#bitfighter IRC Log

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IRC Log for 2011-10-05

Timestamps are in GMT/BST.

00:08:00sam686i should fox /gmute not working on robots (ElizaBot)
00:34:00raptorooo, good idea
00:34:00raptori think some players have learned to edit eliza and substitute their own sayings...
00:34:00raptori've seen GARY
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04:13:00Little_AppleWhy hello
04:14:00Little_AppleWhy goodnight
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07:51:00BFLogBot - Commit 4b05b6a60339 | Author: watusim...@bitfighter.org | Log: Whitespace
07:51:00BFLogBot - Commit ebf3ee353394 | Author: watusim...@bitfighter.org | Log: Can now set spawn rate for itemSpawns and flagspawns
07:51:00BFLogBot - Commit 78dd547ee0be | Author: watusim...@bitfighter.org | Log: Merge
07:51:00BFLogBot - 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.
07:51:00BFLogBot - Commit 952cbbf825b1 | Author: watusim...@bitfighter.org | Log: A little more spiffing up of the attribute menus
07:51:00BFLogBot - Commit 2943fa149345 | Author: watusim...@bitfighter.org | Log: Variable names for clarity, comments
07:51:00BFLogBot - Commit 02c74893a0f4 | Author: watusim...@bitfighter.org | Log: Create method to standardize menu item highlight colors throughout app
07:51:00BFLogBot - Commit d926722dbc03 | Author: watusim...@bitfighter.org | Log: Trivial
07:51:00BFLogBot - Commit 2706dc4b72a7 | Author: watusim...@bitfighter.org | Log: Merge
08:06:00BFLogBot - Commit 0e0ed156105f | Author: watusim...@bitfighter.org | Log: Ooops!
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13:05:00raptorgood morning!
13:05:00sam686hi
13:06:00raptoroooo, more commits
13:06:00raptorwatusimoto: you've been busy as usual
13:07:00watusimotoI have lots of time, unfortunately
13:07:00watusimotoand my todo list is really long
13:07:00watusimotolots of stupid fixes
13:08:00watusimotoleft over from all my refactors
13:08:00watusimotobut I really like the new editor attribtue menu system
13:08:00raptoryes, it's cleaner
13:08:00watusimotoit uses all the normal menuing things, so it's easily expanded
13:09:00watusimotothe on in 015a was totally custom
13:09:00watusimotoin this one, the only thing that's custom is the renderer
13:09:00raptorthat's good
13:09:00watusimotoall I need now is to clean up the attribute display when an item is not being edited
13:09:00sam686might want to fix mouse offset with attribute menu
13:10:00watusimotoyes, mouse is broken; it's on my list
13:10:00raptorI partially tracked down one bug for you if you want to know...
13:10:00watusimotoI just noticed that after I checked in
13:10:00watusimotodo i?
13:10:00raptorit's the levelgen not working bug
13:10:00watusimotoah, on my list as well
13:11:00raptorwant a clue?
13:11:00raptor:)
13:12:00raptorI 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
13:12:00watusimotosure;; I'm thinking aboutmoving attribute display be down at the bottom rather than on th eitem itself
13:12:00watusimotolevelgen bug interacting with menu items?
13:12:00raptoryes
13:12:00watusimotoodd
13:12:00watusimotook, what's your clue?
13:12:00raptorthe problem is EditorUserInterface::setLevelGenScriptName() is never called from anywhere
13:13:00raptorso any levelgen script entered is just "" in the class
13:13:00watusimotothat does seem a problem
13:13:00watusimotowell, 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
13:14:00watusimotosince I probably broke it
13:14:00raptorok - i'll look at it when i get stressed at work...
13:14:00watusimotoI may have even commented it out during the refactor, figuring I'd come back and never did
13:15:00watusimotothat was a big complex refactor
13:15:00watusimotobut totally worth it
13:15:00raptori looked through a lot of comments and didn't see it - (that's how i found/fixed the oglconsole script run bug)
13:16:00watusimotowell, let me know if you fix it; I'm working on attribute display in the editor next
13:16:00raptorin 015a, EditorUserInterface::setLevelGenScriptName() was called from GameParamUserInterface::onEscape() in UIGameParameters.cpp
13:16:00watusimotoah
13:16:00raptorbut the line has been deleted completely
13:16:00raptorand i'm not sure wher it goes now...
13:17:00watusimotoyes, well, I refactored that as well; all params are now stored on a real GameType object, rather than in some random struct
13:17:00raptorok, no more using the 'OPT_WHATEVER' index?
13:17:00watusimotoso... maybe when you need the script name, you don't ask for it from EditorUserInterface:etLevelGenScriptName()
13:18:00watusimotomaybe now you ask for it from the gametype?
13:18:00watusimotoOPT-WHATEVEVE was mostly replaced by callbacks
13:18:00raptoroh, you're saying that the member mScriptName might be totally useless now?
13:18:00watusimotoit's only used in a couple of places
13:18:00watusimotowhat class?
13:18:00raptorUIEditor
13:18:00watusimotomight be
13:21:00watusimotowhy can't I see gameType.cpp in the google code repo?
13:21:00raptornext page?
13:21:00watusimotoah, shows only 100 files, sorted in ascii order, not alphabetc
13:21:00watusimotog not near G
13:21:00raptoryeah...
13:21:00watusimotolame
13:21:00raptortha tbugs me
13:22:00raptorfound getScriptName in gametype
13:22:00watusimotoah
13:23:00watusimotoGameType::
13:23:00raptorin UIEditor it's mScriptLine
13:23:00watusimoto string getScriptName() const;
13:23:00watusimoto const Vector<string> *getScriptArgs();
13:23:00raptorwhich is probably not used anymore
13:23:00watusimotoif the stuff you want is there, we can delete all the remainders from the editor and uiparams menus
13:24:00raptorSay, have you had a chance to test out the new sensor module?
13:25:00watusimotoget the gametype from getGame()->getGameType() in UIEditor
13:25:00watusimotoNOT from mGameType
13:25:00watusimotowhich is for temporary storage only
13:25:00watusimotoyes, I tested it
13:25:00watusimotoI'm cautiously optimistic
13:25:00watusimotoI do like the always-on sensor
13:25:00raptorwhat do you think about the double-click spybug?
13:25:00watusimotoI'm cautiously optimistic
13:26:00raptorhehe
13:26:00sam686my 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
13:26:00watusimoto@sam -- awesome!
13:26:00watusimotoI think the implemenation is good; not positive I like the whole idea now that I've tried it
13:26:00raptorpeople might actually use sensor now...
13:27:00watusimotoyes
13:27:00watusimotoneed to overhaul the way mines work
13:27:00watusimotothat will make sensor more useful
13:27:00raptoryes
13:27:00watusimotoright now, mines are too easy to see
13:27:00watusimotoand very easy to hack client to make them easier to see
13:27:00raptorare you still thinking about hiding them until within a certain radies?
13:27:00watusimotoyes
13:27:00watusimotobut not quite
13:28:00raptoris there an easy way to not send mine info until you are really close?
13:28:00watusimotothere will be some accumulation of time / distance that reveals them, perhaps with a random factor
13:28:00watusimotoyes
13:28:00sam686there a way to see mines very easy without changing code in client - crank up the gamma of your computer colors...
13:28:00watusimotodon't scope the mine to a particular client unless they have "found" the mine
13:28:00watusimotoor one of their teammates has
13:29:00watusimoto@sam -- yes
13:29:00sam686http://208.107.52.15/bitfighter/gamma3.png (example)
13:29:00watusimotoI initially made mines work well on my dimmer monitor
13:29:00watusimotonow they are too obvious on my new monitor
13:30:00sam686http://208.107.52.15/bitfighter/gamma.png that is what i can change gamma color configuration..
13:30:00watusimotoso... they'll be completely hidden until discovered, and clients won't have info on them till the're supposed to be seen
13:30:00watusimotosensor will make seeing them more predictable
13:30:00watusimotoand once found, all teammates will know about htem
13:30:00raptorwatusimoto: you're new ideas is commonly known as 'relics' in FPS games
13:31:00watusimotoyes, but that name doesn't fit with our game
13:31:00watusimotomaybe progs
13:31:00watusimotocodecs
13:32:00watusimotothe real question is would it be good
13:32:00raptorextension
13:32:00raptorit'd be hard to use them with each gametype and keep them balanced
13:32:00watusimotocase 133 fixed?
13:32:00watusimotoI like the new "I", btw
13:33:00watusimototrue
13:33:00raptori think 133 is probably fixed - someday we need a UTF8 font...
13:33:00watusimotoI'd like to explore new fonts
13:33:00sam686yes, i did change the "I", now, not sure how the O and 0 (zero) should be different as they look the same
13:34:00watusimotoadd slash through 0?
13:34:00raptoryou add a slash
13:34:00raptoror a dot in the middle
13:34:00sam686slash or a dot?
13:34:00raptorin the zero
13:34:00watusimotofor this font, probably slash
13:34:00sam686ok..
13:35:00watusimotoI 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
13:35:00watusimotobut more fonts for different uses might be nice
13:35:00watusimotoespecially in the editor
13:35:00raptorhmm... the freeglut fonts are kind of limited
13:36:00watusimotoyes
13:36:00watusimotomight need a bitmapped font
13:36:00watusimotomaybe only for UI stuff
13:36:00raptorthen that means i have to deal with OS differences
13:36:00raptorwhich i dislike...
13:36:00watusimotohttp://www.dafont.com/tiny.font?text=This+is+a+bitfighter+font
13:37:00watusimotohow about that
13:37:00watusimotowe could pack a lot of text on the screen with that font
13:37:00raptorwow
13:37:00watusimotooglconsole doesn't use OS font manipulation does it?
13:37:00watusimotothat uses it's own font
13:38:00raptoror we'd add a freetype dependency...
13:38:00raptorugh
13:38:00sam686too low resolution...
13:38:00watusimoto:-)
13:38:00sam686* and x look exactly the same on that tiny funt
13:39:00raptorhaha
13:39:00watusimotobut it's so small you'll never be able to read it!
13:39:00watusimotoso who cares!!
13:39:00raptorhaha
13:40:00sam686lowercase z look like an i
13:40:00raptorso it looks like most opengl games use a freetype hook-in to render any truetype font in open gl
13:40:00raptorbut that another dependency...
13:40:00raptorugh
13:41:00raptorhttp://www.fastcodesign.com/1662778/the-worlds-smallest-legible-font-for-an-lcd-screen
13:43:00watusimotonot worth it
13:43:00raptorwhat
13:43:00raptorfreetype?
13:43:00sam686that rainbow font don't work well on my CRT monitor, but does work a bit better on my LCD
13:43:00raptoror worlds tiniest legible font
13:43:00watusimotoyes
13:43:00watusimotoligible is in the eye of the reader
13:43:00sam686how about this pretty font? http://208.107.52.15/chr.gif (i made it)
13:43:00raptorfreetype not worth it...
13:43:00raptorthen
13:44:00raptorwe need a font built with opengl, like those freeglut ones
13:45:00watusimotoor the one in oglconsole
13:45:00watusimotoor the one in gridwars
13:46:00watusimotowhich always looks better in my memory than when I actually look at it
13:46:00watusimotobut at least we could implement it
13:46:00raptorit's because gridwars was fun
13:46:00raptorso fun, i mean
13:47:00raptorbut there is no source...
13:47:00sam686gridwars may be in different language (not C++), i think.
13:47:00raptoralso, FWIW, this is what the oglconsole font code looks like: http://code.google.com/p/bitfighter/source/browse/zap/ConsoleFont.c
13:48:00raptori can't read that..
13:50:00watusimotogridwars is in blitzbasic
13:50:00watusimotoI have the gridwars source
13:51:00raptorWHAT
13:51:00raptorhow did you get that?
13:51:00watusimotoI don't remember -- I was hacking on that before I started bitfighter
13:51:00sam686http://208.107.52.15/bitfighter/zero_font.png zero with a slash look strange to me...
13:52:00watusimotoslash goes the other way
13:52:00watusimotobut yes, it looks odd
13:52:00watusimotomaybe if it extended slightly beyond the 0?
13:52:00watusimotoor maybe the dot would be better
13:52:00watusimotoand ever slo slightly more horizontal
13:52:00watusimotomaybe
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13:53:00watusimotoI want(ed) to add gridwars grid warping to the bg of bitfighter
13:53:00watusimotoZ.A.P. did something similar. but it was lame
13:53:00watusimotoso not sure if the concept is broken, or just that implemenation was
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13:54:00sam686http://208.107.52.15/bitfighter/zero_font_1.png forward slash now..
13:54:00raptoractually shorten the slash so there is a minor space between it and the zero
13:54:00raptoryes that's right
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13:55:00raptorright direction
13:55:00watusimototry reading that with gimp?
13:56:00watusimoto@sam -- better
13:56:00raptori thought the graphics they added to Z.A.P. were distracting
13:57:00watusimotoyes, maybe too much eyecandy
13:57:00watusimotosickly somewhat rotted candy at that
13:58:00raptorok, i'm heading to work, be back on in a few..
13:58:00sam686how about this zero? http://208.107.52.15/bitfighter/zero_font_2.png
13:58:00sam686which one look better? slash or a dot?
13:58:00watusimotoI like the slash
13:58:00raptortry a slash that doesn't extend to the outer ring
13:59:00raptorand i like slash of the two better
14:00:00raptor Quit (Remote host closed the connection)
14:02:00sam686how about this? http://208.107.52.15/bitfighter/zero_font_3.png
14:09:00watusimotommmm... klooks rather scandanavian!
14:10:00watusimotoI may check this out tonight, btw: looks interesting:
14:10:00watusimotohttp://students.cs.byu.edu/~bfish/glfontdl.php
14:10:00watusimotoI'd try raptor's suggestion, and make the slash shorter
14:14:00sam686this zero font? http://208.107.52.15/bitfighter/zero_font_4.png
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14:19:00raptorglFont looks useful...
14:19:00raptorsam686: can you steepen the angle of the slash on that last one?
14:20:00raptoractually that might be ok, already
14:22:00sam686http://208.107.52.15/bitfighter/zero_font_5.png (steep angle? )
14:22:00raptoroh.. i consider that a shallower angle :)
14:23:00sam686this? http://208.107.52.15/bitfighter/zero_font_6.png
14:24:00sam686or more up and down then zero_font_4
14:24:00raptoroh - i meant the other way - steep= more vertical
14:24:00raptorsorry for confusion
14:25:00sam686this? http://208.107.52.15/bitfighter/zero_font_7.png
14:26:00raptorgood angle, I think, but needs to be closer to the outer ring like in #4
14:27:00raptorand this is why I hate write UI stuff... picky picky
14:27:00watusimotohmmm... I don't realy like any of those myself... sorry!
14:27:00sam686this? http://208.107.52.15/bitfighter/zero_font_8.png
14:28:00raptortoo steep
14:28:00raptorwatusimoto: what's the least horrible of them all?
14:28:00watusimotohttp://208.107.52.15/bitfighter/zero_font_7.png ??
14:29:00watusimotohttp://208.107.52.15/bitfighter/zero_font_3.png ??
14:29:00sam686this? http://208.107.52.15/bitfighter/zero_font_9.png
14:29:00raptornot #3
14:29:00raptorthat is a letter
14:29:00raptori like 9
14:29:00watusimotoyes, well...
14:30:00watusimotoWhat if we made capital O fatter and rounder?
14:30:00raptorsam686: try one more with angle half-way between 4 and 9
14:31:00raptoroh yes - make the zero left and right sides be straight lines instead of continuous curves and the O rounder
14:31:00raptori forgot about that variation
14:32:00watusimotoI love to micromanage! :-)
14:32:00raptorthis is what makes writing public-facing web applications a nightmare
14:32:00sam686this? http://208.107.52.15/bitfighter/zero_font_10.png
14:32:00raptori like that one best
14:34:00raptorwhat do you think sam686? you're doing all the work... :)
14:34:00watusimotowhat if the slash touched the edge? or did we try that one already?
14:35:00raptorthis?: http://208.107.52.15/bitfighter/zero_font_1.png
14:35:00sam686slash and dot on zero seem to look strange to me when looking at time limit, score, ping//
14:36:00sam686i 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..
14:37:00watusimotothey all look weird
14:37:00raptoryes
14:37:00raptormaybe try straightening the sides of the zero and rounding the O (oh) more
14:37:00sam686i seem to like zero the way it is (no slash no dots)
14:40:00watusimotoyes, especially as it is so common
14:40:00sam686how 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
14:40:00watusimotolike this one?
14:41:00watusimotohttp://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
14:41:00watusimoto:-)
14:41:00sam686umm, that look like computer clock or not digital..
14:42:00sam686want a rectangle-like zero?
14:42:00watusimotojust kidding
14:43:00watusimotoI think making O fatter might be the answer
14:43:00watusimotoit rarely occurs, so if it looks strange, no one will ever see it
14:44:00raptori think i agree
14:45:00raptorwe should eventually migrate to UTF8
14:45:00raptorand support extended latin chars
14:45:00raptoras well as the other european ones
14:47:00sam686fat O look strange to me... http://208.107.52.15/bitfighter/fat_o.png
14:47:00raptorwhoa
14:47:00watusimotowhere did all those Os come from???
14:47:00raptormake it perfectly circle
14:47:00raptorhaha
14:48:00raptorthe O is already fatter than the zero
14:48:00sam686This what happens when you capitalize every letters in menus..
14:49:00watusimotoMaybe we need a new font for menus
14:49:00watusimotothough... LOADOUT
14:49:00watusimotoGOAL
14:49:00watusimotowe have these all over the place, I guess
14:49:00raptorO0O0
14:50:00sam686going crazy here: http://208.107.52.15/bitfighter/fat_o_2.png
14:51:00raptoroooo, now where talkin'
14:51:00raptorstarting to add style...
14:52:00watusimotoawesome
14:52:00watusimotohow about the perfectly circular O
14:53:00sam686fat O seem to look strange when comparing it to Q, G, C, and a few other letters..
14:55:00sam686this? slightly fat O http://208.107.52.15/bitfighter/fat_o_3.png
14:56:00raptori like that
14:56:00raptorcan you bring up a screen with zero and oh side-by-side?
14:56:00watusimotoMe too
14:56:00watusimotosame proportions as lower case o
14:56:00watusimotodo we want to modify Q to match?
14:58:00raptorneed to modify O C Q G D
14:58:00sam686this? http://208.107.52.15/bitfighter/fat_o_3a.png
14:58:00raptori like it
14:58:00watusimotobest yet
14:59:00raptoragreed
14:59:00watusimotosam, on your machine, did you modify text to be thinner
14:59:00watusimoto?
14:59:00watusimotoi.e. set stroke width to 1?
15:00:00sam686line width was 2, line smooth was on.
15:00:00watusimotomaybe I am used to working in smaller windows where text seems thicker
15:01:00raptorlooks like most fonts have capital-large-curve letters all fatter: O C Q G D
15:01:00sam686line width appear to be very thin on bigger text...
15:01:00raptoroptical illusion
15:02:00sam686seems like if we need a new font anyway, including extra characters for other non-english languages.
15:02:00raptorso the zero with a dot in it is common for monospace fonts
15:03:00sam686making the fong wider is almost like making it bigger, what used to fit in screen might now not fit on screen..
15:03:00sam686font, not fong..
15:04:00raptorwell, that was the case with using lower case 'm' also
15:04:00raptorit's because we don't use a monospace font
15:08:00sam686how about this zero? http://208.107.52.15/bitfighter/zero_font_11.png
15:09:00raptori like that too
15:09:00watusimotowhat if it were slightly narrower, but still squared
15:09:00watusimoto?
15:09:00raptoryes, slightly narrower
15:09:00watusimotoI also like this
15:09:00raptorbut we want to keep all numbers same width
15:10:00watusimotoare they now?
15:10:00watusimotowe could add a touch of whitespace to compensate for narrower glyph
15:10:00raptoryes, except for 1
15:10:00sam686number 1 is less width, i thing..
15:13:00sam686this smaller zero without changing zero width? http://208.107.52.15/bitfighter/zero_font_12.png
15:14:00watusimotois there any intermediate between the narrower and wider? or is it really either-or?
15:17:00sam686which will be the best change to make 0 and O different?
15:18:00watusimotosquare o
15:18:00watusimotosquare 0
15:18:00watusimotothat is
15:18:00raptor?
15:18:00watusimotogets my vote
15:18:00watusimotohttp://208.107.52.15/bitfighter/zero_font_12.png or wider version
15:18:00raptoras in - use the square zero instead of the circle 'oh'?
15:18:00watusimotoyes
15:19:00sam686which one, zero_font_12 or zero_font_11 ?
15:19:00raptorsam686: can you do one that is in between 11 and 12?
15:19:00sam686ok
15:20:00sam686http://208.107.52.15/bitfighter/zero_font_13.png
15:20:00raptorMUCH better
15:21:00raptori think that looks really good; watusimoto?
15:21:00watusimotoyes, best yet
15:21:00watusimotogood enough, I'd say
15:22:00sam686is zero_font_13 final to be commit to code?
15:22:00watusimotomy vote is yes.. raptor?
15:22:00raptoryes!
15:22:00watusimotoexcellent!
15:22:00raptorexcept google code is read only right now...
15:22:00watusimoto:-)
15:22:00raptornevermind
15:22:00raptorit's back
15:22:00raptorspoke too soon
15:25:00raptorwatusimoto: I must compliment you - you're last three merges compiled for me in linux :)
15:25:00raptoryour
15:27:00sam686ok, pushed my zero font changes..
15:27:00BFLogBot - Commit d10fcff757df | Author: sam8641 | Log: Make zero font more square
15:28:00raptorcurious sam, how do you generate the code for the letters?
15:28:00sam686any other letters that should change or not?
15:29:00raptora and o?
15:29:00raptormaybe make the lowercase a be like the one here?: http://en.wikipedia.org/wiki/Verdana
15:30:00sam686make "a" upside down g ?
15:30:00raptorhaha, sort of, yes
15:30:00raptorbut squished
15:36:00watusimotowhere possible, I'd make the letters more computery. But I can't really offer any good examples
15:36:00watusimotoso if you don't think of any, that's fine
15:37:00raptorcomputery for me = monospace terminal font
15:40:00watusimotothe new 0 seems more computery
15:41:00raptorcomputery - more straight edges and sharper curves
15:41:00raptorlike a terminal font
15:41:00raptormonospace
15:41:00sam686does this font a loog better?
15:41:00sam686http://208.107.52.15/bitfighter/font_a.png
15:41:00sam686look better?
15:42:00raptornot bad
15:42:00watusimotowhat's the diff?
15:42:00watusimotodon't like the a
15:44:00sam686the old font a as in version 015: http://208.107.52.15/bitfighter/font_a_old.png
15:44:00raptorhere is monospace terminal 'a': http://208.107.52.15/upload/snapshot40.png
15:50:00sam686does "a" look closer to your monospace font? http://208.107.52.15/bitfighter/font_a_2.png
15:52:00raptoryes, a little.. but the cap is off... needs to be more 'square'
15:52:00raptorare you doing these by hand?
15:52:00sam686i first copyed it from g, then done some by hand..
15:52:00raptoroh wow
15:53:00raptorwoudl this give similar output?: http://students.cs.byu.edu/~bfish/glfontdl.php
15:54:00sam686not sure, glfont looks like texture font..
15:54:00raptorah
15:54:00raptornot stroked
15:54:00raptoryeah.. that won't work
15:55:00watusimotogotta run... have fun!
15:55:00raptorlater
15:55:00watusimotoI'm happy enough with the way thigs are at the moment, so change what you want, but don't do it for me :-)
15:56:00raptorok, the last problem is just that the 'a' looks a lot like the 'ol
15:56:00raptor'o'
15:56:00sam686can simply have "a" have extra width space
15:56:00sam686or "o"
15:57:00sam686does "ol" look like a or d?
15:57:00raptormy bad typing..
15:59:00watusimoto Quit (Read error: Operation timed out)
15:59:00sam686http://208.107.52.15/bitfighter/font_problem_d_ol.png
16:00:00raptorhaha
16:00:00raptori don' think it's a problem
16:00:00sam686i guess not much of a problem..
16:01:00sam686but, "a" can almost look like "o" when size is small..
16:01:00raptoryes
16:09:00LordDVG Quit (Ping timeout: 260 seconds)
16:10:00kodax Quit (Quit: Sto andando via)
16:12:00sam686better?
16:12:00sam686http://208.107.52.15/bitfighter/font_a_3.png
16:12:00sam686http://208.107.52.15/bitfighter/font_a_3a.png
16:14:00raptorthat doesn't look like an 'a' anymore... although it is easier to tell it's different than an 'o'
16:14:00raptorthe straight line extends past the bottom, which is what i think may be the problem
16:15:00sam686i don't really know how to make "a" look the best, not sure which one to go with..
16:15:00raptorwell, let's keep it the way it is for now, i think...
16:15:00sam686ok..
16:16:00raptoryou solved the worst issues already
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16:31:00raptorwow, look at some of the names online now - looks like shop class is playing
16:32:00raptorexcept on a server with protocol 15
16:32:00raptorhttp://bitfighter.org/bitfighterStatus.json
16:33:00raptorwhat version is that?
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16:42:00raptorwatusimoto: do you know what version of bitfighter is protocol 15?
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16:49:00watusimotohttp://stackoverflow.com/questions/7664807/how-to-tell-the-size-of-font-in-pixels-when-rendered-with-opengl
16:49:00watusimotofor your reading pleasure
16:51:00raptorcool
16:51:00raptorthere are nine players using bitfighter protocol 15 right now
16:51:00watusimotoI thought I had a solution, but it failed under certain cases
16:52:00watusimotothere are 1000 variants of this on the web, all poorly answered
16:52:00watusimotowe'll see if we do better
16:52:00watusimotovote me up!
16:52:00raptorok :)
16:52:00watusimotoquestion seem clear?
16:53:00raptorrats, I only have 10 reputation points
16:53:00raptorcan't vote you up yet
16:53:00raptorfinally got an account there..
16:55:00raptorno one answers my questions... either i'm not clear enough or they're not possible
16:56:00raptormost are j2ee stuff...
16:59:00watusimotowidth 1 makes small fonts MUCH more legible
17:00:00raptorhow about you pick a letter like O
17:01:00raptorand if the width of it at the designated fontsize is below a certain threshold, you reduce the linewidth
17:02:00raptorthat's how I fixed the cursor spacing issue
17:02:00watusimotohow do I know the width of that letter?
17:03:00watusimoto(and I would need to pick one that doesn't change over time :-)
17:03:00raptorlet me show you how i did it...
17:04:00watusimotoMaybe you can answer my question, and get increased repuation!
17:04:00raptorlineEditor.cpp:107
17:04:00raptorOoooo
17:04:00watusimotoare you claiming that space is a size in pixels?
17:05:00raptor:)
17:05:00raptori may be wrong...
17:05:00watusimotoI think it is in "gl units"
17:06:00raptoryeah, you're right...
17:06:00raptorblast
17:06:00watusimotosorry!
17:07:00watusimotoit seemed good when I first looked at it!
17:07:00raptorwhat about using a ratio calculated from ScreenInfo.h?
17:08:00watusimotolike this?
17:08:00watusimotoif(size * gScreenInfo.getPixelRatio() < 9)
17:08:00watusimotowhere pixelRatio is (supposed to be) a ratio of pixels on the physical screen to virtual "game" pixels
17:08:00raptoryes
17:08:00watusimotoit gets screwed up by the scaling factors
17:09:00raptorwe save the real width/height in there...
17:09:00watusimotowhen we're zoomed way out, we're drawing text "huge" to get it to render small on the screen
17:09:00watusimotoand, when zoomed in, we draw it tiny to get it to appear the same size
17:09:00watusimotosee the comment someone added to the stackoverflow question
17:10:00raptori thought we store the scaling factor in ScreenInfo
17:10:00watusimotothey're right -- we need to get the scaling somehow, then add that to the if() I posted above
17:10:00watusimotoI don't think so
17:10:00watusimotowe apply it as a bunch of glScale() statements
17:11:00watusimotowe need the product of all those glScale()s that are currently in action
17:11:00watusimotoI thihk that's the crux of the issue
17:11:00raptorWell, I refactored/rewrote a lot of ScreenInfo when doing SDL conversion
17:12:00raptor(not much there anyways..)
17:12:00raptorwhere to we apply glscale other than with the screeninfo?
17:13:00watusimotoonly 35 places!
17:14:00watusimotoprobably mainly here:
17:14:00watusimotovoid EditorUserInterface::setLevelToCanvasCoordConversion()
17:14:00raptorbah - i wasn't thinking about editor stuff...
17:14:00watusimotoin the editor at least
17:14:00watusimotoI'm thinking *only* about the editor... it matters less in game because the scale is constant (excpet with sensor)
17:15:00watusimotook, dinner time. if you ahve any ideas, send me an email, otherwise, I'll focus on other stuff for a while
17:15:00raptorok ok, now my brain is sync'd with yours...
17:15:00raptorok
17:15:00raptorlater
17:17:00raptoranother response
17:21:00watusimoto Quit (Ping timeout: 276 seconds)
17:21:00sam686This is what heppens when switching to fullscreen in 016. http://208.107.52.15/bitfighter/console_problem_switching_to_fullscreen.png
17:22:00sam686that green square did not happen on version 015
17:22:00raptorhas it always happened for you?
17:22:00raptoralso, does it go away?
17:23:00raptoralso, are you using software/hardware opengl window? If hardware, then it is probably a hardware/driver issue
17:23:00sam686once switching to fullscreen or window, it stays green boxes forever until i quit the client..
17:23:00sam686this problem does not happen in version 015, which uses GLUT instead of SDL
17:24:00raptoryes
17:24:00raptorwhen you start the game from a command prompt, does it say: "Using hardware OpenGL window"
17:25:00sam686it 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
17:26:00raptorlook at main.cpp:740
17:26:00sam686should hale looked harder: Using hardware OpenGL window
17:26:00raptorhaha
17:26:00raptorok good
17:27:00raptornow try software - adjust the if statement to only use the inner if on main.cpp:747
17:27:00raptormake sure 'flags' only has SDL_OPENGL
17:27:00sam686ok
17:28:00sam686used flags = SDL_OPENGL;// | SDL_HWSURFACE but it still say "Using hardware OpenGL window"
17:29:00raptorthat's ok, you just need to turn off the SDL_HWSURFACE flag
17:29:00raptorthen test the fullscreen
17:30:00sam686problem is still there..
17:35:00sam686i have disable hardware opengl driver with registry editor (HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\OpenGLDrivers)
17:35:00sam686but the problem with green square is still there..
17:35:00sam686i re-enabled hardware because software is slow..
17:36:00raptorinteresting... i'm not sure what the problem is then - i thought for sure it was a hardware/driver issue
17:36:00sam686this problem does not happen in version 015, only happen on version 016..
17:37:00raptoryes, we never used hardware before
17:37:00raptor016 will be the first version with hardware enabled
17:37:00sam686hardware or no hardware opengl doesn't make a difference of this problem..
17:37:00raptorwell, that leaves SDL, then
17:37:00sam686i thought version 015 is using hardware as it did for my computers..
17:38:00raptorit may have for windows, but not linux/mac
17:38:00raptorfor some reason software rendering was always done
17:38:00sam686i think my linux ubuntu is using hardware too, for version 015..
17:38:00raptorreally?
17:38:00raptornow i'm all mixed up
17:40:00raptorIt could still be your video card...
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17:40:00raptori don't have the problem with 016 on my windows VM
17:41:00sam686try switching to fullscreen (alt + enter) then problem with green square starts..
17:48:00sam686that 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
17:48:00sam686when started as fullscreen, then switched to window mode
17:50:00raptorawesome!
17:52:00sam686other times, when started as window, then switch to fullscreen, console text become huge and stretched..
17:54:00sam686none 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)
17:54:00watusimoto has joined
17:54:00raptori am reverting to when i first migrated to SDL
17:54:00raptorlet's see if this is SDL or some refactor change that broke it
18:00:00raptoryep, console font has the problem since I added SDL
18:01:00sam686 Quit (Disconnected by services)
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18:01:00raptoryep, console font has the problem since I added SDL
18:02:00sam686ok.. SDL problem?
18:02:00raptori guess add that to the bug list
18:02:00raptorSDL/openGl
18:02:00sam686console font uses a texture
18:02:00raptorah ha!
18:02:00raptorthat's what happens
18:02:00sam686that texture is created one time when starting up..
18:03:00raptorwhen you do fullscreen in SDL, you have to reload all the textures
18:03:00sam686texture is never freed in GLUT
18:03:00raptorwhere is that texture?
18:03:00sam686sdl linux, texture don't get freed either
18:03:00sam686and continue to be ok there..
18:03:00sam686problem is sdl windows, somehow deletes loaded textures..
18:04:00raptori have the problem in linux
18:04:00sam686OGLCONSOLE_CreateFont (oglconsole.c)
18:05:00sam686green box problem? in linux?
18:05:00raptornope
18:05:00raptorconsole font bad
18:06:00sam686green box problem is due to texture being thrown away during fullscreen switch...
18:06:00sam686bad font size is a problem with rendering at wrong size
18:06:00sam686usually, console renders that many characters depending on window size or fullscreen size
18:06:00raptorSDL by default throws away all textures on fullscreen switch
18:07:00raptorI coded it so i would reload them all
18:07:00LordDVG Quit (Remote host closed the connection)
18:08:00watusimoto Quit (Ping timeout: 255 seconds)
18:10:00raptorok, i have a partial fix for the text in oglconsole
18:16:00raptorok there are more textures somewhere...
18:17:00sam686like.. what else uses testure in bitfighter?
18:17:00raptorno i mean somewhere in oglconsole...
18:18:00sam686i think oglConsole uses only one texture, but coudl be created in several ways (using #ifdef)
18:18:00raptori solved the issue by destroying the console and recreating it on resize, but that is no good
18:18:00raptorbecause history is lost
18:19:00raptorgot it!
18:19:00raptorthat was s simple fix...
18:22:00raptorok pushed
18:22:00raptorback to work now...
18:23:00BFLogBot - Commit dc582fae7b38 | Author: buckyballreaction | Log: Properly reload OGLconsole textures on fullscreen toggle
18:25:00raptorplease test all the console issues again...
18:28:00sam686looks like you fix console text size problem, but green boxes still show up after switching between fullscreen in windows
18:29:00sam686all i see is this was added: f (gConsole) OGLCONSOLE_Reshape();
18:30:00sam686that won't fix texture reload..
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18:34:00sam686i think i found a new problem, http://208.107.52.15/bitfighter/screenshot_at_2048_1536.png
18:34:00sam686has trouble at capturing screenshot at 2048 x 1536
18:37:00sam686as usual, i see this after switching to fullscreen. http://208.107.52.15/bitfighter/console_problem_switching_to_fullscreen_1.png
18:39:00raptorargh, ok...
18:39:00raptoris that screenshot with oglconsole loaded?
18:39:00sam686that is after switching between fullscreen
18:40:00raptoryes, the the console is on? (i mean the screenshot at 2048)
18:40:00sam686as long as it is windowed and not switched to fullscreen, it is ok, switching to fullscreen, problem starts..
18:40:00sam686screenshot at 2048 x 1536 may be a different problem..
18:41:00sam686but still console green square, even in fullscreen 2048 x 1536, resolution don't matter..
18:41:00raptorwhat if you start the game at 2048, will screenshot work?
18:43:00sam686http://208.107.52.15/bitfighter/screenshot_at_2048_1536_1.png
18:43:00raptorwow
18:43:00sam686still the problem, only happens on 2048 x 1536 resolution..
18:43:00raptortotally different problem
18:44:00sam686could be a problem with my hardware..
18:44:00raptor1920x1200 works on my computer
18:44:00raptorfullscreen
18:44:00raptorso different problem
18:45:00sam686when i disable hardware OpenGL, it works fine. http://208.107.52.15/bitfighter/screenshot_at_2048_1536_software.png
18:46:00raptorthat is so huge
18:46:00raptorhardware problem i think
18:46:00sam686yes. (that is my "AGP ATI Radeon 9200"
18:47:00sam686that an old, year 2003 graphics..
18:47:00raptorhere is a diff i'd like you to try with oglconsole: http://208.107.52.15/upload/1111temp.diff
18:47:00raptorit *should* reload the texture
18:52:00sam686it works, but i think "OGLCONSOLE_CreateFont();" is only needed for windows
18:52:00raptorit works!?
18:52:00sam686as linux version of SDL don't seem to erase texture on fullscreen switch
18:52:00raptorah
18:53:00sam686not sure about mac..
18:53:00raptorwell, i think i'll leave it because SDL is supposed to erase all the textures on fullscreen switch on all platforms
18:53:00raptorat least that is the defined behaviour - so i think its a bug/feature that on linux it keeps ahold of them...
18:54:00sam686should we free that texture just before fullscreen switch?
18:54:00raptoryes, but i'm not sure how...
18:56:00raptorfound it: glDeleteTextures()
18:57:00raptori'll have another diff for you shortly...
18:57:00raptoragainst the latest revision
19:00:00raptorok try this: http://208.107.52.15/upload/11111temp.diff
19:06:00sam686it is taking me a while to compile..
19:06:00raptorsorry about the header change...
19:06:00sam686there is about 10 players online right now..
19:08:00raptorsweet!
19:11:00sam686as usual, your changes works
19:11:00raptorhooray!
19:11:00raptorok, i'll commit
19:11:00raptorgood bughunting
19:11:00sam686i did find that, in editor, opening the console will still let you mouse click behind the console..
19:11:00raptorreally? neat
19:12:00sam686i guess that could be useful..
19:13:00BFLogBot - Commit 5e125825bc1b | Author: buckyballreaction | Log: Fix OGLconsole texture reloading for real now - had to expose another oglmethod
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23:30:00raptorkaramazovapy: you commented on the forums! you disappeared for a bit, does this mean you are done with your dissertation?
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