--- Log opened Fri Aug 28 00:00:15 2009 |
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05:03 | <@Derakon> | Each of the blocks in Jetblade is a 100x100 image, the center 50x50 of which is the solid bit. |
05:04 | <@Derakon> | This means among other things that the top-left corner of the block grid is not the same thing as the top-left corner of a block. |
05:04 | <@Derakon> | So if you try to click on a block, your click will be offset relative to the grid, and you may well get a different block entirely. |
05:04 | <@Derakon> | Right now I'm fixing that with a hardcoded offset for clicking. Any better ideas? |
05:24 | <@Vornicus> | I would use a semi-hard-coded value for that, yes. |
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09:49 | | * TheWatcher EYES apple |
09:50 | | * TheWatcher needs to do some tests, but from what he's found so far, apparently Safari ignores tabindex, wut |
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15:48 | <@jerith> | TheWatcher: Safari and Firefox on a mac only tab between certain kinds of elements. |
15:49 | <@jerith> | I think you can use alt+tab to get to the others, but I've rebound that to something else. |
15:51 | <@TheWatcher> | For the love of Hastur, why? |
15:54 | <@TheWatcher> | (tabindex should work on at least a, area, object, input, select, textarea, and button, ie: any interactive element) |
15:55 | <@jerith> | I know it skips checkboxes, links and dropdowns. |
15:55 | <@jerith> | Not sure about buttons. |
15:56 | <@TheWatcher> | le sigh. |
15:56 | <@jerith> | It definitely hits text inputs. |
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16:58 | <@gnolam> | Whee! |
16:58 | <@gnolam> | There's an SMD export plugin for Google Sketchup. \o/ |
17:00 | | * gnolam purges all traces of Softimage from his system. |
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18:59 | <@gnolam> | ... of course, I might have to uninstall Sketchup, since Google is now officially on my shit list. |
19:01 | < Vornicus-Latens> | Why is this? |
19:03 | <@gnolam> | Because Google Sketchup, Google Earth or both is fscking /rapeware/. You do not install services or futz with a user's browser (or /any/ program except your own) without permission, EVER. >:E |
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19:23 | <@gnolam> | ... also, Sketchup apparently operates in a non-Euclidean space. |
19:24 | < Vornicus-Latens> | ? |
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19:37 | <@McMartin> | gnolam: Hate to break this to you, but any application that does anything fun tends to have to install a service to work right. |
19:37 | <@Derakon> | I'm working on adding "physical art" to the map generator: things like statues that are physically there (i.e. behave like terrain) but are larger than a single block. |
19:37 | <@Derakon> | What should these be called? |
19:37 | <@McMartin> | Unless you mean something besides "daemon" |
19:38 | <@McMartin> | Though it's easier to tell on Mac; basically anything that uses .pkg or .mpkg requires kernel support of some kind. |
19:42 | <@ToxicFrog> | McMartin: I think it's less "installs a service" and more "installs a service that hits the net without permission, resists being disabled, and persists after the programs that installed it are removed" |
19:42 | <@gnolam> | ToxicFrog: Bingo. |
19:43 | < Vornicus> | Der: I'd call them "statues" |
19:43 | <@Derakon> | Not all of them are going to be statues. |
19:44 | <@McMartin> | Derakon: In-code, or in an editor? |
19:44 | <@Derakon> | For example, they might be consoles, crates, ducting, trees, etc. |
19:44 | <@McMartin> | "Decoration" |
19:44 | <@Derakon> | McM: in-code. |
19:44 | <@McMartin> | "Scenery" |
19:44 | <@Derakon> | I'm already using "prop" for pure-background stuff that the player can't interact with. |
19:45 | <@McMartin> | So these are interactables, or basically just fancy platforms? |
19:45 | <@Derakon> | Kinda-sorta fancy platforms. |
19:45 | <@Derakon> | They'll distort the terrain by their presence, but they aren't intended to modify accessibility. |
19:46 | | * Derakon ponders calling them props and changing the current props to scenery. |
19:46 | <@McMartin> | To continue the "prop" metaphor, "StageDressing"~ |
19:46 | <@McMartin> | And yeah, these sound more like props than background decorations. |
19:46 | <@McMartin> | "You can stand on it" |
19:46 | | * Derakon nods. |
19:47 | < Vornicus> | "Furniture" |
19:47 | < Vornicus> | I don't care if it's a tree, it's furniture. |
19:47 | <@Derakon> | The elves might have a problem with that stance~ |
19:48 | < Vornicus> | They have a problem with me killing carp. |
19:48 | <@McMartin> | "Furniture" is good |
19:48 | <@McMartin> | It also implies you should be able to chill out in it a la SotN. |
19:49 | <@Derakon> | SoTN chairs were a bizarre combination of scenery and furniture. |
19:49 | <@Derakon> | Since you couldn't normally stand on them, but by standing in front of them you could interact with them. |
19:49 | <@Derakon> | (And, if in the Japanese version, listen to the fairy sing a little song) |
20:00 | | * Derakon starts replacing all instances of the word "prop" with "scenery", discovers that "scenery" is one of those words that starts looking really weird if you write it too many times. |
20:02 | < Vornicus> | a "prop" in stage work is usually something you can carry. |
20:03 | < Vornicus> | Or, more precisely, it is an object that is moved from place to place during a scene. |
20:06 | < Vornicus> | (that is not, for instance, a platform or door) |
20:27 | < Vornicus> | <Champ's compy> "<Crowd> Wooooooooo! <Dude> THat's how LA parties, people!" <Vorn> How does LA party now? <Champ> With LeVar Burton. <Vorn> ... |
20:27 | < Vornicus> | erp, mischan and mispaste. |
20:29 | | * TheWatcher readsup |
20:29 | <@TheWatcher> | Dera: I'd personally use 'entities', but 'furniture' works too |
20:34 | < Vornicus> | "entity" is rather a shitty name for a semi-specific thing. |
20:35 | <@Derakon> | Yeah, it's right up there with "item" and "object". |
20:37 | <@gnolam> | I'd probably call them "props", but then again I'm still quite Source damaged. |
20:39 | < Vornicus> | Item works if you're building like an RPG, and it'd hold stuff like Potion and Grenae. |
20:41 | <@gnolam> | (Source uses three kinds of props - static, dynamic and physics. Static props may have a collision mesh but are otherwise completely static and uninteractable (=> they go in the map's BSP tree). Dynamic props may be moved, but do no physics or thinking of their own. Physics props, finally, are just what the name says - props plugged into the physics engine.) |
20:43 | < Vornicus> | So a dynamic prop is like, for instance, a can? |
20:44 | < Vornicus> | or this car that I just stuffed into an antlion hole? |
20:45 | <@gnolam> | That would be a physics prop. |
20:47 | <@gnolam> | Dynamics props are basically used for scripted animations. |
20:47 | <@gnolam> | -s |
20:48 | < Vornicus> | So for instance the giant door that opened automatically on my way here? |
20:48 | <@gnolam> | Yup. |
20:48 | < Vornicus> | 'k |
20:51 | < Vornicus> | And a static prop is like, say, the cars that are stuffed under the rubble here and there. |
20:57 | <@gnolam> | Indeed. |
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21:25 | <@gnolam> | Eureka! |
21:26 | <@gnolam> | A working collision model. Finally. |
21:32 | < Derakon> | Wait, why are you writing collision code? |
21:32 | < Derakon> | I thought you used engines to do that stuff for you. |
21:33 | <@gnolam> | For this, yes. But I still need meshes for the physics engine to work on. |
21:33 | < Derakon> | Oh, you meant "model" as in "3D model of an object". |
21:33 | <@gnolam> | Yes. |
21:34 | <@gnolam> | And Valve's model compiler is... particular... when it comes to collision meshes. |
21:50 | | * Derakon goes with Furniture for the interactable objects. |
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21:53 | < Derakon> | Hrm. I can subclass Furniture off of Block; they're very similar in many ways. |
21:53 | <@Vornicus> | Yay Furniture! |
21:54 | < Derakon> | The main difference is that Furniture isn't stored in the block grid, but Block instances don't actually care about the block grid. |
22:00 | < Derakon> | In fact, my first pass at writing Furniture has only two functions specific to the class: the constructor and cast-to-string. |
22:03 | < Derakon> | Hmm...now, for configuring Furniture: need a direction to embed it into the ground (e.g. left, right, up, down), a set of valid embedding depths (0 block, 1 block, etc.), anything else? They're already automatically segregated by terrain and their bounding polygons are handled by the Sprites they contain. |
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--- Log closed Sat Aug 29 00:00:29 2009 |