00:01.56 | blast007 | the last argument passed to the client can be username@hostname:port |
00:02.07 | JeffM | thanks |
00:02.20 | blast007 | (can probably include a password too, but I imagine that shows up in the process list) |
00:02.55 | JeffM | I just wanted it to make debugging faster |
00:33.43 | macsforme | blast007: interesting... initially I was envisioning just a GitHub issue with checkboxes, but that looks like it might be tidier as far as having a list that anyone can add to and check things off from |
00:38.22 | macsforme | ("it" being GitHub Projects) |
00:47.10 | macsforme | I don't know what to think about using a GUI library... I personally envision the game always having a somewhat minimalistic GUI, but I suppose having a GUI library doesn't mean you're required to use all it's features |
00:47.18 | macsforme | it would be interesting to see some experiments |
00:52.28 | macsforme | as far as transitioning to a higher OpenGL version, I would really like to see us on GL 3+, but I believe we will run into the core/compatibility profiles issue during the (possibly long-lasting) transition |
00:57.29 | macsforme | on macOS at least, I believe the highest version of a compatibility profile we can get is OpenGL 2.1, meaning we can't use OpenGL 3+ features... and we will need the compatibility profile for as long as we have code that uses deprecated OpenGL features |
00:59.51 | macsforme | so we may want to target OpenGL 2.x next, which will give us shader features alongside the fixed-function pipeline, and then later on it should be much less difficult to upgrade to OpenGL 3.x once everything is transitioned to using shaders |
00:59.55 | blast007 | guess it depends on how much effort it would take to improve our existing UI system |
01:00.16 | blast007 | I'd like the server to be able to generate dialogs |
01:00.36 | blast007 | so that almost requires something that has automatic widget layout |
01:01.27 | blast007 | right now, each menu does it's own element positioning |
01:04.03 | macsforme | are you envisioning more than one dialog on the screen at a time? |
01:04.19 | blast007 | I don't know |
01:04.53 | blast007 | probably not multiple modal |
01:05.40 | blast007 | At minimum, I think we'd want to implement actual sliders (so that you can drag something with a mouse), text boxes that can scroll and be edited from the middle, multi-line labels (to ease translations) that automatically wrap, mouse support, buttons with text and/or image, and mouse support. |
01:06.39 | blast007 | oh, and automatic layouts (grid? panels? tab panes?) |
01:07.25 | blast007 | probably want to make our current "list" items also have either a drop down, or arrows on either side to change the value |
01:08.23 | blast007 | The "nice to have" features would be checkboxes/radiobuttons, tooltips, numeric spinners, and progress bars. |
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01:21.17 | JeffM | do you want the entire end user GUI configurable by some kind of layout tool on the client end? |
01:23.07 | blast007 | wasn't considering that |
01:23.37 | blast007 | I just really want server-definable dialogs :) |
01:23.42 | JeffM | how compilcated are your dialogs? |
01:24.24 | JeffM | are they simple categories of things like Text, Text with picture, text with choices, etc? or do you need full HTML style layouts? |
01:24.50 | blast007 | well, once example would be the team selector. That might be a 3 x 2 grid of panels, each with a button to join (grayed/crossed out if full), with a label below it and a current/max count below that. |
01:25.22 | JeffM | sure, but will you ever need any variants of that |
01:25.32 | JeffM | team selector could be a standard category |
01:25.46 | JeffM | HOW server definable do they need to be? |
01:29.22 | blast007 | initially I was coding it to just be a list of widgets it'd display from top to bottom |
01:29.59 | blast007 | (and then buttons at the bottom) |
01:30.17 | JeffM | basic anchoring is easy too. |
01:30.41 | JeffM | then it sounds like you don't need a GUI kit, but some dialog drawing code. |
01:31.06 | blast007 | but that was just my initial test too |
01:31.27 | blast007 | I never got that working 100% and gutted it out |
01:31.56 | JeffM | I have some C# raw GL drwing code that does dialog like console displays for a starship game |
01:35.02 | JeffM | it's very configuratable, does input handling, has widgets for sliders, buttons, checkboxes, text entry, etc.. |
01:35.08 | JeffM | and does anchoring and scaling |
01:35.49 | JeffM | it should be protable to C++/11 pretty easy |
01:36.04 | blast007 | k, so that might be one additional option |
01:36.20 | JeffM | and it draws "bzflag style" with out shaders :) |
01:41.06 | blast007 | other options to look at would be MyGUI (little documentation, and missing the MyGUI_OpenGLImageLoader.h from builds - unclear if that's a big deal), TurboBadger (hasn't had an update since July 2016, no releases - could possibly fork it), GLUI ( https://github.com/libglui/glui ), AGAR ( http://libagar.org/index.html.en ), and nui3 ( https://github.com/libnui/nui3 ) |
01:41.27 | blast007 | GLUI and nui3 I don't recall if I've seen any samples of |
01:42.22 | blast007 | and I don't know if any besides MyGUI are already packaged for the linuxes (though as mentioned, it's missing a header file, so it might not build with their -dev package anyway) |
01:42.50 | JeffM | the question becomes if you use a gui system why not use it for ALL gui and menus? |
01:44.03 | blast007 | oh I'd want to replace our menus as well, it's not *just* for in-game dialogs |
01:44.20 | blast007 | the HUD as well, at least the text parts of it |
01:44.37 | JeffM | then the HUD parts are just more widgets |
01:44.55 | blast007 | yeah, those are mostly just labels though |
01:46.10 | JeffM | radar and scoreboard are pretty custom |
01:47.06 | JeffM | oh god, this draws it's own fonts |
01:47.08 | JeffM | stay away |
01:47.52 | JeffM | it could probalby be extended to use FTGL |
01:48.04 | blast007 | which are you referring to? |
01:48.06 | JeffM | it's got these controls, https://gitlab.com/jeffm2501/snisSharp/tree/master/snis_client/Consoles/Controlls |
01:48.09 | JeffM | the crap I wrote |
01:48.14 | blast007 | heh |
01:48.23 | blast007 | Turbobadger is still one I keep going back to |
01:48.41 | blast007 | it supports three font renderers, including Freetype |
01:48.42 | JeffM | my setup code isn't to bad. |
01:48.49 | JeffM | https://www.irccloud.com/pastebin/ias2Whwb/ |
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04:25.35 | JeffM | Finally, a complete UDP link :) https://usercontent.irccloud-cdn.com/file/hyNi61LI/image.png |
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21:43.52 | JeffM | is the max playerID 200 or 199? |
22:02.15 | blast007 | the client treats 200 and up as replay observers |
22:02.29 | blast007 | 0 through 199 should be valid player IDs for normal servers |
22:23.34 | JeffM | ok thanks |
22:23.42 | JeffM | got clients conecting and spawning |
22:23.58 | JeffM | just need to pack up the UDP player update and then they should be able to drive around. |
22:31.49 | JeffM | https://usercontent.irccloud-cdn.com/file/jah1y0XB/image.png |
22:31.59 | JeffM | and it doens't crash on exit :) |
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23:24.50 | JeffM | wow, and it even build on linux... |