irclog2html for bzflag on 2002.02.28

00:07:07BZFlaghey, chris is here. ;-)
00:07:46Chestalhe was
00:07:47BZFlagoh, he left. well that's what I get for lagging. reading back...
00:09:23Chestalis co cvs
00:10:04MrApathyCreamhey chestal, do you have the flu? <Flags on ducati?>
00:10:55Chestalflags? are you sure?
00:10:59ChestalI thought I switched them off
00:11:10Chestalnbut you can do so yourself, you kniw the password, don't you?
00:11:40jacqueswhat does black hatted mean?
00:12:19Chestaljacques: the pause / not-repsonding-spheres
00:12:25Chestalat least I guess os
00:13:26jacquesah ok, I have seen those
00:13:38MrApathyCreamChestal: no pass, hmmm didn't check today.... maybe no flags then, but yesterday... :)
00:13:48MrApathyCreamhey crs checked in stuff, cool
00:14:00ChestalMrApathyCream: I always start the server with flags and disable them manually afterwards
00:15:05jacquesdoes the server do much cheat-prevention?
00:15:30Chestaljacques: virtually none
00:15:41jacqueswhat calculates hits and collisions? server or client?
00:15:45Chestaljacques: it's very easy to cheat with bz
00:15:48MrApathyCreamhey when you do cvs get, does it remove local files that got removed in cvs?
00:15:49Chestaljacques: client
00:15:59jacquesChestal: ah, almost trivial then  :-\
00:16:19Chestaljacques: yes, a simple return false; at the right position will make you invulnerable
00:16:26jacquesheh I remember netrek
00:16:35Chestaljacques: we're goign to try to solve this problem on the social level
00:16:38jacquesthey had to go to digitally signed binary clients
00:16:59MrApathyCreamsocial is the only solution really
00:17:14jacquesChestal: yeah, if one has enough friends, one can only play with known non-cheaters
00:17:25jacquesbut that's not always possible
00:17:37Chestalwe plan on addign a kharma system
00:17:41MrApathyCreambz is a small community... you know who the good guys are
00:17:49jacquestrue
00:17:56Chestalthere is very little hceating on ducati righ tnow, other servers might be worse
00:18:15Chestalnot everythign which looks like it is cheatign, some people just have betworking problems
00:18:23jacquesand a ton of effort could be expended trying to stop cheating technologically - effort which could be used on other features
00:18:36Chestalhmmph, I can't try the 1.8 because my textures are broken
00:18:53jacquesChestal: yeah, I am somewhat familiar with that from other (PC) online games
00:19:06jacquesPC == windoze
00:19:09MrApathyCreamcan't you turn them off? <solid colors?
00:19:30Chestalmrapathycream: can't with 1.8 now, and I can't even see the fonts
00:19:36Chestalsame probem with my DRI since upgrade
00:19:50MrApathyCreamug
00:20:06MrApathyCreamdownload complete, will try win build
00:20:10BZFlagcvs deletes locale old files if you use -d
00:20:12ChestalI wonde rif I can disable dri withotu restarting X?
00:20:14jacqueswhy are the fonts in the message window really pixellated while the fonts on the 3d display are perfectly smooth?
00:20:31BZFlagdifferent font.
00:20:54jacquesBZFlag: is that configurable?
00:21:04Chestal1.8 compiled fine for me, only got duplicate definitins of math constants
00:21:34MrApathyCreamDoes this code have any network changes? or all client...
00:21:51jacquesthere's a 1.8?
00:22:06Chestaljacques: do you have any knowledge of C++? we're just startign to work on version 1.8, maybe you'll like to join in?
00:22:24Chestaljacques: 1.8 is new CVS branch
00:23:13MrApathyCreamBZFlag: hmmm cvs get -d -v HEAD bzflag         // doesn't work -d something?
00:23:47jacquesChestal: I am interested in helping, but I haven't dont C++ since 1988   :-\  It's changed quite a bit since then,
00:24:05jacquesChestal: I did C for about 10 years though
00:25:41Chestaljacques: ah, well, just have a look at the source when you find soem time. bzflag doesn't make too intense use of C++ features
00:26:08Chestalbeta testers of 1.8 are also very welcome, but we'll first have to work on it of course
00:27:18jacquescool, I'll look at the source
00:28:26jacquesI also enjoy beta testing things
00:29:45MrApathyCreamhmmm.. http://sourceforge.net/projects/bzflag seems down
00:30:10jacquesback in the day, I did a lot of 3d graphics code in C, and a lot of client-server stuff too
00:30:39Chestalyep, sf is broken
00:30:52Chestalmaybe because of the php vulnerability
00:30:56jacquessourceforge has been down a lot recently
00:31:13Chestalcvs access works fine, though
00:33:02BZFlagjacques: not configurable at present
00:33:37BZFlagMrApathyCream: cvs up -PdA   should work to get to head.
00:33:57BZFlagMrApathyCream: where did you get the other command line?
00:34:23MrApathyCreamdunno always did cvs get -v HEAD bzflag
00:34:24iLL_Awayhey hey hey
00:34:38iLL_Awayoooo
00:34:49iLL_Away1.8 cvs ?
00:34:51iLL_Awayoooooooo
00:34:53iLL_Awayooooooooooooooo
00:34:54iLL_Awayheh
00:34:55jacquesBZFlag: ah well.
00:34:57BZFlagMrApathyCream: -A and -r HEAD are similar. -r HEAD will have commit trouble though. -A is better.
00:35:12MrApathyCreamok, hmmm massive compile errors with bzfs.cxx
00:35:21MrApathyCreamhm do i have it modified
00:36:59iLL_Awayhmm
00:37:23iLL_Awaysourceforge is b0rked
00:39:20MrApathyCreamhmmm seems like doesn't know cerr    iostream is included... hm
00:39:48Chestalnamespace std issues
00:41:10MrApathyCreamyeah, added using namespace std;
00:41:20MrApathyCreamfixed that but got ambiquous istream symbols.
00:42:19Chestalhmm, crs said it compiled on vc
00:44:05Chestalwell, good n8 everyone
00:47:27BZFlagCodeWeaver: heya.
00:47:44BZFlagnew bz stuff in cvs. now's your chance to join in. ;-)
00:53:08CodeWeaverWhat's new?
00:53:26iLLf8dBZFlag: how do we get at it?
00:53:32iLLf8dnothing i'm trying is working
00:54:06jacqueshow smart are the bzflag bots?
01:04:23jacqueswhat format is used for the textures?
01:05:45jacques: excuse me?
01:05:45jacquesibot: test
01:06:39BZFlagiLLf8d: what are you trying?
01:07:20BZFlaghttp://sourceforge.net/cvs/?group_id=3248
01:07:31BZFlagjacques: dumb, and about to die.
01:08:01BZFlagjacques: .rgb at present. they should move to .png before 1.8 is released.
01:08:36jacquesBZFlag: about to die?
01:08:59BZFlagthe bots will be recoded in 1.8 as separate game clients.
01:09:38CodeWeaverHey, I'm doing vehicle AI at work... perhaps I can pass some code under the table :)
01:10:09jacquesBZFlag: ah, I like that!
01:14:10MrApathyCreamcrs said this compiles with VC? bzcs.cxx not for me
01:14:34BZFlagCodeWeaver: I'd like to see it.
01:14:41BZFlagMrApathyCream: yes, that's what he said.
01:46:02jacqueswhat is the point of PZ?
01:59:45BZFlagPZ?
02:00:18vogon_jeltzphantom zone
02:00:31BZFlagah. I like it. ;-)
02:00:44BZFlagsit behind a teleporter and snipe.
02:16:45jacquesthat's evil :-D
02:17:12jacquesI guess it would also be good for travelling across the map without getting hit
05:17:22captain_protonhi MrApathyCream
05:20:28MrApathyCreamhey
05:21:00captain_protontried out crs' code yet?
05:21:28MrApathyCreamnot yet had compile errors in bzfs.cxx
05:21:37MrApathyCreambe back in second
05:30:30jacquesanyone here play with a joystick?
05:30:46jacqueswhat's the recommended control method?
05:42:28MrApathyCream1.8 builds for everyone else?
05:42:36MrApathyCreamRobotPlayer.h missing for instance
06:05:27BZFlagMrApathyCream: cvs up -PdA?
06:05:36BZFlagI just nuked the robot code.
06:09:47jacquespoor bots
06:10:25crs23any thoughts on future robot code?
06:12:42jacquesis there an API for the bots?
06:12:54jacquesor does that need to be worked out?
06:13:34jacquesor, if they are going to be clients, I guess they just see what a regular client would see
06:13:37crs23i know some people had some ideas but nothing is designed AFAIK
06:13:56jacquesso their interface to the server would just be the bzflag protocol
06:14:14crs23yes.  the interesting problem is a script language to control them.
06:14:28MrApathyCreamcrs23: you say win32 builds... I get bunches of probs
06:15:23crs23like what?
06:15:45MrApathyCreambzfs.cxx-- cerr not defined because using namespace std; not specified... but can't because of bzfio.h
06:15:59MrApathyCreamRobotPlayer.h doesn't exist
06:16:33MrApathyCreamalso: warning: two VERSION defines in bzfs.dsp and bzflag.dsp
06:16:48crs23what the?  give me a sec to check.
06:19:07crs23i just got a clean install and i'm checking it now.  i see that RobotPlayer.h is missing. hang on.
06:19:25BZFlagcrs I'm nuking the robot stuff.
06:20:31crs23oh, well there you go.  the win32 projects weren't updated.
06:20:50MrApathyCreamhmmm... keep getting bounced from irc.. missed last few
06:21:30crs23looks like bzfs isn't compiling...
06:21:44MrApathyCreamneed to add
06:21:48MrApathyCreamusing namespace std;
06:21:58MrApathyCreamunfortunately platformfactory.h includes bzfio.h
06:22:09MrApathyCreamwhich does typedef std:istream istream;
06:22:12MrApathyCreamwhich conflicts
06:22:17BZFlagcrs23: I missed a few, just commited the rest.
06:24:49MrApathyCreami'm doing a complete (clean) co now... will see
06:25:04crs23let's just add the std:: where necessary.  oh hey!  i added std:: all over the place before.  musta forgot to check those changes in.
06:26:04crs23yeah.  that's what happened.  just a sec and i'll try to merge my changes in.
06:27:13vogon_jeltzis away: afk
06:37:19crs23MrApathyCream: i checked in a fixed bzfs.cxx just now.  try that.
06:38:26BZFlagcrs23: argh... system header should always go first, no?
06:38:46BZFlaglots of PI warnings here.
06:38:48BZFlag;-)
06:40:38crs23what's a PI warning?  and i don't agree system headers go first.
06:43:16captain_protonwow...crs twice in one day?
06:44:25captain_protonis away: i'm off to do my homework, the wonderful homework of oz
06:45:48crs23i submitted fixes for the VERSION redefines in the project files.  looks like they wouldn't have caused problems anyway.
06:47:26BZFlagglobals.h attempts t redefine M_PI which is defined in math.h on many systems. math.h gets included later and generates the warning.
06:47:58BZFlagsorry common.h
06:50:19crs23oh, i didn't hit that problem.  too bad math.h doesn't do it's own #ifdef.  we could move the #defines back into the macintosh and _WIN32 sections.
06:51:04crs23that's where they were in 1.7.  i moved them outside to append the `f' for float type on all platforms.
06:51:16BZFlagI'd rather move the system includes first. experience has shown that to be the safer thing to do for portability.
06:53:05crs23i moved them afterwards to expose implicit dependencies on symbols in the standard libraries.  while i maintain that that's a good idea, i'm not opposed to put system includes first.
06:53:56BZFlagok.
06:54:22BZFlagyou have a few case statements on enums without a default: ok if I add them?
06:54:35BZFlagalso get's a gcc warning here.
06:55:48crs23does gcc emit a warning even if all enumerants are handled?
06:56:04BZFlagno.
06:56:25BZFlagCommandsSearch.cxx: In method `void CommandsSearch::onFrame()':
06:56:26BZFlagCommandsSearch.cxx:308: warning: enumeration value `SendRequest' not handled in switch
06:56:26BZFlagCommandsSearch.cxx:308: warning: enumeration value `WaitForReply' not handled in switch
06:56:26crs23oh.  which ones did i miss?  and, sure, add the defaults.
06:56:38BZFlagthat's an example.
06:57:05crs23ah.  that one in particular should assert in the default case.
06:58:11crs23without seeing the others i couldn't be sure, but asserting is probably right in most cases.  some may want to do nothing though.
06:59:51BZFlaga real assert or a warning? want me to find them and paste them all here and you can add the asserts? ;-)
07:00:28crs23a real assert.  in that example, the other cases should never occur.
07:00:39crs23which g++ version are you using?
07:01:13BZFlaggcc version 2.95.4  (Debian prerelease)
07:02:20crs23i've got 2.96.  i get no warnings.  funny they should take a step backward like that.
07:02:37BZFlagI've added -Werror and -Wall
07:02:55BZFlaghmm.. -Wall was there in config-linux. I added -Werror
07:03:01jacquescrs23: you using redhat?
07:03:08crs23-Werror just makes warnings errors, right?
07:03:15crs23i've got mandrake.
07:04:44crs23tim, you can collect the warnings and email them to me.  i'll fix 'em.
07:05:49crs23MrApathyCream: you still there?  how goes the win32 build?
07:06:38BZFlagcrs23: ok, if you like. ;-)
07:08:08BZFlagcrs23: even the M_PI ones?
07:08:43crs23you mean flipping around the system includes?  *sigh* yeah i'll do those too.  tomorrow.
07:08:57BZFlagI still think it's a Good Thing to include system headers first. I understand the desire to identify system dependancies, but it makes porting tougher.
07:09:13BZFlagI cam do the flips if you like.
07:09:38crs23thanks.  flipping should solve the M_PI problems without changing common.h
07:10:14BZFlagmany files include both common.h and global.h but global.h include common.h
07:11:32crs23i don't mind redundant includes like that.  chasing down every redundant include is a waste of time since they'll creep back in.
07:11:49crs23it's not like bzflag takes very long to compile. :-)
07:12:24BZFlagheh.
07:12:46BZFlagwell then we can just add math.h in globals.h before the redefines, no?
07:13:58crs23sure!
07:14:38BZFlagok. that's easy. we'll cross the system header issue next time it pops up.
07:15:21crs23fyi, i was getting a warning from gcc due to a small bug in the standard c++ library.  a signed/unsigned compare.
07:15:46BZFlager.. common.h. addins.
07:15:56BZFlagadding I mean. sheesh.
07:16:09crs23heh.
07:16:37crs23the warning is in sstream, line 171, method stringbuf::sync().
07:16:59crs23if you run into it you'll have to turn off -Werror or edit your system header file.
07:18:05BZFlagok, I'll watch for it.
07:18:28BZFlagI only turn on -Werror on "make DEBUG=1"
07:19:13crs23okay, it's late so i'll sign off.  all fix the missing defaults when i get your mail.
07:19:29BZFlagok. one more...
07:19:53BZFlagMakedepend could be .depend which is fairly standard. k?
07:20:29crs23i didn't know that.  sure, make it so.  should be just one line in each config file that specifies it.
07:20:41BZFlagyep. will do.
07:21:07crs23ok.  bye!
07:21:39BZFlaglater, great work!
07:21:58crs23thanks.
07:42:02captain_protonis back (gone 00:57:37)
08:56:43BZFlagputs up a 1.8 server for kicks.
08:57:45captain_protonBZFlag: i put up one on decks
08:57:48captain_protonits slick
08:57:54captain_protonnot public tho
08:58:24BZFlagI just converted one.bzflag.org over to 1.8 so that I can test the server list under 1.8
08:58:25fontenoti thought there wasn't much difference between 1.7e4 and 1.8cvs right now?
08:58:32BZFlagnot yet, no.
08:58:39captain_protonit looks good though
08:58:46captain_protonstarts upgrading lame
08:58:51BZFlagbut I'm making sure the list server keeps working while I make changes
08:59:07captain_protonBZFlag: list server didn't seem to work right =/
09:00:05BZFlagworks fine. it won't show 1.7 server to 1.8 clients and vis/versa
09:01:00captain_protonhmm ok =)
09:01:15captain_protoncare to play on one?
09:01:28BZFlagfor a bit, sure.
09:01:57BZFlagupdates the copyright dates and spams the world.
10:32:36BZFlagheh, fun fun. I made a rear view mirror (well window, it's not reversed, though that should be possible too.)
14:29:34vogon_jeltzis back (gone 08:02:21)
17:00:38captain_protonhey tim
17:05:04BZFlaghey. had fun with the new code last night.
17:05:15captain_protonyep
17:05:19captain_proton1.8 is going to be a blast
17:05:21BZFlagmade a rear view window. ;-)
17:05:34captain_protonyou said it isn't reversed though
17:05:39captain_protonthats cool however =)
17:06:18BZFlagyeah, could not figure a way to reverse it on horz without also reversing vert.
17:06:26captain_protonhmm
17:06:43captain_protonwhat would happen if you defined the width to be negative?
17:07:30captain_protonprobably wouldn't work...
17:07:35captain_protonbut its a thought
17:09:53BZFlagtried that. ;-) the window disappeared.
17:11:35captain_protonheh
17:11:46captain_protonhey do you know octave/matlab?
17:12:08captain_protonnevermind =)
17:12:10captain_protonfigured it out
17:12:46ChestalI wish crs were here. I am searchig for an easy way to disable texture rendering with 1.8
17:12:54Chestalas it is, it's unusably slow for me
17:20:15captain_protonperhaps you should get a graphics card?
17:23:24ChestalI have one
17:23:43ChestalI jsut want to test 1.8 for now, cidablign textures just doesn't work yet
17:26:28BZFlaghttp://mysak.umbr.cas.cz/~husakm/Public/StereoOpenGL/StereoscopicOpenGLTutorial.htm
17:26:31BZFlagneed that.
17:27:06BZFlag;-) interlaced stereo would be very cool.
17:29:12captain_protonmaybe if you had a double-screen HMD....
17:31:42BZFlagI've got an immersive headset, and it wants an interlaced image.
17:33:53captain_protonheh
17:40:04captain_protonyou have too many toys
17:42:37BZFlagheh, one can never have too many toys. I do suffer from no enough time though. ;-)
17:42:46BZFlager not enough time.
17:49:43captain_proton1 udp for everything? we're for sure doing our own guaranteed delivery system?
17:56:00Chestalhmm, I don't like this leading underscore style
17:56:13ChestalAFAIK it's ok as long as the first letter is not capital, but still
18:01:03vogon_jeltzis away: shower
18:17:24vogon_jeltzis back (gone 00:16:20)
18:42:51Chestalah,hi crs23
18:42:54Chestalhmm
18:44:21BZFlagcaptain_proton: yes.
18:44:52BZFlaggee, guess crs did not want to chat after all.
18:45:48ChestalI wonder if we should change the basic architecture of bzfs to using 2 threads
18:46:00Chestalone doing thegame logic and one for low-level-comunication only
18:46:48BZFlagwith one handle, the select() will be faster than it is now.
18:47:47BZFlagSubSpace handles 200+ users using a similar technique, and there is more game logic on the server too.
18:48:41Chestaljsut though it would make some things about the net code easier
18:49:26Chestalwhen we do our own reliable UDP layer, soem things normall yodne by TCP must be done manually, and the TCP protocol currently is done in antoehr thread (well, in the kernel)
18:50:24Chestalif we stay single-threaded using select I guess it might be a good idea to introduce an event queue
18:50:39Chestala priority queue sorted by time of event
18:50:57Chestalso it will be easy to set the max. wait time for select
18:51:08Chestalwe will have much more events than we will have now I guess
18:52:54BZFlagwe will handle intelligently discarding packets and throttling.
18:53:17BZFlagas well as reordering "important" packets.
18:53:59BZFlagthere will need to be a packet queue for each player, though I will likely only keep reliable packets in the queue.
18:54:47Chestalhow about putting several messages into one packet? we would have to use some sort of small queue for this also
18:55:51Chestalwhat kind of packets would you discard?
19:09:22BZFlagyes, packets will be merged, and the entire block will be timestamped.
19:09:54BZFlagold position and gm updates could be discarded if there is a new one there anyway.
19:10:36BZFlagI plan to shrink the msg sizes too, so more would fit in the new merged packets.
19:11:17BZFlagall this stuff will be in net, so it could be replaced later without changing the rest of the game code.
19:11:25BZFlagadding multicast etc.
20:54:06jacques_gonewhats SubSpace?
21:03:41jacquesi just did a google search but most of the links are dead
22:15:00captain_protonBZFlag: is there any chance of using a better-combined net library?
22:43:22jacqueshave you guys looked at gnet?
23:11:44jacqueshow much work has been done on balancing the weapons?
23:12:05jacquessome such as the GM and laser are (to me) clearly unbalanced
23:12:07captain_protonbalancing weapons has always been a big consideration when making new flags...
23:12:18captain_protoni'm not sure how to even it up more
23:12:38captain_protonits pretty much up to the server ops to make sure if they have 1 gm to have about 3 stealth
23:12:58jacquesI am a total newbie (only been playing two days) but when I get the GM or laser I rack u pseveral kills before someone gets me - even on the crazy populated servers
23:13:10captain_protonyes thats true
23:13:18captain_protoni'm not to big on flags anymore anyhow =)
23:13:30captain_protonthough i'm not going to do a chestal and give up jumping
23:13:42jacquesyeah I would play on non-flag non-jumping servers if I cold find any populated
23:13:56jacqueswell I am still not set on jumping
23:14:01jacquesI could go either way
23:14:27jacquesit definitely add a new dimension (:-)) to the game
23:14:31captain_protonheh
23:14:48captain_protoni like it because if you can make someone jump, you've got them
23:14:49captain_protonusually
23:14:52jacquesmaybe I just need to learn how to evade GM better
23:15:16jacquesbut the laser i scary - last night there were ppl shooting the laser and it was bouncing about 20 times all over the map
23:15:30jacquesthey could kill several ppl from the other side of the map
23:15:39captain_protonyeah - we're thinking of reducing the range to about 150% of a normal shot
23:15:56jacqueseven 200% would be better than what I saw
23:16:14captain_protonright now its 50x the distance iirc
23:16:14jacquesit was making spirograph patterns on the map
23:16:25jacques50x ?? wow
23:17:06captain_protonit'd be nice if the only real benefit of the laser was its instant shot - slight distance improvement perhaps
23:17:24captain_protonalso the laser shouldn't ricochet on surfaces where shots do imo
23:18:12jacquesagreed
23:18:22jacquesmaybe only off of teleporters
23:18:40jacquesor does it go through teleporters?
23:19:09jacquesthe instant shot is a bit advantage
23:19:12jacquesbig
23:21:32jacquesthere should be fog generators that diffuse the laser beam
23:21:55jacquesthe newer 3d cards should be able to render fog and weather effects
23:22:29jacquesbut I understand the need to support software rendering and slower cards
23:22:51jacquesotherwise there would be a different minimum hardware spec for different features
23:25:03jacquesI wonder if anybody is working on gratuitous eye candy for bzflag
23:25:34captain_protonweather effects are one of my projects for 1.8
23:25:49jacquesCOOL
23:26:01captain_protoni'll probably also create an alternative explosion that uses a particle system
23:26:09jacques:-) :-)
23:26:20captain_protonso yes - gratuitous eye candy is good
23:26:27jacquesif you do a generalized particle engine...
23:26:40jacquesit could have many uses in bzflag
23:26:43captain_protonyes
23:26:54captain_protonexplosions & weather effects are the 2 i've thought of so far
23:27:00jacquesdust trails, smoke, fog (maybe)
23:27:14captain_protonfog is better done via the normal fog stuff
23:27:22jacquesnormal fog stuff?
23:27:27jacquesit's already in there?
23:27:31captain_protonyeah
23:27:45captain_protonopengl has a basic fog routine, and there's a more advanced one in an NV_ extension
23:27:47jacqueswhere is fog used in the game?
23:27:55captain_protonnot in the game - in opengl
23:28:02jacquesoh, you meant it's in opengl
23:28:06captain_protonyes
23:28:08jacquesI understand - and good point
23:28:32jacquesi notice nobody uses mines
23:28:41jacqueswhat about morrors?
23:28:44jacquesmirrors
23:28:49jacquesthose would be fun
23:30:29captain_protonmirrors could be cool
23:31:41captain_protonit'd be good to add a little 'distortion' to them if possible - make it so if you're careful, you can tell its a mirror - if you're in a hurry however, you die =)
23:31:58jacquesHEH - I was just thinking about funhouse mirrors
23:32:12iLLf8dhey you guys gonna add a feature to set team queries (ie first person who starts ctf team has to be polled to ask if a player can join his team)
23:32:17iLLf8d?
23:32:38iLLf8dseems that ctf lately has sucked cause everyone comes and goes and next thing you know its 4 players to 2
23:32:39captain_protondon't know - probably should ask tim on that one
23:32:43jacquesthat's too practical - we're discussing grtuitouse eye candy
23:32:48jacques:-d
23:32:50jacques:-D
23:33:14iLLf8dor mandatory load ballancing
23:33:31iLLf8die 3 players to 4 server has one player paused for a 5 min timeout
23:33:36jacquesmaybe the super-weapons should require ammo - or at least have a max number of shots
23:33:38vogon_jeltzcaptain_proton: you do realize that mirrors aren't a good idea unless you have some sort of map compiler to validate that they're not parallel, right?
23:33:38iLLf8dand rotates players
23:34:01jacquesvogon_jeltz: interesting
23:34:06iLLf8dall I know is this game NEEDS BLOOD BODIES AND SCREAMS!
23:34:13jacquesyeah!
23:34:25jacquesI liked the way battlezone (PC) did it
23:34:27iLLf8dnothing like having a head fly past the screen
23:34:41iLLf8dor blood spurt across recticle
23:34:45iLLf8dthen run down and off display
23:34:46iLLf8d=)|
23:34:47jacquespilots could eject
23:35:00jacquesand you could kill them as they floated to the ground
23:35:07jacquesor just run them over :-D
23:36:31jacquesvogon_jeltz: I wonder if it would be possible to just have a mirror not reflect othre mirrors?
23:36:40vogon_jeltz*shrug*
23:36:44vogon_jeltzI guess that's possible
23:36:53jacquesnot very realistic though
23:37:27vogon_jeltzit'd also require a more complicated culling algorithm
23:37:32jacquesI remember a post I made to th xtank newsgroup in like 1990
23:37:56jacquesit was an april fool's post - I implied that xtank (2d top-down game) had a new version which was 3d
23:38:12jacquesbzflag is like what I was talking about
23:38:17captain_protonheh
23:41:32jacquesI'm looking for that post on google but now I cant find it :-\
23:44:37jacquesI think google is not nearly complete
23:45:37captain_protongoogle should have all of usenet for the last 20 years =/
23:46:48jacquesthey say they do but I cant find my post
23:46:56jacquesI know I posted it
23:52:19jacquesok now I know they are not complete
23:52:48jacquesthey seem to be missing almost all of my rec.games.mud.lp posts from 1989-1991
23:53:12jacquesif they say they are complete, thay are lying

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