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From: atani <at...@at...> - 2005-11-21 01:24:37
|
On Nov 20, 2005, at 10:45 AM, Atani wrote: > I will be committing this "as-is" shortly since it mostly works. > Probably safest to not call the hide methods on OSX yet since it never > gets "unhidden" :( Ok this has been committed now. Currently the only broken piece is the hide/show, but the code is doing what it should do, perhaps it is a bug in the SDK? But for now, I commented out the "hide" call in TikiTest. If someone feels like digging further tonight on this to find a solution I am all for it. But for now I am frustrated that it is not doing what it should, so it is time to let others take a look at it.. I also committed some other local updates I had pending which also play into the mouse handler hooks. Mike |
From: Dan P. <ba...@al...> - 2005-11-21 00:52:36
|
On Nov 20, 2005, at 4:39 PM, Sam Steele wrote: > Ah.. this is interesting. I haven't installed any AdiumX addons > recently, but the old system was pretty clunky. I'll have to look > into how that works, it seems like a pretty good solution. Yeah, if you've only seen the old "system", I have to agree that it was pretty crappy. I remember downloading a theme and having to manually extract it somewhere, and restart Adium, etc... > WebKit and MSIE provide inconsistent experiences though, not to > mention they both exclude Linux (well, ok, there's the gtk+ port of > WebCore, but that would add a lot more dependancies :P And I guess > there's KHTML too) Yeah, true. There's a lot of embeddable Linux browser components but in general that would add a metric crapload of dependencies. |
From: Sam S. <sam...@gm...> - 2005-11-21 00:39:55
|
On Nov 20, 2005, at 7:30 PM, Dan Potter wrote: > I actually like the latest AdiumX system. They just have their own > URL type. You browse their extensions site until you find one you > want and click on it. That launches AdiumX to handle the link, > which sucks down the bundle, extracts it to the right place, and > instantiates any plugins, etc. > Ah.. this is interesting. I haven't installed any AdiumX addons recently, but the old system was pretty clunky. I'll have to look into how that works, it seems like a pretty good solution. > Might be a little nicer for some cases to have an in-game browser, > but then e.g. on OSX you might want to use WebKit, and IE on Win32, > and so on... WebKit and MSIE provide inconsistent experiences though, not to mention they both exclude Linux (well, ok, there's the gtk+ port of WebCore, but that would add a lot more dependancies :P And I guess there's KHTML too) -Sam |
From: Dan P. <ba...@al...> - 2005-11-21 00:30:47
|
On Nov 20, 2005, at 11:58 AM, Sam Steele wrote: > It's pretty easy when you're still inside your app, but doing it > from something like Safari or MSIE would be more work, which is why > I'm excited to use an in-game browser instead. I've seen how > AdiumX on Mac OS X, and StepMania on win32 handle downloadable > extras, and it just seems hacky. I actually like the latest AdiumX system. They just have their own URL type. You browse their extensions site until you find one you want and click on it. That launches AdiumX to handle the link, which sucks down the bundle, extracts it to the right place, and instantiates any plugins, etc. Might be a little nicer for some cases to have an in-game browser, but then e.g. on OSX you might want to use WebKit, and IE on Win32, and so on... Having a remote manual browser would be nice though, for a simplistic all-platforms solution. |
From: Atani <at...@at...> - 2005-11-21 00:25:28
|
On 11/20/2005, "Sam Steele" <sam...@gm...> wrote: > >It's pretty easy when you're still inside your app, but doing it from >something like Safari or MSIE would be more work, which is why I'm >excited to use an in-game browser instead. I've seen how AdiumX on >Mac OS X, and StepMania on win32 handle downloadable extras, and it >just seems hacky. For outside the app I would suggest having some sort of "import" hook that allows you to browse the filesystem for a valid item. This would be a good addon for games which you can add custom levels to. Mike |
From: Sam S. <sam...@gm...> - 2005-11-20 19:58:57
|
On Nov 20, 2005, at 2:50 PM, Atani wrote: > I can send over code which you can use to find your resources > area. NSString * resPath = [[NSBundle mainBundle] resourcePath]; chdir([resPath cString]); It's pretty easy when you're still inside your app, but doing it from something like Safari or MSIE would be more work, which is why I'm excited to use an in-game browser instead. I've seen how AdiumX on Mac OS X, and StepMania on win32 handle downloadable extras, and it just seems hacky. -Sam |
From: Atani <at...@at...> - 2005-11-20 19:51:43
|
On 11/19/2005, "Sam Steele" <sam...@gm...> wrote: >Cool! Well, it's something I'm very interested in working on. I was >considering ditching the online content for DCBlap (they were VMU >downloads for the Sega browser, basically bzip2'ed romdisk images >with additional levels and themes), since there wasn't an easy >process of getting stuff from the system browser into the game (esp >on the mac, since it's in the bundle) without installing a file-type >handler and gross stuff like that. A simple in-game browser for >downloading additional content will be a lot smoother :) > You should be able to download directly into the resources area of your app. I can send over code which you can use to find your resources area. I am thinking of using this for storing configuration data as well as high score data. With this mechanism though you should be able to easily load content from either the VMU or the "resources" directory. Mike |
From: Atani <at...@at...> - 2005-11-20 18:50:32
|
On 11/19/2005, "Dan Potter" <ba...@al...> wrote: >That might be another nice package in Tiki -- networking >abstractions. Especially in Win32 where you have to do some crazy >stuff with WinSock. This is a very good addition actually. I would be happy to write the SDL bindings (using SDL_net). The DC port can be a simple wrapper on the KOS functions. I have no idea on OSX, but Win32 should be simple enough. Mike |
From: Atani <at...@at...> - 2005-11-20 18:47:17
|
On 11/19/2005, "Atani" <at...@at...> wrote: >>I think maybe we're looping through the events too quickly. If I add >>a NSLog that outputs point.x and point.y, then the data comes through >>fine, but if I remove the NSLog message then I just get garbage. > >Interesting... I have not had a chance to dig into it yet, I dont know >when I will get to yet.. My son doesnt want to take a nap yet! If I can >get him down I will try to get working on this.. ok, digging done! The NSPoint returned by the locationInWindow method is already translated to window coord, which does not entirely match the docs for that method. That said, I have a local change which does fix this and returned reliable results now. Unfortunately though, NSCursor hide/unhide does not seem to have any effect when called in the switch statement for NSMouseMoved case. I could not locate anything in the docs about this behavior but I think that the NSCursor hide/unhide can not be done from the event thread.=20 Anyone know how to do a defered call in Obj-C? I will be committing this "as-is" shortly since it mostly works.=20 Probably safest to not call the hide methods on OSX yet since it never gets "unhidden" :( Mike |
From: atani <at...@at...> - 2005-11-20 18:30:28
|
On Nov 20, 2005, at 10:09 AM, Dan Potter wrote: > > These are not from the final version of the game, but close enough: > > http://www.cagames.com/gfx/fof_shots/20021008_char_1.jpg > Ok that is a very cool Drawable :) I can certainly see some usages of it in games, like a Zelda item screen. > On this one you can see two Slideshows (the screenie of the > selected option on the left, and the character sketches on the > right), and the text display on the right as well. > Also very cool, a Slideshow would be a good addition. Also you can take advantage of the Sleep animation and a Trigger callback which increments the "slide". > Yeah, see my message a second ago -- more info there about this > format. > Yup, just saw it. The format is decent enough for me. Perhaps once the cmd line tool is checked in I can take a look at it and integrate support for asciidoc type tags > Unfortunately I don't have a screenie of this handy. But yeah > that's exactly what I used it for. In FoF if you hit Start during > most of the menus, the screen would dim out and a menu box would > zoom up from the center with options. The box had a gradient border > and a shifting blended background (I think it was red, green, blue, > yellow for the corners). This is exactly what I wanted to have for CR/CS. Basically grey the screen (main) and then display a lightbar menu in the center of the screen with various options. Main use for this would be the "Pause" screen but can also be used as a generic popup in a genmenu based scene. > Some of the input handling code in that was a little gross and > might need to be redone. I'll have to look at it. I can imaging. This would probably be a good use for the Object event handling I have planned. Until then though we can use a flag in the inputEvent method to detect if we are in the "popup" or in the "game". Mike |
From: Sam S. <sam...@gm...> - 2005-11-20 18:19:45
|
On Nov 20, 2005, at 12:59 PM, Dan Potter wrote: > Heh! What would you say if I told you it's already been done? ;) I > was actually going to do that for something I was working on but > the project never got finished. Pretty fun to see it go out to the > web and grab stuff though. > Cool! Well, it's something I'm very interested in working on. I was considering ditching the online content for DCBlap (they were VMU downloads for the Sega browser, basically bzip2'ed romdisk images with additional levels and themes), since there wasn't an easy process of getting stuff from the system browser into the game (esp on the mac, since it's in the bundle) without installing a file-type handler and gross stuff like that. A simple in-game browser for downloading additional content will be a lot smoother :) > That might be another nice package in Tiki -- networking > abstractions. Especially in Win32 where you have to do some crazy > stuff with WinSock. > WinSock = Hate. I have a cross-platform version of http-client with plenty of #ifdef's just for WinSock. > Anyway, the manual viewer does actually use power of 2 textures. It > just lets you specify how big they are on screen. Well, I meant it's not one giant texture, even though it was smooth enough to be one :) > In FoF if you hit Start during most of the menus, the screen would > dim out and a menu box would zoom up from the center with options. This was actually one of the more confusing features of FoF when we had a setup at the East Coast Gaming Expo, mostly due to the Playstation pads I was using. I had to coach more than a few people through the menus to get into the game :) -Sam |
From: Dan P. <ba...@al...> - 2005-11-20 18:10:14
|
On Nov 20, 2005, at 9:56 AM, atani wrote: > Keep in mine my comments are from the point of not seeing FoF (sorry). It's all good :) Some screen shots will help out (I have some of most of this) -- >> - log3dmover/exp3dmover -- similar to the log/exp 2d movers, but >> works in 3d > > Cool, so you can work on the Z-Axis right? IIRC that was the idea. >> - gridselector -- takes an array of textures, both active and >> inactive states as desired, and displays N selectors around those >> textures, each potentially with their own color and overlay >> texture (see: FoF character or difficulty select, jukebox menu, etc) > > Does this allow basically you to define a collection of "steps"? or > a collection of "light bars"? (screenshot is probably easiest to > explain) > These are not from the final version of the game, but close enough: http://www.cagames.com/gfx/fof_shots/20021008_char_1.jpg That thing in the middle is the grid selector. I just told it there to make a 2x4 grid, and fed in textures for each. You can then get and set the number of selectors and the selections for each. The two characters are done with two of those Slideshow objects I mentioned (just loaded up all the characters and assigned the textures into each, and then switch them out when the player moves their selector). The text at the top and bottom is done with scrollers. http://www.cagames.com/gfx/fof_shots/menu1.png On this one you can see two Slideshows (the screenie of the selected option on the left, and the character sketches on the right), and the text display on the right as well. > Very cool stuff, perhaps we can use something like asciidoc tags as > the markup in a plain text file? Yeah, see my message a second ago -- more info there about this format. > This is exactly why I want the modal stuff :) I want the user to > be able to "pause" or "exit" the game via a popup of sorts. Unfortunately I don't have a screenie of this handy. But yeah that's exactly what I used it for. In FoF if you hit Start during most of the menus, the screen would dim out and a menu box would zoom up from the center with options. The box had a gradient border and a shifting blended background (I think it was red, green, blue, yellow for the corners). Some of the input handling code in that was a little gross and might need to be redone. I'll have to look at it. > Would this only be able to handle Text or can we make it generic to > also handle a collection of Textures (wraped in Banner). Right now it only handles text. I don't see why it couldn't handle whatever with a little reworking though. |
From: Dan P. <ba...@al...> - 2005-11-20 17:59:31
|
On Nov 20, 2005, at 9:07 AM, Sam Steele wrote: > These all sound pretty useful, and they're probably implemented > better than my two. Ok cool, I'll see about adding some of this stuff soon. > This was one of the most impressive parts of FoF to me. I remember > scrolling through it and thinking "This is so not a power-of-two > texture.. how'd he do that?" ;-) Might be fun to combine that with > my http-client KOS demo for a ghetto in-game browser, DreamPassport > style! Heh! What would you say if I told you it's already been done? ;) I was actually going to do that for something I was working on but the project never got finished. Pretty fun to see it go out to the web and grab stuff though. That might be another nice package in Tiki -- networking abstractions. Especially in Win32 where you have to do some crazy stuff with WinSock. Anyway, the manual viewer does actually use power of 2 textures. It just lets you specify how big they are on screen. The manual source syntax is based on TeX (which I discovered is very easy to parse :). Here's an example: \just{center}\ps{32}\color{white}About Cryptic Allusion \imagelink{0 128 256 dan} \imagelink{1 216 256 roddy} \imagelink{2 256 256 ca alpha} \image{2} \just{full}\ps{18}\color{gray} Cryptic Allusion (CA for short) was originally conceived almost ten years ... The app that builds all that stuff is just a C++ cmdline tool that takes your source file, any TXFs you're using, images, etc, justifies and formats everything, and basically builds a display list for the browser to use at runtime. I've always been a bit of a compiler geek so that was fun to write ;) |
From: atani <at...@at...> - 2005-11-20 17:56:46
|
On Nov 20, 2005, at 8:52 AM, Dan Potter wrote: Keep in mine my comments are from the point of not seeing FoF (sorry). > - log3dmover/exp3dmover -- similar to the log/exp 2d movers, but > works in 3d Cool, so you can work on the Z-Axis right? > - gridselector -- takes an array of textures, both active and > inactive states as desired, and displays N selectors around those > textures, each potentially with their own color and overlay texture > (see: FoF character or difficulty select, jukebox menu, etc) Does this allow basically you to define a collection of "steps"? or a collection of "light bars"? (screenshot is probably easiest to explain) > - manualviewer -- takes an html-like input file and compiles it > into a binary manual format which can then be scrolled through with > inline images and all (see: FoF online manual) Very cool stuff, perhaps we can use something like asciidoc tags as the markup in a plain text file? > - menubox -- a little pop-up box that lets you display N menu > options and have the user choose one > - messagebox/popup -- the actual pop-up used by menubox as a backdrop This is exactly why I want the modal stuff :) I want the user to be able to "pause" or "exit" the game via a popup of sorts. > - screenblinds -- a powerpoint-like transition effect where dark > bars move onto or off of the screen with alpha blending at the > edges (seen in the song menu of FoF) Cool effect, would be a good anim. > - scroller -- bog-standard demo style scrolltext (character menu in > FoF) Would this only be able to handle Text or can we make it generic to also handle a collection of Textures (wraped in Banner). > > I think I may also eventually drop the code used for the options > menu in FoF into a generic piece that handles hierarchical menus. > It's not too far from it as it is but could use a little > genericization. This would be cool too :) Mike |
From: Sam S. <sam...@gm...> - 2005-11-20 17:08:06
|
On Nov 20, 2005, at 11:52 AM, Dan Potter wrote: > <lots of drawables> These all sound pretty useful, and they're probably implemented better than my two. > - manualviewer This was one of the most impressive parts of FoF to me. I remember scrolling through it and thinking "This is so not a power-of-two texture.. how'd he do that?" ;-) Might be fun to combine that with my http-client KOS demo for a ghetto in-game browser, DreamPassport style! > I think I may also eventually drop the code used for the options > menu in FoF into a generic piece that handles hierarchical menus. > It's not too far from it as it is but could use a little > genericization. > This would be very useful too. -Sam |
From: Dan P. <ba...@al...> - 2005-11-20 16:53:14
|
On Nov 20, 2005, at 6:19 AM, Sam Steele wrote: > imageSet is an extension of Banner that holds a vector<> of > textures and lets you select which one to display by index. It > does a neat blending transition into the new selection when it > changes. It's used on the TikiBlap level selector to show > screenshots of the levels. I've actually got one of these from FoF too, and it's capable of doing a timed slide show (used it in the background of the FoF main menu :). I'm just gonna go through and list off a few generic Drawables/ Animations I have in the FoF sources that would be nice to include, potentially: - log3dmover/exp3dmover -- similar to the log/exp 2d movers, but works in 3d - gridselector -- takes an array of textures, both active and inactive states as desired, and displays N selectors around those textures, each potentially with their own color and overlay texture (see: FoF character or difficulty select, jukebox menu, etc) - manualviewer -- takes an html-like input file and compiles it into a binary manual format which can then be scrolled through with inline images and all (see: FoF online manual) - menubox -- a little pop-up box that lets you display N menu options and have the user choose one - messagebox/popup -- the actual pop-up used by menubox as a backdrop - screenblinds -- a powerpoint-like transition effect where dark bars move onto or off of the screen with alpha blending at the edges (seen in the song menu of FoF) - scroller -- bog-standard demo style scrolltext (character menu in FoF) - slideshow -- described above - soundfader -- animation that fades the background music - starfield -- a little less generic but people still seem to like 'em :) - textdisplay -- takes a vector of strings and displays them centered in a box (with or without backdrop) - wavetxr -- otherwise acts like a banner, but does a "water droplet" effect with shading and distortion (it's faked, not real 3d :) I think I may also eventually drop the code used for the options menu in FoF into a generic piece that handles hierarchical menus. It's not too far from it as it is but could use a little genericization. |
From: Sam S. <sam...@gm...> - 2005-11-20 14:19:58
|
On Nov 19, 2005, at 11:59 PM, Atani wrote: > For the "Cursor" Drawable, instead of having two constructors which do > essentially the same thing.. How about a single constructor which > takes > a Drawable with a default value of NULL. Done, committed. > Can you clean up the headers/cpp files to declare > the namespaces instead of using them in the declarations. Done, committed. > > What is imageSet and menuList? > imageSet is an extension of Banner that holds a vector<> of textures and lets you select which one to display by index. It does a neat blending transition into the new selection when it changes. It's used on the TikiBlap level selector to show screenshots of the levels. menuList (this could use a better name) displays a set of text items with a banner behind them and another banner as the selection bar. The selection bar will use logxymover to slide up/down when the selection changes. This will also be mouse-aware soon, so the selection will follow the mouse location if the mouse is inside its bounds. -Sam |
From: Atani <at...@at...> - 2005-11-20 05:38:35
|
On 11/19/2005, "Dan Potter" <ba...@al...> wrote: >I'm sure something like the regular integrated CVS messages can be >done, but I don't have any idea how. If you guys know of a good way, >let me know and I can try it. http://docs.codehaus.org/display/HAUS/How+to+Send+Subversion+Commit+Logs+to+E= mail A quick google :) Mike |
From: Dan P. <ba...@al...> - 2005-11-20 05:33:08
|
On Nov 19, 2005, at 9:10 PM, Atani wrote: > Speaking of which, what is the schedule for svnPush running? Is there > any way we can integrate it into the svn commit like CVS can do? I think it runs once a day at 3AM. Which used to be OK when it was just me committing stuff to KOS... ;) I'm sure something like the regular integrated CVS messages can be done, but I don't have any idea how. If you guys know of a good way, let me know and I can try it. |
From: Atani <at...@at...> - 2005-11-20 05:25:15
|
On 11/19/2005, "Sam Steele" <sam...@gm...> wrote: >On Nov 19, 2005, at 10:46 PM, Sam Steele wrote: > >> Sounds good. I'll rename it. >> > >Renamed and committed. Ok, I just got a chance to look at the SVN (via web) for the Cursor stuff. Looks decent. Can you clean up the headers/cpp files to declare the namespaces instead of using them in the declarations. ie: namespace Tiki { namespace GL { class Cursor : public Drawable { }; }; // namespace GL }; // namespace Tiki This should be done mainly to keep consistent with how other header/cpp files are done so far. Mike |
From: Atani <at...@at...> - 2005-11-20 05:11:41
|
On 11/19/2005, "Sam Steele" <sam...@gm...> wrote: > >committed. svnPush.py is gonna swamp everyone with quite a lot of >emails the next time it runs ;-) Speaking of which, what is the schedule for svnPush running? Is there any way we can integrate it into the svn commit like CVS can do? Mike |
From: Atani <at...@at...> - 2005-11-20 05:08:01
|
On 11/19/2005, "Sam Steele" <sam...@gm...> wrote: > >I'm also going to clean up and comment the imageSet and menuList >drawables from DCBlap and add those to Tiki too. What is imageSet and menuList? I have another Drawable I need to commit still, TileMap (probably a better name would be ImageMap). It is basically an extension to Banner which allows you to have a single Texture and carve it up into square images of definable sizes and it handles all of the logic. I am also thinking of commiting another Drawable which can be used to display a game grid of sorts. Basically so you can do something like: RefPtr<GameGrid> grid =3D new GameGrid(8,8,32,32); Which translates roughly to an 8x8 grid of 32x32 spaced Drawables. This is basically what I am working on the logic for in CopperSwapper and Chain Reaction. It can be applied to many other types of games though, think Zelda :) I also have in the works Drawable "Event" handlers, basically to allow processing of hid Events on a per Drawable (or perhaps even Object?).=20 First thing I need to get working though is the mouse handler on all platforms. With that I can do real testing and figure out the best way to support Drawable/Object Event notifications. Mike |
From: Atani <at...@at...> - 2005-11-20 05:00:33
|
On 11/19/2005, "Sam Steele" <sam...@gm...> wrote: >Let me know if this is still the case. When I checked it out last, >the Platform SDK was set to 10.3.9, but /System/Frameworks/ >OpenAL.framework wont work with that SDK on my box. I switched it to Copy the OpenAL.framework from your /System/Library/Frameworks directory into the 10.3.9/System/Library/Frameworks dir and it should work with the 10.3.9 SDK. If not, upgrade your OpenAL to the latest available. I have had no problems using the 10.3.9 SDK and the latest OpenAL dmg binary image. >"Current MacOS" so the developer (all three of us :P ) can set it to >whatever they want. That change went into SVN when I checked in the >Cursor drawables (I added them to the project file, so I committed an >update to it). For the "Cursor" Drawable, instead of having two constructors which do essentially the same thing.. How about a single constructor which takes a Drawable with a default value of NULL. Something like this should work: class Cursor { public: Cursor(Drawable obj =3D null) : setCursor(obj); void setCursor(Drawable obj); }; Basically the setCursor method should clear all sub elements and then simply do subAdd(obj); This would simplify the code some. >I'm not a big fan of Obj-C's syntax (attack of the square >brackets!!!), but I'm sure it would be beneficial to others. I am also not a huge fan of the Obj-C syntax, but I am learning enough of it to figure out the hid stuff... That said though, some wrappers might be interesting like having a wrapper to genmenu or similar.. Mike |
From: Sam S. <sam...@gm...> - 2005-11-20 04:37:12
|
On Nov 19, 2005, at 11:25 PM, Dan Potter wrote: > FWIW, I just did a clean checkout of Tiki the other day to use it > as a utility lib for loading textures and such in a Cocoa app I was > tinkering with. Compiles great out of the box on Xcode 2.2, no issues. > Let me know if this is still the case. When I checked it out last, the Platform SDK was set to 10.3.9, but /System/Frameworks/ OpenAL.framework wont work with that SDK on my box. I switched it to "Current MacOS" so the developer (all three of us :P ) can set it to whatever they want. That change went into SVN when I checked in the Cursor drawables (I added them to the project file, so I committed an update to it). > You guys interested in this sort of stuff? I can check it in > somewhere if so. > I'm not a big fan of Obj-C's syntax (attack of the square brackets!!!), but I'm sure it would be beneficial to others. -Sam |
From: Sam S. <sam...@gm...> - 2005-11-20 04:27:50
|
On Nov 19, 2005, at 10:46 PM, Sam Steele wrote: > Sounds good. I'll rename it. > Renamed and committed. > I'm just cleaning it up and commenting it, and then I'll commit it > to SVN. > committed. svnPush.py is gonna swamp everyone with quite a lot of emails the next time it runs ;-) -Sam |