alfa1 | just in case nobody saw it, here they say something related: https://wiki.libsdl.org/MigrationGuide#OpenGL | 00:01 |
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alfa1 | https://wiki.libsdl.org/MigrationGuide#Summary_of_some_renamed_or_replaced_things | 00:02 |
alfa1 | it is from migration from version 1.2 to 2.0 | 00:04 |
alfa1 | for* | 00:08 |
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alfa1 | blast007: do the displays have the same resolution beforehand all starts? | 00:56 |
blast007 | no | 00:56 |
blast007 | the primary is 1366x768 and the secondary is 2560x1440 | 00:57 |
alfa1 | that could be another thing to test, according to bugs/problems I am reading | 00:58 |
alfa1 | (and even could be a workaround) | 00:59 |
blast007 | a workaround is to require people to have identical resolutions on all displays? | 01:01 |
alfa1 | no, to switch resolutions by code before doing fullscren | 01:02 |
blast007 | you can't | 01:02 |
blast007 | you have to be fullscreen before you can change the resolution | 01:02 |
alfa1 | you can't access to system resolution directly? | 01:03 |
alfa1 | (operating system) | 01:04 |
blast007 | no | 01:04 |
blast007 | if I was going to do that, I wouldn't use SDL, as I'd now be writing platform specific code myself :) | 01:04 |
alfa1 | answering to the prev question, then: yes, maybe forcing people to do that for now | 01:06 |
blast007 | I don't think that will help anyway | 01:07 |
alfa1 | another thing: try quitting top/bottom bars from the windows manager (extensions) which could be annoying fullscreen process (according to bugs) | 01:13 |
CaptainRoberts[m | Have you tried flipping the bits? | 01:19 |
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alfa1 | blast007: try this: 1) create a windowed window on display #1; 2) see what resolutions are available into BZ; 3) move it to display #2 by the keybinding method; 4) repeat 2); 5) compare both results | 03:03 |
alfa1 | the idea is that maybe BZ has not updated resolutions on display #2 (or mixed ones) then it still tries to run a previous resolution returning to display #1 (solution: a way to refresh resolutions) | 03:03 |
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alfa1 | (I am considering every display is giving its resolutions to its "child windows", let's say, and "child windows" should only use them (not a mix of all displays ones)) | 03:15 |
alfa1 | (by "child windows" I mean all windows positioned completely into that display at any time, not only those created into it) | 03:18 |
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alfa1 | is giving its "child windows" its resolutions* | 03:24 |
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BZNotify | bzflag: atupone synchronized pull request #256 "clang-10 porting" (https://git.io/JJtP6) | 06:10 |
macsforme | blast007: SDL_CreateWindow() allows you to position the window when creating it, and I thought theoretically you could create a window on a display other than the primary one (using SDL_GetDisplayBounds(), etc.), then you don't have to move it with SDL_SetWindowPosition()... have you tried that? | 07:26 |
macsforme | otherwise my best guess is that it sounds like an issue related to window focus | 07:27 |
BZNotify | bzflag: macsforme commented on pull request #251 "Fix multiple issues with SDL 2 window creation" (https://git.io/JJqLz): Trying to summarize the remaining issues that have been observed:... | 07:39 |
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blast007 | macsforme: yeah, creating it lets me put it on the display I want. Also, creating it windowed and then immediately calling my same setFullscreen function does put it on the correct screen | 10:05 |
blast007 | it's only when I'm calling setFullscreen later that it's a problem :) | 10:06 |
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blast007 | and it seems if I call setFullscreen twice, it works, maybe :P | 12:11 |
blast007 | need to test that a bit more | 12:14 |
blast007 | maybe I need to set the window to windowed mode, move it to the desired display, set the window fullscreen, change the display mode, set the window to windowed, and then back to fullscreen......... | 12:15 |
blast007 | I'm gonna test my little sample program a bit more tonight and ask in #SDL or on their forums if I don't get an answer in IRC | 12:16 |
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alfa1 | I wonder why people stop playing the game... it's so fun... | 16:38 |
alfa1 | let's blame the money? | 16:39 |
alfa1 | (as always) | 16:39 |
alfa1 | because you can't blame the lack of skills since now you have a method to improve them | 16:41 |
alfa1 | :) | 16:41 |
allejo | i want money for working on bz stuff | 16:51 |
the_map | maybe if you improve your skills with alfa1's expert guidance you can make money with a coding job | 16:55 |
blast007 | alfa1: there's a lot of games to choose from these days, and a lot of "free" games have huge budgets (paid for with things like battle passes and cosmetics, or sometimes "pay to win" mechanics where you can only get good gear by spending money - or at least, you can get them faster that way) | 19:23 |
allejo | which is why we need to desperate introduce hats in 2.6 | 19:30 |
allejo | TANKS WITH HATS | 19:30 |
blast007 | http://strayer.de/pics/different_types.jpg | 19:41 |
alfa1 | hehe | 19:52 |
CaptainRoberts[m | It's all about dances these days. | 19:58 |
alfa1 | you because have not tried still my HiX-S brand new server with solo bots to dance with, CaptainRoberts[m! hehe | 19:59 |
CaptainRoberts[m | bzbots are not very good | 20:00 |
CaptainRoberts[m | give me original UT bots any day | 20:00 |
alfa1 | come and see :) (or read Levels and Bots on the forum) | 20:00 |
CaptainRoberts[m | I have seen it, | 20:01 |
alfa1 | of course they can be better but they do rather well; even they don't learn AFAIK | 20:05 |
alfa1 | (in the sense to learn to improve bahaviour in general; there is some learning code which says "silly" IIRC) | 20:06 |
blast007 | are the bots modified? | 20:11 |
alfa1 | I never reached to modify them (I never was sure it was possible; for the most time); but I worked a lot in the context (plugins; scores system; etc) to make them fun | 20:16 |
alfa1 | and it mixed with the idea of making even matches, giving a levels system for players' skills | 20:17 |
alfa1 | I only modified the server a tiny bit | 20:17 |
alfa1 | 1 line | 20:17 |
alfa1 | now i'm experimenting modifying bots levels according to new maps | 20:19 |
alfa1 | in example, in HiX-S solo bot has 0.67 instead of 1.33 for ducati-like one | 20:20 |
blast007 | what do those numbers mean | 20:25 |
alfa1 | skill levels | 20:25 |
blast007 | meaning what? | 20:25 |
alfa1 | HiX is one (or the most) hardest maps ever | 20:26 |
alfa1 | have you read Levels and Robots thread? | 20:26 |
blast007 | no | 20:26 |
CaptainRoberts[m | have you tried reticulating the splines | 20:26 |
blast007 | but how does a bot have a different "skill level" if the bots have not been modified? | 20:26 |
alfa1 | I posted there years of work :) | 20:27 |
CaptainRoberts[m | modify the handicap? | 20:27 |
blast007 | ah, I suppose | 20:27 |
alfa1 | I'm experimenting it, but it seems to work for now (according to results); I am thinking that now maps have differen levels of difficulty | 20:28 |
alfa1 | and bots are rather limited compared to humans to addapt themselves to new maps | 20:29 |
alfa1 | then I just reduce their levels | 20:29 |
alfa1 | humans' levels are not modifed | 20:29 |
alfa1 | a simple example: on HiX (or HiX-S, a modification for solo bots), solo bots can't jump; that problem reduces its level to the half | 20:31 |
blast007 | and on every other server, they also can't jump ;) | 20:32 |
alfa1 | well, but the first map, where they work the best on, is ducati-like, with no jumps | 20:32 |
alfa1 | solo bots really helped to make ducati-like maps to work for 1 human | 20:33 |
alfa1 | while autopilots kept on their base, solo bot went directly to attack the human, simulating a human behaviour | 20:34 |
alfa1 | also, in HiX-S, solo bots work the best because they dont jump all the time like autopilots, making it fun | 20:34 |
alfa1 | HiX-S has 1 level for playing (floor); HiX-A (for autopilots plus 2 humans) has 2 levels (floor and 1 more); and then we have normal HiX with 3 levels (and 0 bots) | 20:36 |
alfa1 | note on HiX-S you have to capture by pyra jumps :) (not so easy) | 20:38 |
alfa1 | and you have both CTF and FFA modes on every version | 20:39 |
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macsforme | alfa1: is your server publicly listed? I couldn't find it | 21:43 |
alfa1 | macsforme: right now, DiverSion (note it's is not 24-hours) | 21:45 |
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