irclog2html for bzflag on 2002.06.10

00:00:13captain_protonthis flag waving thing is giving me a headache
00:00:24WidgetWhat flag waving thing?
00:00:34captain_protoni'm trying to make the flags wave in 1.8
00:00:48WidgetDon't they arelady do that in 1.7?
00:01:50captain_protonyeah
00:01:54captain_protonbut 1.8 is different
00:02:01iLLf8doh sheesh screw the waving
00:02:08WidgetHow will it be different?
00:02:19WidgetHm... SourceForge has a new look.
00:02:26iLLf8dcaps gonna make all the flags intermittenly give people the finger
00:02:30BZFlagheh. will will ship no flag before it waves.
00:02:31iLLf8dheh
00:02:38BZFlager "we will".
00:02:42BZFlagand I was joking.
00:03:03iLLf8dHow about tank decals?
00:03:05iLLf8doooo
00:03:06captain_protonWidget: geometry in 1.8 isn't hard coded
00:03:08iLLf8dthat would be worth it
00:03:09iLLf8d=)
00:03:16captain_protonits all defined in xml files
00:03:41captain_protoniLLf8d: well - nobody should have so many superflags on their server anyway ;)
00:03:46Widgetcaptain_proton: Ah.
00:03:58WidgetWhat are tank decals?
00:04:10iLLf8dwants to have blood and eyes and teeth on his tank
00:04:13BZFlaglogos on tanks
00:04:13iLLf8dMUWAHAHA
00:04:16iLLf8dyeah
00:04:18iLLf8dwe needem
00:04:18WidgetYes.
00:04:20WidgetI want those.
00:04:30captain_protonBZFlag: speaking of which - hows that protocol coming? ;)
00:04:37iLLf8dmaybe a little killroy
00:04:40iLLf8detc...
00:04:57iLLf8dwould be cool to have decals inside the tank too heh
00:05:02WidgetOn the patches page, is there a way to filter out all the patches except e5 patches?
00:05:09iLLf8dfor drivethroughs
00:05:26captain_protoniLLf8d: once the new physics works there won't be drivethroughs
00:05:37iLLf8dwell what about drive overs then?
00:05:49iLLf8die your tank goes up and over the top
00:06:19iLLf8dwould be cool if tank crushin was a norm
00:06:24iLLf8die like steamroll w/out a flag
00:06:30Widgetcaptain_proton: On the patches page, is there a way to filter out all the patches except e5 patches?
00:06:43WidgetiLLf8d: Then who would crush whom?
00:06:43captain_protonWidget: not really. however, almost all should be e5 patches
00:06:55iLLf8dthe guy running forward attacking from the side
00:06:56captain_protonall the newer ones anyway
00:07:08iLLf8donly crush case
00:07:22captain_protonjump down from the decks onto tanks =)
00:07:29iLLf8die you'd have to be doing full forward perpendicular to the kill
00:07:31Widgetcaptain_proton: A lot seem to be 1.8 patches.
00:07:42iLLf8dyou could have some cool graphic too
00:07:46iLLf8dflattened tank
00:07:47captain_protonWidget: there should only be one or two 1.8 patches
00:07:54iLLf8ddelay explosion by like 1-2 seconds
00:08:01iLLf8dand have parts rolling away and disappearing
00:08:02iLLf8dheh
00:08:46iLLf8dBZFlag big question.... whats the scoop on the new field spec? ie map files etc....
00:08:48Widgetcaptain_proton: Have the radar changes been incorporated yet?
00:09:00iLLf8dis there any chance I can start goofing with pyopengl to try to make a new map editor?
00:09:02Widgetcaptain_proton: And the new crosshairs?
00:09:06captain_protonWidget: e5 features are frozen
00:09:08iLLf8dI'm getting pretty python savvy
00:09:31captain_protondoes some quick trig calculations
00:09:38Widgetcaptain_proton: Er... CVS, then.
00:12:17captain_protonhuh?
00:20:17captain_protonsniffles...BZFlag didn't answer
00:24:56WidgetHow come you left?
00:25:26captain_proton?
00:26:10WidgetROaming works differently in 1.8 than in 1.7.
00:26:16captain_protonslightly
00:26:19WidgetUp arrow makes you look up, not down as it does in 1.7.
00:26:31captain_protoni reversed the up/down tilt to work like it ought to
00:26:32captain_proton=)
00:26:52WidgetI like the 1.7 way. It's like a joystick.
00:27:08WidgetAnd if you do shift+forward in 1.7, then press right at the same time, it goes forward and right, but in 1.8 it just strafes to the right.
00:27:15captain_protonarrow keys should move the camera, not the world
00:27:18captain_proton=)
00:27:21WidgetHm.
00:27:30captain_protonWidget: well, i couldn't do that with the 1.8 input system
00:27:32WidgetIt moves the camera in 1.7 as well, right?
00:27:36captain_protonsorta
00:27:41captain_protonup/down act as if they move the world
00:28:41taD_hmm
00:28:50taD_did you see RCAM come online today?
00:28:54rcam was last seen on #bzflag 4 hours, 40 minutes and 50 seconds ago, saying: By the way Twisted Magic is coming out Quarter 4 of this year. [Sun Jun  9 20:48:04 2002]
00:28:54taD_ibot seen rcam
00:29:02taD_hehe
00:30:44captain_protonyeah i saw
00:30:52taD_hehe
00:42:44captain_protongrowls
00:52:27WidgetWoowoo.
00:52:46WidgetA God-Fearing Jew with a gun will make the diaperheads run
00:53:52captain_protongrrrrrrrrrrrrrrrrrrrrrrrr
00:54:51vogon_jeltzcaptain_proton: zuh?
00:55:02captain_protoni can't get this animate node to work
00:55:08captain_protoni've got the geometry all figured out for flag waving
00:56:12WidgetWoohoo.
01:06:46captain_protonargh
01:06:49captain_protonstupid animate nodes
01:20:37captain_protonAAAAAAAAARGH
01:20:42captain_protonwhere is crs when you need him?
02:09:47BZFrankhi
02:10:16captain_protonhey frank
02:10:31BZFrankthought I drop by and say hello
02:10:40BZFrankhey cp ;)
02:10:48captain_protonhow goes?
02:11:10BZFrankDSL is down, but ISDN still up, so no play tonight :(
02:11:33BZFrankBut gives me some time to work on more important stuff...
02:11:41captain_protonwhats more important than bz?
02:11:48BZFrankp2501 :)
02:12:06captain_protonhah!
02:12:12BZFrankyou shall see
02:12:19BZFranksoon ;)
02:13:38BZFrankbut anyway, I don't want to make concurrence to bzflag, the concept is a bit more different
02:13:59captain_protonin what manner?
02:14:12BZFrankalso you could use parts of it if you like in bzflag, e.g. the UDP networking layer is very modular
02:15:08BZFrankwell, it is still shoot and get the flags but bzflag is a different kind of beast as the models make gameplay different
02:15:46BZFranke.g. in bzflag you can be sure that a shot reflects perfectly as the buildings are perfect in the collision sense. not so in p2501 if its rounded surfaces
02:16:02captain_protonhmm
02:16:10captain_protoni don't think we'll have curved surfaces in 1.8
02:16:17captain_protonjust convex polyhedra
02:16:36BZFrankI always get the willies when I come back from p2501 to bzflag, could not pay until my mind adapts
02:17:24BZFranknope, no convext polyhedras, i though so much should be clear my now
02:17:35captain_protonhuh?
02:18:09BZFrankgrr keyboard has a different layout here , sorry for the typos ;)
02:18:53captain_protoncan you rephrase " nope, no convext polyhedras, i though so much should be clear my now" - makes no sense to me
02:19:40BZFrankp2501 modes are soups of polygons, no convex polyhedras
02:19:45captain_protonahh
02:19:48captain_protoni meant for bz
02:19:48BZFrankmodes = modells
02:20:12captain_protonobstacles are convex polyhedra.
02:20:15BZFranksure, there of course
02:20:29captain_protonvisual geometry will  be whatever the map specifies
02:20:44BZFrankthis is also different in p2501
02:21:06captain_protondo you just use the polygons for both?
02:21:36BZFrankthe 'map' file only describes the initial world of the server, but clients (and the server) may change this during gameplay, add objects, take objects away, etc.
02:23:05BZFrankmap -> position and object types, models -> visual geometry and textures and collisions models (autocompiled from visual objects, but can be different from them so all tanks regardless of visuals have the same)
02:23:51BZFrankanyway, I think bz 1.8 will have also some loadable models as far as I see what Chris is doing ;)
02:24:16BZFrankso far p2501 has laready served its purpose to accellerate the bzflag development :)
02:24:43captain_protoni hesitate to call 1.8's stuff models
02:25:03BZFrankwell, sort of at least
02:25:11captain_protonbig xml files =)
02:25:30BZFrankbeside I plan for a public (including source code) release of p2501 under the GPL in July
02:25:56captain_protonooh
02:26:11BZFrankit is no vapourware, really
02:28:05BZFrankthe only think there is left out is the authentication layer for the client and server. but hte public source release will be compileable with a null layer so it can be made to create servers and clients, only these won't connect to the 'blessed' servers the contains the authentication layer (sort of anti cheat protection to keep some script kiddies from hacking the source)
02:28:16BZFrankthink = thing , uah getting late ;)
02:29:02captain_protoni don't like the idea of private sources =|
02:29:17BZFrankcould not be avoided, see the current situation with bzflag
02:29:52captain_protonwe're going to try to solve that on a social level
02:30:14BZFrankwon't work, did not with other games either
02:30:25captain_protoni'm not so sure
02:30:32captain_protonsome games have been really successful with it
02:30:35BZFranksee the diabolo or WO situation
02:30:59BZFrankwhich games?
02:31:16captain_protoneverquest for instance
02:31:31captain_protonthey set up a method for people to identify cheaters
02:31:34captain_protonand people used it
02:32:54BZFrankdifferent type of game, beside they also employed several changes to make cheating harder and are not particular open source
02:33:06captain_protontrue
02:34:06captain_protonwe're going to be moving more stuff to the server to make cheating harder, but nobody wants to restrict soure
02:34:18BZFrankOf course things yould be put into the server for most cases but this would employ are larger roundtrip
02:34:41BZFranksome things must be handled in the client to keep things fast
02:35:22captain_protonbut things like death detection can be moved to the server without significant network increase
02:36:05BZFrankI did not restrict source, only an essential part of it that is needed to identify a server created by me (or some closed developer group), anyone can create and run a server that does not do this...
02:36:38BZFrankso what is so bad about this?
02:36:47captain_protonwell
02:36:54captain_protonpeople won't have any incentive to hack at it
02:37:01BZFrankwhy?
02:37:15captain_protonbecause until their changes make it into an official release, they can't use their client to play on blessed servers
02:37:37captain_protonand nobody will play on non-blessed servers, because there could (will?) be cheaters
02:37:44BZFranksure, and? they could always open up a an open server
02:38:47BZFrankI am not so sure about your later issue. You only see the developer view, but players don't want cheating the this scheme will give them some protection while opening the source to anyone
02:39:12BZFrankso any group can create their own 'blessed' version, no troubles with this
02:39:58BZFrankand beside also a blessed server can be set to allow custom clients, this is only an option in the config file
02:40:07captain_protoni see
02:40:56BZFrankbut for a match only blessed clients can be allowed so everyone has the same chances (not just like now in the bzflag world, with some hack here and some hack there even in the 'public' versions
02:41:32BZFranke.g. the placment hack in never e versions that look harder for a free spot. this is an unfair advantage to anyone running it.
02:42:03captain_protontrue
02:42:14captain_protonbut since that source is public everybody has access to it
02:42:24captain_protoncheaters don't release their stuff
02:42:38BZFrankno, only people that can compile, most people out there can't
02:42:52BZFrankthis is a world of users, not creators ;)
02:43:26captain_protonthats why people like apathy release compiled versions
02:44:14BZFrankyes, but that does not work out, most people look for the 'public' release or use the preinstalled (Linux distro) one.
02:45:01captain_protonno use arguing about this...
02:45:16captain_protoni just don't like the idea of keeping a portion of the source secret
02:47:08jpablois anonymous cvs not in sync with main cvs ?
02:47:18captain_protonuhm
02:47:21captain_protonthere's no difference
02:48:53jpablohumm, then cvs-commits is not in sync ...
02:49:24captain_proton??
02:50:48jpablothe commit list
02:51:01jpablothe commit mail list
02:51:59captain_protonyeah the mail list has been a little bit late
02:53:12jpablohumm, the help screen is overlaping with the hud on current cvs
02:55:00BZFrankis the current CVS version alike the f5 apathy release in the HUD?
02:55:11captain_protonnods
02:55:35BZFranklooks awful ;) sorry... but the old HUD was much nicer IMHO
02:55:45captain_protonbah
02:55:50captain_protonsuit yourself
02:56:12BZFrankalso it does not display the score, or so small that I cannot read it without microscope ;)
02:56:35captain_protontry current cvs
02:56:43captain_protonwe did a lot of work on fonts
02:57:22BZFrankOk so I'll wait for e5
02:59:29jpablowow, /me finds the -view option
02:59:49jpablo-view three will be useful with my dual head matrox.
03:06:25OoOoOi agree with frank on the new hud i have in f5
03:06:33OoOoOhi by the way
03:06:36BZFrankthanks :)
03:06:43BZFrankhi btw back
03:06:43captain_protonsigh
03:06:49captain_protonnobody appreciates me =(
03:07:00OoOoOcaptain: question on observor mode in f5
03:07:28OoOoOthe time left during the matches doesnt display, and makes it difficult switching players during the match.
03:07:38OoOoOis that an easy fix?
03:07:41captain_protonyeah i noticed that
03:07:46captain_protonit shouldn't be too difficult
03:08:43OoOoOand captain, your always appreciated!
03:09:14jpablohehe.
03:09:36jpabloa option is needed to make the new hud had a black background.
03:09:40jpabloit's confiusing at least for me.
03:09:51captain_protonturn off blending
03:10:18captain_protonit'll make the rest of the game ooogly, but it'll make the radar be black
03:10:33BZFranksorry but that is no solution...
03:11:15OoOoOe5 had a bunch of 'new' things under options, the colored shots etc, but that went away in f5??
03:11:38captain_protondon't use f5 anymore
03:11:46captain_protonits been made obsolete in the last couple days
03:11:58OoOoOreally, so use what?
03:12:34OoOoOi'm getting my versions from apathys site.
03:13:18captain_protonhang on a sec
03:13:55captain_protonget apathy's e5 build
03:14:58OoOoOok, thanks.
03:15:47captain_protonit looks like the only thing differentiating f5 at this point is the SILENCE command
03:17:04OoOoOi heard someone mention that the direct messaging is different in e5, is it?
03:17:15OoOoOi mean can i direct message observors?
03:17:59captain_protonyeah sorta
03:18:01captain_protonpress .
03:18:09captain_protonthen right/left cycle who you send the message to
03:19:00OoOoOaaah, great, thanks, it cycles through all players and observors/
03:20:00OoOoOjpablo: your team seems pretty strong, you guys going to be able to play any matches soon?
03:21:13iLLf8dSILENCE?
03:21:17iLLf8dwassat do?
03:21:33captain_protonit allows you to ignore someone
03:21:37captain_protonlocally
03:21:41iLLf8dah nice
03:21:50iLLf8dI'd like to ignore someone globally tho
03:21:51iLLf8dheh
03:21:52iLLf8d=P
03:21:53iLLf8djk
03:22:16iLLf8dmesses with radar background transparency
03:22:26captain_protonwhoops at flag waving
03:22:32Widgetcaptain_proton: It works?
03:23:27jpabloOoOoO: we are WILLING to play
03:23:50jpabloOoOoO: we are here almost very nigth on EST time.
03:24:34jpablobut we can't play sundays.
03:24:39OoOoOreally, cool, most of my team is EST time as well.
03:24:55OoOoOmaybe we can figure out a night this week.
03:25:21OoOoOCaptain:are meq players in the US/
03:25:36captain_protonOoOoO: yeah
03:25:45jpabloOoOoO: just meet us on irc any nigth.
03:25:49captain_protonWidget: *nod* - just checked in
03:26:00OoOoOyou guys available at night during the week as well?
03:26:37jpablotalking to me or to cp ?
03:26:46OoOoOjpablo: ok will see if others can be around.
03:27:17jpablook, if you want a confirmed date let me know and i will confirm with my teammmates.
03:27:22OoOoOsorry Captain, is your team around at night during the week?
03:27:30captain_protonpossibly
03:27:48OoOoOjpablo: ok, i will ask my team and see.
03:28:00captain_protonmoles need to lose again
03:28:06captain_protonthat orange looks awful
03:28:18OoOoO:) cant believe they lost today!!!
03:28:24WidgetNeither can I!
03:28:25iLLf8dwho lost?
03:28:29OoOoOmoles
03:28:29WidgetThe Moles!
03:28:31WidgetCan you believe it?
03:28:42iLLf8dheh
03:28:46iLLf8dwho'd they play
03:28:50WidgetTLZ.
03:28:50jpablonah, we can beat the moles at any time :-P
03:28:58iLLf8dyeah one of those zee guys is good
03:29:01WidgetLast time Moles played TLZ, they won 11-1.
03:29:05WidgetiLLf8d: Fanta?
03:29:07jpablowe just need that everybody stop downloading pr0nt here.
03:29:09iLLf8dnot sure which
03:29:18WidgetiLLf8d: I'll play you on ducati.
03:29:23iLLf8dthe others are at a high level with the rest of us but one stands out bigtime
03:29:35iLLf8dI'm playing with radar colors and transparency
03:29:40iLLf8dgimme like 2-10 min
03:29:50WidgetiLLf8d: How do you edit it?
03:29:53iLLf8dI'm compiling as we speak
03:30:00iLLf8dyou can change colors in the config
03:30:03Widgetcaptain_proton: Hm.... the flag waving seems a bit more.... conservative than in 1.7.
03:30:09iLLf8dand you can change the transparency in the code
03:30:15Widgetcaptain_proton: It doesn't wave as much... and it only seems to wave.. vertically.
03:30:17captain_protonWidget: yeah
03:30:29WidgetiLLf8d: Oh, yes, in ControlPanel.cxx and RadarRenderer.cxx?
03:30:32iLLf8ddoens't like not being able to see some of the shots on radar
03:30:37iLLf8din RadarRender.cxx
03:30:38Widgetcaptain_proton: Was that intentional?
03:30:39iLLf8dline 47ish
03:30:40captain_protonWidget: i'm still playing with it a tiny bit
03:30:47iLLf8d[3] background line
03:30:57iLLf8dapathy pointed it out when I asked
03:31:01WidgetInteresting. When 1.8 starts up, it says the following:
03:31:01iLLf8dit needs it bad
03:31:03Widgetloaded bmetal
03:31:03Widgetloaded logo
03:31:03Widgetloaded flage
03:31:06WidgetSomeone can't spell.
03:31:11iLLf8dwhen you're on rooftops you can't see any fire at all
03:31:21BZFrankwell, its flagge in german ;)
03:31:28captain_protonmost of the time it took was getting the <animate> node to work
03:31:39captain_protonBZFrank: compromise perhaps?
03:31:40WidgetBZFrank: Some sort of compromise?
03:31:42jpablohumm, i don't have RadarRender.cxx any idea ?
03:31:52BZFrankperhaps
03:32:02captain_protonjpablo: src/bzflag/RadarRenderer.cxx
03:32:09captain_protonWidget: great minds must think alike
03:32:14jpabloi see Renderer nor Render
03:32:15WidgetJust like UTC. (Universal Coordinated Time). UCT in English, CUT in French, so UTC was a compromise.
03:32:20Widgetcaptain_proton: And fools never differ.
03:32:33Widgetjpablo: Did you compile from source?
03:32:39iLLf8doops heh
03:32:46iLLf8daparently I turned on too many heh
03:32:47jpabloWidget: yeah the cvs version.
03:32:51captain_protonjpablo: renderer is the file
03:32:56Widgetjpablo: RadarRenderer.cxx
03:33:00iLLf8dmust've set each color too high cause my background is almost white now heh
03:33:22jpabloyeah, i find it when cp tell me, but as my english sucks i say something i didn't want to say
03:33:28captain_protonincrease the 4th argument to glColor in it ([0, 1]) to increase opacity
03:33:30jpablos/tell/told
03:34:17captain_protonhmm
03:34:21captain_protonconsumption won?
03:34:41Widgetcaptain_proton: GLColor on what line?
03:34:59WidgetglColor3f(1.0,1.0,1.0);
03:35:02WidgetThis one?
03:35:08captain_protonno
03:35:32Widgetcaptain_proton: Where, then?
03:35:35BZFrankglColor4f
03:35:50Widget  glColor4fv(background);
03:35:51WidgetThat?
03:35:58captain_protonahh oops
03:36:17captain_protonRadarRenderer.cxx:47
03:36:20iLLf8dwhatya trying to change the team color or what?
03:36:30iLLf8dyeah line 47 you want
03:36:33Widget  background[3] = 0.5f;
03:36:34captain_protonforgot that it uses glColor4fv instead of glColor4f
03:36:36WidgetThat one?
03:36:43captain_proton1.0 is full opacity
03:36:46captain_proton0.0 is fully transparent
03:36:51WidgetAh. OK.
03:36:51iLLf8dbackground[3] = 0.9f;
03:36:55iLLf8dthat will make it dark
03:37:05iLLf8dhey how many significant digits cap?
03:37:11iLLf8dcan I do .95 I tired .9
03:37:22jpablocool.
03:37:28WidgetWoohoo! This means I can increase my brightness again.
03:37:31BZFrankyep, thats a float buddy
03:37:32iLLf8dheh
03:37:34captain_protoniLLf8d: standard float
03:37:36iLLf8dcool
03:37:48iLLf8dalso are there similar controls for the textbox?
03:37:51Widgetis conservative and makes it 0.7.
03:37:51BZFrankactually a GLfloat, but that is typedef float anyway
03:37:57WidgetiLLf8d: That's in ControlPanel.cxx.
03:38:02iLLf8die where peoples speech shows up
03:38:07jpablook, now i'm switching to cvs completly.
03:38:39Widgetcaptain_proton: Where is the equivalent line in ControlPanel.cxx?
03:38:41jpabloanyone playing on ducati to test it ?
03:38:46captain_protonControlPanel.cxx:145
03:38:55captain_protonchange the 4th argument there
03:39:05BZFlaghey all.
03:39:06WidgetAh... so the control panel is lighter?
03:39:14BZFrankwhy not put all this in the config file? much better than editing the source all the time...
03:39:15captain_protonheya tim
03:39:17BZFlagBZFlag: hey, welcome back. Have not seen you in a while.
03:39:34BZFlagBZFrank: it's all in a control file in 1.8
03:39:43captain_protonwell
03:39:46captain_protonlotsa files
03:39:48BZFrankok ;)
03:39:50BZFlagheh
03:39:53WidgetBelieve it or not, now I like the look of 1.7 better than 1.8.
03:40:02BZFlagI see 2501 woke up again. cool.
03:40:18captain_protonBZFlag: scroll up for our argument on closed source ;)
03:40:23BZFlagWidget: then change 1.8 ;-)
03:40:32BZFlagcaptain_proton: yeah, just been reading.
03:40:34iLLf8d glColor4f(0.0f, 0.0f, 0.0, 0.8f );
03:40:34BZFrankyep, moving for a July release
03:40:45iLLf8dthat third argument supposed to ahve an f?
03:40:49iLLf8dwas wondering
03:40:50BZFlagBZFrank: can you say a bit more on how the closed source code will work?
03:40:57BZFrankthe network layers were quite some work
03:40:58iLLf8dapparently it doesn't
03:41:02iLLf8dhave one that is
03:41:19BZFlaglet's say I record the handshake with sniffit, and run the code in a debugger. can I see what is happening?
03:41:24captain_protoniLLf8d: it doesn't matter- the 'f' notation is type specification for C
03:41:31iLLf8dah
03:41:36BZFrankwell, p2501 will be released under the GPL (I wonder if I use the LGPL for parts but that are details), except for the authentication layer.
03:41:40BZFlaga simple "I'm blessed version 0x2342456 will be hacked in minutes.
03:41:50BZFrankNOt so baby
03:41:59BZFrank;)
03:42:03WidgetHm... under scores, why is the font so fat now?
03:42:14iLLf8dthats phat
03:42:15iLLf8d=P
03:42:15iLLf8dheh
03:42:19iLLf8dthanks cap
03:42:21BZFrankStill it is hackable, but the level is higher
03:42:26BZFlagnot so that a simple sug would be hacked? ot not so that it's not a simple sig?
03:42:26iLLf8dthanks bzflag
03:42:34captain_protonmakes plans to hax0r it
03:42:41WidgetAre the scores supposed to be in that different font now?
03:43:05BZFlagWidget: they fonts change now based on your resolution.
03:43:11BZFlags/they/the/
03:43:29WidgetBZFlag: Ah, interesting. So this means I have ... high resolution? That's why it's fat?
03:43:34WidgetWoohoo.
03:43:38iLLf8dhow do I get a 100x100 window so I can get my 2mb vidcard screamin
03:43:39iLLf8djk heh
03:43:40WidgetiLLf8d: Done with your modifications?
03:43:50BZFlagBZFrank: I've put a good deal of thought into net authentication.
03:43:53iLLf8dI just changed mine again
03:43:54iLLf8dheh
03:44:14BZFlagiLLf8d: options->change video format  ?
03:44:17iLLf8dyeah bznethighfive protocol verion 1
03:44:22iLLf8dversion 1 right bz?
03:44:23iLLf8dheh
03:44:35BZFlagBZFrank: you're not headed to OLS are you?
03:44:38iLLf8dI was just joking BZFlag =P
03:44:45BZFrankon connect the server sends a challenge to the client, the client must respond in kind. The challenge is a 256 bit asymetric public key, the client uses its private key to encode the response. The complete coder is written in an intepreted language that uses a kind of synthetic cpu, quite hard to see what is going on in assembly.
03:44:47WidgetInteresting. Now whenever I try to quit, BZFlag crashes.
03:45:17BZFlagWidget: make clean;make
03:45:19iLLf8dBZFrank add in md5sum to the generation
03:45:22iLLf8dto test client code size
03:45:32captain_protoniLLf8d: thats a 30 second hack
03:45:36iLLf8dis it?
03:45:37BZFrankill: can be faked
03:45:38iLLf8dsuck
03:45:42captain_protoniLLf8d: someone just makes their client send the right md5
03:45:46iLLf8dok how about retinal scan?
03:45:48iLLf8dheh
03:45:48iLLf8d=P
03:45:57BZFlagBZFrank: vulnerable to the man in the middle attack though, yes?
03:45:57iLLf8durine sampling dna analysis?
03:46:30BZFlagie: start a blessed client as a child, talk to it as if you are a server, get it to answer challenges and use that reply.
03:46:34jpabloBZFrank: but then i can made a shared library and use LD_PRELOAD and modify the client anyway.
03:46:41BZFrankas the challenge is always different and the method fairly hidden I hope this will keep of some script kiddies of the 'patch a nop here' kind
03:46:47iLLf8dhey widhe
03:46:49iLLf8dwidge
03:46:51jpablothe auth routines are the same, but not the rest
03:47:01WidgetiLLf8d: Ja?
03:47:12BZFlagBZFrank: I suspect man in the middle will be the most common hack.
03:47:28WidgetWhat's 'man in the middle'?
03:47:45BZFlagserver->hacked client->blessed client.
03:47:50BZFranksure, but that isn't so easy for the complete set of methods to do, I like to see someone put p2501 in a shlib ;)
03:48:07BZFlagyou play on the hacked one, but pass challenges on to the blessed one so it will give valid replies.
03:48:16BZFrankbzflag, possible, but needs some effort. Beside the server repeats the challenge during the game
03:48:36BZFlagBZFrank: that's why the client is kept around.
03:48:58BZFlaghe first hacks I saw on other net games were transparent proxies.
03:49:09BZFlagserver->proxy->blessed client.
03:49:27BZFrankbzflag: well, all clients must have the same state otherwise the response would be invalid
03:49:35BZFlagthen the proxy modifies whatever msgs it wants to. (like ignoring death etc) if the protocol allows it.
03:49:36iLLf8dseems that .95f on radar is good (you don't lose the fire on the rooftops against the light grey) also seems that .8f is great for the controlpanel =)
03:50:08BZFlagBZFrank: ahh. including as much game state as possible is a good thing.
03:51:55BZFlagBZFrank: I assume you have read up on nettrek. they use a similar technique that you are planning.
03:52:08BZFrankyep, I followed this closely
03:52:23BZFlagiirc all source is now open, just that the private/public keys are controlled.
03:53:13BZFrankin my scheme also the source for the encoder/decoder isn't public but that might change too
03:53:15BZFlagone key pair for each blessed client or server. the public versions are posted, so servers can select which clients they approve.
03:53:18jpablodebian/buildsnap cvs rules.
03:53:29BZFrankrelying on closed source for security isn't
03:53:50BZFlagBZFrank: nettrek tried that and found that there were bugs in the closed source portion that were quickly exploited.
03:54:33BZFrankwe shall see that too. I see it as a kind of experiment
03:55:15BZFlagexperiment all you like! keep me posted on how it goes. I'm interested for obvious reasons. ;-)
03:55:48BZFrankyou can reuse the UDP network layer of course, it is pretty independent of the rest
03:56:06BZFrankallows for reliable udp messages and is NAT friendly
03:56:15BZFlagI'm considering a kerberos like solution. the game list server would be the keyserver, servers are resources, and the clients are clients. (imagine that ;-)
03:56:35BZFlagbrb
03:56:57BZFranksounds like a good idea!
04:01:10BZFrankdid you already done work in that direction?
04:02:26captain_protonWidget: i've got a new geometry file but i'm not sure if its better or not
04:04:56captain_protonWidget: can you dcc accept?
04:05:12iLLf8dhey you guys changed the scaling on the radar again? ie when you jump it grows faster?
04:05:18iLLf8dis there a setting for that somewhere too
04:05:25iLLf8dcan't see for shit so...
04:05:26BZFlagis back
04:05:31iLLf8dtoo many hours playing bz heh
04:05:57BZFlagBZFrank: prototype stuff locally, nothing ready for actual live code yet.
04:06:40BZFrankok, sounds like an interesting idea so let me hear when you got something running... ;)
04:06:49BZFlagiLLf8d: it was changed to be relative to screen dots, so it scales faster on lower res.
04:07:28iLLf8dhmm
04:07:29BZFlagBZFrank: will do. do you respond as to OLS? http://linuxsymposium.org/
04:08:02BZFlagiLLf8d: see the math in drawTank for the details.
04:08:26iLLf8dcool
04:08:27BZFlagnote the usage of ps which is the pixelsize calculated earlier.
04:08:50BZFrankOttawa Linux Symposium? Do you visit?
04:08:57BZFlagBZFrank: got any server discovery yet?
04:09:08BZFlagyeah, I'm going to OLS this year.
04:09:49BZFrankno, nothing in this respect. The client must now the hostname, but I think of a scheme similar to the current bzflag gameserver
04:09:58BZFrankknow = now ;)
04:10:07BZFranktoo far away from Germany ;)
04:12:25BZFrankFor the first release however there will be only server & client. I need some feedback on the game anyway to finetune the gameplay and the networking
04:12:44BZFlagI'd stongly suggest an http based approach. have the url just a cgi script. I get all kinds of reports from folks that can't get to the current bzf list server.
04:13:28patlabor221capP: Who says I'm not allready on IRC :)
04:13:55BZFrankI'd like to keep any TCP connection out of the play, so the playserver -> gameserver connection is just based on the FXFConnection (reliable UDP based).
04:14:03captain_protonhi there
04:14:10patlabor221how's it goin?
04:14:41captain_protongood, good
04:14:56BZFlagBZFrank: hmm. I suppose if udp is absolutly required for play, there is not much reason for http lists if you won't be able to connect.
04:15:27patlabor221so are you still talking about an "object" based world? or something else?
04:15:41BZFrankit is nice to have the gameserver just answering to http requests however, so anyone with a browser can lookup the current game state
04:16:02captain_protonpatlabor221: its still kind of hazy
04:16:14BZFrankand for the gameserver the issue is also non critical, as is for connection clients (before they enter a game)
04:16:20captain_protonpatlabor221: obstacles are convex polyhedra, but visual geometry will probably be anything
04:16:39captain_protonhowever, the xml parser allows you to reference other files in the current one as a resource
04:16:50patlabor221cp: well still that's object based. your not going to portals or BSPs or antyhing
04:17:03captain_protonnono
04:17:04captain_protonpolygons
04:17:16patlabor221polys or tris?
04:17:41captain_protonno clue
04:18:11patlabor221how far in the future is this? days, weeks, months?
04:18:24captain_protonif i had to guess i'd imagine there would be polygons
04:18:33BZFlagBZFrank: what ever happened to your bzf stats code? it was perl scripts yes? I could set that up on list.bzflag.org if you would like to send it to me.
04:19:00captain_protonand it will be a while
04:19:03patlabor221cp: why XML for the models not something more standard like ObJ?
04:19:17BZFrankit was a bit of a hack, but I can send it to you, no problem. two perl scripts and one shell script, run by cron
04:19:28patlabor221cp: then just use XML to define the postions and colison volumes
04:19:38BZFlagBZFrank: sure. hacks are great if they work. ;-)
04:19:45BZFrankhehe ;)
04:20:02BZFrankstill tim@rikers.org ?
04:21:06captain_protonpatlabor221: because the xml stuff is there (?)
04:21:22BZFlagBZFrank: yep. or tim@lineo.com
04:21:33BZFlagor tim@bzflag.org even. ;-)
04:21:44patlabor221cp: so is obj, it an open format, takes like 10 min to make a parser.
04:21:54BZFrankok, I wrote it down
04:22:05patlabor221cp: it's like your gonnna have to make your own model def inside the xml
04:22:13captain_protonpatlabor221: but how easy is it to convert that into the bzflag gstate?
04:22:39patlabor221cp: consitering it's just tris, kinda easy.
04:22:47BZFrankpat: a tad longer, but there are open readers already, no need to reinvent the wheel
04:22:59patlabor221exaclty
04:23:05captain_protonhmm
04:23:20captain_protonbut does it support particle systems? ;)
04:23:30patlabor221you can still keep your XML to define the bojects in space and there properties
04:23:33BZFrankI used the milkshape format in p2501 but the loader can be extended to most anything
04:23:41patlabor221I know
04:24:10patlabor221I find that milk shape is a bit heavy for simple stuff
04:24:21patlabor221nice thing about obj is EVERYONE read/writes it
04:24:31patlabor221on a ton of OSes
04:24:42BZFrankcaptain: you do particles not in a gerneric 3d format anyway, too much dynamic - I worked at least 3 days on my A-Bomb explosion effect
04:24:44BZFrank;)
04:25:27captain_protonhmm
04:25:35patlabor221yeah, put the partice system pramaters in the XML map file, but when it comes to things like buldings and barieers, have them refrence a standard model file
04:25:39captain_protonall we need is someone to insult rotated/elevated bases now and we're 3/3 =)
04:25:56patlabor221you have to do the work to get it into BZ no mater what you do, might as well make it easy
04:26:13BZFlagpatlabor221: patches welcome. ;-)
04:26:13patlabor221no those are nice :)
04:27:04patlabor221what does bx use for it's visabilty calcs? octree?
04:27:13patlabor221sorry bz not bx
04:27:33captain_protonbzflag doesn't do occlusion culling
04:27:37BZFranknothing, it does not do any culling as far as I know
04:27:42patlabor221offft
04:27:54BZFlagpatlabor221: again, patches welcome. ;-)
04:28:01captain_protonit does frustum culling
04:28:08patlabor221god it's been a forever since I've been in there
04:28:27patlabor221not since the DirectX resoulution switch code
04:28:36patlabor221and the icon :)
04:29:36BZFrankwhy does 1.8 not use something like SDL as base, it does make life much easier and would clean up the code while maintaining portability
04:29:49captain_protonhttp://icculus.org/~vogon/bz-sdl.html
04:29:56BZFrank(SDL does all the screen setup stuff for me)
04:30:49BZFrankwell, not quite informative this page, don't you think? ;)
04:31:23captain_protonhmm thats a 404
04:31:33vogon_jeltzoh, gotta put the BZ-SDL page back up.
04:31:35patlabor221wish I could find the model for that little tank I put in that picture, proalby still on my mac
04:31:38vogon_jeltzjust a sec. I'll point you to the patch.
04:33:32vogon_jeltzhttp://icculus.org/~vogon/bz-sdl.diff
04:33:57vogon_jeltzmake all MCONFIG=SDL to get the SDL stuff compiled in.
04:34:30BZFrankok
04:34:39BZFlagBZFrank: 1.8 could move to SDL. have not really talked about it yet.
04:35:29patlabor221sounds like there still is a lot of design work for 1.8 still to do.
04:35:50BZFlagpatlabor221: options are still open, yeah.
04:35:52captain_proton"a lot" doesn't begin to describe it
04:36:28BZFlagheh
04:36:31patlabor221how much are you looking at changing?
04:36:47BZFlagwell let's see. game play might still be similar. ;-)
04:37:00patlabor221sure you don't want to call it 2.0?
04:37:10captain_protonpatlabor221: that depends on how much we get done
04:37:20BZFlaglikely be 2.0, we'll see.
04:37:22BZFrankmake microsoft version jumps, must be at least 6.0 ;)
04:37:41patlabor221and put enterprise editon after it
04:37:45captain_protonBZFlag 2003!
04:37:55captain_protonhome, pro, enterprise
04:37:58BZFranknow there is the beef!
04:38:19captain_protonwith a $90 expansion pack to change your cursor
04:38:43BZFlagthat's "Mega Tank Combat 2003" to you.
04:38:49patlabor221wow if you paied that mutch to use a control pannel, damn
04:38:50BZFrankor bzflag .NET edition, you can make a fotune selling books alone ;)
04:39:01captain_protoncertify people
04:39:09captain_protonimagines it... bzflag.themes.org
04:39:23BZFrankcertified tankers hehehe
04:39:27patlabor221.net is soo misunderstood
04:39:29BZFlagquick, grab bzflag.net before the price goes up
04:39:49BZFrankoma got bzflag.de that must be enough ;)
04:39:56patlabor221but VC7.0 does suck
04:40:29BZFrankso does VC6.0, I have ditched the compiler and moved to the Intel C++ compiler suite, better code, faster also
04:40:30patlabor221it's wonderfull when you can write code that crashes the compiler
04:40:40captain_protonoh BZFlag - what dns thing did you do to make an alias to an alias?
04:40:50BZFrankreally? ;)
04:40:57captain_protoni tried CNAME'ing irc.opensplits.net to OPN but it only worked locally
04:41:28patlabor221BZF: yeah had some template stuff four dynamic arrays that would kill the compiler in 7
04:42:05BZFlaghmm.
04:42:07BZFrankmircosoft way of telling you 'don't use templates, dude' ;)
04:42:20patlabor221odd thing was it worked in 6
04:42:27captain_protonBZFrank: shaddup, obj-c boy
04:42:43patlabor221obj c seems nice, need more support tho
04:43:11patlabor221and I don't feel like re-writing a complete CAD/CAM system in it
04:43:27BZFrankI have a bunch of code here that does not compile correctly on 6.0 even with the latest patches/Service packs, funny stuff happens when you turn on optimization
04:43:53captain_protongoes to shower
04:44:05patlabor221yeah we had to tweak our optimisations to get em right
04:44:12BZFlagcaptain_proton: works for me. just added irc.bzflag.org and I think it'll work for you.
04:44:45BZFrankat least Ocj-C does not suck half as muc has C++ does. But I can write in any language Obj-C, wait for p2501 ;)
04:45:20patlabor221but back to the world format, are you talking about changing awway from the "Flat world, with a bunch of stuff all over the palce that you can't go through" idea?
04:46:30patlabor221or just expand what the "stuff" in the world can be?
04:47:25BZFrankwhy change the format? bzflag worlds aren't that complex
04:47:43patlabor221I know, that's why I'm wondering what all this talk of XML is about
04:48:02BZFrankxml would be good for complex messages but otherwise it may be overkill
04:48:33patlabor221if I was gonna extend it,I would just make the objects refrence external files for there geo, and allow adtional options, like color,texture, and more rotations.
04:49:26patlabor221xml is nice beccasue it's a standard, you don't have to teach it to anyone, just tell them to get a book
04:49:50patlabor221but in this case I don't see what it will buy ya
04:50:58patlabor221unfortonatly the current BZ objects can not be represneted as just geometric models, the texture coords are dynamic based on the objects size.
04:51:34patlabor221and then there is the subdivison issue for the shot glows
04:51:51patlabor221allthigh you could take care of that wiht projected textures
04:52:05BZFrankwhat is this issue ?
04:52:46BZFrankthe textures on the walls for the shot lightnings?
04:53:15patlabor221if I recall coreclty to get the glow on the buildings, the geo for the sides of boxes and pyramids is is dynamicly split to get better light shading
04:53:18patlabor221or did that change?
04:53:44BZFrankdon't think so, but it is a long time since I looked that up
04:53:50patlabor221me too
04:54:02patlabor221last time i was in there was before it was open source
04:54:24patlabor221but I recall a dyanic subdivision of the faces
04:54:42patlabor221at the time multipass texturing was too slow to do a projected texture
04:55:17BZFranktrue
04:56:28patlabor221isn't there a way to put BZ in wireframe mode?
04:56:49BZFrankpossible, never tried it ;)
04:57:05BZFrankwould spoil steath ;)
04:57:43patlabor221well if you turn off texturing you can see the glow on the extra verts that are created.
04:59:20patlabor221there are ways to do this on regular poly soups
04:59:32patlabor221but now a projected texture would poably be fine.
05:00:04patlabor221also if your looking into extrnal model files, there is the issue of LOD
05:00:17patlabor221right now there is a seperate model for each of the LODs
05:00:36BZFrankbut why? using regular lightings work out pretty well for the outdoor scenes, just have a selection method that coordinates which light is important for the effects and be sure your model normals are correct...
05:00:58patlabor221proalby just get awway with a progesive mesh collapse thing.
05:01:18patlabor221if par of your model is a BIG ass triangle ( like the side of a building)
05:01:27patlabor221you won't get a good spread
05:01:35patlabor221from a close light source
05:01:39BZFrankok, but hen again you could modify the model for that
05:02:21patlabor221you could pre subdivede evertying, but then when there is no light close your using more polys then you need to
05:02:28patlabor221glows are interesting.
05:02:37patlabor221now simple light maps would do it
05:02:52patlabor221but that makes it harder for you to change the liging for time of day
05:03:15patlabor221but then you could radiosity light the sucker and it would look niiiiccceee
05:03:51BZFrankok, ok - but I prefer framerate in this case to nice looking pictures ;)
05:04:13patlabor221I guess it all dpends on what you want to give up to get arbitrary geo
05:04:16patlabor221yeah
05:04:23patlabor221well a light map would not be slow
05:04:46patlabor221you precompute the radiosity once for the entire scene at world creation time.
05:04:52patlabor221this is how the FPSs do it
05:05:20patlabor221and you'd get inter object shadows ( as long as they don't move )
05:05:21captain_protonreturns
05:05:26BZFrankno, cannot do that, in my engine that world is not constant, each client can change the world also buildings may move ;)
05:05:39patlabor221yeah for you you need something like shadow volumes
05:05:52patlabor221and projected texture for glows
05:06:01patlabor221those would be fast on modern HW
05:06:07BZFrankyep
05:06:27patlabor221but the BZ world is static
05:06:33captain_protonnot necessarily
05:06:51patlabor221as it is now everything in the map is static isn't it?
05:06:58BZFrankwell, stencil shadow does well enough and for the lower end hardware even simple projected shadows do.
05:07:00captain_protonright now, yes
05:07:08BZFrankyep, in bzflag is is possible to do this
05:07:34patlabor221are you looking at allowing variable world sizes?
05:07:38captain_protonone of the things that will likely change is the ability to define mobile objects
05:07:42captain_protonfor certain
05:07:59patlabor221do the moible ones need to be lit the same as the static ones?
05:08:14patlabor221or can they be lit the same as player objects
05:09:07patlabor221you can precompute light maps for the statics, and use projected textures for the things that move
05:09:29vogon_jeltzis engaged in unilateral nuclear war with Korea.
05:09:33patlabor221but I don't know what kind of visual affect your going for
05:10:59BZFrankwe shall see what all comes into 1.8...
05:11:35BZFrankbut for now I am heading for my bed catching some hours of sleep
05:11:44captain_proton'night frank
05:11:48BZFrank7:15 am here after an all nighter
05:12:00patlabor221offta, get some rest man.
05:12:00BZFrankbye everyone
05:12:29BZFrankcu
05:13:29patlabor221cap, is it known if you will at least stay with a flat world that has objects in it?
05:13:52captain_protonthere has been some talk of the ability to define mobile objects
05:14:22patlabor221well still that can fit into the world wiht stuff idea
05:14:47captain_protonwe're not moving to BSP's or anything like tat
05:14:55patlabor221ok
05:15:00patlabor221nor heighfields?
05:15:25captain_protonnon
05:15:29captain_protonno*
05:15:45patlabor221ok, then it just sounds like new objects with new paramaters
05:16:19patlabor221so an editor would still have a list of stuff, and tools to put the stuff somewhere in the world and set it's paramaters
05:16:38Widgethihihi, MrApathyCream.
05:16:55MrApathyCreamheya
05:17:18captain_protonpatlabor221: likely
05:17:51captain_protonWidget: ok if i dcc you a new flag.bzg? i'm not sure if its improved or not
05:18:00patlabor221cap: will if it didn't your talking about a major rewrite of evertying, from rendering to pysics
05:18:54captain_protonpatlabor221: rendering has already been rewritten
05:19:17patlabor221so you have a format for the display Geo?
05:19:24captain_protonyeah
05:19:30patlabor221that I'd like to see
05:20:13patlabor221is there a preliminary map file too? or is it all in the same file?
05:20:14captain_protonyou can look through the data dir at the various .bzg files
05:20:22captain_protonnothing has been done with maps yet
05:20:34Widgetcaptain_proton: Sure.
05:21:07captain_protonthis one waves horizontally
05:21:15WidgetOK.
05:21:44WidgetWhere is flag.bzg?
05:22:07captain_protondata
05:22:29captain_protonit looks sweet when you're looking down on the flags but straight ahead the flags look static
05:23:10WidgetDoes this wave only sideways or both vertically and horizontally?
05:23:19captain_protononly horizontally
05:24:16WidgetAh, it looks much better.
05:24:29WidgetMuch better.
05:24:43patlabor221got a viewer for these things? or just look at em in game?
05:24:44captain_protoni think a vertical component (small) should be added, for when you're looking straight ahead
05:25:17captain_protonpatlabor221: bzgview will view them but it may be hard to get a good angle/lighting scenario in it
05:25:55patlabor221how are you planing on handaling LOD? precomputed in the file or dynamic?
05:26:29captain_protonits probably going to be in the file
05:26:44captain_protonthere's no LOD handling right now
05:26:53patlabor221you culd just do a progresive mesh
05:27:42captain_protonthat only works if you have discrete meshing to begin with
05:28:25patlabor221well you have your highest LOD in the file, and it' can be broken down into a mesh
05:28:32captain_protonyeah
05:28:56captain_protonbut that doesn't work when your file is full of a bunch of small pieces
05:28:57patlabor221it's all gotta be trinagles by the time it hits the hardware anyay
05:29:17patlabor221it can, you just need to know that you may need to ditch entire peices
05:29:34patlabor221it would be a specialised variation of a progresive mesh
05:29:55patlabor221but it dosn't look like your dealing with large tri counts anyway
05:30:01patlabor221so you may not even need LOD
05:30:44patlabor221are you doing your animations for stuff like the flag with vertex animation?
05:31:03captain_protonyupyup
05:31:22captain_protonthe <animate> node linearly interprets between each set of vertices
05:31:36patlabor221yeah, just like a quake model
05:31:51patlabor221you have provisions for model heirarchys?
05:31:54captain_protonat the moment, the flag model is the only one to use vertex animation
05:32:20captain_protonyou can nest geometry nodes
05:33:34patlabor221well it's defnatly more complex
05:33:39patlabor221but also more powerfull
05:33:47patlabor221there is a lot that can be done in there
05:33:51captain_protonyup
05:33:57patlabor221dono how easy it will be to make them tho
05:34:10captain_protonif you compile with DEBUG_DUMPWORLD (i think thats the symbol), it will dump a .bzg of the world you visit
05:34:44patlabor221I din't see a BZG for the buildings
05:35:03captain_protonthat doesn't exist yet because the new model/world formats haven't been finalized
05:35:32captain_protononce crs finishes the physics the new world stuff will come soon
05:35:33patlabor221yeah it seems all you have is the stuff that isn't scaled
05:36:34patlabor221were you planing on just modifying your BZEdit to make these new files eventuyaly?
05:37:05BZFlagwe should build some translation tools to import basic meshes
05:37:21patlabor221that wouldnot be too hard
05:37:35patlabor221but I'm more concerned about the world layout
05:38:13patlabor221hmmm maybe this could all be done as a set of GMax scripts.
05:38:23captain_protonGMax?
05:38:32patlabor221free version of 3ds max
05:38:36captain_protonhmm
05:38:47patlabor221developers write format packs for it
05:38:51captain_protoni wasn't planning on modifying bzedit...
05:38:57captain_protoni was thinking of writing something new
05:39:43patlabor221sounds like what ever is writen needs to be masivly extensible, the XML lets you do anything realy
05:39:49captain_protonyup
05:40:26patlabor221if the client dosn't have all the BZG files will the server send it to them?
05:41:17captain_protonnone of that has been done yet
05:41:40captain_protonwhat we're thinking is that the world has a set of 'resources' associated with it - being models, textures, etc
05:41:50patlabor221right now the clent never gets the actualy workd file does it?
05:41:56BZFlagpatlabor221: what does gmax lack from 3ds ?
05:41:56captain_protoneach resource is identified by its MD5 - if the client doesn't have it in its cache, it will request it
05:42:13BZFlagis is just a plugin without the rest of the normal 3ds interface?
05:42:19patlabor221gmax only daves in it's own format
05:42:41BZFlagbut everything else is there!?
05:42:42patlabor221and requires the use of the "game packs" to export to specific game formats
05:43:03patlabor221the interface is a little striped down, and it dosn't have all the same plugins
05:43:12patlabor221people are using it to make quake 3 levels now
05:43:42BZFlagsweet. I may actually find a windows box to work on for a day and check it out.
05:43:44patlabor221the interface is very simliar to the max interface
05:43:52patlabor221it's kinda cool
05:44:09BZFlagmy registered 3ds is gathering dust around here someplace.
05:44:15patlabor221as is mine
05:44:24BZFlagcould not justify the upgrade fees.
05:45:02patlabor221I ended up just using the modeler in the project at my day job
05:45:15patlabor221it's nice to have full source to a parasolids based modler :)
05:45:36BZFlagquick GPL it. ;-)
05:45:40patlabor221I wish
05:45:52patlabor221don't think my boss would be too hapy bout that
05:45:57BZFlagheh
05:46:14patlabor221and it's horible code
05:46:21patlabor221over 10 years old
05:46:28BZFlag"but boss, I included GPL codefile 'foo.c' so I had to release the rest under GPL" won't fly?
05:46:45captain_protonnew prettier flag.bzg
05:47:12patlabor221I did think of breaking out the modeler into it's own app one of these days
05:47:33patlabor221no texturing but full CSG
05:47:52captain_protonhmm
05:47:58captain_protonsupposedly bz regions are full CSG
05:48:09patlabor221regons?
05:48:15patlabor221the shadows?
05:48:26captain_protonno - 1.8 adds the concept of regions
05:48:33patlabor221in what way?
05:48:43patlabor2212d or 3d?
05:48:44captain_protonlemme look up everything they can do
05:48:48captain_proton3d
05:48:58patlabor221so volume definitions
05:49:09captain_protonydah
05:49:14patlabor221based on primitives?
05:49:18patlabor221for colisions?
05:49:40captain_protonahh found the email
05:49:42captain_protonno
05:50:11patlabor221if not prims, then surfs, or teselations?
05:50:24captain_protonbased on primitives
05:50:37patlabor221what are they used for?
05:50:43captain_protonbut its for spawn, flag capture, flag spawn, etc
05:50:49patlabor221ohh I see
05:50:51patlabor221ok
05:51:03patlabor221so your never gonna render them
05:51:10captain_protoni guess they are used for obstacles too
05:51:11captain_protonmy bad
05:51:20captain_protonbut yeah
05:51:22captain_protoninvisible
05:51:30patlabor221wonder how they will be stored
05:52:23captain_protonsome xml entity no doubt
05:52:35patlabor221no not that, in memory
05:52:59patlabor221if it's a csg of prims will the reslut be a tree or what?
05:53:01captain_protonoh i've got all that stuff lying around here somewhere
05:53:18patlabor221like winged edge?
05:53:46patlabor221or just a list of simple volumes and a pinch of point in volume tests
05:54:54captain_protoneach region is a list of RegionShapes - a shape can be a boolean expression of two others
05:55:00captain_protontree in some respect
05:55:19patlabor221intersting
05:55:45captain_protoneach shape defines a few methods - isInside(point), intersect(ray)
05:55:53patlabor221proalby should put all the obstical ones in an octree to find the one to test fasted
05:56:06captain_protoni think thats actually done
05:56:11patlabor221good
05:56:18patlabor221otherwise it would be slower then piss
05:56:33captain_protontheres a RegionManager that can do a fast spatial search
05:56:44patlabor221this is gonna be one pain in the ass editior.
05:56:50captain_protonyup\
05:57:16patlabor221your not gonna see a lot of new content if it's too hard to make worlds
05:57:29captain_protonthats why we have to make a good editor
05:57:56patlabor221ot get all these concepts across, it's not gonna be easy
05:58:11patlabor221your gonna need to see these regions in the editor
05:58:34captain_protonperhaps we should take a simcity2k-like view and have 'layers'
05:58:56patlabor221well filters like that are allways good
05:58:57captain_protonvisibile geometry, obstacles, bases, player spawn areas, etc
05:59:12patlabor221just teaching people how to use it is gonna be fun
05:59:19captain_protonnods
05:59:26patlabor221they can't just make a model and slap it in the world and go
05:59:39captain_protonwell, they can
05:59:40patlabor221they need to pick the best colision volume for it
05:59:46captain_protonif the model specifies a collision volume
05:59:56patlabor221well then making the models is harder
06:00:04captain_protonnot significantly harder
06:00:13patlabor221since there arn't realy tools for defineing your regions
06:00:31patlabor221they can't import the colion volume, they will have to use custom tools
06:00:42captain_protontrue
06:02:11patlabor2211may not be optimal for all models, but it would work
06:02:42patlabor2211or something like nested spheres
06:03:25captain_protonwe'll need to make some sort of tool for keeping track of CSG trees
06:03:26captain_protonand write a tutorial on how to use it
06:03:26captain_protonhmm looks like crs has an xml format for regions already
06:03:55captain_protonlooks like regions can be made up out of boxes and pyramids (surprise surprise)
06:04:06patlabor2211no spheres?
06:04:18captain_protonnope
06:04:22captain_protonat least not right now
06:04:22patlabor2211wow
06:04:29patlabor2211ok he's doing plane tests
06:04:40patlabor2211just making a bsp outa them
06:04:50patlabor2211then insert the pont or ray into the tree
06:05:18captain_protonmakes sense to me
06:05:22captain_protonfast & simple
06:05:34patlabor2211would be nice if it could take an apritrary bsp
06:05:42patlabor2211you can make a bsp out of a mesh
06:06:47patlabor2211sounds like you could just make the world a bsp, your almost there
06:07:00patlabor2211if your doing bsp colisions allready
06:07:15patlabor2211just store the triangles in the leaves of the tree
06:07:51patlabor2211and use them for rendering
06:08:36captain_protonobject collisions are more than just a bsp search
06:08:55patlabor2211well yeah
06:09:14patlabor2211but you could use that search to help rendering
06:09:29captain_protonhow so?
06:09:49captain_protonit already does frustum culling
06:09:52patlabor2211if you tie the goe to the colion tree
06:10:07patlabor2211you now have a tree that tells you how the trinagels are connected
06:10:17patlabor2211and you can interset that with the view planes
06:10:29patlabor2211sorry geo not goe
06:10:43patlabor2211make a tree out of the trees as it were
06:11:30patlabor2211but it wouldn't work if your just using a tree of prims
06:11:50patlabor2211you would base the colision trees of the geo
06:12:05patlabor2211and be doing poly acurate colisions.
06:12:26patlabor2211should even work on concaves
06:12:40patlabor2211but would be slower then your prim method
06:13:28patlabor2211but it sounds like it all still needs to be figured out
06:13:55patlabor2211I won't work on my edittor then, not untill you guys have a format and feature set
06:15:06patlabor2211I'll work on my other secret project then :)
06:15:14captain_protonheh
06:15:28MrApathyCreamMr Wiggles?
06:15:34captain_protonthats WIGGLY
06:15:40MrApathyCreamheh
06:15:49MrApathyCreami flipped a coin... lost again
06:16:05captain_protonperhaps you need a different coin
06:16:53MrApathyCreamp'raps
06:19:10MrApathyCreamChestal been 'evangelizing' today?
06:19:19captain_protonjust a little
06:19:23MrApathyCreamheh
06:26:10WidgetMac OS X is better than Lunix, captain_proton. Face it.
06:26:29captain_proton<base team="%s">
06:26:29captain_proton  <shape base="true" spawn="true">
06:26:29captain_proton    <box>
06:26:29captain_proton      <translate x="%f" y="%f" z="%f"/>
06:26:29captain_proton      <rotate x="0" y="0" z="1" a="%f"/>
06:26:30captain_proton      <size x="%f" y="%f" z="%f"/>
06:26:32captain_proton    </box>
06:26:34captain_proton    </shape>
06:26:36captain_proton  <safety x="%f" y="%f" z="%f"/>
06:26:40captain_proton</base>
06:28:00Widgetcaptain_proton: Do you admit it?
06:28:55captain_protonno
06:29:30Widgetcaptain_proton: What (besides the fact that Lunix is open source) makes it better than OS X?
06:29:57jpabloapt-get :-P
06:30:14captain_protonWidget: everything is where you might expect
06:30:17Widgetjpablo: Only on Debian. And you have that on OS X now as well.
06:30:22captain_protonWidget: no spaces in directory names
06:30:30vogon_jeltzWidget: you can actually run the GUI on a box that you didn't just purchase.
06:30:35Widgetcaptain_proton: Where you might expect. And you can have space in directory names.
06:30:47captain_protonWidget: you can. but system directories should -not- have that
06:30:57captain_protonwhen i look at a unix box i expect it to have a /etc
06:31:02captain_protonwhen i looked at osx, it didn't
06:31:04jpabloWidget: let's talk when i can run mac os x on my dream cast.
06:31:20Widgetjpablo: Why would you %Iwant to?
06:31:23WidgetHm.
06:31:37jpabloWidget: cause you can !
06:31:43Widgetcaptain_proton: So? That's not an advantage of Lunix.
06:31:52captain_protonWidget: but its a disadvantage of osx
06:31:58Widgetcaptain_proton: How so?
06:32:07captain_protonWidget: where the hell do you put your config files?
06:32:12captain_protonoh thats right
06:32:16captain_protonnobody knows
06:32:19Widgetcaptain_proton: In the System Folder....
06:32:20captain_protonbecause you have to use the GUI
06:32:32Widgetcaptain_proton: You can use the command line.
06:32:55captain_protonWidget: have you ever tried to configure an osx box through the command line?
06:33:06Widgetcaptain_proton: I haven't needed to. Have you?
06:33:34captain_protonbut you couldn't
06:33:48WidgetI could tto.
06:33:49captain_protonso it makes remote administration of osx workstations a pain in the ass unless you use a vnc client or something
06:33:50patlabor2211OS installs that acualy work are a benifit
06:33:57WidgetI could too!
06:34:50captain_protonosx did some nice things in the kernel, but they spent way too much time making it pretty, and not nearly enough making it functional
06:35:04Widgetcaptain_proton: And Mac OS X does have an etc.
06:35:19captain_protonWidget: not the one i looked at
06:35:21Widgetcaptain_proton: I just did a bbedit /etc/httpd/httpd.conf
06:35:29Widgetcaptain_proton: All my configuration files are right there.
06:35:37MrApathyCreamsheesh, not this again
06:36:00MrApathyCreamdid you get the framerate above 15 yet?
06:36:08captain_protonhah!
06:36:18Widgetcaptain_proton: Hm?
06:36:33captain_protonpoints at MrApathyCream - answer him
06:37:10MrApathyCream(X)  (0)
06:37:11WidgetMrApathyCream: 38, usually. On an iBook.
06:37:18patlabor2211well have fun playing the "my wang is biger then yours" game guys.
06:37:34captain_protonvogon_jeltz: what was icculus doing here?
06:37:48vogon_jeltzcaptain_proton: he wanted to get in on the Linux v. OSX discussion.
06:37:54captain_protonah
06:37:57MrApathyCreamheh
06:38:16captain_protonWidget: what resolution/video card?
06:39:45Widgetcaptain_proton: Resolution, 1280x1024. I know not about the video card.
06:40:03captain_proton38fps @ 1280...real impressive there
06:40:33vogon_jeltzis away: stuff.
06:40:39WidgetThis is on an old, old laptop.
06:41:07captain_protonibook isn't old
06:41:15captain_protontires of this
06:41:20WidgetThis is the one after the original iBook series.
06:41:24jpabloWidget: so you play on macosx ?
06:42:27Widgetjpablo: Ja.
06:42:48jpablowell, nobody can be perfect.
06:42:53jpablojust me :-P
06:44:03MrApathyCreamWidget: how do you target, just curious?
06:44:15WidgetMrApathyCream: What do you mean, target?
06:44:22MrApathyCreamgm target
06:44:30WidgetMrApathyCream: I use 'w'.
06:44:41WidgetMrApathyCream: But I usually don't play on flag servers.
06:44:52WidgetMrApathyCream: You should know that I can't use the mouse.. I don't even have a mouse.
06:45:38MrApathyCreamdang, keyboard movement is nasty
06:45:52WidgetWell, it isn't any better on a Windows laptop.
06:46:42MrApathyCreamdidn't say it was
06:47:07captain_protontrick> usb mouse
06:47:43WidgetI'm too poor to get one.
06:47:55captain_protonsteal it
06:48:23WidgetFrom you?
06:48:27captain_protonno
06:48:29captain_protonfrom MrApathyCream
06:48:40WidgetHis door has a bigger lock.
06:48:41MrApathyCreamhey, i'm on SS!
06:49:27MrApathyCreamheh, think it's widget-image time, no?
06:49:44WidgetHa.
06:50:11WidgetDinner. Bye.
06:51:27jpablobye [Gtk]Widget
06:52:11jpabloor it's a CocoaWidget now ?
06:52:11captain_protonhah
07:09:09sadistaRitchie ?
07:09:44ritchie_hi
07:09:48ritchie_gtg to school sorry
07:09:52ritchie_spk later
07:09:57sadistabye
07:10:03ritchie_awayapologies abt yesterday
07:10:38captain_protonick
07:10:45captain_protonImageFile doesn't have a write()
07:13:04captain_protoni guess snapping will still save to .raw
07:28:06captain_protoncvs commits
07:29:54captain_protonBZFlag: for future reference, snapping should do gamma correction and save as PNG
08:17:50Chestalree
12:50:21iLLf8dnight all
12:55:16Chestalhi OoOoO
12:58:38taD_:P
12:59:08OoOoOhi chestal
12:59:31OoOoOchestal: still in shock here, what happened yesterday to the moles?
12:59:49Chestalwe lost :-|
13:00:00OoOoOdid you play?
13:02:54Chestalakira+Comanche+me, yes
13:03:36taD_hey
13:03:39OoOoOaaaah, no lupi or tank,hmmmm, interesting.
13:03:54taD_about that Project 2501 game....
13:03:58OoOoOThere were some strange results yesterday. Actually, it was good to see.
13:04:11taD_who made it?
13:05:07OoOoOtad: BZFrank=Onkel Frank
13:05:31taD_hmm
13:05:44OoOoOtad: go to ezboard, he has a post there about it.
13:05:49taD_ok
13:05:57vogon_jeltzis back (gone 06:25:24)
13:07:01ChestalOoOoO: lupi and tankmann were not here yesterday. But still, our last match against the Zees was with the same Moles, and we won 11-1 :-)
13:07:25OoOoOvery strange
13:07:34ChestalOoOoO: The Zees played good yesterday, I needed >20 minutes to really get intothe game (almost no warm up for me) and Comanche had gfx problems
13:07:41Chestalhe only saw the positinal lights of tanks
13:07:57taD_lol
13:08:02Chestalwhen it was 2:1 for the Zees I was running with their flag and it looked good, but Comanche shot me, he thought I was a Zee :-)
13:08:11taD_hehe
13:08:28Chestalat about 25:00 it was 5:1
13:08:57Chestalin the last 5 minutes I played better, but there was not enough time then,only for 5:3
13:09:35OoOoOoh well, you guys are still on top, in orange.
13:09:43Chestalbut we're still leading, and now that we've lost, it might be easier to find opponents
13:10:11Chestalthere's still the issue of at nam vs. compsoc to resolve
13:10:26Chestaldid you follow what happened?
13:10:27OoOoOmissed that , lag issues?
13:11:31ChestalI guess they initially played on the British compsoc server which was a bad idea. The Czech guys had bad lag there
13:11:36Chestalat nam won like 6:0 or something
13:12:00Chestalthen they replayed on ducati with everyone having lag <60ms
13:12:57Chestalbut one of the compsocs had a crash or somethign 18minutes into the game (score was 3-3), leaving the compsocs with 2 players
13:13:20Chestalthen there was some confusion, some palyers paused,others continued to play and then the ref stopped the game
13:14:28OoOoOwell, did both teams agree to the results of the first match before the started the 2nd one?
13:15:24Chestalnot really. compsocs complained that they lost due to lag, so they wanted to do the rematch on ducati
13:15:42ChestalI'd say for the next matches: lag should be tested in warm-up before countdown starts
13:15:52Chestalthen peopel either say lag is ok and play, or they don't
13:16:00Chestalno complainging about lag after that
13:16:21OoOoOor within a certain time of the match, say the first 5 mins. or before anyone scores. I agree, if
13:16:40OoOoOyou play the whole match complaining about it, but keep playing, thats silly.
13:17:29OoOoOeither agree to stop playing early, or just deal with it.
13:17:46Chestalult played vs. Frogs on m0nkey's serevr, lag was very bad
13:17:54Chestalfrogs lost, IMHO due to lag
13:18:00Chestalbut Valoche accepetd the result
13:18:05OoOoOyeah, dont think we can use his server.
13:18:14Chestaland two ULTs using 56k
13:18:38OoOoOyeah, even for US people his server is laggy once it gets full.
13:19:49OoOoODid I hear some discussion with the HIS folks yesterday regarding their lag issues.
13:20:24taD_Chestal: did you put your bot code in e5?
13:26:41Chestaltad: no
13:27:09ChestalOoOoO: well, yes, the Zees complained a little about this and rightly so :-). HIS are too good to be allowed to lag, but it's ok
13:29:09ChestalOoOoO: the question now is what to do about the 1.5 at nam-compsoc matches
13:29:44ChestalOoOoO: btw. did you trie newest E5 from ApathyCream?
13:30:10OoOoOwell, i would say as to the first one. The two teams should have come to some agreement on it BEFORE starting another match...
13:30:31OoOoOeither, dont count it, or count it. I cant believe that wouldnt have come up.
13:30:44OoOoOSo IMHO if they didnt do that it should be counted.
13:30:52ChestalI'm not 100% sure, maybe they agreed to try on ducati and see it as a replay, so ignore first result and try again
13:30:59OoOoOAs for the second match it seems like it should just be forgotten
13:31:41OoOoOI would first let the two leaders figure it out. Maybe start a post about it saying they need to resolve it
13:31:59OoOoOwho was reffing do you know?
13:32:06Chestaldinah
13:32:17Chestalthey did a lot of discussin about it on the channel here
13:33:00OoOoOhmmm, well if the two leaders cant figure it out he can throw in his opinion. But let the leaders come up with some conclusion first.
13:33:15OoOoOeven if the conclusion is they cant agree.
13:33:36OoOoOAs for e5, funny you ask i was just downloading it!!!
13:33:48OoOoOi was on here last night talking to Captain Proton
13:33:56OoOoOhe said i shouldnt be using f5
13:34:24OoOoODo you know is the time display not showing in observor fixed in this e5 version.
13:34:25Chestalyes, most of f5 is in e5 now
13:34:38Chestalprobably, it was fixed in an earlier e5
13:34:47ChestalI'm, not usign the current one
13:34:48OoOoOThat was a problem for us yesterday. We had 4 players for the 1st time.
13:35:02OoOoOthe exchanging players thing is a pain
13:35:08Chestalyes, it is
13:35:21ChestalI discourage subs
13:35:23OoOoOi spent most of my time focusing on that!!!!
13:35:25Chestaltoo much problems
13:35:37Chestalit's betetr to change players between matches
13:35:55OoOoOwe also had problems getting back on to the server after exchanges
13:36:23Chestalit's a problem when all obserevr slots are used, then the player who wants to join as observer cannot come in
13:36:37OoOoOAre you feeling ok with everything, not overwhelmed?
13:36:51Chestalit was a little too chaotic yesterday
13:36:51OoOoOyes, that was the issue.
13:37:07OoOoOcould that limit be set differently for each color?
13:37:28Chestalhmm, well, I guess it wouldn't be impossible, haven't thought about it
13:37:38Chestalfor normal games, the current obserevr limit is ok
13:37:50Chestalmaybe I could allow much more than 4 observers
13:38:04OoOoOso limit it on purple and blue, but no limit for the red green. dont think non team people would join red or green do you?
13:38:09Chestalobserversincrease the bandwidth needed by the server linearly, of course
13:39:05ChestalI still think that substitutions should only be done if necessary
13:39:14Chestalanother problem is that it might give you an advantage
13:39:32OoOoOYeah, we were very careful with the exchanges yesterday.
13:39:37Chestalfor example, in our matc against the zees yesterday, ajax rejoined very early to reset his score (from warm-up)
13:40:06ChestalI was just goign to attack a Zee carrying our flag, he was close to their base. Ajax popped up, thus stopping me from attackign the flag carrier
13:40:11Chestalthis can happen with exchanges, too
13:40:42OoOoOwhat happened to the reset? at the begining? dont remember that yesterday?
13:40:49OoOoOdid that change/
13:41:06Chestalehm, what do you mean?
13:41:26Chestalthe /countdown commands resets team scores and puts palyers back to their base
13:41:43Chestalplayer scores cannot be reset by the server, they're not important, but some peopel liek to have them start at 0
13:41:55OoOoOaah, ok it didnt seem like it yesterday.
13:42:08OoOoOi must not have joined before it was started
13:42:30Chestalyou only did one match against the frogs?
13:42:34OoOoOprobably just me, i was focusing on who was coming in next and for who :)
13:43:09OoOoOyeah, I couldnt get another team to play us yesterday right after our match. It was too chaotic here.
13:43:15Chestaltheir was much talk yesterday about this match and that match, I lost orientation
13:43:19OoOoOThen my teammates started leaving.
13:43:39Chestalakira and comanche (and me) waited several hours to get a match going
13:43:54OoOoOIts hard for us at that time of the day on the weekend, its right in the middle of the afternoon!!!
13:43:59ChestalI think it might be a good idea, if only one player per team would speak onthe channel to arrange matches
13:44:23OoOoOi agree.
13:44:27ChestalOoOoO: well, later than 22:00 UTC is too late for most Europeans
13:45:00OoOoOi know, there in lies the problem. I;m just saying my team wont/cant hang around that much waiting it seems.
13:45:18OoOoOSome sort of sign up sheet thing would be nice
13:45:43Chestalsign up sheet? Valoche wanted to put some kidn of calendar up where teams could enetr matches
13:45:53Chestalthen people would jsut have to really show up in time
13:46:23OoOoOyeah, same thing, have time slots in there, a team puts their name down. then they are committed
13:46:30Chestalmost US teams didn't play yet, or not much
13:46:34OoOoOif they dont show its forfeited
13:46:56OoOoOi know, i was talking to MEQ and GUGLY? , maybe we can play at night during the week.
13:47:06OoOoOthey/we are all US players
13:47:19OoOoOthat GUGLY team is pretty strong i think
13:47:36Chestalhmm, really, let me check
13:48:04Chestalhmm, I can only remember having played against jpablo
13:48:07OoOoOthe calendar, sign up thing would avoid all the discussion type things here. You either have a match signed up or you dont
13:48:10ChestalI guess he lags a little onducati
13:48:19OoOoOdrs kicked my tail one day
13:48:47Chestalnorthern alliance has 14
13:49:25OoOoOi saw that, and i've only heard of 2 of them i think.
13:51:20OoOoOThe calendar/sign up sheet would also avoid server/time conflicts
13:51:49OoOoOif you think about it, we could have 4 or so matches posted on the challenge board all for the same time...
13:52:10OoOoOand of course the best server is ducati, and with only 2 spots that just doesnt work.
13:52:36OoOoOeveryone shows up here then all chaos breaks lose.
13:54:57OoOoOalright, time to take the kids outside. beautiful day here. Talk to you later.
13:55:45taD_lol
14:06:00Chestalok, I was actualyl busy working for some minutes here :-)
14:09:24Skippdoes anyone know Mr. Apathy Cream's website adress
14:12:20Skipphey quol
14:13:36Chestalhttp://www.chesco.com/~dbrosius/BZFlag/BZFlag.html
14:13:41Chestalgoogle knows it, too
14:13:47Skippthanks
14:27:55taD_um
14:28:07taD_is this http://www.chesco.com/~dbrosius/BZFlag/MAC.jpg really him?
14:58:02[TeA|TrEE]_HeLLo
15:31:59taD_bo
15:32:09teatree is nothing but a clapper-clawed ass-full of knotty-pated guano.
15:32:09taD_ibot insult teatree
15:54:55captain_protonugg
15:55:01ritchie_awayhiya
15:55:07captain_protoni feel like someone hit my sinuses with a sledgehammer
15:55:12ritchie_awayohd ear
15:55:15ritchie_awaydear *
15:55:17ritchie_awayhay fever?
15:55:38captain_protonyeah
15:55:52ritchie_awaywhat do you call it in america?
15:56:09captain_protonsame
15:56:13ritchie_awayoh right
15:56:17ritchie_awayi thought u had some name
15:56:47captain_protonmmm not really
15:56:50ritchie_awaydo ppl in america follow their national football (or should i say soccer ;-)) team's progress in the world cup
15:56:50ritchie_away?
15:58:23captain_protonsome do
15:58:28captain_protonnot many
15:58:44ritchie_right
15:58:48ritchie_thought so
16:01:40taD_lol
16:01:53taD_not me
16:01:57taD_:P

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