00:13:12 | HEMI | They were whippin my tail on your server. haha |
00:20:43 | captain_pistachio | argh |
00:25:56 | captain_pistachio | has encountered un problemo |
00:34:26 | captain_pistachio | hey - would this be acceptable:? |
00:34:56 | captain_pistachio | for flags-on-buildings, move the flag if its over the base anywhere (even if there's a box over it)? |
02:16:09 | captain_pistachio | |ks|: were you the one who helped me with the rotated bases? |
02:21:29 | |ks| | yes |
03:08:58 | HEMI | captain_proton, good game earlier. :) |
03:25:38 | HEMI | Damn. |
03:25:51 | HEMI | My voodoo3 is just repulsively slow in that game with any sort of detail at all... |
05:15:43 | captain_pistachio | BZFlag!! |
05:15:52 | captain_pistachio | is a bit stuck |
05:18:35 | captain_pistachio | what should I do for flag release testing? |
05:25:34 | BZFlag | as in new flags? |
05:25:41 | BZFlag | I still have not done any. =( |
05:26:03 | BZFlag | I have not found any of the new flags compelling enough to break all the old servers and clients. |
05:27:17 | BZFlag | when 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. |
05:27:26 | BZFlag | well, new old clients. ;-) |
05:28:31 | BZFlag | some of the new flag ideas are cool, just not cool enough to break things. |
05:28:52 | BZFlag | I do want to get rot/elv bases in though. |
05:33:50 | captain_pistachio | as in when somebody drops a flag over a base |
05:34:02 | captain_pistachio | the existing code doesn't take care of rotation/elevation |
05:34:27 | captain_pistachio | i meant release as in 'letting go of' |
05:35:44 | BZFlag | latest cvs? up/down code should work now. |
05:35:47 | BZFlag | what's the issue? |
05:36:15 | BZFlag | if the base is rotated team kills are not correct? |
05:36:27 | BZFlag | is at a loss. |
05:42:06 | captain_pistachio | dropping non-team flags over bases - it normally moves them away |
05:42:35 | captain_pistachio | i 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 |
05:42:35 | BZFlag | to where? the center of the world? |
05:43:55 | captain_pistachio | yeah - i'm just trying to do the logic - let me find the function - one moment |
05:44:10 | captain_pistachio | whoseBase |
05:46:04 | HEMI | argh. |
05:46:12 | HEMI | WickedGL does NOT work with bzflag. |
05:48:37 | HEMI | I'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. :( |
05:48:49 | HEMI | Something else that's strange... |
05:49:06 | HEMI | To 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. |
05:49:25 | BZFlag | that is strange |
05:49:33 | HEMI | Yup. |
05:52:42 | HEMI | It's got to be something to do with it being a voodoo3. :/ |
05:55:41 | captain_pistachio | BZFlag: any ideas? |
05:56:15 | BZFlag | nope. very little win32 experience here. |
05:56:45 | HEMI | I'm waiting with bated breath for nvidia driver support for FreeBSD... |
05:56:45 | HEMI | haha |
05:59:14 | captain_pistachio | im stupid |
07:45:02 | captain_proton | wb BZFlag |
07:45:12 | captain_proton | any thoughts as to the whoseBase stuff? |
08:30:50 | BZFlag | have not looked for whoseBase, |
08:31:04 | BZFlag | you are testing with the rot/elv bases? |
08:31:08 | captain_proton | yeah |
08:31:28 | captain_proton | my concern is this: I can test whether or not the flag was dropped above the base - thats easy |
08:31:32 | BZFlag | the server places flags, so you need to update inBuilding() and the call that checks building type. |
08:31:44 | captain_proton | but what if there is a box between the base & the flag? |
08:32:06 | BZFlag | that's what topmost and topmosttype track. |
08:32:23 | BZFlag | bases are +1 height? |
08:32:33 | BZFlag | ponders making them -1 height |
08:32:50 | BZFlag | flag on base is on base bottom, not top. |
08:34:39 | captain_proton | i thought i fixed that |
08:34:54 | captain_proton | -1 height would really screw up a lot of the code i've written |
08:35:34 | captain_proton | remembers adding conditional logic for pos[2] > 0 and flag placement |
08:35:58 | captain_proton | hmmm....topmost? |
08:36:27 | BZFlag | what's the eighth dimension stuff? |
08:36:49 | captain_proton | i just added that for consistency: someone with OO can travel through a base |
08:37:00 | BZFlag | oh, yeah. |
08:38:01 | BZFlag | radar drawing assumes square bases. |
08:38:23 | captain_proton | yeah? bases are square all the time |
08:39:02 | BZFlag | heh, why not rectangular? |
08:39:13 | BZFlag | works on DL display, just not on radar. |
08:39:16 | captain_proton | umm... |
08:39:16 | BZFlag | er GL |
08:39:57 | captain_proton | what about capture logic? |
08:40:16 | BZFlag | testing... |
08:41:22 | captain_proton | btw, the capture logic is a nice piece of work ;) |
08:43:43 | BZFlag | capture assumes 30x30 it appears |
08:43:53 | captain_proton | hmmm |
08:44:12 | captain_proton | is it worth it to allow resizeable bases (in this release)? |
08:44:34 | captain_proton | or should we just wait until 1.8/2.0 and put in custom shaped bases? |
08:44:36 | BZFlag | perhaps not. but customs worlds allow it. |
08:45:01 | BZFlag | just if you do one, it's does not handle it correctly. |
08:45:29 | captain_proton | so I should add some parsing logic? |
08:46:03 | captain_proton | heh...that is one well-stocked fridge |
08:46:40 | captain_proton | 6 mocha latte drinks, 24 cokes, a bag of muffins, a bottle of juice, and a chilling waterbottle |
08:47:36 | captain_proton | does topmost[type] keep track of which object the flag will land on? |
08:52:41 | BZFlag | hmm.. -1 height is all screwed up on display too. |
08:53:23 | captain_proton | height should never be passed over the protocol |
08:53:26 | BZFlag | yes. topmost is the location, type is a numeric type I made up. |
08:53:46 | BZFlag | 1 for box is the only valid type at present. |
08:54:08 | BZFlag | well, valid for flags to sit on. ;-) |
08:54:25 | BZFlag | so I would suggest base get added as 1 and move the rest up. |
08:55:19 | captain_proton | the code I've added to inBuilding returns 4 if its on a base |
08:55:55 | BZFlag | then we have to check two values. nothing else uses them, just renumber them. |
08:56:17 | captain_proton | so - 0 for nothing, 1 for box, 2 for base? |
08:56:28 | BZFlag | 1 base, 2 box, ... |
08:56:54 | captain_proton | why that order? |
08:57:01 | BZFlag | cause. |
08:57:06 | BZFlag | ;-) |
08:57:42 | BZFlag | same reason I moved the base check to the front. it seemed the right thing to do. |
08:57:52 | BZFlag | er moved box... |
08:58:47 | captain_proton | wait a sec - it returns 0 if there is no intersection, correct? |
08:58:54 | BZFlag | correct |
08:59:09 | captain_proton | so we're going to need 1 more value for bad intersections |
08:59:19 | BZFlag | bad? |
08:59:24 | captain_proton | pyramids, teleporters, etc |
08:59:30 | BZFlag | they have one. |
08:59:58 | captain_proton | which is? |
09:00:02 | BZFlag | just ++ all the currect values and insert base at the beginning as 1 |
09:00:09 | BZFlag | er current |
09:00:51 | captain_proton | ok |
09:00:58 | captain_proton | here's my todo list: |
09:01:06 | captain_proton | 1) Use topmost/topmosttype in whoseBase (src/bzfs/bzfs.cxx) | for (i = 0; i < CitySize * CitySize; i++) { |
09:01:06 | captain_proton | 2) Add sizeable bases in radar, capture logic | if (randomHeights) |
09:01:06 | captain_proton | OR | h = BoxHeight * ( 2.0f * (float)bzfrand() + 0.5f ); |
09:01:06 | captain_proton | 2) Add parse logic to error out in bases that aren't 30x30 | world->addBox(WorldSize * ((float)bzfrand() - 0.5f), |
09:01:08 | captain_proton | 3) Add parse logic to error on negative heights | WorldSize * ((float)bzfrand() - 0.5f), |
09:01:11 | captain_proton | 4) Renumber things in inBuilding (src/bzfs/bzfs.cxx) |
09:01:13 | captain_proton | look good? |
09:01:15 | captain_proton | oops :P |
09:01:53 | captain_proton | BZFlag: how did you do -1 height on a base? |
09:03:08 | captain_proton | size(z) isn't passed in the protocol |
09:03:28 | captain_proton | well - i'll talk to ya tomorrow |
09:03:31 | captain_proton | time for sleep |
09:03:52 | BZFlag | sizable height? |
09:04:12 | captain_proton | you said that height = -1 on bases messed up the display |
09:04:18 | captain_proton | but height for bases isn't sent at all |
09:04:38 | BZFlag | right. I changed the client calculation as a test. |
09:04:42 | captain_proton | ahh |
09:04:49 | captain_proton | you made it hork my rendering code |
09:05:01 | BZFlag | I'm sad that I can't make a base that sits on the ground. |
09:05:23 | captain_proton | a base of +1 height on the ground? |
09:05:29 | BZFlag | as you said, it's cause height is not sent. |
09:05:40 | captain_proton | another reason for XML! |
09:06:00 | BZFlag | so 0 z is level, but 1 z is 2. |
09:06:05 | BZFlag | heh. |
09:06:11 | captain_proton | yeah :( |
09:06:25 | BZFlag | I could tack height on the end of the msg, and have new clients read it from there. |
09:06:31 | captain_proton | oh well - e4 will have enough wonderful new stuff to keep the unwashed masses happy |
09:07:30 | captain_proton | then 2.0 will blow them away :) |
09:07:37 | captain_proton | oyasumi |
09:07:38 | BZFlag | heh |
09:08:34 | BZFlag | nite then. |
09:12:41 | BZFlag | I think I will look into adding base height to the net protocol and try not to break the existing clients. should work. |
09:13:37 | BZFlag | oh crap. no it won't |
09:13:57 | BZFlag | base pos is part of world, not a separate msg. |
16:19:20 | captain_proton | anybody alive? |
16:42:11 | Chestal | a little |
19:30:28 | captain_proton | hey hey BZFlag |
19:52:13 | BZFlag | hey. headed to work... |