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12:29.33 | LePoulpe303 | 1vs1 anyone ? |
12:30.12 | LePoulpe303 | |zongo| , Birdie , Blue_Eyes ? |
12:35.24 | gsnedders | me? |
12:49.47 | |zongo| | LePoulpe303, pong |
12:57.56 | LePoulpe303 | sry went to dub server finally |
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19:36.56 | |zongo| | shocking! |
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19:44.55 | stahlsau | wow for a second i thought i got op'ed ;) |
19:49.38 | headache | heh |
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21:11.32 | Birdie | how does the server decided where to spawn the players? |
21:11.54 | Birdie | it seems to be different everywhere, certainly in ctf matches it gives advantages a lot of times to one single team for a whole match |
21:23.06 | blast007 | the spawn code could use improvements :) |
21:24.15 | blast007 | it trys to determine a "safe" position |
21:24.45 | brad2901 | were there any changes from 2.0.3 to 2.0.5 regarding spawns? |
21:25.34 | blast007 | I recall a commit about it |
21:27.27 | blast007 | http://cvs.sourceforge.net/viewcvs.py/bzflag/bzflag/src/bzfs/SpawnPosition.cxx?only_with_tag=v2_0branch |
21:27.35 | Chestal | I think there was a bug in the spawn code, x and y mangled up or something |
21:28.01 | brad2901 | ah |
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21:54.06 | brad2901 | Warning: fsockopen(): unable to connect to dub.bzflag.org:59997 in /www/htdocs/w0064809/bzfquery.php on line 16 |
21:54.07 | brad2901 | Connection timed out (110) |
21:54.24 | brad2901 | is it down or can that script just not connect? |
21:54.38 | brad2901 | http://guc.saturos.de/index.php?server=dub.bzflag.org:59997&t1=1&t2=4 |
21:55.02 | blast007 | ~bzfquery dub.bzflag.org:59997 |
21:55.20 | blast007 | seems to be down ;) |
21:56.10 | brad2901 | ok |
21:56.21 | brad2901 | ahhh yes forgot to try that :) |
21:58.39 | stahlsau | halt |
21:58.49 | stahlsau | crap |
21:58.53 | stahlsau | cu guys |
21:58.58 | brad2901 | bye.. |
22:31.01 | amcnabb | brlcad, I've got a question for you if you're around. |
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22:49.14 | brlcad | amcnabb: fire away |
22:49.30 | brlcad | i'm back and forth for a lil bit, but I'll answer eventually regardless |
22:56.16 | amcnabb | ok |
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22:57.49 | amcnabb | SceneRenderer has a method called getShadowList. It's only called once to do getShadowList()->render(). |
22:58.00 | amcnabb | Can we just have renderShadows() in SceneRenderer? |
22:58.29 | Homer23 | Hello im Looking For a ducati team |
22:58.54 | Homer23 | Hello? |
22:59.11 | Homer23 | Hi! |
23:19.26 | brlcad | amcnabb: why bother changing it? |
23:20.07 | brlcad | it's not obviously better or worse either way, my inclination would be to leave it alone |
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23:24.39 | amcnabb | brlcad, a shadow list is OpenGL-specific. |
23:26.32 | amcnabb | If I have a SceneRenderer that doesn't use OpenGL, why should it give you a GL-specific RenderNodeList? |
23:35.04 | amcnabb | brlcad, I have to run. I'll be online later. |
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