| 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... |