(2:30:04 PM) SparK_BR: HEY (2:30:48 PM) SparK_BR: I am setting the default controls and what can and what cannot be changed on the options menu (2:30:54 PM) SparK_BR: soon we will have our own .exe (2:31:28 PM) SparK_BR: finishing this thing here i will join (2:47:25 PM) The account has disconnected and you are no longer in this chat. You will be automatically rejoined in the chat when the account reconnects. (3:34:50 PM) JGZinv: tis over (3:35:19 PM) JGZinv: that wasn't you in there as the logan was it? (4:00:11 PM) SparK_BR: no (4:00:17 PM) SparK_BR: im compiling (4:00:26 PM) SparK_BR: we will have our own .exe =D (4:01:15 PM) JGZinv: hmm (4:01:43 PM) JGZinv: what were you able to do in the options panel? (4:05:13 PM) SparK_BR: erasing options we dont use (4:05:21 PM) SparK_BR: and assigning default keys for new players (4:05:39 PM) JGZinv: ah (4:05:51 PM) SparK_BR: i can do anything with any part of the game now (4:05:54 PM) SparK_BR: =D (4:06:07 PM) SparK_BR: but it takes a while to understand this bad writen code (4:06:35 PM) JGZinv: well it never was intended to be moddable... and it's 10 years old now (4:06:51 PM) JGZinv: you're welcome to try looking at tach if this is "bad" ^_^ (4:07:13 PM) SparK_BR: if I look at tach i will end up rewriting it (4:08:09 PM) JGZinv: well I think you probably understand why we picked scp for the basis of building FS (4:08:29 PM) JGZinv: tach's just so unaccessible (4:10:14 PM) SparK_BR: yepp (4:10:53 PM) JGZinv: it's not "that" different feature wise either (4:11:34 PM) JGZinv: although I'm wonder if it wouldn't be to our benefit to scale everything down by say 10% (4:11:43 PM) JGZinv: so as to not break collision detection, etc (4:12:19 PM) JGZinv: instead of thousands of meters, use hundreds, and just scale the ships and everything down (4:12:37 PM) SparK_BR: i can parse the values 11% bigger (4:12:53 PM) JGZinv: not sure what that means (4:13:05 PM) SparK_BR: instead of scale things down, scale values up (4:13:11 PM) SparK_BR: same result (4:13:23 PM) SparK_BR: i mean, unit wise (4:13:31 PM) JGZinv: well I'm already doing that somewhat (4:13:41 PM) JGZinv: both tach and FS2 actually use meters (4:13:49 PM) JGZinv: but they display them differently (4:14:06 PM) JGZinv: and of course tach was far far faster in ship speed (4:14:16 PM) SparK_BR: i can fix that (4:14:24 PM) SparK_BR: or table values are enough? (4:14:44 PM) SparK_BR: dont worry, it wont break collision detection (4:14:47 PM) JGZinv: so far I've been doing it via tables and scale (4:14:50 PM) SparK_BR: and if it breaks, i will fix it (4:15:08 PM) JGZinv: I'm just thinking about our weapons problems et al.... (4:15:21 PM) JGZinv: of course tach actually has it's own issues with speed (4:15:35 PM) SparK_BR: actually i have a formula i use in flash that tests pixels betwen new and old ship positions (4:15:45 PM) JGZinv: anything about about 2000 thrust doesn't register powerup hits (4:15:52 PM) JGZinv: *above (4:16:19 PM) SparK_BR: you know, if she is going 15 pixels per frame, i test the 14 frames it wont be there (4:16:26 PM) JGZinv: go about.... oh 5000+ and you can fly through bases and solid objects (4:17:03 PM) SparK_BR: like if i have an object of 50 pixels on my screen, and its moving at 60 pixels per second, it might break collision, but not if i test the 10 pixels it jumped (4:17:14 PM) SparK_BR: got it? (4:17:33 PM) JGZinv: not really... even with what I know of video.. but if it works... ok (4:17:34 PM) SparK_BR: 2 steps forward and 1 step back (4:17:51 PM) JGZinv: just trying to think ahead a little (4:17:54 PM) SparK_BR: do you mind if i draw? you wont be offended right? (4:18:06 PM) JGZinv: nah (4:18:13 PM) SparK_BR: ok, opening mspaint... (4:18:46 PM) JGZinv: wish my greasmonkey script would work properly... (4:25:14 PM) SparK_BR: ok (4:25:17 PM) SparK_BR: i drew it (4:25:33 PM) SparK_BR: http://files.fringespace.org/spark/misc/collision_problems.png (4:26:31 PM) SparK_BR: http://files.fringespace.org/spark/misc/collision_problems.PNG (4:26:39 PM) SparK_BR: extension is case sensitive (4:26:55 PM) JGZinv: yeah evidently (4:27:20 PM) SparK_BR: understood the problem we have with collision when speed is greater than the ship size? (4:27:28 PM) SparK_BR: so i will have to fix it (4:27:52 PM) JGZinv: it doesn't account for the previous frame - is what you're getting at? (4:28:06 PM) SparK_BR: it doesnt account for the space betwen each frame (4:28:11 PM) SparK_BR: the red area (4:28:23 PM) JGZinv: hmm so essentially - like lag warping (4:28:29 PM) SparK_BR: yepp (4:28:37 PM) JGZinv: the space in between warps doesn't exist (4:28:42 PM) SparK_BR: because the gray line is bigger than the ship size (4:28:53 PM) SparK_BR: gray line is speed (4:29:15 PM) JGZinv: yep I read it (4:29:24 PM) JGZinv: understanding t fully is another matter ^_^ (4:29:32 PM) JGZinv: I have to understand the "why" (4:29:40 PM) JGZinv: before the how... I'm weird that way (4:29:43 PM) SparK_BR: speed is not what you think it is (4:29:53 PM) SparK_BR: actually speed is just changing ship position each frame (4:30:00 PM) JGZinv: more like rate of FPS right? (4:30:05 PM) SparK_BR: yes (4:30:18 PM) SparK_BR: each frame your ship jumps forward a little (4:30:28 PM) SparK_BR: making the illusion of movement (4:30:44 PM) JGZinv: yeah same idea in video and modeling (4:30:52 PM) SparK_BR: exactly (4:30:59 PM) SparK_BR: so if your ship is too fast (4:31:08 PM) JGZinv: it skips info (4:31:08 PM) SparK_BR: it will "move" more (4:31:19 PM) SparK_BR: yes (4:31:24 PM) SparK_BR: giving us a red line (4:31:29 PM) JGZinv: you just about need a frame buffer (4:31:38 PM) JGZinv: like a frame cache or something (4:31:51 PM) SparK_BR: if you have an object or wall that fits in the red area... (4:32:10 PM) SparK_BR: actually no, i just calculate the red area size and tell the engine to test those pixels too (4:32:40 PM) SparK_BR: assentially i will be increasing ship size if it goes too fast (4:32:49 PM) JGZinv: hmm... wouldn't that lower overall FPS then? (4:32:56 PM) SparK_BR: (increasing mass if it is faster than light) (4:32:57 PM) SparK_BR: XD (4:33:03 PM) SparK_BR: a bit (4:33:03 PM) JGZinv: due to more calculations per second (4:33:11 PM) SparK_BR: just a little bit (4:33:23 PM) SparK_BR: i would have a "bigger" ship only (4:33:35 PM) SparK_BR: with invisible theorical parts (4:33:38 PM) JGZinv: well hopefully they overhaul collision detection soon anyway (4:33:49 PM) JGZinv: at scp (4:33:54 PM) SparK_BR: if they dont, i will (4:34:59 PM) SparK_BR: i will send a link to this image for them XD (4:35:03 PM) SparK_BR: maybe it gives them ideas (4:35:07 PM) JGZinv: heh (4:35:54 PM) JGZinv: just realize they've had a long time to look at the code (4:36:19 PM) JGZinv: they'll probably think you're acting noob-ish making up some easy solution (4:36:36 PM) JGZinv: or be utterly confused - one or the other (4:36:44 PM) SparK_BR: with 10 years making flash games? im not that noob at collision code (4:37:33 PM) JGZinv: *shrug* I don't feel you're a noob... HLP and SCP in general are, difficult... to get in motion on things, and they already assume they know it all (4:38:17 PM) JGZinv: so you get a new guy coming in... and it kicks them into "chew him up and spit him out" mode (4:38:21 PM) SparK_BR: they accepted my idea! (4:38:23 PM) SparK_BR: XD (4:43:30 PM) JGZinv: I said you went through walls in tach (4:43:42 PM) JGZinv: not that you went super fast in fs and went through walls (4:43:48 PM) SparK_BR: oh (4:43:50 PM) JGZinv: haven't tried it there yet (4:44:01 PM) JGZinv: -__- (4:44:27 PM) SparK_BR: dont tell it was you (4:45:09 PM) SparK_BR: i dunno what to do (4:45:11 PM) SparK_BR: XD (4:45:16 PM) SparK_BR: im so embarassed (4:45:21 PM) SparK_BR: sorry (4:46:03 PM) JGZinv: I'll try to salvage it... but try o turn to convo to the actual code (4:46:13 PM) JGZinv: ask them what needs to be done on it (4:46:19 PM) JGZinv: etc etc (4:46:37 PM) JGZinv: *try to turn the conversation to the code issue at hand (4:49:33 PM) SparK_BR: that was close (4:49:53 PM) SparK_BR: my reputation would go waaaaay down than it already is (4:49:57 PM) SparK_BR: thnx (4:51:40 PM) JGZinv: heh (4:51:49 PM) JGZinv: just dangle something else in front of them (4:51:59 PM) SparK_BR: i think it wouldnt work to scale everything down (4:52:11 PM) SparK_BR: the camera would see the size difference (4:52:23 PM) JGZinv: well it'd all be by a single factor (4:52:24 PM) SparK_BR: you cant scale a camera (4:52:30 PM) JGZinv: ships, bases, all of it (4:52:39 PM) JGZinv: hmmmmm (4:52:47 PM) SparK_BR: and the ship size would contribute to broken collision (4:53:00 PM) JGZinv: I know there's a FOV control... but yeah.. cutscenes would be a major pain (4:53:29 PM) JGZinv: darned if you do, darned if you don't (4:53:47 PM) SparK_BR: i will take a look at weapons table, weapons code and collision detection later (4:54:06 PM) SparK_BR: i still have to fix a problem with an include file i changed (4:54:21 PM) SparK_BR: (change the include file, break every class that uses it) (4:54:26 PM) SparK_BR: XD (5:06:38 PM) SparK_BR: well... 119 commands reduced to 49 and now i have to type each one of the 70 that were left out and set them to -1 (5:07:46 PM) JGZinv: just do a find and replace (5:09:09 PM) SparK_BR: how do i find what is not written? XD (5:09:36 PM) SparK_BR: what was the F key for wingman command on tachyon? (5:10:38 PM) JGZinv: let me pull out the key chart here... (5:10:57 PM) JGZinv: F in tach was unused (5:11:06 PM) JGZinv: wingman command was F9 (5:11:52 PM) JGZinv: http://fringespace.org/downloads/KeyScan.PNG (5:12:51 PM) JGZinv: F2 ~F8 were hardly ever used... (5:13:06 PM) JGZinv: by anyone ever... just either didn't work or was useless (5:15:16 PM) JGZinv: 5 ~8 also largely unused far as I know (5:16:00 PM) JGZinv: camera section on the chart... I don't think ever worked... (5:19:17 PM) SparK_BR: i think i can make the whole keyboard bindable to, now (5:19:40 PM) SparK_BR: just changed settings to f1 to f10 (5:19:48 PM) SparK_BR: i really cant control f11 and f12 tough (5:51:57 PM) JGZinv: that's not a big deal when we've gained 10 keys (5:52:07 PM) SparK_BR: XD (5:52:22 PM) SparK_BR: they posted something about gauges and shield thing on scp channel (5:52:31 PM) JGZinv: yeah I'm half watching it (5:52:33 PM) SparK_BR: it might be good for us (5:52:40 PM) SparK_BR: if they ever commit it (5:52:42 PM) JGZinv: not sure what the KK patch is (5:53:01 PM) SparK_BR: maybe for gauge customization (5:58:20 PM) JGZinv: I'll be away a bit, need to get some things done. (5:58:30 PM) SparK_BR: do you know if chase camera or external camera are toggled or they work as press once you are gone? (5:58:47 PM) JGZinv: in tach or fs2? (5:58:55 PM) SparK_BR: fs2 (5:59:02 PM) SparK_BR: in tach they are press once (5:59:09 PM) JGZinv: not sure - (5:59:15 PM) JGZinv: haven't sued them (5:59:18 PM) JGZinv: *used (5:59:32 PM) SparK_BR: k (5:59:37 PM) SparK_BR: i will test later (5:59:44 PM) JGZinv: personally, I wouldn't worry greatly about imitating tach's layout perfectly (5:59:55 PM) JGZinv: due to the fact we can't bind everything (6:00:10 PM) JGZinv: we should focus on what is needed by the player (6:00:22 PM) JGZinv: instead of optional controls that might get used once (6:01:27 PM) JGZinv: if anything, I might be concerned with how much we can convert the communications controls (6:02:11 PM) JGZinv: and we may also wish to think if we want to leave a section dedicated to voice chat client basic keys (6:02:27 PM) JGZinv: say between 1-3 or 4 keys free (6:04:41 PM) SparK_BR: we have all the V.O.N. keys unused (6:04:52 PM) SparK_BR: we could simulate a module (6:07:43 PM) JGZinv: question - can you create additional menus like the communications menu in game? (6:08:01 PM) SparK_BR: maybe (6:08:04 PM) SparK_BR: never tried (6:08:08 PM) JGZinv: most of the wingman commands are in that menu, instead of binding them indivudally (6:08:20 PM) JGZinv: which I think is more efficient for us (6:08:35 PM) JGZinv: would it help if I made up a new key chart for us? (6:08:51 PM) SparK_BR: remember we need a push to talk button (6:09:02 PM) JGZinv: so we can visually look at what we've got going here (6:09:27 PM) SparK_BR: the keyboard is working as tachyon on my end, so try to bind keys to numpad mostly (6:09:28 PM) JGZinv: all I'd need from you to make one, is tell me what I can't use of the keys on the board (6:09:57 PM) JGZinv: the rest I can come up with and then we can figure out what is left over that we can put to use or need to create (6:10:30 PM) JGZinv: Tach's VON though is different from say the curren chat clients of today some (6:10:30 PM) SparK_BR: you cant use PAD7, PAD8 and PAD Period (6:10:36 PM) JGZinv: so we don't per say need all of that (6:11:00 PM) JGZinv: key pad? as in num pad or something else? (6:13:24 PM) JGZinv: back over here (6:13:46 PM) JGZinv: I got the GSC voice client support by asking the company behind it (6:13:54 PM) JGZinv: but we're not talking anything major (6:14:08 PM) JGZinv: it just recognizes the install directory, etc (6:30:24 PM) JGZinv: trying to find a darn decent sized image of a keyboard to edit.... -__- (6:31:02 PM) SparK_BR: use tach's (6:31:20 PM) SparK_BR: replace logos and all, it will look funny (7:11:29 PM) JGZinv: eh I'm halfway done with one (7:11:42 PM) JGZinv: but i need to get on what I said earlier (7:11:52 PM) JGZinv: so I'm be back and finish it in a bit (7:12:02 PM) JGZinv: *I'll be (7:13:23 PM) JGZinv: we probably need to research tachyon elements (keyboard) (7:13:43 PM) JGZinv: basically you form a wing with people who accepts your invite (7:14:02 PM) JGZinv: and that allows you to share points for kills and see each other's stats for S/H (7:14:23 PM) JGZinv: need to find out if such a thing exists in Fso (7:14:33 PM) JGZinv: probably if anywhere... it'd be in squadwar (7:14:40 PM) JGZinv: anyways... be back later (7:44:20 PM) SparK_BR: testing the build (finally) (7:46:05 PM) The account has disconnected and you are no longer in this chat. You will be automatically rejoined in the chat when the account reconnects. (9:19:04 PM) SparK_BR: hey (9:19:07 PM) SparK_BR: things worked (9:19:20 PM) SparK_BR: want me to upload the current .exe? (9:19:51 PM) SparK_BR: im trying to invert the Y axis for new players by default (9:23:38 PM) JGZinv: yeah put it up somewhere (9:23:58 PM) SparK_BR: ok, will test the axis thing (9:24:17 PM) JGZinv: im not entirely back (9:24:17 PM) SparK_BR: our player files are called PLF (9:24:29 PM) SparK_BR: and our multiplayer files are PLM (9:24:36 PM) SparK_BR: instead of PL2 and PLR (9:28:20 PM) SparK_BR: ok, testing (9:28:25 PM) SparK_BR: if it works, i will upload (9:37:24 PM) SparK_BR: it works! (9:38:42 PM) SparK_BR: is your ftp working? (9:44:44 PM) SparK_BR: ftp://peso.dreamhost.com/files/fs2_open_3_6_11r_fringe.exe (9:45:04 PM) SparK_BR: it is in 10 minutes remaining (9:45:14 PM) SparK_BR: and that's a lot even for windows (9:45:18 PM) SparK_BR: so im going to sleep (9:47:01 PM) SparK_BR is now known as SparK|Sleeping (9:49:13 PM) The account has disconnected and you are no longer in this chat. You will be automatically rejoined in the chat when the account reconnects. (11:41:07 PM) JGZinv: Sorry bud, but it says it's an invalid w32 application. Plus it's about half the size of the inferno exe. So I think the upload might have died mid stream. (1/18/2010 2:22:04 AM) Backslash [Qeyleb@or-71-53-67-133.dhcp.embarqhsd.net] entered the room. (2:28:04 AM) JGZinv: yo bax (2:28:41 AM) Backslash: also hi (2:28:52 AM) JGZinv: ah (2:28:54 AM) Backslash: testing out a new chat client, didn't figure out the noises yet (2:29:01 AM) JGZinv: which one? (2:29:29 AM) Backslash: XChat (2:29:34 AM) Backslash: seeing if I like it better than mIRC (2:29:41 AM) JGZinv: ah... no experience with that one....sorry (2:29:58 AM) JGZinv: what do you think of this - http://files.fringespace.org/jgz/Misc/FSKeysWIP1.gif (2:30:01 AM) Backslash: me neither. so far I like it. it's very light. (2:30:12 AM) Backslash: the chat, that is, lemme view link (2:30:25 AM) JGZinv: http://files.fringespace.org/jgz/Misc/FSKeysWIP1.GIF (2:30:29 AM) JGZinv: maybe that way? (2:30:45 AM) JGZinv: spark said it was having trouble without capped extensions (2:30:52 AM) Backslash: both work in my case (2:31:08 AM) Backslash: depends on whether the file itself is capped or not I guess. I saw that problem in his folder too. (2:31:25 AM) Backslash: cancel that, the second one doesn't work (2:31:31 AM) JGZinv: he tried compiling our own exe today... i don't think it uploaded though (2:31:44 AM) JGZinv: did a lot of work on it too... tis a shame (2:31:50 AM) Backslash: is ok I look at first one. now what is this? (2:32:01 AM) JGZinv: potential key layout (2:32:09 AM) JGZinv: key in top right corner (2:32:18 AM) JGZinv: explains color code (2:32:34 AM) JGZinv: only been working on it since about 7 my time (2:32:40 AM) Backslash: ok. so far all the F keys can't be used until a major code upgrade :-/ (2:32:55 AM) JGZinv: according to spark he got F1 throug 10 working (2:33:02 AM) JGZinv: F11 and 12 no (2:33:04 AM) Backslash: ohm I guess he'll have to show me how then (2:33:11 AM) JGZinv: lemme copy the chat log (2:33:14 AM) JGZinv: send it to you (2:33:16 AM) Backslash: k