irclog2html for bzflag on 2001.11.20

00:13:12HEMIThey were whippin my tail on your server. haha
00:20:43captain_pistachioargh
00:25:56captain_pistachiohas encountered un problemo
00:34:26captain_pistachiohey - would this be acceptable:?
00:34:56captain_pistachiofor flags-on-buildings, move the flag if its over the base anywhere (even if there's a box over it)?
02:16:09captain_pistachio|ks|: were you the one who helped me with the rotated bases?
02:21:29|ks|yes
03:08:58HEMIcaptain_proton, good game earlier. :)
03:25:38HEMIDamn.
03:25:51HEMIMy voodoo3 is just repulsively slow in that game with any sort of detail at all...
05:15:43captain_pistachioBZFlag!!
05:15:52captain_pistachiois a bit stuck
05:18:35captain_pistachiowhat should I do for flag release testing?
05:25:34BZFlagas in new flags?
05:25:41BZFlagI still have not done any. =(
05:26:03BZFlagI have not found any of the new flags compelling enough to break all the old servers and clients.
05:27:17BZFlagwhen I do a release that does break old versions I will likely build in flag negotiation so that individual flags can be turned on and off and let the old clients still work.
05:27:26BZFlagwell, new old clients. ;-)
05:28:31BZFlagsome of the new flag ideas are cool, just not cool enough to break things.
05:28:52BZFlagI do want to get rot/elv bases in though.
05:33:50captain_pistachioas in when somebody drops a flag over a base
05:34:02captain_pistachiothe existing code doesn't take care of rotation/elevation
05:34:27captain_pistachioi meant release as in 'letting go of'
05:35:44BZFlaglatest cvs? up/down code should work now.
05:35:47BZFlagwhat's the issue?
05:36:15BZFlagif the base is rotated team kills are not correct?
05:36:27BZFlagis at a loss.
05:42:06captain_pistachiodropping non-team flags over bases - it normally moves them away
05:42:35captain_pistachioi can make it work for if a flag is dropped anywhere above a base, but I'd like to have it able to land on a box if a box exists above the base
05:42:35BZFlagto where? the center of the world?
05:43:55captain_pistachioyeah - i'm just trying to do the logic - let me find the function - one moment
05:44:10captain_pistachiowhoseBase
05:46:04HEMIargh.
05:46:12HEMIWickedGL does NOT work with bzflag.
05:48:37HEMII'm trying to find the best way to get a good bit more performance out of my voodoo3, and I just don't think it's going to work. :(
05:48:49HEMISomething else that's strange...
05:49:06HEMITo get bzflag to run at all on win2k I had to get the openGL1.1 stuff from MICROS~1 and dump it in the bzflag directory.
05:49:25BZFlagthat is strange
05:49:33HEMIYup.
05:52:42HEMIIt's got to be something to do with it being a voodoo3. :/
05:55:41captain_pistachioBZFlag: any ideas?
05:56:15BZFlagnope. very little win32 experience here.
05:56:45HEMII'm waiting with bated breath for nvidia driver support for FreeBSD...
05:56:45HEMIhaha
05:59:14captain_pistachioim stupid
07:45:02captain_protonwb BZFlag
07:45:12captain_protonany thoughts as to the whoseBase stuff?
08:30:50BZFlaghave not looked for whoseBase,
08:31:04BZFlagyou are testing with the rot/elv bases?
08:31:08captain_protonyeah
08:31:28captain_protonmy concern is this: I can test whether or not the flag was dropped above the base - thats easy
08:31:32BZFlagthe server places flags, so you need to update inBuilding() and the call that checks building type.
08:31:44captain_protonbut what if there is a box between the base & the flag?
08:32:06BZFlagthat's what topmost and topmosttype track.
08:32:23BZFlagbases are +1 height?
08:32:33BZFlagponders making them -1 height
08:32:50BZFlagflag on base is on base bottom, not top.
08:34:39captain_protoni thought i fixed that
08:34:54captain_proton-1 height would really screw up a lot of the code i've written
08:35:34captain_protonremembers adding conditional logic for pos[2] > 0 and flag placement
08:35:58captain_protonhmmm....topmost?
08:36:27BZFlagwhat's the eighth dimension stuff?
08:36:49captain_protoni just added that for consistency: someone with OO can travel through a base
08:37:00BZFlagoh, yeah.
08:38:01BZFlagradar drawing assumes square bases.
08:38:23captain_protonyeah? bases are square all the time
08:39:02BZFlagheh, why not rectangular?
08:39:13BZFlagworks on DL display, just not on radar.
08:39:16captain_protonumm...
08:39:16BZFlager GL
08:39:57captain_protonwhat about capture logic?
08:40:16BZFlagtesting...
08:41:22captain_protonbtw, the capture logic is a nice piece of work ;)
08:43:43BZFlagcapture assumes 30x30 it appears
08:43:53captain_protonhmmm
08:44:12captain_protonis it worth it to allow resizeable bases (in this release)?
08:44:34captain_protonor should we just wait until 1.8/2.0 and put in custom shaped bases?
08:44:36BZFlagperhaps not. but customs worlds allow it.
08:45:01BZFlagjust if you do one, it's does not handle it correctly.
08:45:29captain_protonso I should add some parsing logic?
08:46:03captain_protonheh...that is one well-stocked fridge
08:46:40captain_proton6 mocha latte drinks, 24 cokes, a bag of muffins, a bottle of juice, and a chilling waterbottle
08:47:36captain_protondoes topmost[type] keep track of which object the flag will land on?
08:52:41BZFlaghmm.. -1 height is all screwed up on display too.
08:53:23captain_protonheight should never be passed over the protocol
08:53:26BZFlagyes. topmost is the location, type is a numeric type I made up.
08:53:46BZFlag1 for box is the only valid type at present.
08:54:08BZFlagwell, valid for flags to sit on. ;-)
08:54:25BZFlagso I would suggest base get added as 1 and move the rest up.
08:55:19captain_protonthe code I've added to inBuilding returns 4 if its on a base
08:55:55BZFlagthen we have to check two values. nothing else uses them, just renumber them.
08:56:17captain_protonso - 0 for nothing, 1 for box, 2 for base?
08:56:28BZFlag1 base, 2 box, ...
08:56:54captain_protonwhy that order?
08:57:01BZFlagcause.
08:57:06BZFlag;-)
08:57:42BZFlagsame reason I moved the base check to the front. it seemed the right thing to do.
08:57:52BZFlager moved box...
08:58:47captain_protonwait a sec - it returns 0 if there is no intersection, correct?
08:58:54BZFlagcorrect
08:59:09captain_protonso we're going to need 1 more value for bad intersections
08:59:19BZFlagbad?
08:59:24captain_protonpyramids, teleporters, etc
08:59:30BZFlagthey have one.
08:59:58captain_protonwhich is?
09:00:02BZFlagjust ++ all the currect values and insert base at the beginning as 1
09:00:09BZFlager current
09:00:51captain_protonok
09:00:58captain_protonhere's my todo list:
09:01:06captain_proton1) Use topmost/topmosttype in whoseBase (src/bzfs/bzfs.cxx)                            |  for (i = 0; i < CitySize * CitySize; i++) {
09:01:06captain_proton2) Add sizeable bases in radar, capture logic                                          |    if (randomHeights)
09:01:06captain_proton         OR                                                                            |      h = BoxHeight * ( 2.0f * (float)bzfrand() + 0.5f );
09:01:06captain_proton2) Add parse logic to error out in bases that aren't 30x30                             |      world->addBox(WorldSize * ((float)bzfrand() - 0.5f),
09:01:08captain_proton3) Add parse logic to error on negative heights                                        |          WorldSize * ((float)bzfrand() - 0.5f),
09:01:11captain_proton4) Renumber things in inBuilding (src/bzfs/bzfs.cxx)
09:01:13captain_protonlook good?
09:01:15captain_protonoops :P
09:01:53captain_protonBZFlag: how did you do -1 height on a base?
09:03:08captain_protonsize(z) isn't passed in the protocol
09:03:28captain_protonwell - i'll talk to ya tomorrow
09:03:31captain_protontime for sleep
09:03:52BZFlagsizable height?
09:04:12captain_protonyou said that height = -1 on bases messed up the display
09:04:18captain_protonbut height for bases isn't sent at all
09:04:38BZFlagright. I changed the client calculation as a test.
09:04:42captain_protonahh
09:04:49captain_protonyou made it hork my rendering code
09:05:01BZFlagI'm sad that I can't make a base that sits on the ground.
09:05:23captain_protona base of +1 height on the ground?
09:05:29BZFlagas you said, it's cause height is not sent.
09:05:40captain_protonanother reason for XML!
09:06:00BZFlagso 0 z is level, but 1 z is 2.
09:06:05BZFlagheh.
09:06:11captain_protonyeah :(
09:06:25BZFlagI could tack height on the end of the msg, and have new clients read it from there.
09:06:31captain_protonoh well - e4 will have enough wonderful new stuff to keep the unwashed masses happy
09:07:30captain_protonthen 2.0 will blow them away :)
09:07:37captain_protonoyasumi
09:07:38BZFlagheh
09:08:34BZFlagnite then.
09:12:41BZFlagI think I will look into adding base height to the net protocol and try not to break the existing clients. should work.
09:13:37BZFlagoh crap. no it won't
09:13:57BZFlagbase pos is part of world, not a separate msg.
16:19:20captain_protonanybody alive?
16:42:11Chestala little
19:30:28captain_protonhey hey BZFlag
19:52:13BZFlaghey. headed to work...

Generated by irclog2html.pl by Jeff Waugh - find it at freshmeat.net! Modified by Tim Riker to work with infobot logs, split per channel and by date, etc.