#xu4@irc.freenode.net logs for 9 Jul 2011 (GMT)

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[11:53:41] <NorwegianRockCat> Darrenor64: I think I've got some stuff sorted for event stuff, if you show up a bit later. It'd be good to talk them over.
[11:54:04] <NorwegianRockCat> Otherwise, I'll send an email later today before I submit, as it's a bit big.
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[16:39:46] <Darrenor64> Hi
[16:40:40] <Darrenor64> That sounds really good.
[16:40:42] <Darrenor64> ?log
[16:40:42] <exultbot> Logs are available at http://log.usecode.org/xu4log.php
[16:41:55] <Darrenor64> Will your solution include a mechanism for the animation delays? Or require a new one to be written over top the new event code?
[17:30:19] <NorwegianRockCat> Darrenor64: you can check it out here: http://pastebin.com/9FeV0ACu
[17:30:27] <NorwegianRockCat> I haven't changed too much for the moment.
[17:30:39] <NorwegianRockCat> Basically, the SDL sleep nows still spins the loop
[17:30:44] <NorwegianRockCat> but ignores keyboard events then.
[17:31:26] <NorwegianRockCat> And I've removed one pause at the end of endTurn.
[17:31:53] <NorwegianRockCat> It did mean that I had to fix up highlight to work correctly, because before it depended on no timers firing.
[17:32:57] <NorwegianRockCat> Things seem to work OK, but I have a feeling the SDL event code needs to be tested heavily. There's a lot of cases.
[17:53:55] <Darrenor64> Do you feel comfortable committing? I can give test the various things out.
[17:54:27] <NorwegianRockCat> Yeah, I can probably do it in a couple of minutes...
[17:54:38] <NorwegianRockCat> I just thought of one more thing that I should "fix" with it.
[18:18:04] <NorwegianRockCat> Darrenor64: OK, it's in.
[18:18:13] <NorwegianRockCat> Try it out and see how it works.
[18:18:37] <NorwegianRockCat> I'm trying to fix up a problem with spell casting on iOS ATM.
[18:37:57] <Darrenor64> Ok.
[18:38:21] <Darrenor64> I sent an experimental "Towns" track. Let me know if you like the direction it's going in.
[18:40:34] <Darrenor64> One thing I notice, is that the animation frames go beserk whenever we're in one of those abusive "animate frames while waiting" commands that I used for attack delays etc.
[18:40:41] <Darrenor64> Otherwise, it looks perfect!
[18:41:04] <Darrenor64> I think those calls are no longer necessary, now that the sleep is smart.
[18:45:44] <Darrenor64> Yeah this is a MAJOR improvement. Good work!!
[18:50:34] <NorwegianRockCat> Darrenor64: can you be a bit more specific about where the animation goes beserk?
[18:50:38] <NorwegianRockCat> In combat you mean?
[18:51:41] <NorwegianRockCat> Darrenor64: Just listened to your towns mp3.
[18:51:41] <NorwegianRockCat> \
[18:52:07] <NorwegianRockCat> The palm-muted strings in the beginning could use some work, but otherwise it sounds pretty good.
[18:52:27] <NorwegianRockCat> The guys I talked with seem to be OK with working for free and I told them to go to down...
[18:52:40] <NorwegianRockCat> err "go to town" :-)
[18:52:50] <NorwegianRockCat> So, we should hear a much better scoring next time.
[18:52:58] <NorwegianRockCat> I should have forwarded on my message...
[18:53:01] <NorwegianRockCat> Just a sec.
[18:54:26] <NorwegianRockCat> Anyway, I knew that people who actually have experience with those tools could do better than me, so I'm not surprised I can hear better things.
[18:59:36] <Darrenor64> ...
[18:59:40] <Darrenor64> IOoops
[18:59:45] <Darrenor64> I'm looking forward to their battle themes.
[19:00:22] <NorwegianRockCat> Yeah, I think it will be interesting :-)
[19:00:35] <Darrenor64> The beserk part, is just the animation that takes place during 'tile flashes'. IE: when the attack tile animates across the screen.
[19:00:51] <NorwegianRockCat> Ah, yeah, that is jerky...
[19:01:00] <NorwegianRockCat> I'm not sure why at the moment.
[19:01:11] <NorwegianRockCat> I tried to kill the animation callback...
[19:01:23] <Darrenor64> The problem is: doScreenAnimationsWhilePausing
[19:01:24] <NorwegianRockCat> but it also "advances" the projectiles movement.
[19:01:28] <Darrenor64> it doesn't need to exist anymore.
[19:01:34] <Darrenor64> your new sleep handles everything.
[19:01:43] <Darrenor64> i'll try to fix it now
[19:01:51] <NorwegianRockCat> OK. give it a shot.
[19:02:15] <NorwegianRockCat> For me it seemed that the projectiles handling needed some re-thinking...
[19:02:23] <NorwegianRockCat> It was very "step-wise"
[19:02:39] <NorwegianRockCat> The animation should really be an effect...
[19:02:51] <NorwegianRockCat> but for the moment it's hard coded in.
[19:03:04] <NorwegianRockCat> It moves the projectile to a square.
[19:03:10] <NorwegianRockCat> then checks if a creature is there...
[19:03:12] <NorwegianRockCat> etc.
[19:03:20] <NorwegianRockCat> Anyway, feel free to fix it up.
[19:03:34] <NorwegianRockCat> I had to give up or the change would have been huge :-)
[19:03:37] <NorwegianRockCat> Good luck!
[19:03:52] <NorwegianRockCat> I can certainly try it on iOS when you are ready.
[19:22:55] <Darrenor64> still needs a bit of work, but I have to go. I think the problem is a syncing issue. The tiles animate and refresh the screen at a certain rate, and the flashing tiles need to go faster than that rate. I've 'fixed it' by using the sleep timer, but the screen isn't updating fast enough for the moving attack tiles. It's like we need additional refreshes -- but ones that don't advance animation
[19:22:56] <Darrenor64> frames.
[19:23:06] <Darrenor64> see you in a bit.
[19:23:30] <NorwegianRockCat> OK.
[19:24:56] <Darrenor64> I'm thinking the solution is another layer for handling tiles in motion -- this could quickly lead to smooth moving projectiles and perhaps NPCs.
[19:25:07] <NorwegianRockCat> Yeah.
[19:25:18] <Darrenor64> anyway, gotta run. It still looks very good in it's current state.
[19:25:27] <NorwegianRockCat> Ideally, if each thing was its own layer, we could do lots of things with core animation on iOS at least.
[19:25:32] <NorwegianRockCat> No problem.
[19:25:34] <Darrenor64> It just 'updates' the tile animations at a faster rate.
[19:25:42] <NorwegianRockCat> Hmm...
[19:25:56] <NorwegianRockCat> Actually, when I was adding my last changes...
[19:26:05] <NorwegianRockCat> I botched such that things never slept...
[19:26:14] <Darrenor64> hmm... bblater
[19:26:17] <NorwegianRockCat> and the projectiles were pretty smooth then IIRC.
[19:26:39] <NorwegianRockCat> I'll just check it quiclkly and see if I was right.
[19:29:47] <NorwegianRockCat> Yeah, it's much smoother than.
[19:30:17] <NorwegianRockCat> Just go into EventHandler::sleep and just return from it immediately...
[19:30:30] <NorwegianRockCat> It seems to be very smooth then...
[19:30:51] <NorwegianRockCat> Which seems to indicate something inside of our sleep is slowing things down or something....
[19:31:26] <NorwegianRockCat> It's probably something really simple, you'll probably find it soon.
[19:31:49] <NorwegianRockCat> Don't go for extra refreshes at least. We already have a heartbeat timer that is doing that :-)
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