 | raptor | sam686: try one more with angle half-way between 4 and 9 |
| 14:31:00 | raptor | oh yes - make the zero left and right sides be straight lines instead of continuous curves and the O rounder |
| 14:31:00 | raptor | i forgot about that variation |
| 14:32:00 | watusimoto | I love to micromanage! :-) |
| 14:32:00 | raptor | this is what makes writing public-facing web applications a nightmare |
| 14:32:00 | sam686 | this? http://208.107.52.15/bitfighter/zero_font_10.png |
| 14:32:00 | raptor | i like that one best |
| 14:34:00 | raptor | what do you think sam686? you're doing all the work... :) |
| 14:34:00 | watusimoto | what if the slash touched the edge? or did we try that one already? |
| 14:35:00 | raptor | this?: http://208.107.52.15/bitfighter/zero_font_1.png |
| 14:35:00 | sam686 | slash and dot on zero seem to look strange to me when looking at time limit, score, ping// |
| 14:36:00 | sam686 | i seem to like http://208.107.52.15/bitfighter/zero_font_1.png better, look weard to have a slash not connect to the zero circle.. |
| 14:37:00 | watusimoto | they all look weird |
| 14:37:00 | raptor | yes |
| 14:37:00 | raptor | maybe try straightening the sides of the zero and rounding the O (oh) more |
| 14:37:00 | sam686 | i seem to like zero the way it is (no slash no dots) |
| 14:40:00 | watusimoto | yes, especially as it is so common |
| 14:40:00 | sam686 | how about a different numbered font, like a clock appearance? http://www.google.com/search?q=digital%20number%20clock&um=1&tbm=isch&source=og&sa=N&tab=wi&biw=1024&bih=683 |
| 14:40:00 | watusimoto | like this one? |
| 14:41:00 | watusimoto | http://www.google.com/imgres?q=digital+number+clock&start=23&um=1&hl=en&safe=off&sa=N&tbm=isch&tbnid=bb7zZovQcFZkXM:&imgrefurl=http://diggfreeware.com/3-free-clock-screensavers/&docid=3t0aDZxAR8weXM&w=600&h=160&ei=WGyMTv-1LI3n-gapkfmwBA&zoom=1&biw=1440&bih=609 |
| 14:41:00 | watusimoto | :-) |
| 14:41:00 | sam686 | umm, that look like computer clock or not digital.. |
| 14:42:00 | sam686 | want a rectangle-like zero? |
| 14:42:00 | watusimoto | just kidding |
| 14:43:00 | watusimoto | I think making O fatter might be the answer |
| 14:43:00 | watusimoto | it rarely occurs, so if it looks strange, no one will ever see it |
| 14:44:00 | raptor | i think i agree |
| 14:45:00 | raptor | we should eventually migrate to UTF8 |
| 14:45:00 | raptor | and support extended latin chars |
| 14:45:00 | raptor | as well as the other european ones |
| 14:47:00 | sam686 | fat O look strange to me... http://208.107.52.15/bitfighter/fat_o.png |
| 14:47:00 | raptor | whoa |
| 14:47:00 | watusimoto | where did all those Os come from??? |
| 14:47:00 | raptor | make it perfectly circle |
| 14:47:00 | raptor | haha |
| 14:48:00 | raptor | the O is already fatter than the zero |
| 14:48:00 | sam686 | This what happens when you capitalize every letters in menus.. |
| 14:49:00 | watusimoto | Maybe we need a new font for menus |
| 14:49:00 | watusimoto | though... LOADOUT |
| 14:49:00 | watusimoto | GOAL |
| 14:49:00 | watusimoto | we have these all over the place, I guess |
| 14:49:00 | raptor | O0O0 |
| 14:50:00 | sam686 | going crazy here: http://208.107.52.15/bitfighter/fat_o_2.png |
| 14:51:00 | raptor | oooo, now where talkin' |
| 14:51:00 | raptor | starting to add style... |
| 14:52:00 | watusimoto | awesome |
| 14:52:00 | watusimoto | how about the perfectly circular O |
| 14:53:00 | sam686 | fat O seem to look strange when comparing it to Q, G, C, and a few other letters.. |
| 14:55:00 | sam686 | this? slightly fat O http://208.107.52.15/bitfighter/fat_o_3.png |
| 14:56:00 | raptor | i like that |
| 14:56:00 | raptor | can you bring up a screen with zero and oh side-by-side? |
| 14:56:00 | watusimoto | Me too |
| 14:56:00 | watusimoto | same proportions as lower case o |
| 14:56:00 | watusimoto | do we want to modify Q to match? |
| 14:58:00 | raptor | need to modify O C Q G D |
| 14:58:00 | sam686 | this? http://208.107.52.15/bitfighter/fat_o_3a.png |
| 14:58:00 | raptor | i like it |
| 14:58:00 | watusimoto | best yet |
| 14:59:00 | raptor | agreed |
| 14:59:00 | watusimoto | sam, on your machine, did you modify text to be thinner |
| 14:59:00 | watusimoto | ? |
| 14:59:00 | watusimoto | i.e. set stroke width to 1? |
| 15:00:00 | sam686 | line width was 2, line smooth was on. |
| 15:00:00 | watusimoto | maybe I am used to working in smaller windows where text seems thicker |
| 15:01:00 | raptor | looks like most fonts have capital-large-curve letters all fatter: O C Q G D |
| 15:01:00 | sam686 | line width appear to be very thin on bigger text... |
| 15:01:00 | raptor | optical illusion |
| 15:02:00 | sam686 | seems like if we need a new font anyway, including extra characters for other non-english languages. |
| 15:02:00 | raptor | so the zero with a dot in it is common for monospace fonts |
| 15:03:00 | sam686 | making the fong wider is almost like making it bigger, what used to fit in screen might now not fit on screen.. |
| 15:03:00 | sam686 | font, not fong.. |
| 15:04:00 | raptor | well, that was the case with using lower case 'm' also |
| 15:04:00 | raptor | it's because we don't use a monospace font |
| 15:08:00 | sam686 | how about this zero? http://208.107.52.15/bitfighter/zero_font_11.png |
| 15:09:00 | raptor | i like that too |
| 15:09:00 | watusimoto | what if it were slightly narrower, but still squared |
| 15:09:00 | watusimoto | ? |
| 15:09:00 | raptor | yes, slightly narrower |
| 15:09:00 | watusimoto | I also like this |
| 15:09:00 | raptor | but we want to keep all numbers same width |
| 15:10:00 | watusimoto | are they now? |
| 15:10:00 | watusimoto | we could add a touch of whitespace to compensate for narrower glyph |
| 15:10:00 | raptor | yes, except for 1 |
| 15:10:00 | sam686 | number 1 is less width, i thing.. |
| 15:13:00 | sam686 | this smaller zero without changing zero width? http://208.107.52.15/bitfighter/zero_font_12.png |
| 15:14:00 | watusimoto | is there any intermediate between the narrower and wider? or is it really either-or? |
| 15:17:00 | sam686 | which will be the best change to make 0 and O different? |
| 15:18:00 | watusimoto | square o |
| 15:18:00 | watusimoto | square 0 |
| 15:18:00 | watusimoto | that is |
| 15:18:00 | raptor | ? |
| 15:18:00 | watusimoto | gets my vote |
| 15:18:00 | watusimoto | http://208.107.52.15/bitfighter/zero_font_12.png or wider version |
| 15:18:00 | raptor | as in - use the square zero instead of the circle 'oh'? |
| 15:18:00 | watusimoto | yes |
| 15:19:00 | sam686 | which one, zero_font_12 or zero_font_11 ? |
| 15:19:00 | raptor | sam686: can you do one that is in between 11 and 12? |
| 15:19:00 | sam686 | ok |
| 15:20:00 | sam686 | http://208.107.52.15/bitfighter/zero_font_13.png |
| 15:20:00 | raptor | MUCH better |
| 15:21:00 | raptor | i think that looks really good; watusimoto? |
| 15:21:00 | watusimoto | yes, best yet |
| 15:21:00 | watusimoto | good enough, I'd say |
| 15:22:00 | sam686 | is zero_font_13 final to be commit to code? |
| 15:22:00 | watusimoto | my vote is yes.. raptor? |
| 15:22:00 | raptor | yes! |
| 15:22:00 | watusimoto | excellent! |
| 15:22:00 | raptor | except google code is read only right now... |
| 15:22:00 | watusimoto | :-) |
| 15:22:00 | raptor | nevermind |
| 15:22:00 | raptor | it's back |
| 15:22:00 | raptor | spoke too soon |
| 15:25:00 | raptor | watusimoto: I must compliment you - you're last three merges compiled for me in linux :) |
| 15:25:00 | raptor | your |
| 15:27:00 | sam686 | ok, pushed my zero font changes.. |
| 15:27:00 | | BFLogBot - Commit d10fcff757df | Author: sam8641 | Log: Make zero font more square |
| 15:28:00 | raptor | curious sam, how do you generate the code for the letters? |
| 15:28:00 | sam686 | any other letters that should change or not? |
| 15:29:00 | raptor | a and o? |
| 15:29:00 | raptor | maybe make the lowercase a be like the one here?: http://en.wikipedia.org/wiki/Verdana |
| 15:30:00 | sam686 | make "a" upside down g ? |
| 15:30:00 | raptor | haha, sort of, yes |
| 15:30:00 | raptor | but squished |
| 15:36:00 | watusimoto | where possible, I'd make the letters more computery. But I can't really offer any good examples |
| 15:36:00 | watusimoto | so if you don't think of any, that's fine |
| 15:37:00 | raptor | computery for me = monospace terminal font |
| 15:40:00 | watusimoto | the new 0 seems more computery |
| 15:41:00 | raptor | computery - more straight edges and sharper curves |
| 15:41:00 | raptor | like a terminal font |
| 15:41:00 | raptor | monospace |
| 15:41:00 | sam686 | does this font a loog better? |
| 15:41:00 | sam686 | http://208.107.52.15/bitfighter/font_a.png |
| 15:41:00 | sam686 | look better? |
| 15:42:00 | raptor | not bad |
| 15:42:00 | watusimoto | what's the diff? |
| 15:42:00 | watusimoto | don't like the a |
| 15:44:00 | sam686 | the old font a as in version 015: http://208.107.52.15/bitfighter/font_a_old.png |
| 15:44:00 | raptor | here is monospace terminal 'a': http://208.107.52.15/upload/snapshot40.png |
| 15:50:00 | sam686 | does "a" look closer to your monospace font? http://208.107.52.15/bitfighter/font_a_2.png |
| 15:52:00 | raptor | yes, a little.. but the cap is off... needs to be more 'square' |
| 15:52:00 | raptor | are you doing these by hand? |
| 15:52:00 | sam686 | i first copyed it from g, then done some by hand.. |
| 15:52:00 | raptor | oh wow |
| 15:53:00 | raptor | woudl this give similar output?: http://students.cs.byu.edu/~bfish/glfontdl.php |
| 15:54:00 | sam686 | not sure, glfont looks like texture font.. |
| 15:54:00 | raptor | ah |
| 15:54:00 | raptor | not stroked |
| 15:54:00 | raptor | yeah.. that won't work |
| 15:55:00 | watusimoto | gotta run... have fun! |
| 15:55:00 | raptor | later |
| 15:55:00 | watusimoto | I'm happy enough with the way thigs are at the moment, so change what you want, but don't do it for me :-) |
| 15:56:00 | raptor | ok, the last problem is just that the 'a' looks a lot like the 'ol |
| 15:56:00 | raptor | 'o' |
| 15:56:00 | sam686 | can simply have "a" have extra width space |
| 15:56:00 | sam686 | or "o" |
| 15:57:00 | sam686 | does "ol" look like a or d? |
| 15:57:00 | raptor | my bad typing.. |
| 15:59:00 | | watusimoto Quit (Read error: Operation timed out) |
| 15:59:00 | sam686 | http://208.107.52.15/bitfighter/font_problem_d_ol.png |
| 16:00:00 | raptor | haha |
| 16:00:00 | raptor | i don' think it's a problem |
| 16:00:00 | sam686 | i guess not much of a problem.. |
| 16:01:00 | sam686 | but, "a" can almost look like "o" when size is small.. |
| 16:01:00 | raptor | yes |
| 16:09:00 | | LordDVG Quit (Ping timeout: 260 seconds) |
| 16:10:00 | | kodax Quit (Quit: Sto andando via) |
| 16:12:00 | sam686 | better? |
| 16:12:00 | sam686 | http://208.107.52.15/bitfighter/font_a_3.png |
| 16:12:00 | sam686 | http://208.107.52.15/bitfighter/font_a_3a.png |
| 16:14:00 | raptor | that doesn't look like an 'a' anymore... although it is easier to tell it's different than an 'o' |
| 16:14:00 | raptor | the straight line extends past the bottom, which is what i think may be the problem |
| 16:15:00 | sam686 | i don't really know how to make "a" look the best, not sure which one to go with.. |
| 16:15:00 | raptor | well, let's keep it the way it is for now, i think... |
| 16:15:00 | sam686 | ok.. |
| 16:16:00 | raptor | you solved the worst issues already |
| 16:26:00 | | LordDVG has joined |
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| 16:31:00 | raptor | wow, look at some of the names online now - looks like shop class is playing |
| 16:32:00 | raptor | except on a server with protocol 15 |
| 16:32:00 | raptor | http://bitfighter.org/bitfighterStatus.json |
| 16:33:00 | raptor | what version is that? |
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| 16:40:00 | | watusimoto Quit (Ping timeout: 252 seconds) |
| 16:40:00 | | [1]watusimoto is now known as watusimoto |
| 16:42:00 | raptor | watusimoto: do you know what version of bitfighter is protocol 15? |
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| 16:49:00 | watusimoto | http://stackoverflow.com/questions/7664807/how-to-tell-the-size-of-font-in-pixels-when-rendered-with-opengl |
| 16:49:00 | watusimoto | for your reading pleasure |
| 16:51:00 | raptor | cool |
| 16:51:00 | raptor | there are nine players using bitfighter protocol 15 right now |
| 16:51:00 | watusimoto | I thought I had a solution, but it failed under certain cases |
| 16:52:00 | watusimoto | there are 1000 variants of this on the web, all poorly answered |
| 16:52:00 | watusimoto | we'll see if we do better |
| 16:52:00 | watusimoto | vote me up! |
| 16:52:00 | raptor | ok :) |
| 16:52:00 | watusimoto | question seem clear? |
| 16:53:00 | raptor | rats, I only have 10 reputation points |
| 16:53:00 | raptor | can't vote you up yet |
| 16:53:00 | raptor | finally got an account there.. |
| 16:55:00 | raptor | no one answers my questions... either i'm not clear enough or they're not possible |
| 16:56:00 | raptor | most are j2ee stuff... |
| 16:59:00 | watusimoto | width 1 makes small fonts MUCH more legible |
| 17:00:00 | raptor | how about you pick a letter like O |
| 17:01:00 | raptor | and if the width of it at the designated fontsize is below a certain threshold, you reduce the linewidth |
| 17:02:00 | raptor | that's how I fixed the cursor spacing issue |
| 17:02:00 | watusimoto | how do I know the width of that letter? |
| 17:03:00 | watusimoto | (and I would need to pick one that doesn't change over time :-) |
| 17:03:00 | raptor | let me show you how i did it... |
| 17:04:00 | watusimoto | Maybe you can answer my question, and get increased repuation! |
| 17:04:00 | raptor | lineEditor.cpp:107 |
| 17:04:00 | raptor | Ooooo |
| 17:04:00 | watusimoto | are you claiming that space is a size in pixels? |
| 17:05:00 | raptor | :) |
| 17:05:00 | raptor | i may be wrong... |
| 17:05:00 | watusimoto | I think it is in "gl units" |
| 17:06:00 | raptor | yeah, you're right... |
| 17:06:00 | raptor | blast |
| 17:06:00 | watusimoto | sorry! |
| 17:07:00 | watusimoto | it seemed good when I first looked at it! |
| 17:07:00 | raptor | what about using a ratio calculated from ScreenInfo.h? |
| 17:08:00 | watusimoto | like this? |
| 17:08:00 | watusimoto | if(size * gScreenInfo.getPixelRatio() < 9) |
| 17:08:00 | watusimoto | where pixelRatio is (supposed to be) a ratio of pixels on the physical screen to virtual "game" pixels |
| 17:08:00 | raptor | yes |
| 17:08:00 | watusimoto | it gets screwed up by the scaling factors |
| 17:09:00 | raptor | we save the real width/height in there... |
| 17:09:00 | watusimoto | when we're zoomed way out, we're drawing text "huge" to get it to render small on the screen |
| 17:09:00 | watusimoto | and, when zoomed in, we draw it tiny to get it to appear the same size |
| 17:09:00 | watusimoto | see the comment someone added to the stackoverflow question |
| 17:10:00 | raptor | i thought we store the scaling factor in ScreenInfo |
| 17:10:00 | watusimoto | they're right -- we need to get the scaling somehow, then add that to the if() I posted above |
| 17:10:00 | watusimoto | I don't think so |
| 17:10:00 | watusimoto | we apply it as a bunch of glScale() statements |
| 17:11:00 | watusimoto | we need the product of all those glScale()s that are currently in action |
| 17:11:00 | watusimoto | I thihk that's the crux of the issue |
| 17:11:00 | raptor | Well, I refactored/rewrote a lot of ScreenInfo when doing SDL conversion |
| 17:12:00 | raptor | (not much there anyways..) |
| 17:12:00 | raptor | where to we apply glscale other than with the screeninfo? |
| 17:13:00 | watusimoto | only 35 places! |
| 17:14:00 | watusimoto | probably mainly here: |
| 17:14:00 | watusimoto | void EditorUserInterface::setLevelToCanvasCoordConversion() |
| 17:14:00 | raptor | bah - i wasn't thinking about editor stuff... |
| 17:14:00 | watusimoto | in the editor at least |
| 17:14:00 | watusimoto | I'm thinking *only* about the editor... it matters less in game because the scale is constant (excpet with sensor) |
| 17:15:00 | watusimoto | ok, dinner time. if you ahve any ideas, send me an email, otherwise, I'll focus on other stuff for a while |
| 17:15:00 | raptor | ok ok, now my brain is sync'd with yours... |
| 17:15:00 | raptor | ok |
| 17:15:00 | raptor | later |
| 17:17:00 | raptor | another response |
| 17:21:00 | | watusimoto Quit (Ping timeout: 276 seconds) |
| 17:21:00 | sam686 | This is what heppens when switching to fullscreen in 016. http://208.107.52.15/bitfighter/console_problem_switching_to_fullscreen.png |
| 17:22:00 | sam686 | that green square did not happen on version 015 |
| 17:22:00 | raptor | has it always happened for you? |
| 17:22:00 | raptor | also, does it go away? |
| 17:23:00 | raptor | also, are you using software/hardware opengl window? If hardware, then it is probably a hardware/driver issue |
| 17:23:00 | sam686 | once switching to fullscreen or window, it stays green boxes forever until i quit the client.. |
| 17:23:00 | sam686 | this problem does not happen in version 015, which uses GLUT instead of SDL |
| 17:24:00 | raptor | yes |
| 17:24:00 | raptor | when you start the game from a command prompt, does it say: "Using hardware OpenGL window" |
| 17:25:00 | sam686 | it doesn't say anything about "hardware OpenGL window" but i know it is using hardware OpenGL on my slow computer as i can resize it up to near 2038 x 1536 without hardly any slowdown |
| 17:26:00 | raptor | look at main.cpp:740 |
| 17:26:00 | sam686 | should hale looked harder: Using hardware OpenGL window |
| 17:26:00 | raptor | haha |
| 17:26:00 | raptor | ok good |
| 17:27:00 | raptor | now try software - adjust the if statement to only use the inner if on main.cpp:747 |
| 17:27:00 | raptor | make sure 'flags' only has SDL_OPENGL |
| 17:27:00 | sam686 | ok |
| 17:28:00 | sam686 | used flags = SDL_OPENGL;// | SDL_HWSURFACE but it still say "Using hardware OpenGL window" |
| 17:29:00 | raptor | that's ok, you just need to turn off the SDL_HWSURFACE flag |
| 17:29:00 | raptor | then test the fullscreen |
| 17:30:00 | sam686 | problem is still there.. |
| 17:35:00 | sam686 | i have disable hardware opengl driver with registry editor (HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\OpenGLDrivers) |
| 17:35:00 | sam686 | but the problem with green square is still there.. |
| 17:35:00 | sam686 | i re-enabled hardware because software is slow.. |
| 17:36:00 | raptor | interesting... i'm not sure what the problem is then - i thought for sure it was a hardware/driver issue |
| 17:36:00 | sam686 | this problem does not happen in version 015, only happen on version 016.. |
| 17:37:00 | raptor | yes, we never used hardware before |
| 17:37:00 | raptor | 016 will be the first version with hardware enabled |
| 17:37:00 | sam686 | hardware or no hardware opengl doesn't make a difference of this problem.. |
| 17:37:00 | raptor | well, that leaves SDL, then |
| 17:37:00 | sam686 | i thought version 015 is using hardware as it did for my computers.. |
| 17:38:00 | raptor | it may have for windows, but not linux/mac |
| 17:38:00 | raptor | for some reason software rendering was always done |
| 17:38:00 | sam686 | i think my linux ubuntu is using hardware too, for version 015.. |
| 17:38:00 | raptor | really? |
| 17:38:00 | raptor | now i'm all mixed up |
| 17:40:00 | raptor | It could still be your video card... |
| 17:40:00 | | sam686 Quit (Disconnected by services) |
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| 17:40:00 | raptor | i don't have the problem with 016 on my windows VM |
| 17:41:00 | sam686 | try switching to fullscreen (alt + enter) then problem with green square starts.. |
| 17:48:00 | sam686 | that green box don't happen in linux, but i get a different problem, can't read console: http://208.107.52.15/upload/console_problem.png |
| 17:48:00 | sam686 | when started as fullscreen, then switched to window mode |
| 17:50:00 | raptor | awesome! |
| 17:52:00 | sam686 | other times, when started as window, then switch to fullscreen, console text become huge and stretched.. |
| 17:54:00 | sam686 | none of this problem happen on version 015. that console wrong text size (my linux ubuntu) and the green box console switching between fullscreen (my windows xp) |
| 17:54:00 | | watusimoto has joined |
| 17:54:00 | raptor | i am reverting to when i first migrated to SDL |
| 17:54:00 | raptor | let's see if this is SDL or some refactor change that broke it |
| 18:00:00 | raptor | yep, console font has the problem since I added SDL |
| 18:01:00 | | sam686 Quit (Disconnected by services) |
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| 18:01:00 | raptor | yep, console font has the problem since I added SDL |
| 18:02:00 | sam686 | ok.. SDL problem? |
| 18:02:00 | raptor | i guess add that to the bug list |
| 18:02:00 | raptor | SDL/openGl |
| 18:02:00 | sam686 | console font uses a texture |
| 18:02:00 | raptor | ah ha! |
| 18:02:00 | raptor | that's what happens |
| 18:02:00 | sam686 | that texture is created one time when starting up.. |
| 18:03:00 | raptor | when you do fullscreen in SDL, you have to reload all the textures |
| 18:03:00 | sam686 | texture is never freed in GLUT |
| 18:03:00 | raptor | where is that texture? |
| 18:03:00 | sam686 | sdl linux, texture don't get freed either |
| 18:03:00 | sam686 | and continue to be ok there.. |
| 18:03:00 | sam686 | problem is sdl windows, somehow deletes loaded textures.. |
| 18:04:00 | raptor | i have the problem in linux |
| 18:04:00 | sam686 | OGLCONSOLE_CreateFont (oglconsole.c) |
| 18:05:00 | sam686 | green box problem? in linux? |
| 18:05:00 | raptor | nope |
| 18:05:00 | raptor | console font bad |
| 18:06:00 | sam686 | green box problem is due to texture being thrown away during fullscreen switch... |
| 18:06:00 | sam686 | bad font size is a problem with rendering at wrong size |
| 18:06:00 | sam686 | usually, console renders that many characters depending on window size or fullscreen size |
| 18:06:00 | raptor | SDL by default throws away all textures on fullscreen switch |
| 18:07:00 | raptor | I coded it so i would reload them all |
| 18:07:00 | | LordDVG Quit (Remote host closed the connection) |
| 18:08:00 | | watusimoto Quit (Ping timeout: 255 seconds) |
| 18:10:00 | raptor | ok, i have a partial fix for the text in oglconsole |
| 18:16:00 | raptor | ok there are more textures somewhere... |
| 18:17:00 | sam686 | like.. what else uses testure in bitfighter? |
| 18:17:00 | raptor | no i mean somewhere in oglconsole... |
| 18:18:00 | sam686 | i think oglConsole uses only one texture, but coudl be created in several ways (using #ifdef) |
| 18:18:00 | raptor | i solved the issue by destroying the console and recreating it on resize, but that is no good |
| 18:18:00 | raptor | because history is lost |
| 18:19:00 | raptor | got it! |
| 18:19:00 | raptor | that was s simple fix... |
| 18:22:00 | raptor | ok pushed |
| 18:22:00 | raptor | back to work now... |
| 18:23:00 | | BFLogBot - Commit dc582fae7b38 | Author: buckyballreaction | Log: Properly reload OGLconsole textures on fullscreen toggle |
| 18:25:00 | raptor | please test all the console issues again... |
| 18:28:00 | sam686 | looks like you fix console text size problem, but green boxes still show up after switching between fullscreen in windows |
| 18:29:00 | sam686 | all i see is this was added: f (gConsole) OGLCONSOLE_Reshape(); |
| 18:30:00 | sam686 | that won't fix texture reload.. |
| 18:32:00 | | Flynnn has joined |
| 18:34:00 | sam686 | i think i found a new problem, http://208.107.52.15/bitfighter/screenshot_at_2048_1536.png |
| 18:34:00 | sam686 | has trouble at capturing screenshot at 2048 x 1536 |
| 18:37:00 | sam686 | as usual, i see this after switching to fullscreen. http://208.107.52.15/bitfighter/console_problem_switching_to_fullscreen_1.png |
| 18:39:00 | raptor | argh, ok... |
| 18:39:00 | raptor | is that screenshot with oglconsole loaded? |
| 18:39:00 | sam686 | that is after switching between fullscreen |
| 18:40:00 | raptor | yes, the the console is on? (i mean the screenshot at 2048) |
| 18:40:00 | sam686 | as long as it is windowed and not switched to fullscreen, it is ok, switching to fullscreen, problem starts.. |
| 18:40:00 | sam686 | screenshot at 2048 x 1536 may be a different problem.. |
| 18:41:00 | sam686 | but still console green square, even in fullscreen 2048 x 1536, resolution don't matter.. |
| 18:41:00 | raptor | what if you start the game at 2048, will screenshot work? |
| 18:43:00 | sam686 | http://208.107.52.15/bitfighter/screenshot_at_2048_1536_1.png |
| 18:43:00 | raptor | wow |
| 18:43:00 | sam686 | still the problem, only happens on 2048 x 1536 resolution.. |
| 18:43:00 | raptor | totally different problem |
| 18:44:00 | sam686 | could be a problem with my hardware.. |
| 18:44:00 | raptor | 1920x1200 works on my computer |
| 18:44:00 | raptor | fullscreen |
| 18:44:00 | raptor | so different problem |
| 18:45:00 | sam686 | when i disable hardware OpenGL, it works fine. http://208.107.52.15/bitfighter/screenshot_at_2048_1536_software.png |
| 18:46:00 | raptor | that is so huge |
| 18:46:00 | raptor | hardware problem i think |
| 18:46:00 | sam686 | yes. (that is my "AGP ATI Radeon 9200" |
| 18:47:00 | sam686 | that an old, year 2003 graphics.. |
| 18:47:00 | raptor | here is a diff i'd like you to try with oglconsole: http://208.107.52.15/upload/1111temp.diff |
| 18:47:00 | raptor | it *should* reload the texture |
| 18:52:00 | sam686 | it works, but i think "OGLCONSOLE_CreateFont();" is only needed for windows |
| 18:52:00 | raptor | it works!? |
| 18:52:00 | sam686 | as linux version of SDL don't seem to erase texture on fullscreen switch |
| 18:52:00 | raptor | ah |
| 18:53:00 | sam686 | not sure about mac.. |
| 18:53:00 | raptor | well, i think i'll leave it because SDL is supposed to erase all the textures on fullscreen switch on all platforms |
| 18:53:00 | raptor | at least that is the defined behaviour - so i think its a bug/feature that on linux it keeps ahold of them... |
| 18:54:00 | sam686 | should we free that texture just before fullscreen switch? |
| 18:54:00 | raptor | yes, but i'm not sure how... |
| 18:56:00 | raptor | found it: glDeleteTextures() |
| 18:57:00 | raptor | i'll have another diff for you shortly... |
| 18:57:00 | raptor | against the latest revision |
| 19:00:00 | raptor | ok try this: http://208.107.52.15/upload/11111temp.diff |
| 19:06:00 | sam686 | it is taking me a while to compile.. |
| 19:06:00 | raptor | sorry about the header change... |
| 19:06:00 | sam686 | there is about 10 players online right now.. |
| 19:08:00 | raptor | sweet! |
| 19:11:00 | sam686 | as usual, your changes works |
| 19:11:00 | raptor | hooray! |
| 19:11:00 | raptor | ok, i'll commit |
| 19:11:00 | raptor | good bughunting |
| 19:11:00 | sam686 | i did find that, in editor, opening the console will still let you mouse click behind the console.. |
| 19:11:00 | raptor | really? neat |
| 19:12:00 | sam686 | i guess that could be useful.. |
| 19:13:00 | | BFLogBot - Commit 5e125825bc1b | Author: buckyballreaction | Log: Fix OGLconsole texture reloading for real now - had to expose another oglmethod |
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| 23:30:00 | raptor | karamazovapy: you commented on the forums! you disappeared for a bit, does this mean you are done with your dissertation? |
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