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[01:14:22] <cypherdare> I got a new computer a little while back. The libgdx source uses Gradle 4.0.1 which doesn't seem to work with JDK versions beyond 10.
[01:14:50] <cypherdare> Sun doesn't provide a download for JDK 10 any more. What's a legit source for obtaining it?
[01:16:19] <cypherdare> Actually version 9 is what we need, I think.
[01:17:32] <cypherdare> Never mind, I found it hidden in their archives section.
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[02:27:26] <TEttinger> :(
[02:27:53] <TEttinger> people still don't know about adoptopenjdk , which you can actually use in production....
[02:28:35] <TEttinger> also why on earth is the source using gradle 4.0.1...
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[05:04:47]
<TEttinger> cypherdare: also I made this for constructing projects, instead of the official setup jar: https://github.com/tommyettinger/gdx-liftoff <-- it uses Gradle 5.4.1 , which is compatible with Java 8-12 at least
[05:05:12] <TEttinger> it's mostly czyzby's gdx-setup with a lot of updates
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[05:20:30] <cypherdare> Thanks, TE. I use a more recent gradle version in my own projects, but was going to get back into contributing to the LibGDX project.
[05:21:04] <cypherdare> Sorry, my dog walked across my keyboard earlier and disconnected me!
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[05:48:09] <TEttinger> hehe, your dog is being a cat
[05:48:55] <TEttinger> I'm not sure, but I'd try using maven to build LibGDX from source. the wiki will hopefully be up to date on this
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[05:51:40]
<TEttinger> but yeah use https://adoptopenjdk.net/ to get any JVM you intend to use in production; Oracle's license that you agree to by downloading from java.com or oracle tech network prevents usage in production, only for testing, without some vague commercial agreement. openjdk hotspot is the same and is free (GPL with classpath exception). openjdk with openj9 is similar and free (MIT)
[05:51:42] <Lestat> I build unity from source
[05:51:57] <TEttinger> err, OpenJ9 is EPL or Apache, not MIT
[05:52:46] <TEttinger> I have no idea how well OpenJ9 works currently with tooling like Gradle
[05:53:13] <TEttinger> it is meant to be less of a memory hog
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[06:14:13] <Lestat> interesting how the earth is in corbit to the sun
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[06:20:32] <Corbit> :D
[06:21:07] <Corbit> sup Lestat?
[06:22:57] <Lestat> what up
[06:24:30] <Corbit> A game has to be finished!
[06:39:38] <Lestat> what game you working on?
[06:49:15] <Corbit> small rts type game. you?
[07:05:30] <Lestat> tbs
[07:05:40] <Lestat> we're cousins I guess
[07:09:58] <TEttinger> tinymetal is Lestat's game, or something
[07:10:03] <TEttinger> I made that up
[07:10:06] <TEttinger> it could be true?
[07:17:38] <Corbit> waow :0
[07:36:18] <Lestat> lol
[07:36:33] <Lestat> its similar to it, I would say more similar to advance wars than that one
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[10:19:01] <Tomski> TEttinger: because plugins break when you upgrade :D
[10:19:43] <Tomski> And fwiw, we are not using 4.0.1, we use 5.4 for source, with MOE disabled
[10:19:53] <Tomski> the setup tool however is different because it still supports MOE
[10:20:31] <TEttinger> hmm, is MOE even a valid option for current iOS?
[10:20:46] <Tomski> yes
[10:20:58] <Tomski> but im going to be deprecating it in the setup tool
[10:21:12] <Tomski> We will still make the backend, but the support is so lacking, MobiVM is a much better option atm
[10:21:44] <Tomski> Most of the time when there arent version updates, it because it breaks a plugin or IDE integration
[10:21:47] <Tomski> here, both break
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[10:31:31] <[AD]Turbo> hi there
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[10:43:42] <ChaseWaylon> hey Corbit
[10:45:36] <Corbit> Hi Chase
[10:55:50] <ChaseWaylon> may have found in what cases Gdx.graphics.getWidth() gives wrong value. but don't know why. doing one last test now to confirm my theory
[10:59:04] <Corbit> what do you suspect?
[11:00:45] <ChaseWaylon> gonna sound crazy
[11:01:13] <ChaseWaylon> it depends on the package name
[11:01:33] <ChaseWaylon> if it is com.test.game. or com.mygdx.game
[11:01:40] <ChaseWaylon> or whatever with .game
[11:01:55] <LiquidNitrogen> that does sound crazy
[11:01:57] <ChaseWaylon> then Gdx.graphics.getWidth() gives me 1080 when it should be 1440
[11:02:25] <ChaseWaylon> if the package name is like com.test.game2, or com.test.the.game
[11:02:29] <ChaseWaylon> then its all good, 1440
[11:02:55] <ChaseWaylon> have tested this several times, doing exactly same steps, except naming package differently
[11:03:07] <ChaseWaylon> super crazy right?
[11:03:43] <Corbit> indeed
[11:03:59] <LiquidNitrogen> the thing that sets the resolution wouldnt even know your game package exists, let alone what its name is
[11:04:49] <ChaseWaylon> is there an easy way to change package name in android studio?
[11:05:22] <Tomski> So you have made two new projects, no additional code, or copying from an old project
[11:05:24] <Corbit> yes by refactoring. so you get this behavior always if the package is com.mygdx.game?
[11:05:26] <Tomski> One has game in package, one doesnt
[11:05:35] <Tomski> Otherwise you are copying over things that are changing behavior
[11:05:42] <Tomski> package has nothing to do with any of this
[11:06:03] <Tomski> The only way it might, is if you are breaking contract with the manifest by renaming a package incorrectly
[11:15:57] <ChaseWaylon> I have narrowed it down
[11:16:18] <ChaseWaylon> renamed the package to com.mygdx.somegame (was com.mygdx.game)
[11:16:45] <ChaseWaylon> width was still 1080. then I searched where else com.mygdx.game is left
[11:17:19] <ChaseWaylon> found it in build.gradle (android)
[11:17:25] <ChaseWaylon> renamed it to .somegame
[11:17:27] <ChaseWaylon> defaultConfig { applicationId "com.mygdx.somegame"
[11:17:41] <ChaseWaylon> and now width is correct, 1440
[11:25:49] <ChaseWaylon> well, it's official. I opened the project from yesterday (package name com.test.game). tested Gdx.graphics.getWidth(). was 1080
[11:26:21] <ChaseWaylon> then I went to android's build.gradle and changed defaultConfig { applicationId "com.test.game" to com.test.lame
[11:26:36] <ChaseWaylon> everywhere else package name remained com.test.game
[11:26:49] <ChaseWaylon> and what do you think? width is now 1440, the correct value
[11:27:48] <ChaseWaylon> :)
[11:28:10] <ChaseWaylon> Tomski, can you explain that :)
[11:29:03] <Tomski> Upload the entire project that causues it to show 1080 instead of 1440
[11:30:26] <ChaseWaylon> one sec
[11:31:18] <ChaseWaylon> I will even generate a fresh one
[11:34:34] <Tomski> sure
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[12:38:56] <ChaseWaylon> sorry for delays
[12:40:32] <ChaseWaylon> I am curious if you will see same behaviour
[12:51:52] <TheresaJayne> I am looking to do some work in libGDX but not sure how to implement how i want to do stuff, I want a ginormous universe but all in 3D (space game) but I want players to be able to fly the long way rather than have some form of sectors
[12:52:18] <TheresaJayne> how would you deal with being able to fly from one system to another?
[12:53:05] <TheresaJayne> i know there is a limit in the integer/double limits so you can only be large enough but how can I make it work as a seamless world?
[12:54:23] <TheresaJayne> Games like Eve online have an X,y,z coord of a system and when you are in the system the planets have the coords within the system, but you cannot fly from one system to another - people did try and they got there but they were unable to interact with the new location.
[12:55:20] <TheresaJayne> they gate the interactability through the warp gates
[12:55:59] <ChaseWaylon> so your problem is that integer can't be large enough?
[12:56:39] <TheresaJayne> how could i have a dual coordinate system I can move through without seams or gating
[12:57:00] <TheresaJayne> would that have to be something like with Minecraft and the chunks?
[12:58:17] <TheresaJayne> but how can spaceflight work like that? or would i have to have some way of tracking a local instance like star citizen does?
[13:01:14] <TheresaJayne> SC uses an inertial frame so players move around individually until they are in a local area when their 2 reference frames are merged allowing interaction this also means for seamless space to planet to base transfers
[13:01:46] <Tomski> ChaseWaylon: and this has something changed from the default setup? Or you havvent touched anything
[13:02:06] <ChaseWaylon> I have changed 'compile'
[13:02:18] <ChaseWaylon> I have changed 'compile' to 'implementation' in project's gradle
[13:03:15] <ChaseWaylon> also a dialog suggested to upgrade android gradle plugin to 5.1.1, I did that as well
[13:03:45] <TheresaJayne> Chase what android version are you building against - i hate pie
[13:03:56] <ChaseWaylon> created debug keystore, or else it wont run on the phone. what else.. nothing else I think.
[13:04:11] <ChaseWaylon> android 9 (API 28)
[13:04:25] <ChaseWaylon> this is my test device
[13:04:30] <TheresaJayne> Chase you can allow your phone to run any app , including cable debug as well
[13:04:45] <TheresaJayne> i trust you have it in developer mode?
[13:05:07] <ChaseWaylon> well yes of course
[13:05:11] <ChaseWaylon> developer options: ON
[13:05:18] <ChaseWaylon> why?
[13:05:27] <TheresaJayne> and you enabled allow unsigned apps?
[13:07:06] <Tomski> ChaseWaylon: dont ever do anything AS suggests
[13:07:45] <Tomski> The fact that you change your applicationId is going to change the target sdk version
[13:08:53] <TheresaJayne> how to enable unsigned apps
[13:10:03] <ChaseWaylon> Theresa: I don't have Unknown Sources options, it's something different in my phone
[13:10:06] <Tomski> ChaseWaylon: problem being you have changed many things, that you may thing is unrelated
[13:10:16] <Tomski> But it is not a standalone comparison.
[13:10:17] <TheresaJayne> its under security
[13:10:52] <Tomski> The project you showed also shows android gradle plugin to be lower than 5.1.1
[13:10:59] <Tomski> So i dont even know how you are building :S
[13:11:34] <TheresaJayne> on pie its under Security & Privacy.. More Settings... Install apps from external sources
[13:12:48] <ChaseWaylon> Therese look at this:
[13:13:11] <Tomski> install unkown apps?
[13:13:42] <TheresaJayne> yep
[13:14:00] <TheresaJayne> that will allow you to install your app without needing to sign it
[13:14:08] <TheresaJayne> helpful for testing
[13:14:40] <ChaseWaylon> there is Install unknown apps without any checkboxes. and inside is the list of some apps . some say allowed, most say now allowed
[13:14:56] <TheresaJayne> yep so files and chrome possibly
[13:15:09] <TheresaJayne> if you use dropbox or drive you can enable that
[13:15:16] <ChaseWaylon> and there is no apparent way to add or remove apps to/from the list
[13:15:31] <TheresaJayne> thats the app used to install,
[13:16:56] <TheresaJayne> so if you put it on the file system, and then run the apk from there - you need to enable files
[13:17:12] <TheresaJayne> i don't like the new pie way of doing things they have made it confusing
[13:17:28] <ChaseWaylon> My Files -> Allowed
[13:17:47] <TheresaJayne> for debug though that would be enable adb debugging
[13:17:50] <ChaseWaylon> so what will change if I install the apk from my files instead of usb cable?
[13:17:54] <TheresaJayne> under developer options
[13:19:48] <TheresaJayne> there is also a force allow apps on external storage
[13:19:53] <ChaseWaylon> there is only USB debugging checkbox
[13:20:59] <TheresaJayne> there is also on mine a greyed out Verify Apps over USB
[13:21:48] <ChaseWaylon> i have verify apps over USB too , its active and enabled
[13:22:24] <TheresaJayne> ok turn that off and it will not check for signing
[13:22:32] <TheresaJayne> :)
[13:22:45] <ChaseWaylon> oh :)
[13:23:00] <TheresaJayne> its checking for virus when you install over ADB
[13:23:59] <TheresaJayne> They have made it more confusing it used to be easy - allow from unknown sources Tick then Allow ADB debugging - allows running/install via usb
[13:24:42]
<ChaseWaylon> ok, I have now created a fresh project from gdx-setup.jar and opened in android studio. there is a warning Configuration 'compile' is obsolete and has been replaced with 'implementation' and 'api'. It will be removed at the end of 2018. For more information see: http://d.android.com/r/tools/update-dependency-configurations.html Affected Modules: android
[13:25:12] <Tomski> Its just a warning
[13:25:13] <Tomski> You can ignore
[13:25:35] <TheresaJayne> its probably to do with going to Java 11
[13:25:37] <Tomski> and it would be better if you just install via command line
[13:25:44] <Tomski> Instead of using AS
[13:25:51] <Tomski> AS adds another layer of potential issues
[13:26:02] <TheresaJayne> I use intellij pro
[13:27:38] <ChaseWaylon> ok, I click run (green "play btn") and it gives me edit configuration form, instead of running on connected device
[13:28:33] <ChaseWaylon> i select target: usb device and click run, i get "configuration is still incorrect, do you want to edit it again?
[13:29:13] <ChaseWaylon> please select android sdk. where do I do that?
[13:29:41] <TheresaJayne> for compile or run?
[13:29:42] <Tomski> Run externally from AS
[13:29:47] <Tomski> ./gradlew android:installDebug
[13:30:10] <TheresaJayne> you can also run that in AS open the gradle window on the right
[13:30:21] <Tomski> Just avoid AS altogther
[13:30:27] <TheresaJayne> then open tasks and click installDebug
[13:30:36] <Tomski> That does slightly different things than on command line
[13:30:40] <Tomski> (due to bugs in AS)
[13:30:42] <TheresaJayne> Tomski I am an intellij developer
[13:30:53] <TheresaJayne> intellij is AS but the pro version
[13:30:56] <Tomski> I know
[13:31:08] <TheresaJayne> and I have never had any bugs on it
[13:31:12] <Tomski> Everyone shoudl be using Intellij, even community over AS
[13:31:15] <Tomski> there are many bugs in intellij
[13:31:23] <TheresaJayne> I agree with you there
[13:31:24] <Tomski> and therefor AS, including AS's own separate bugs
[13:31:52] <TheresaJayne> i went back and tried eclipse the other day - YEUCK!!!!!!
[13:32:14] <TheresaJayne> and i came across someone who was using Netbeans
[13:34:23] <ChaseWaylon> cmd
[13:34:25] <ChaseWaylon> Could not find tools.jar. Please check that C:\Program Files (x86)\Java\jre1.8.0_211 contains a valid JDK installation
[13:34:43] <Tomski> That means you dont have a jdk setup properly for command line use
[13:36:30] <ChaseWaylon> no tools.jar not in bin not in lib
[13:36:31] <ChaseWaylon> :)
[13:36:57] <ChaseWaylon> should I install something
[13:37:00] <TheresaJayne> right click on the project select module settings and make sure you have a JDK selected
[13:38:35] <ChaseWaylon> cant find module settings
[13:39:16] <ChaseWaylon> is this the same as File -> Project structure -> Modules?
[13:41:12] <ChaseWaylon> ok there is another jdk in C:\Program Files\Android\Android Studio\jre
[13:41:22] <ChaseWaylon> and it has tools.jar
[13:41:36] <ChaseWaylon> so I will set that in environment variables I guess
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[13:45:28] <Tomski> ChanServ: you should intall a jdk
[13:45:30] <Tomski> Not a jre
[13:45:43] <Tomski> ChaseWaylon: *
[13:47:01] <ChaseWaylon> Execution failed for task ':android:validateSigningDebug'. bla bla bla Failed to create keystore.
[13:48:14] <ChaseWaylon> I thought this wont happen after I turned off "verify apps over usb" in my phone
[13:51:47] <ChaseWaylon> ok I added debug key
[13:52:13] <ChaseWaylon> and the app installed
[13:59:19] <TheresaJayne> dont run signing debug
[13:59:25] <TheresaJayne> just run debug
[14:00:47] <ChaseWaylon> how?
[14:01:04] <ChaseWaylon> gradlew android:installDebug thats what I typed
[14:01:31] <TheresaJayne> why not try just gradlew run
[14:01:47] <TheresaJayne> (let me generate a project at the moment)
[14:06:59] <TheresaJayne> my adk is out of date on this machine - just updating
[14:08:11] <TheresaJayne> just happy they fixed the HAXM issue with HyperV
[14:08:26] <TheresaJayne> as I need hyperV enabled for Docker
[14:10:04] <ChaseWaylon> what do you mean gradlew run :) dont I have to install first
[14:10:15] <TheresaJayne> if running a desktop game you would use gradlew desktop:run
[14:10:31] <TheresaJayne> try gradlew android:run
[14:11:21] <ChaseWaylon> Error: Activity class {com.mygdx.game/com.mygdx.game.AndroidLauncher} does not exist.
[14:11:40] <TheresaJayne> bear with me
[14:11:54] <TheresaJayne> its installing my ADK updates
[14:12:11] <ChaseWaylon> what are you goint to test exactly?
[14:12:28] <TheresaJayne> just a basic GDX app on android
[14:12:58] <TheresaJayne> ie the laughing logo
[14:13:27] <TheresaJayne> its been a while since my last GDX project
[14:13:38] <ChaseWaylon> what was it? a game?
[14:13:39] <TheresaJayne> so my old setupjar was out of date
[14:14:01] <TheresaJayne> i was on the libGDX discord and did the gamejam
[14:14:18] <ChaseWaylon> nice
[14:15:01] <TheresaJayne> only on Desktop that one
[14:19:03] <ChaseWaylon> what are the controls? I can only spacebar jump
[14:19:42] <ChaseWaylon> oh thats is the controls. longer press
[14:21:09] <ChaseWaylon> I wish there was a double jump
[14:21:10] <ChaseWaylon> :)
[14:21:44] <ChaseWaylon> You got too wet, your mommy told you off and you were grounded
[14:21:46] <ChaseWaylon> :DD
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[14:27:41] <ChaseWaylon> TheresaJayne: any progress?
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[14:39:07] <ChaseWaylon> gradlew android:run should install and run the project right?
[14:40:22] <TheresaJayne> well on my machine at home it compiles builds and opens up the emulator
[14:40:42] <ChaseWaylon> Error type 3 Error: Activity class {com.mygdx.game/com.mygdx.game.AndroidLauncher} does not exist.
[14:40:57] <ChaseWaylon> on a fresh project from gdx-setup.jar
[14:41:05] <TheresaJayne> ok bear with me
[14:41:18] <TheresaJayne> ADK updated project generated
[14:41:34] <TheresaJayne> latest GDX from the site
[14:48:27] <TheresaJayne> what Java are you using
[14:48:47] <ChaseWaylon> jdk-12.0.1
[14:48:58] <TheresaJayne> hmmm ok i had a failure,
[14:49:03] <TheresaJayne> i am using 1.8
[14:49:09] <TheresaJayne> 1.8.0_202
[14:49:30] <TheresaJayne> i got deprecated gradle features were used in this build
[14:49:41] <TheresaJayne> incompatible with gradle 5
[14:50:13] <TheresaJayne> Execution failed for task ':android:run'.
[14:50:13] <TheresaJayne> > Process 'command 'C:/Users/forsterth/AppData/Local/Android/sdk/platform-tools/adb'' finished with non-zero exit value 1
[14:50:32] <TheresaJayne> so mine compiled ok just couldnt run adb
[14:51:36] <Tomski> ChaseWaylon: if you can run it by clicking it should be fine
[14:51:44] <Tomski> I think there is some issue with the run task in certain cases
[14:52:05] <TheresaJayne> ah! mine failed as I have no devices setup on my adb
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[14:52:33] <TheresaJayne> try android:compile
[14:54:51] <ChaseWaylon> what is wrong?
[14:55:27] <TheresaJayne> hang on just getting my idea working
[14:56:46] <Tomski> It cant find that activity
[14:57:17] <ChaseWaylon> why?
[14:57:28] <Tomski> It can happen if a device has a failed uninstall
[14:57:49] <Tomski> try ./gradlew android:uninstallDebug android:installdebug android:run
[14:58:52] <Tomski> Especially if you've installed app with same id via ide then via command line
[14:59:06] <TheresaJayne> i have to setup a device in avd - and I have to go now so i can't help further sorry!
[14:59:34] <ChaseWaylon> whats the difference between installDebug and run ?
[15:00:03] <Tomski> installDEbug compiles, builds, and installs the apk on the device
[15:00:16] <Tomski> run simply tries to start it remotely
[15:00:35] <ChaseWaylon> so run doesnt install?
[15:00:39] <Tomski> no
[15:00:51] <ChaseWaylon> well that's why it wasnt working for me :)
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[15:10:21] <ChaseWaylon> Could not determine java version from '12.0.1'.
[15:10:52] <ChaseWaylon> org.gradle.java.home=C:\\Program Files\\Java\\jdk-12.0.1 (in gradle.properties)
[15:16:31] <ChaseWaylon> lol can't even run the project properly.. maybe I should abandon the idea to create a game with libgdx :(
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[15:18:19] <Tomski> Why are you using jdk 12
[15:18:21] <Tomski> :S
[15:21:07] <Ashiren> why are you so slow
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[16:01:09] <ChaseWaylon> I am using jdk 12 because I didn't know better. still don't
[16:01:34] <Ashiren> o.O
[16:01:35] <ChaseWaylon> is jdk 12 bad? :)
[16:01:36] <Ashiren> psychic
[16:01:57] <ChaseWaylon> what do you mean Ashiren?
[16:02:22] <Ashiren> you left the channel before that question
[16:02:25] <Tomski> ChaseWaylon: I suggest you go through the official docs
[16:02:35] <Tomski> They step you through exactly what you need
[16:02:42] <Tomski> JDK 12 is not supported yet
[16:02:46] <ChaseWaylon> libgdx docs?
[16:02:57] <Tomski> Yes, on the site. I guided to you them yesterday
[16:03:37] <ChaseWaylon> but... but..
[16:03:44] <ChaseWaylon> I wanna create games not read boring docs :D
[16:03:57] <Ashiren> unity?
[16:04:18] <ChaseWaylon> I would switch to unity yes, but
[16:04:41] <ChaseWaylon> I am now too angry at libgdx, I must learn it or it wins
[16:04:45] <ChaseWaylon> and I can't allow that
[16:10:52] <ChaseWaylon> docs say Java Development Kit 8+ (Must be JDK)
[16:10:56] <ChaseWaylon> 8+ ?
[16:12:47] <ChaseWaylon> what jdk should I use?
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[16:14:09] <Tomski> I use 9
[16:14:34] <Tomski> You should be able to use most, im not 100% sure on support from 10 onwards
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[16:14:55] <ChaseWaylon> ok so 9 it is
[16:14:58] <ChaseWaylon> thanks
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[16:19:15] <Ashiren> so docs are misleading. 12 is 8+
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[16:37:05] <ChaseWaylon> finally I was able to run a project without android studio
[16:37:09] <ChaseWaylon> :)
[16:37:26] <ChaseWaylon> now I am gonna test if the problem with gdx width persists
[16:40:39] <Tomski> woop
[16:40:46] <Tomski> with no changes to default setup?
[16:42:13] <bombBADCONNECTIO> Netbeans 4 lyfe
[16:50:41] <ChaseWaylon> the only changes to default setup were: 1. added line Gdx.app.log("TAG", "::: Gdx.graphics.getWidth() = " + Gdx.graphics.getWidth()); 2. added path to jdk in gradle.properties
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[16:51:18] <ChaseWaylon> and the gdx screen width is still wrong with com.mygdx.game package name
[16:56:00] <ChaseWaylon> and com.mygdx.game2 is all good :)
[16:57:42] <ChaseWaylon> one more thing I've noticed
[16:58:09] <ChaseWaylon> with .game package android adds "game tools" icon in nav bar.
[16:58:24] <ChaseWaylon> with .game2 doesn't
[16:58:50] <ChaseWaylon> so perhaps android thinks that .game is a game and reduces resolution for better performance or smth.
[17:00:40] <Tomski> You mean .game2 doesnt add the game tools?
[17:00:42] <Tomski> ?
[17:00:50] <ChaseWaylon> exactly
[17:01:06] <Tomski> Sure, because you are then breaking the manifest contract
[17:01:18] <ChaseWaylon> no, I didnt rename it
[17:01:19] <Tomski> Its no longer using the manifest's "game" cateogry
[17:01:40] <ChaseWaylon> I created whole new project with .game2
[17:01:40] <Tomski> You generated a project with game2, and separately a project with game
[17:01:46] <ChaseWaylon> yes
[17:02:18] <Tomski> So default is fine
[17:02:24] <Tomski> Its when you put game2 when it breaks
[17:02:32] <Tomski> ?
[17:02:39] <ChaseWaylon> yes
[17:02:50] <Tomski> I would try not using numbers
[17:03:00] <Tomski> And not using game at all
[17:03:03] <Tomski> com.test.package
[17:03:10] <Tomski> I doubt it has anything to do with the word "game"
[17:03:18] <ChaseWaylon> doesnt matter. if it's com.anything.game , there is game tools and resolution is wrong
[17:03:35] <ChaseWaylon> if its com.anything.notgame resolution is ok, but no game toolls
[17:04:03] <Tomski> When game tools is present, the resolution is always wrong?
[17:04:19] <ChaseWaylon> correct
[17:04:57] <Tomski> Right
[17:05:08] <Tomski> So game tools is apparently just pretty shit at detecting what a game is
[17:05:17] <Tomski> Would have to look into how exactly it does it
[17:05:28] <Tomski> But that means that game tools is probably reducing the resolution itself
[17:05:37] <Tomski> Since its never going to be able to capture video at high res for eample
[17:05:54] <Tomski> can you go into settings of game tools and see what is there?
[17:06:09] <Tomski> There should be some power settings
[17:07:06] <ChaseWaylon> just power saving when locked
[17:07:12] <Tomski> In the game tools settings
[17:07:14] <Tomski> not power settings
[17:07:32] <ChaseWaylon> yes in the game tools settings\
[17:07:54] <ChaseWaylon> want a screenshot?
[17:08:30] <ChaseWaylon> game tools dims the screen and locks it after some inactivity
[17:08:49] <Tomski> Sure, or try to just disable it alltogehter
[17:09:16] <Tomski> Then it will at least tell is if game tools is responsible or not for reducing res
[17:11:16] <ChaseWaylon> turned game launcher off in main settings
[17:11:21] <ChaseWaylon> closed all apps
[17:11:31] <ChaseWaylon> ran it again, and game tools icon still there
[17:11:34] <ChaseWaylon> :D
[17:12:05] <ChaseWaylon> game launcher must be something else
[17:12:14] <Tomski> As in the link?
[17:12:19] <ChaseWaylon> yeah
[17:12:30] <Tomski> You didnt see game tools separate?
[17:12:39] <ChaseWaylon> no
[17:13:25] <Tomski> oof
[17:13:58] <Tomski> You get the notification?
[17:14:05] <Tomski> Or can you access the features
[17:14:34] <ChaseWaylon> game tools is somekind of system app and `force stop` doesnt work on it
[17:15:42] <ChaseWaylon> with game launcher off in the settings, game tools are still there in libgdx game
[17:15:50] <Tomski> What other settings are there?
[17:17:28] <Tomski> Maybe its still being booted with game launcher and the settings are there instead
[17:17:53] <ChaseWaylon> power saving while locked / pop-up panel / auto screen lock / full screen apps
[17:19:15] <ChaseWaylon> force stopped Game Launcher app
[17:19:23] <ChaseWaylon> and the game tools still there, nothing changed
[17:21:30] <Tomski> Maybe try running with game launcher and customizing the performance settings there for your game?
[17:24:31] <ChaseWaylon> there are no performance settings or antyhing similar in game launcher app
[17:25:09] <ChaseWaylon> wait there is something
[17:26:09] <ChaseWaylon> a slider with 3 positions: 1. focus on power saving; 2. Balanced; 3. Focus on performance
[17:26:47] <Tomski> I see slider with positions, resolution setting, max fps
[17:31:04] <Tomski> I see different things on google ?/
[17:31:11] <Tomski> It was on max performance to begin with?
[17:31:16] <ChaseWaylon> yeah
[17:32:31] <ChaseWaylon> have a new theory, gonna test real quick
[17:34:07] <ChaseWaylon> how can i run adb logcat just for one app?
[17:34:48] <Tomski> You filter depending on package
[17:34:53] <Tomski> If you are using Log
[17:35:03] <Tomski> adb logcat -S "some.package.name" usually
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[18:24:06] <ChaseWaylon> everything got even more confusing
[18:29:33] <ChaseWaylon> package with .game now starts without game tools and right resolution. when I tap HOME btn, and go back to app, it now has game tools and right res
[18:29:56] <ChaseWaylon> but if I close the app and run it again, it has game tools and wrong res
[18:30:22] <Tomski> Yeah, just seems to be related to game tools and when the tool decides it should be run with it
[18:30:36] <ChaseWaylon> while other app that has .kame in the package name acts always the same: no game tools, right rez
[18:30:59] <ChaseWaylon> .game vs .kame :)
[18:31:53] <ChaseWaylon> i downloaded tap tap dash and it has game tools icon
[18:31:59] <ChaseWaylon> tap tap dash is libgdx right?
[18:33:19] <Tomski> ye
[18:33:39] <Tomski> no game tools is just going to be how it identifies it
[18:33:48] <Tomski> Add your app manually to game launcher
[18:33:50] <Tomski> and launch through that
[18:33:56] <Tomski> then you should see game tools
[18:34:05] <Tomski> when it doesnt have "game" in package name
[18:35:58] <ChaseWaylon> did what you said
[18:36:13] <ChaseWaylon> now it has game tools icon. but resolution is reduced
[18:37:33] <ChaseWaylon> and i can set more things for particular app
[18:37:48] <ChaseWaylon> there is low resolution checkbox
[18:37:52] <ChaseWaylon> but it is OFF
[18:38:47] <ChaseWaylon> when I turned low res ON, Gdx.graphics.getWidth() now shows 720
[18:39:11] <Tomski> Right, so it confirms that game tools is reponsible
[18:39:32] <ChaseWaylon> seems so
[18:47:03] <ChaseWaylon> well that sucks
[18:51:36] <Tomski> nice
[18:52:29] <Tomski> But that says you should only get capped if you have game launche r+ game tuner?
[18:54:31] <Tomski> Oof
[18:54:35] <ChaseWaylon> can't find any game tuner in my phone
[18:58:31] <Tomski> looks like it does all sorts
[19:10:30] <ChaseWaylon> it's a second time I encounter something that seems like serious issues, but no1 else seem to be bothered by those issues. as if they dont have them
[19:10:39] <ChaseWaylon> I don't get it
[19:11:10] <ChaseWaylon> first was bad font kerning in android. now this reduced resolution in latest android versions
[19:23:17] <ChaseWaylon> hmm looks like Game Tuner is Samsung app and I cant install it on my device, not supported
[19:28:34] <Tomski> well you found the people that are bothered by it in that reddit post
[19:29:26] <Tomski> This is not a libgdx issue
[19:29:39] <Tomski> font kerning, maybe :)
[19:31:25] <bombBADCONNECTIO> guys, btw. would you consider snap or flatpak for libgdx?
[19:31:55] <bombBADCONNECTIO> it's not as flexible as maven though
[19:32:05] <Tomski> Why would you ever want that?
[19:32:36] <bombBADCONNECTIO> being able to install all the dependencies and stuff in one package
[19:32:45] <Tomski> And then you would do what with them?
[19:32:51] <Tomski> Dependencies are specific to jvm projects
[19:32:53] <bombBADCONNECTIO> including android sdk, jarsigner, etc.
[19:33:04] <bombBADCONNECTIO> you can choose them while installnig
[19:33:32] <Tomski> that wouldnt make sense for libgdx binaries themselves
[19:33:40] <Tomski> only for jdk/android sdk maybe
[19:33:55] <Tomski> in which case you are much better off doing that yourself and managing your versions on your own
[19:34:41] <bombBADCONNECTIO> you can install different versions of snap/flatpak
[19:35:26] <bombBADCONNECTIO> it would install everything in one go
[19:35:46] <bombBADCONNECTIO> included with a project generator script maybe
[19:37:52] <Tomski> Not gonna happen from one of us
[19:37:58] <Tomski> But anyone can do that and maintain it if they wanted to
[19:38:04] <Tomski> Not something they need dev input from
[19:38:42] <bombBADCONNECTIO> so you banned other devs to contribute to this or what
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[19:53:41] <Tomski> Im speaking on behalf of any of the core devs, they would not undertake this
[19:53:50] <Tomski> If you want you can ask them directly, but Im saving you the time :]
[19:55:41] <bombBADCONNECTIO> you just underestimate my hypnotic power over tettinger
[19:55:49] <bombBADCONNECTIO> he loves insects. i have plenty here
[19:55:55] <Tomski> he isnt a core developer
[19:55:58] <Tomski> As i said, anyone can do this
[19:56:04] <Tomski> If you want to make him do it, go ahead
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[19:56:34] <bombBADCONNECTIO> yeah i'll give it a try at least
[19:56:40] <bombBADCONNECTIO> probably flatpak
[19:56:44] <Tomski> Why dont you just do it?
[19:57:27] <bombBADCONNECTIO> reading the docs already
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[21:31:53] <ChaseWaylon> Tomski, thanks for helping me figure out this resolution thing
[21:32:06] <Tomski> np, its good info
[21:32:39] <ChaseWaylon> I will just choose a package name without .game and this way avoid game tools :)
[21:33:06] <ChaseWaylon> and if it triggers somehow, it's samsung's fault lol
[21:33:39] <ChaseWaylon> Tomski, you never answered, have you looked at the font kerning issue?
[21:33:54] <Tomski> I think i looked at it a while ago and couldnt reproduce
[21:33:56] <ChaseWaylon> in the*
[21:34:20] <Tomski> It doesnt really make any sense because we dont use platform specific stuff
[21:34:25] <Tomski> its just a difference in native buid
[21:38:01] <ChaseWaylon> tomorrow I will help you reproduce it
[21:38:03] <ChaseWaylon> :D
[21:39:06] <ChaseWaylon> good night
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