#bitfighter IRC Log

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IRC Log for 2011-12-13

Timestamps are in GMT/BST.

00:03:00raptor Quit (Remote host closed the connection)
00:26:00Flynnn Quit (Read error: Operation timed out)
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03:00:00karamazovapyquestion regarding ship shapes: do we want to allow ships where facing direction is ambiguous?
03:01:00karamazovapyalso, does it matter that these aren't all convex?
03:10:00sam686not sure yet, but it might start out as just a pre-defined designs for robots. I don't think convex / concave matters, as ships use circle collision checks.
03:10:00sam686or ships shapes, but will probably be limited to robots.
03:10:00karamazovapyyeah, it wasn't meant to be a rhetorical question, I genuinely didn't know if it mattered
03:12:00sam686convex / concave doesn't matter, for example, PolyWall, as long as polygon don't criss cross.
03:12:00karamazovapyright
03:12:00sam686as in 4 point bow tie don't render right.
03:13:00sam686i guess rendering fill is the only problem with polygon that criss cross, otherwise it seems to be kind of fine.
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03:47:00raptor has joined
03:47:00ChanServ sets mode +o raptor
03:48:00raptorhello hello
03:49:00raptoryeah so i was actually impressed with BB's designs
04:12:00karamazovapyI still think it's a messy idea
04:12:00raptoryes it will be messy
04:14:00karamazovapyand frankly, I think different ships are a pretty serious, useless distraction
04:16:00Flynnn has joined
04:20:00raptori'll be honest - it will be fun to code some ship presets
04:20:00raptorbut as far as gameplay - i can see it as a distraction
04:20:00raptorwill = would
04:35:00raptorback to 016 issues...
04:59:00raptoractually i'm gonna read a book and go to bed instead...
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17:07:00ChanServ sets mode +o raptor
17:07:00raptorgood morning!
17:50:00sam686 has joined
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18:20:00raptorhi sam686
18:20:00sam686hi
18:20:00raptorI found somethign: LineItem with any team other than neutral or first team don't show up
18:21:00raptorthis is broken in 015a
18:21:00raptorstill the same in 016
18:21:00sam686does the same happen on 013 or any older version?
18:22:00raptori don't know - only tried on 016 and 015a
18:22:00raptoris this normal behavior?
18:22:00sam686I know TextItem don't show up if TextItem are not Neutral or on your team
18:22:00sam686i an not sure about LineItem
18:23:00raptori wonder if i switched teams...
18:23:00raptor!!!
18:23:00raptorargh
18:23:00raptorok, so they only show up if you're on the same team...
18:24:00raptori had no idea
18:24:00raptoris that intended behaviour?
18:25:00raptorrats
18:26:00raptorkaramazovapy: i'll need to resend you a level of mine - i misunderstood how lineitem's worked in the editor...
18:28:00sam686well, i kind of accidently edited of what i though i was posting a reply in a forum (but was able to completely undo that change so no harm done)
18:31:00Watusimoto_ has joined
18:32:00raptori completely misunderstood how LineItem / TextItem worked...
18:35:00Watusimoto_ Quit (Ping timeout: 245 seconds)
18:38:00raptoralso, is LineItem width supposed to matter?
18:55:00sam686i don't think LineItem width works at all...
18:55:00raptorit doesn't
18:55:00raptoris it supposed to?
18:55:00sam686i don't know when that was ever used in old versions..
18:55:00sam686or on any version for that matter..
18:56:00raptorme neither
18:56:00raptorso the question is: if it isn't used, then why is there a width parameter associated?
19:00:00raptornow here's a question - if only team 1 can see team 1 lineitems, are only those items sent across the network?
19:09:00sam686umm i think all LineItem and TextItem is sent to clients even though the client doesn't display them.
19:34:00BFLogBot - Commit 3113b5e5fb54 | Author: buckyballreaction | Log: A little better handling of the team editor menu
19:34:00Flynnn Quit (Quit: This computer has gone to sleep)
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20:11:00raptormy zeal for fixing issues died out last night...
20:14:00sam686zeal?
20:14:00raptoris that not a word?
20:15:00sam686it is either not a word, or it is a work i don't know
20:15:00sam686maybe it might be a word. http://www.google.com/search?q=zeal
20:16:00raptorit means 'eagerness'
20:19:00raptorWatusimoto_: http://code.google.com/p/fog/
20:20:00raptorspecifically Fog-Svg
20:22:00Watusimoto_looks interesting...
20:23:00Watusimoto_though not sure we need it
20:24:00Watusimoto_I wonder if there are any compelling demos
20:24:00raptorwell, I was looking for a c++ framework that would let me convert to SVG, and I came across that one...
20:25:00raptorit ismostly UI stuff, but it has a sub-component that might do the SVG conversion
20:26:00raptorexcept the compile library is 4MB
20:26:00raptorwow
20:26:00raptortoo much
20:26:00raptorneed something simpler...
20:27:00raptori'm trying to avoid libxml2 at all costs...
20:27:00raptorit would add significant size overhead to the game
20:28:00Watusimoto_yes
20:29:00Watusimoto_you probably read this
20:29:00Watusimoto_http://stackoverflow.com/questions/2861001/svg-parser-for-c-free-or-paid
20:29:00Watusimoto_:-)
20:29:00raptorhaha, yep
20:29:00raptorgotta love stackoverflow
20:31:00Watusimoto_there's just a lot of cool libs out there now!
20:31:00raptoryeah
20:32:00raptorok, yeah Fog is overkill
20:32:00Watusimoto_I
20:32:00Watusimoto_m testing and about to checkin a change that I predict K will hate
20:32:00raptoruh oh
20:33:00Watusimoto_when a new level starts, I'm reverting all players to the default loadout
20:33:00raptorwouldn't he like that?
20:33:00Watusimoto_I doubt it
20:33:00raptori thought that was what he wanted
20:33:00Watusimoto_he and I always disagree on loadout issues. I like this, therefore he'll dislike it
20:33:00raptorhaha
20:34:00raptorok
20:34:00sam686currently loadout resets only when leaving and joining a server.
20:35:00sam686only problem with loadout reset when level changes / restart, is levels without loadout zones, your forced to use shield / turbo until the first time you get destroyed.
20:36:00Watusimoto_yes, but thtat's better than starting with whatever you had last game, I think
20:37:00raptorI think karamazovapy will like it
20:37:00raptorbecause it brings back some consistency
20:39:00Little_Apple has joined
20:39:00Little_Applehelloo
20:40:00Little_Applei am here to torment you
20:40:00raptoryou are here to delay us from working on 016?
20:40:00raptor:-)
20:40:00Little_Applepretty much
20:41:00Little_Appleand to procrastinate
20:41:00Watusimoto_I would be open to a future change to allow players to set their starting loadout somehow... perhaps using the first preset or somesuch
20:42:00Little_Appleill leave nao
20:42:00Little_Appleaudios
20:42:00Little_Apple Quit (Client Quit)
20:42:00raptoryes, i agree - i think we should have a default, but allow a user to change teh default
20:46:00raptoroh my goodness it worked - i just did a distribution upgrade on a production machine from openSUSE 11.2 -> 12.1; that's a three-distro jump
20:46:00raptorand the machine started back up working just fine...
20:49:00Watusimoto_excellent
20:49:00raptorsorry - i am amazed, slightly
20:49:00raptorok back to issues...
20:52:00LordDVG Quit (Remote host closed the connection)
20:53:00raptorHow about for http://code.google.com/p/bitfighter/issues/detail?id=95
20:53:00raptori make an 'Advanced menu'
20:54:00raptorand inside will be heading for Graphics/Sound/Input in smaller text
20:54:00raptorand options under the headings
21:04:00karamazovapyI like resetting loadouts at the start of each level. I hated that they carried over on some.
21:04:00karamazovapyI'd also be fine with letting people pick their own "default"
21:04:00raptorah ha!
21:05:00karamazovapytwo instances where watusimoto and I agree on loadouts
21:06:00raptorhooray!
21:10:00Watusimoto_what? we agreed?
21:13:00raptorWatusimoto_: what do you think of my 'advanced' options menu idea - only one sub-menu for things like 'linesmooth'
21:14:00Watusimoto_Options>Advanced
21:14:00Watusimoto_for linesmooth?
21:14:00Watusimoto_sure
21:14:00Watusimoto_then get rid of /linesmooth command? or keep it?
21:15:00Watusimoto_though personally, I think we should just turn it on and leave it on for everyone
21:15:00Watusimoto_unless sam objected -- it's his option, after all
21:15:00Watusimoto_but I think we can just do away with it
21:16:00raptorit is already on as default for 015a
21:16:00raptorand i think the command should be removed if added to a menu
21:16:00Watusimoto_what do you think about just removing it and not adding a menu?
21:17:00raptorwell, it adds significant graphics performance overhead (but not computationaly significant anymore)
21:17:00raptorbut i haven't heard of anyone not liking it or turning it off since 015a
21:17:00Watusimoto_yes, but are there any computers where that matters for our level of graphics>
21:18:00Watusimoto_sam686 are you areound?
21:18:00raptori doubt it
21:18:00Watusimoto_brb
21:18:00raptorbut i could still see the use of an advanced menu for other UI options...
21:20:00sam686?
21:21:00Watusimoto_what would you think about getting rid of linesmooth -- make it always on
21:21:00Watusimoto_no way to disable it
21:22:00sam686not sure, anyone still using LineSmooth = OFF?
21:25:00Watusimoto_You are my prime candidate :-)
21:25:00Watusimoto_I think only a small number of peopel knwo about it, and they're in this fourm
21:25:00Watusimoto_:-)
21:25:00Watusimoto_so you don't use it?
21:25:00sam686my line smooth is on
21:25:00Watusimoto_ok, why don't we get rid of the option, and close the related case
21:26:00Watusimoto_that would be my suggestion, anyway
21:27:00raptorok, i'll do it
21:27:00sam686I did find a good line smooth compare between different hardwares. http://homepage.mac.com/arekkusu/bugs/invariance/HWAA.html
21:28:00raptori'm sure openGL implementations are much better since that comparison
21:29:00sam686mine is "ATI Radeon 9200", but in windows XP
21:30:00sam686yes, openGL may have gotten much better, as that websire seem to compare only the old hardware
21:39:00BFLogBot - Commit 6001f03a178f | Author: watusim...@bitfighter.org | Log: Loadouts no longer carry over from level to level -- now you start a new level with the default loadout
21:39:00BFLogBot - Commit 46a5d8087d53 | Author: watusim...@bitfighter.org | Log: Merge
21:42:00Watusimoto_does this mean we can get rid of all the if(disableBlending) cruft?
21:43:00raptormaybe... give me an example of where it is...
21:43:00Watusimoto_uieditor.cpp 1422
21:44:00Watusimoto_for example
21:44:00raptorhuh... that stuff is all over the place
21:44:00sam686although, i did find my linux ubuntu + intel graphics 945 line smooth don't look very good, they instead look a little bit thin, but same graphics hardware using windows XP line smooth looks much better.
21:45:00raptorbut does the worst linesmoothing look better than none at all?
21:45:00Watusimoto_we still have the linethickness param in there somewhere... that might help
21:46:00Watusimoto_the thing about the linesmoothing is that we have to deal with it all over the app, in an ugly manner
21:46:00raptorok, i removed the linesmooth option, but there is still lots of code with the if(!glIsEnabled(GL_BLEND))
21:46:00Watusimoto_you can remove it all now, or we can do it as we go
21:46:00raptorok
21:46:00raptori have one quesiton
21:47:00Watusimoto_if I see it around, i'll remove it
21:47:00Watusimoto_only one?
21:47:00Watusimoto_great!
21:47:00raptorwas that stuff there before the linesmooth option?
21:47:00raptorno, there's lots
21:47:00raptoralso like: if(glIsEnabled(GL_BLEND))
21:47:00raptorwell not tons..
21:47:00raptori can remove it as i do this..
21:47:00Watusimoto_it's like a weed
21:48:00raptorbut when did the weed start? when the linesmooth option was added?
21:48:00raptoror was it around before then
21:51:00raptorwait wait
21:52:00raptorare we purposely disabling smoothing on wall fill and similar things?
21:55:00raptorsam686: is there a reason that GL_BLEND is enabled for somethings, but disabled for others?
21:56:00sam686GL_BLEND needs to be on for line smooth to work for lines, i think.
21:56:00raptoryes
21:56:00raptorbut look at: barrier.cpp
21:56:00raptorline 1183
21:57:00sam686but when drawing only polygons (no lines) there is no lines to smooth
21:57:00raptorWallSegment::renderFill
21:57:00raptorit checks if it is ON, then disables it for the render part, then re-enables it afterwards
21:57:00raptorthis is done many class files...
21:57:00raptorwhat would happen if i removed these checks?
21:59:00sam686well... it might take slightly longer to render polygon with blend on.
22:01:00raptorI ask because it seems inconsistent
22:02:00raptornot all 'filled' polygons have it disabled. see UIEditor.cpp:1412
22:03:00Watusimoto_when linesmooth was added
22:04:00Watusimoto_if we are linsmoothing an outline, we might not need to polygonsmooth the fill
22:04:00raptorWatusimoto_: if we ever do a mobile port, GL_BLEND may be a bad idea
22:04:00Watusimoto_i.e. no transparency?
22:04:00sam686there is a seperate GL_POLYGON_SMOOTH AND GL_POINT_SMOOTH
22:04:00raptorhttp://stackoverflow.com/questions/450042/why-is-this-opengl-es-code-slow-on-iphone
22:05:00raptordisabling GL_BLEND increases performace by a magnitude on iPhone
22:07:00Watusimoto_disabling blending increases fps 10x.
22:07:00Watusimoto_that line?
22:07:00raptoryes
22:07:00Watusimoto_well, if we go iphone route, maybe we just disable transparency
22:07:00Watusimoto_and fix a few graphcis that look wrong as a result
22:07:00Watusimoto_very little would break by doing so
22:08:00raptori'm just concerned that removing the GL_BLEND test lines right before all the FillRect.. calls will really kill performance
22:09:00raptori mean, not on a honkin' number crunchin' machine like my work desktop, but on other people's old Mac G4s...
22:10:00Watusimoto_I see... I thought you would just disable blending, and reenable when done
22:10:00Watusimoto_but we can still get rid fo the if() checks
22:10:00Watusimoto_because now we'll know it;s off (or on)
22:10:00raptoroh duh
22:10:00sam686linesmooth on in linux + intel graphics 945: http://sam686.maxhushahn.com/bitfighter/linesmooth/screenshot_2.png
22:11:00raptoryeah that make sense
22:11:00Watusimoto_don't need to check, don;t need to save state etc
22:11:00sam686linesmooth off http://sam686.maxhushahn.com/bitfighter/linesmooth/screenshot_0.png
22:11:00Watusimoto_but yes, still disable where unneeded
22:11:00raptoryou were talking about the state saving
22:11:00Watusimoto_yes
22:11:00raptori misunderstood
22:11:00Watusimoto_ok
22:11:00sam686linesmooth on http://sam686.maxhushahn.com/bitfighter/linesmooth/screenshot_4.png
22:11:00raptorcurious, is there a reason you turned it on for the infoBox in the editor?
22:11:00sam686now sure why, but it seems horizontal line and vertical lines get thinner
22:11:00Watusimoto_wow -- both look crappy
22:11:00raptorUIEditor.cpp:1412
22:12:00sam686but in windows xp it looks better. http://sam686.maxhushahn.com/bitfighter/linesmooth/linesmooth_windows_xp_on.png
22:13:00Watusimoto_just becomes glEnable(GL_BLEND);
22:13:00Watusimoto_sam -- huge difference
22:14:00raptorWatusimoto_: part of the linesmooth problem on the Intel 945 is due to your fontsize change for all ingame fonts based on screen size
22:15:00sam686here line smooth on on windows xp and bitfighter editor http://sam686.maxhushahn.com/bitfighter/linesmooth/linesmooth_windows_xp_on2.png
22:15:00sam686all of those screenshots use intel mobile graphics 945 express chipset
22:15:00Watusimoto_what's the alternative? 1px lines (rather than fractional) We needed thinner lines.
22:16:00Watusimoto_is it the fractions that are the problem, or the 1px lines?
22:16:00sam686part of the problem is linux intel graphics driver, i bet, which cause line smooth to get thinner
22:17:00raptornot sure which is the problem...
22:20:00Watusimoto_well, we needed the small text to be thinner because the thicker lines were really hard to read
22:20:00raptoryes
22:21:00raptorand i think they are much easier now
22:21:00raptorbut i have a good graphics card...
22:21:00sam686linesmooth + linux + intel 945 graphics = horizontal and vertical lines gets about 0.5 pixel thinner.
22:21:00Watusimoto_odd
22:21:00sam686http://sam686.maxhushahn.com/bitfighter/linesmooth/screenshot_4.png
22:22:00Watusimoto_maybe only with fractional pixel sizes?
22:22:00sam686looking at letters, some lines seem to be almost cpmpletely hidden
22:22:00Watusimoto_that's terrible!
22:23:00sam686but, it works fine on windows XP, and it works fine on my desktop computer that use Radeon 9200 graphics
22:23:00Little_Apple has joined
22:24:00Little_Applehelloo
22:24:00sam686hi
22:24:00Little_Appleyo
22:24:00Little_Applehows the ship editor coming along?
22:24:00Little_Apple:3
22:25:00Watusimoto_almost done
22:25:00Little_Appleyay!
22:25:00Watusimoto_just kidding
22:25:00Little_Applelul
22:27:00Little_Applehows bitfighter mobile coming along?
22:27:00Little_Apple:3
22:28:00Little_Applehicccup
22:30:00Little_Applehello?
22:30:00raptorso Little_Apple, we are trying really, really hard to make sure bitfighter is broken for your old G4
22:31:00Little_Appleg3
22:31:00Little_Apple:)
22:31:00raptorthe one that it already works on
22:31:00raptoris that a G3 with Mac OS Tiger?
22:31:00Little_Appleoh lol
22:31:00raptorno
22:31:00raptorhas to be a G4 at least
22:31:00Little_Appleyea
22:32:00Little_Applewe need the cd version of tigere for this computer
22:33:00raptoryes you do - go to a local thrift shop and see if they have any old software :)
22:34:00Little_Appleor amazon :3
22:35:00raptori bet a local school probably has old copies somewhere
22:35:00Little_Applewhat stores?
22:36:00Little_Appleabsolute mac perhaps?
22:38:00raptorlocal school
22:38:00Little_Applewut 0_0
22:40:00Little_Applewait wait waitr...
22:41:00Little_Applea local school have a CD version of mac os tiger??
22:41:00raptorsure
22:41:00Little_Appledont most schools have pc's?
22:41:00raptorschools have loads of old software sitting around
22:41:00Little_Applehmm...
22:41:00Little_Applewould i has to pay?? D:
22:42:00raptorif you ask kindly, probably not - but they may have policies against it
22:42:00Little_Applei could use my awesome charm and good looks :3
22:42:00raptori was trying to suggest a way to get a free copy...
22:42:00raptorbecause I would try as hard as possible to not have to pay for old software like that
22:42:00Little_Appleyea]
22:43:00Little_Applewe have toe dvd version
22:43:00sam686another problem, does the old mac have a place to put CD in?
22:43:00Little_Applebut the g3 doesnt have a dvd drive
22:43:00Little_Appleit has a cd rom drive. not a dvd
22:43:00raptordid you see this?: http://guides.macrumors.com/Installing_Mac_OS_X_10.4_without_DVD
22:44:00Little_Applei dunno
22:44:00Little_Applei think we tried that
22:45:00Little_Applethe dvd thingy doesnt work on here]
22:45:00Little_Applethe file is somehow different or something
22:46:00raptorit only works if you have an older ipod
22:46:00Little_Applewe used a fire wire drive
22:46:00Little_Applewe do have old ipods though
22:46:00Little_Applewe have a 2nd gen ipod :]
22:47:00Little_Appleand an ipod mini
22:47:00Little_Apple:P
22:47:00sam686does it have 2.5 Gb free space?
22:47:00Little_Applei dont think it has one
22:47:00Little_Appleits old
22:47:00Little_Appleit loses space over time
22:48:00Little_Appleor something
22:48:00Little_Appleimma wipe it
22:48:00Little_Appleif i can find it
22:48:00Little_Applebrb
22:52:00Little_Applei cant find it :T
22:52:00Little_Apple:C
22:53:00Little_Appleisnt zoomber the main mac dood?
22:54:00Little_Applebut zoomber is dead... missing
22:55:00Little_Appleblarg'
22:57:00Little_Applehey
22:57:00Little_Applehey raptor hey!
22:57:00Little_Applehey raptor!!
22:57:00Little_Applehey!
22:57:00raptorhello
22:57:00Little_Applehey raptor hey! hey!
22:57:00raptori'm at work
22:57:00Little_Applemeteor
22:57:00Little_AppleFOOOM
22:58:00raptorsoemtimes I have to work...
22:59:00Little_Applepoor dino man
22:59:00Little_Apple:C
22:59:00Little_Appleiimmaa ggoo nnooww
23:00:00Little_Applebbaaii ddooooddzz
23:00:00Little_Apple Quit (Quit: Page closed)
23:00:00raptorsam686, Watusimoto_, do TNLAssert calls get removed completely when not compiling with DTNL_DEBUG?
23:02:00sam686yes, to test, try TNLAssert(some_function_that_take_an_extremely_long_time_or_print_something() != 10, "test")
23:02:00sam686TNLAssert is a #define
23:03:00raptorah perfect
23:03:00sam686tnl/tnlAssert.h line 81 or line 91
23:07:00raptorhow does an '==' operator behave when comparing a float?
23:07:00Flynnn Quit (Ping timeout: 252 seconds)
23:07:00raptori.e. would this ever be true?: if(alpha == 1.0)
23:07:00raptoralpha is F32
23:08:00sam686umm, if it exactly equals 1.0 then it squals
23:09:00sam686euals
23:09:00sam686equals
23:09:00raptoryes but it is a float
23:09:00sam686but, 1.000001 does not equal 1.0
23:10:00sam686there is probably some checks that make sure it is 1.0
23:10:00sam686or some code that prevents that problem
23:12:00Flynnn has joined
23:15:00raptoryep, you're right
23:15:00raptorthe assert i put in was never triggered
23:22:00raptorman this is tedious
23:24:00Flynnn Quit (Ping timeout: 240 seconds)
23:25:00koda has joined
23:26:00Watusimoto_good night
23:26:00raptornight
23:26:00raptoralmost done with blending changes...
23:29:00Flynnn has joined
23:32:00Watusimoto_ Quit (Ping timeout: 240 seconds)
23:36:00BFLogBot - Commit 01fa19444384 | Author: buckyballreaction | Log: Linesmooth is now a permanent part of this complete breakfast

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