#bitfighter IRC Log

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IRC Log for 2014-11-05

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00:06:48raptor has joined
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00:18:19raptorthe notifier compiled as 64bit!
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02:03:59BFLogBot Commit: 98c592ed3c | Author: buckyballreaction | Message: Support building of Win64 MSI installer with WiX
02:04:11raptorand it even works!
02:04:13raptorok good night
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13:05:15raptorwe need some good high resolution graphics of the bitfighter ship
13:28:12raptorwatusimoto: I'm attempting to make an SVG of the ship so it can be used as a template for high-quality bitmap images in the future. Here is my current file: http://sam6.25u.com/upload/ship2.svg
13:28:20raptorquestion - should I remove some of the health bars?
13:33:56raptorhere it is, angled, with less health: http://sam6.25u.com/upload/ship_blue_angled_low_health.svg
13:43:29watusimotohi, good morning
13:43:35raptorhi
13:44:22watusimotoI'd leave the health on full
13:44:37watusimotoperhaps reduce the flames a tad
13:44:54raptorso that is a direct opengl-to-svg output
13:45:04watusimotoI believe it is "correct"
13:45:07raptorso very, very accurate
13:45:18watusimotobut it would probably look better at 80% thrust
13:45:28raptorok
13:45:54raptorI was tinkering with the windows installers and was trying to set icons/banners/backgrounds
13:45:59watusimotoyes?
13:46:04raptorand noticed that we are not at all consistent with our graphics
13:46:08watusimotono
13:46:11watusimotothey are not
13:46:12raptorand many are very poor quality
13:46:30raptorso I decided to make this SVG as a starting template
13:46:42watusimotopossibly true -- they were created long ago at a time when they were not much of a priority
13:46:49watusimotocompared to making an installer that worked
13:46:59watusimotoI have an idea for a t-shirt design
13:47:25raptori was thinking, for the sake of consistency, what should our ship color be for the icons across all platforms?
13:47:31raptorred?
13:47:44watusimotoI think we can do different colors for different purposes
13:47:49raptori agree
13:47:52watusimotored is clearly the iconic color, so it should be the primary
13:48:01raptorok, red for icons
13:48:18watusimotoGreen also looks nice... perhaps we could use that for the notifier
13:48:36watusimotoor, better, make the notifier green when there's palyers, red when not!
13:48:46raptorfeature creep!
13:48:56raptorbut that's an excellent idea...
13:48:59watusimotoyes, future development idea
13:49:07watusimotobut since we're mapping out colors...
13:49:46watusimotobut red for the game itself
13:49:53watusimotowe're using green for the website currently
13:50:26watusimotonotfier can be red/green (in future)
13:50:36watusimotodoes that leave too much reliance on too few colors?
13:51:35watusimotobtw, how hard would it be to create an svg image of your citiadel level?
13:52:12Darrel Quit (Ping timeout: 250 seconds)
13:52:28raptorwhat was my citadel level?
13:52:47raptorI added screenshot->SVG support in a temporary clone
13:52:58raptorit uses a library called gl2ps
13:53:15watusimotoisn't that what your fancy fortress-like level was called?
13:53:28raptorhere is my screenshot where i got the ship: http://sam6.25u.com/upload/export_0.svg
13:53:29raptoroh...
13:53:31raptoruhh
13:53:34raptor'bastion'
13:53:47Darrel has joined
13:53:49watusimotooh yes
13:53:56watusimototext seems to be right out
13:54:02raptoryeah, i can get a good screenshot of that as SVG with some minor code tweaks
13:54:09raptoryes - no textures with this library
13:54:16raptorbut it got me a high-quality ship!
13:54:18watusimotoI think that would make a good basis for a t-shirt
13:55:11watusimotoso what other icons do we need?
13:56:59raptorwe need banners for the installers (which is where i started)
13:57:05raptoricons are now easy since I have the ship
13:59:22raptorwatusimoto: here it is with 80% thrust: http://sam6.25u.com/upload/ship_icon_template.svg
13:59:25raptorand red
13:59:51raptorstill might be a little much when comparing to other graphics, like the website
14:03:16watusimotomeeting.... brb
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14:06:46raptorthis is 75% thrust, looks better, I think: http://sam6.25u.com/upload/1ship_icon_template.svg
14:19:36raptorhere is bastion exported, still needs some touch-up: http://sam6.25u.com/upload/bastion_orig.svgz
14:20:05raptorand lest you be worried, every single detail is in there and can be resized easily
14:20:21raptoroh, also, it's huge and processor intensive
15:18:09raptorhere's what my current banner looks like: http://sam6.25u.com/upload/3snapshot2.png
15:24:22watusimotoback
15:24:37raptorhello
15:24:47raptorsorry, i've been queueing up things for you to look at...
15:24:52watusimotoman, that ship looks weird out of context
15:25:04raptorit sure does
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15:25:33watusimotoI've grown used to the pixleated ship, which, while emblematic, is also not very rastery
15:25:45watusimotoand there's one pixel on it that really bugs me :-)
15:25:56raptoryeah, using this as a base for a raster image is really nice
15:26:00raptor(the SVG)
15:26:33watusimotothe bastion sgv doesn't laod in chrome :-(
15:26:41raptorit's an svgz
15:26:55raptorbecause it was so large - like 3 MB uncompressed
15:27:04watusimotowon't the browser decompress?
15:27:09watusimotoperhaps not
15:27:14raptori'm not sure - it is a standard for svg
15:27:23watusimotolet's try ie!
15:28:00raptorfirefox tries to redownload it...
15:28:10watusimotonope
15:28:11raptorhuh, maybe browsers don't like it...
15:28:29watusimotonor firefox
15:28:33raptorwell you can decompress or use an image viewer
15:28:46watusimotoI'll try with inkscape
15:28:51watusimotothat should be able to read it
15:28:57raptoryep, it does
15:29:50watusimotothe banner looks good, but the ship looks a little scrunched
15:30:04raptoryeah, a bit too big
15:30:31watusimotoyes... but a very trivial point
15:35:18raptorhttp://sam6.25u.com/upload/Untitled.png
15:35:22raptorbetter
15:37:09watusimotoI kept clicking the cancel button, and got frustrated that the window didn't close
15:37:13watusimotobut yes, better
15:37:15raptorhaha
15:37:33watusimotoI'd een suggest lowering it a few pixels down
15:37:44raptorvertically, you mean?
15:37:49watusimotovertically, yes
15:37:52raptorjust movement
15:38:00watusimotoyes, I think the size is ok
15:38:20watusimotocould be a tad smaller, but I think it's well into the zone of "doesn't matter"
15:39:40raptorlower by 2 or 3 pixels: http://sam6.25u.com/upload/3snapshot3.png
15:39:52raptoreven though it was center before the angles mess with your brain
15:43:33watusimotoI think it could be the angles, or the "mass" of the ship isn't in the center... the flames seem to count for less
15:43:38watusimotobut that looks great
15:48:35raptorwere you able to load bastion?
15:51:23watusimotono -- I don't have inkscape yet
15:51:34raptorok, i'll upload the svg
15:51:54raptorhttp://sam6.25u.com/upload/bastion_orig.svg
15:51:56raptor2.1MB
15:51:58raptorbeware
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15:54:00watusimotoI just installed inkscape :-)
15:54:08raptorha
15:54:17raptori chose poorly
15:55:00sam686there is just one problem when using bastion_orig.svg: total lack of anti aliasing when viewed in chrome browser
15:55:13raptorhi sam686
15:55:15watusimotothat is just a good looking level
15:55:17watusimotohi sam686
15:55:31watusimotosam686: I want it for desigining a t-shirt
15:55:34raptorit needs some touch-up... like i think the triangulation of the zones shows
15:56:03raptoralso, one of these days I should actually make that level playable
15:57:10sam686http://sam6.25u.com/upload/bastion_orig_on_chrome.png that what i see
15:57:25sam686some blue lines is thinner then others, sometimes disappearing completely
15:57:36raptori bet aliasing is turned off because it's so big
16:02:32sam686besides lack of antialiasing problem, i do see some other problems when zooming in: some blue lines is half the size of some others and the teleporter gray lines looks like triangle in one end
16:02:58raptorit comes straight from opengl
16:03:16raptorso i bet opengl's alpha blening is there
16:03:41sam686bitmaps and PNGS is more effifient when it comes to drawing thousands of dots of explostions and stars
16:04:03raptoryes
16:04:03sam686svg is mostly for lines and polygons
16:05:00sam686although that kindof ok, but its turning lines into polygons and adding much more points, when viewing it's code
16:05:13raptorhmmm...
16:05:16raptornow that i think about it
16:05:36raptorthe screenshot output at 800x600 so many things will look thicker when zoomed in
16:05:43raptorlike the zone lines/etc.
16:05:56raptormaybe i should get a 1600x1200 shot of this at work tomorrow
16:07:15sam686or maybe i could hack the screenshot maker and render at super-high resolution
16:07:29sam686I think i have made one screenshot at 2048x1536 once
16:07:37raptori used an opengl-to-svg library... want my diff?
16:08:21sam686mainly because of messing with VGA timing to get 2048x1536 to work with my old CRT monitor
16:08:24raptorhttp://sam6.25u.com/upload/gl2svg_bitfighter.diff
16:08:38raptorthat will let you use ALT+Q to take a screenshot to SVG
16:08:48raptorbut it doesn't have my hacky code from the editor
16:12:38sam686maybe the line width could be a little smaller when using commander map
16:13:05raptori hacked the editor's uploadToDb screenshot call
16:13:20raptorsince that takes a nice clean picture without the ship/HUD/etc.
16:14:41raptorthis is what i did to do that (disabling the actual level upload): http://pastie.org/pastes/9698722/text
16:20:23sam686how do i ctrl+q bigger then 800x600?
16:20:46sam686don't tell me to go back to print-screen button because its going to look like this http://sam6.25u.com/upload/printscreen__bitfighter_too_big.png
16:22:14raptordid you use my svg code?
16:22:21sam686not yet
16:22:40sam686for existing 019 or non-svg code
16:22:44raptorto do large, high quality screenshots you ahve to use the editor in fullscreen
16:23:11raptorand either: 1. use my svg code or 2. disable the resize to 800x600 in ScreenShooter.cpp
16:23:33sam686how to disable 800x600 then? bitfighter.ini?
16:23:38raptorno, in the cpp
16:24:00sam686maybe it should be an option in bitfighter.ini
16:24:11raptoroh actually
16:24:22raptorif you're in the editor it doesn't resize
16:24:34raptorunless it's for uploading to pleiades
16:25:18raptoryou could just hold TAB in the editor and take a screenshot, too
16:25:24raptorwith the ship in a far corner....
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16:26:29sam686ctrl+q while not in editor, limits 800x600
16:26:38sam686ctrl+tab+q still limits 800x600
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16:26:54sam686ctrl+alt+q since why does that quit the game?
16:27:17raptoralt+q is a system reserved key commadn, i think
16:27:49sam686ctrl+shift+q, does nothing, no screenshot
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16:29:06raptorholding TAB, then pressing ctrl+q works for me in 019c
16:29:27raptori got a 1600x900 picture
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16:31:26sam686http://sam6.25u.com/upload/screenshot_292.png
16:32:20raptorWHOA
16:32:25raptorhow did you get it at 3800??
16:32:28sam686http://sam6.25u.com/upload/screenshot_293.png
16:34:30sam686i used multiple monitor
16:34:41sam686http://sam6.25u.com/upload/bitscreenshot.png it blacks out the part its not visible to any monitors
16:35:01raptori wonder if there's a way to render greater than the monitor can handle...
16:35:41sam686http://sam6.25u.com/upload/multimonitor2.png
16:35:59raptorhahaha, that's awesome!
16:36:54raptoridea!
16:36:55sam686its get confusing where to move the mouse if set that way..
16:37:29sam686i physically have all 4 monitors side by side, in left to right order: 2, 3, 4, 1
16:38:44sam686but, its slows my computer down when opengl renders in fullscreen in any monitor except the primary (radeon HD 6770) graphics card (2 and 3)
16:39:32sam686mainly, its because the system have to use a slow transfer from one graphics card to another
16:40:29sam686(fullscreen, or windows mode size is huge that goes to another graphics card)(
16:41:37sam686besides that, theres other opengl ways to render into it, like creating off-screen context or what old graphics card don't have: using the frame buffer object
16:44:18sam686another way is to repeatedly render in smaller rectangular pieces to fill a larger png buffer
16:45:38sam686opengl hardware have max frame buffer resolution limit, on my very old Radeon 9200 it is 2048x2048.
16:46:10raptoridea!
16:55:40sam686oops not I got my monitor 2 and 4 switched around, just fixed it, now its in order from left to right: 4,3,2,1
16:56:14watusimotothat's a lot of monitors!!
16:57:04watusimotoraptor: is your idea that everyone should get more monitors?
16:57:52sam6864 monitors and 2 graphics card (intel HD 2000, and Radeon HD 6770) my radeon HD 6770 can do 1 more monitors, totalling 5
16:58:39raptorno.. it's to draw the gl window much, much larger for 1 frame, then take the svg screenshot
16:58:55raptori got it to go to 3200x2400, but only the black background...
16:58:59raptorso i'm close
17:29:21raptorargh, the viewport resizes, but not the level
17:29:27raptorok, off to a lab. later!
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