irclog2html for #bzflag on 20061130

00:05.03JeffM2501man is it funny when you find old old code you have writen :)
00:05.42JeffM2501nice variables named "iThisTifaFrame"
00:05.44trepanesp. if you're cursing it before you realize you wrote it  ;)
00:06.56JeffM2501it uses quake 2 models too
00:06.59JeffM2501man were they sucky
00:07.02*** join/#bzflag Legoguy_ (n=Legoguy@adsl-70-131-33-47.dsl.emhril.sbcglobal.net)
00:07.02*** join/#bzflag TheEnemy (n=JL@87.127.20.50) [NETSPLIT VICTIM]
00:07.11JeffM2501Tifa jitters like a bowl of Jello
00:16.35lan56what is bzrobot? I can't find any documentation
00:17.18JeffM2501headless clients
00:17.23JeffM2501that run bots
00:17.23JeffM2501it's new
00:17.46lan56so kind of like a standalone bot client, that just controls bots?
00:18.02JeffM2501it controlls one bot
00:18.07JeffM2501IIRC
00:18.10JeffM2501but yes
00:18.13lan56ahh
00:18.15lan56that sounds neat
00:21.51Thumper_JeffM2501: observer is fixed (for my Linux client at least)
00:22.00JeffM2501then it shoudl be for all of em
00:22.03Thumper_Teleporters are much better thanks - still got kicked once but haven't been able to duplicate it (yet)
00:22.16JeffM2501I can incrase the fudge
00:22.21Thumper_just playing with a random map with teleporters
00:22.23JeffM2501if lag is rather high, it can get wacky
00:22.34Thumper_the server I'm testing on is remote
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00:22.43JeffM2501if need be I can make the fudge be a bzdb param
00:22.52Thumper_ok I'll beat on it some more first
00:22.54JeffM2501right now it checks for 2x tank radius and height
00:22.57Thumper_:)
00:31.03JeffM2501man, I never did an update message event callback
00:31.21JeffM2501gonna have to add it to the API before louman can have his plugin
00:32.12Thumper_JeffM2501: It seems to consistently kick if you join and go through a teleporter
00:32.18Thumper_after you've been on the map awhile that stops
00:32.34JeffM2501ahh, probably because your start point is not valid
00:32.45JeffM2501I can look at that
00:32.49Thumper_thx
00:33.09JeffM2501try this for me
00:33.10JeffM2501spawn
00:33.13JeffM2501drive forward,
00:33.15JeffM2501turn 90
00:33.20JeffM2501drive forward
00:33.24JeffM2501then hit a TP
00:33.53JeffM2501or just do a lot of turns before you hit the TP
00:33.55Thumper_you want that right after joining or just anytime after spawning?
00:34.00JeffM2501anything to send out an update
00:34.01JeffM2501join
00:34.15Thumper_ok worldsize is 2000 so I join over and over until a tele is 'close'
00:36.35Thumper_kicks
00:37.24JeffM2501wierd
00:37.31JeffM2501maybe I'll just turn em off for now
00:37.37JeffM2501till we ahve something better on 2.2
00:38.07Thumper_doesn't kick on small maps as much as big ones
00:38.20JeffM2501yeah it depends on the accuracy of your last update
00:38.21Thumper_ie regular sized random map is 'better'
00:38.43Thumper_it's still way better than it was :)
00:39.06JeffM2501I'll make it a bzdb var, default it to off, and let them set the fudge factor
00:39.22JeffM2501that way they can use it if they want, but it'll be controllable
00:39.31Thumper_sounds like plan - thanks Jeff
00:43.01JeffM2501oh we do have the teleporting state
00:43.05JeffM2501I can use that too
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00:59.58CIA-3BZFlag: 03jeffm2501 07v2_0branch * 10bzflag/ (include/bzfsAPI.h src/bzfs/bzfs.cxx):
00:59.58CIA-3BZFlag: API event hook for player update message
00:59.58CIA-3BZFlag: use the teleporting state to disable the distance checks, not the start point.
00:59.59JeffM2501Thumper_, that should work better
00:59.59Thumper_ok I'll try it shortly
01:00.55amcnabbIn bzfs, where's the best place to put something that needs to happen every once in a while (specifically, checking a timer to decide whether or not to do something)?
01:01.19JeffM2501the same place the null event is called
01:01.21CIA-3BZFlag: 03jeffm2501 07v2_0branch * 10bzflag/src/bzfs/bzfs.cxx: ! != =
01:01.22JeffM2501or idle event
01:01.25JeffM2501whatever I called it :)
01:01.33amcnabb:)
01:01.37JeffM2501heck just install a handler for that even
01:01.43JeffM2501and it'll call your class for you
01:02.15JeffM2501bz_eTickEvent
01:02.30JeffM2501just call bz_eTickEvent
01:02.41amcnabbInteresting.
01:02.52JeffM2501pass it the bz_eTickEvent and your own class derived from bz_EventHandler
01:02.54JeffM2501sorry
01:02.58JeffM2501bz_registerEvent
01:03.01JeffM2501with the tick event
01:03.05JeffM2501and your class
01:03.14JeffM2501then every time thru the loop it'll call you
01:03.21JeffM2501and you can do what you need
01:03.45JeffM2501the oncap world weapns work that way, it's quite slick
01:04.57amcnabbThe thing I'm looking at will probably be really short.  I'm thinking I might add it with some of the other ones there, and then put it in bz_eTickEvent if it gets bigger.
01:05.20JeffM2501then it'll jsut be a small callback
01:05.24JeffM2501size dosn't mater
01:05.54JeffM2501but whatever floats your boat
01:05.57amcnabbI'll look at it then.
01:06.16JeffM2501you'd define your calss
01:06.18JeffM2501class
01:06.29JeffM2501then just put one line to reg it up with a new class
01:06.32amcnabbYou said that oncap is an example that does that, right?
01:06.36JeffM2501yeah
01:06.41amcnabbWhat file is that?
01:06.44JeffM2501but I can tell you how to do it right now
01:06.55amcnabbok
01:06.57JeffM2501make a class derived from bz_EventHandler
01:07.20JeffM2501and have it implement these 2 methods
01:07.20JeffM2501virtual void process ( bz_EventData *eventData )
01:07.26JeffM2501and virtual bool autoDelete ( void )
01:07.36JeffM2501for the last just have it return true
01:07.46JeffM2501for the first put your code you want to check in there
01:07.54JeffM2501then somewhere at init time, add this
01:08.21JeffM2501bz_registerEvent(bz_eTickEvent,new YOUR_DERIVED_CLASS);
01:08.23JeffM2501that's it
01:08.37amcnabbThat looks pretty simple.
01:08.39JeffM2501the event system will handle deleting it
01:08.40JeffM2501yeah it is
01:09.26JeffM2501if the tick event isn't called often enough for you can cal also call bz_setMaxWaitTime
01:09.35amcnabbI'll play around with that in the morning.  Thanks for the information.
01:09.36JeffM2501and specify the max time you can wait between calls
01:09.50amcnabbOh.  Can you remove an event?
01:10.06amcnabbs/event/event handler/
01:10.09JeffM2501sure if you don't care to have your handler called for it
01:10.34amcnabbSuppose I register an event handler and later want to remove it.
01:10.51JeffM2501you'd need the pointer to the class
01:10.54JeffM2501but you can
01:11.16JeffM2501bz_removeEvent
01:11.19amcnabbA pointer to the object, or a pointer to the class?
01:11.35JeffM2501object
01:11.35JeffM2501that's what I meant
01:11.35amcnabbcool
01:11.35amcnabbThat's what I thought.
01:11.45JeffM2501plugins keep the pointer around
01:11.45amcnabbI'd better run for now, but thanks for the info.
01:11.48JeffM2501internals dont
01:11.55JeffM2501but you have the choice
01:12.42amcnabbThank you.
01:12.46amcnabbSee you all later.
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01:18.40Thumper_JeffM2501: close :) I think your check to doDistChecks is backwards though
01:18.57Thumper_don't you want doDistChecks = false if we're teleporting?
01:19.10JeffM2501yeah you got old code
01:19.14JeffM2501check my last commit
01:19.31Thumper_ah ok
01:19.37JeffM2501or let me make sure
01:20.02JeffM2501yeah current only does them if we arn't teleporting
01:20.02JeffM2501if (!(state.status & PlayerState::Teleporting))
01:20.03JeffM2501doDistChecks = true;
01:20.06Thumper_yup see that
01:20.09Thumper_built it before that commit
01:29.47Thumper_works now Jeff - thanks
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01:30.47AAA_awrightcan someone explain dynamic colors to me?
01:31.17JeffM2501they are colors
01:31.20JeffM2501that are dynamic
01:31.48Thumper_AAA_awright: join the lasermania server and look at the bottom of the spawn pods
01:31.54Thumper_those are dynamic colors
01:32.20AAA_awrightI have seen it before,
01:32.33AAA_awrightbut in reguards to map-making
01:32.58AAA_awrightI have no clue
01:34.01JeffM2501it's a color you can apply to a material that can change over time
01:34.13JeffM2501using a number of functions
01:34.21JeffM2501they are somewhat complex
01:34.33JeffM2501and you need to know something about math and RGB color spaces
01:35.20AAA_awrightI know lots about color, the man page has no insight into the commands though
01:35.34JeffM2501what are you trying to do?
01:36.41JeffM2501what command are you confused on?
01:36.52AAA_awrightFor now, I am trying to figure out how to make an object cycle through the rainbow. I know what combonation of R/G/B values can do that, i have no clue on what commands will do it
01:37.07JeffM2501sinusoid,
01:37.36JeffM2501brlcad, yes you did :)
01:38.12SportChickbrlcad: what is the correct spanish phrase for "Please recycle" or "Please recycle the contents of this box"?
01:39.05brlcadmm squishy tanks
01:39.06JeffM2501at 4:13 on 11/23/06 you did it
01:39.14JeffM2501that's the only thing you did to the header
01:39.24JeffM2501sans freaking
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01:40.52brlcadheh, amcnabb's "I have now fixed the bug." sounds like "we fixed the glitch.."
01:43.16brlcadyay, I did break something
01:44.03a_meteoritebreaking stuff is fun
01:44.39JeffM2501isn't it
01:45.00DTRemenakyup yup
01:45.32brlcadSportChick: pongish
01:45.34DTRemenakyay breakage
01:45.46JeffM2501it'll be a cool plugin tho
01:45.54JeffM2501first one to do stuff based on position :)
01:46.14DTRemenakhehe
01:46.14SportChickbrlcad: read back about 10 minutes for my question
01:46.32DTRemenakSportChick: he'll get there, he's only halfway through his backlog :)
01:47.01brlcadJeffM2501: I did?  not according to cvs log.. didn't commit to bzfsAPI.h
01:47.15SportChickDTRemenak: hehe, yeah
01:47.58DTRemenakbrlcad: http://bzflag.cvs.sourceforge.net/bzflag/bzflag/include/bzfsAPI.h?revision=1.90.2.17&view=markup
01:48.08JeffM2501acording to my history you did
01:48.12JeffM2501yeah
01:48.13brlcadhrm .. that's on branch?
01:48.16DTRemenakyup
01:48.19JeffM2501yeah
01:48.25brlcadthat's odd..
01:48.29DTRemenakheh
01:48.29JeffM2501then one people actualy try to use ;)
01:48.39brlcadi don't think I was intentionally working on branch :)
01:48.46brlcadhave two trees
01:48.46DTRemenakuhoh
01:49.00brlcadmaybe a stale rogue file I'd updated for the irix fixes
01:49.15JeffM2501umm no
01:49.15JeffM2501you did a lot to branch
01:49.18JeffM2501busted observers too
01:49.20DTRemenakyou did not commit to head that day
01:49.24DTRemenakjust branch
01:49.31JeffM2501busted the server ;)
01:49.42brlcadah, hmm
01:49.57brlcadthat's a week ago, what do I remember
01:50.08JeffM2501before the grand eating
01:50.19brlcadmight as well be a year ago :)
01:51.26brlcadahh, I remember that now that I see the log message..  I don't think that was intentional actually
01:51.45brlcadmore important was to remove the bzfs API routines from global.h
01:52.16JeffM2501then our tweaks should have worked
01:53.14brlcadi'd just built on irix before leaving for turkey
01:53.51brlcad<PROTECTED>
01:54.01brlcadbut still mostly an easy build
01:54.50brlcadSportChick: hmm.. I don't think I've ever heard that word in spanish :)
01:55.18SportChick:(
01:55.39brlcadJeffM2501: sounds like you're where I ended up with the network packet culling if you're doing what it sounds like you're doing :)
01:55.41SportChickapparently, neither has the janitor at our building - he hasn't emptied my recycle bin in over a month - i can't even lift it now
01:55.54JeffM2501brlcad, ?
01:56.12brlcadsending updates based on distance, getting screwed by teleporters?  or something totally different that just has the same problem?
01:56.24JeffM2501it's the distance check for cheats
01:56.30brlcadahh
01:56.33brlcadheh
01:56.46JeffM2501it checks the distance between updates to see if it's further then you could posibly go in the time
01:56.47brlcadyeah, same effective check, different purpose though
01:56.50JeffM2501yeah
01:56.58JeffM2501we have the teleporting state so it wasn't too bad
01:57.20JeffM2501the client will update as soon as it ports, cus DR will fail
01:57.21brlcadI'd added similar code to cull network packets outbound to distant players.. but you have to check the path to other players possible via teleporters too, or bad things happen
01:57.31JeffM2501so we'll get our next update as having the TP state flag
01:57.50JeffM2501so I can just ignore that update for the check
01:57.52brlcadyay, toliet paper
01:57.57JeffM2501heh
01:58.04JeffM2501the tank sould have some stuck to a traed
01:58.32JeffM2501now I'm trying to make a plugin to help louman out
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02:00.42DTRemenakyay for helping louman outQ
02:00.50DTRemenaks/Q/\!/
02:01.00JeffM2501shouldn't be too hard
02:01.07JeffM2501we have the custom map object API
02:01.19DTRemenakdid you ever test it?
02:01.25JeffM2501and with the new update event, I can just see if the pos is outside
02:01.28JeffM2501YES I did
02:01.36DTRemenakhehe
02:01.38JeffM2501I had a plugin that would read spawn points
02:01.44JeffM2501from converted quake maps
02:01.45DTRemenakahh, that's right
02:01.48JeffM2501and force you to spawn there
02:02.04JeffM2501so should be no biggie
02:02.18JeffM2501I was thinking of using the onShot event
02:02.25JeffM2501but we need an update event anyway
02:02.42JeffM2501onShot woudl still let them get one GM outside
02:03.47JeffM2501hmm in 2.2 could even play the donkey sound :)
02:03.53DTRemenakthat would be an interesting strategy itself
02:04.00DTRemenakyou can take it with you...but only one shot!
02:04.02JeffM2501it's possible
02:04.15JeffM2501ZapFlag is exposed
02:04.36DTRemenakoh no! somebody cover it up! how indecent!
02:04.49JeffM2501it likes to swing free
02:06.48CIA-3BZFlag: 03dtremenak * 10bzflag/src/bzfs/bzfs.cxx: quell warning
02:07.48JeffM2501heh
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02:32.08JeffM2501hmmm, how did anyone ever use the shotID event?
02:32.14JeffM2501shot fired I mean
02:32.17JeffM2501it dosn't have the playerID
02:35.02CIA-3BZFlag: 03jeffm2501 07v2_0branch * 10bzflag/ (include/bzfsAPI.h src/bzfs/bzfs.cxx): add playerID to shot and update events
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02:48.33CIA-3BZFlag: 03jeffm2501 07v2_0branch * 10bzflag/plugins/SAMPLE_PLUGIN/SAMPLE_PLUGIN.vcproj: it's Makefile.am, not Makefile
02:49.53CIA-3BZFlag: 03jeffm2501 07v2_0branch * 10bzflag/plugins/flagStay/ (6 files):
02:49.53CIA-3BZFlag: flagStay plugin to prevent flags from being taken outside of an area.
02:49.53CIA-3BZFlag: Needs current API.
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03:00.32CIA-3BZFlag: 03jeffm2501 07v2_0branch * 10bzflag/plugins/flagStay/flagStay.cpp: cylinders not spheres :)
03:02.59Flashis CIA-3 a person or a bot?
03:03.20tannerldbot :P
03:06.14CIA-3BZFlag: 03jeffm2501 07v2_0branch * 10bzflag/plugins/flagStay/flagStay.cpp: allow for a chat message to be sent when a flag is zaped
03:06.36JeffM2501that should be all louman needs, just need to test it.
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03:16.33[NP]Tangentwhat is flag zapping?\
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04:04.57JeffM2501Thumper_ you around?
04:07.09Thumper_JeffM2501: yup
04:07.33[NP]TangentJeff, what is this "flag zapping" you were talking about earlier?
04:07.35Thumper_so how does flagStay work?
04:07.47JeffM2501louman will need an update of bzfs
04:07.56JeffM2501it's a plugin
04:08.01Thumper_does it use map zones
04:08.04JeffM2501no
04:08.09JeffM2501it's a custom map object
04:08.35JeffM2501I just have to test it
04:08.38Thumper_i have the bzfs and plugin built... want to play with it but not sure what I need to make a 'flag zone' for the plugin
04:09.02JeffM2501it hasn't been tested yet :)
04:09.07JeffM2501but you just add to the map
04:09.08Thumper_yeah I know...
04:09.13JeffM2501I put an example in the fourms
04:09.17Thumper_figured I could test it... if I knew what to do with it :)
04:09.17JeffM2501I'm testing it now
04:09.19Thumper_ok
04:09.20JeffM2501ok
04:10.00Thumper_Is there a way to monitor a thread w/o posting to it first?
04:10.07Thumper_(ie email notification)
04:10.11JeffM2501don't think so
04:10.18Thumper_ok thought so.
04:10.19JeffM2501not in phpbb
04:15.16Thumper_sounds easy enough
04:15.41Thumper_just fling a couple of flag stay zones on the map that map to the coords he specified in the original post
04:16.07JeffM2501the fun part is making sure you have a flag in that zone too :)
04:16.34Thumper_it's already there
04:16.43Thumper_for hte zones on his map
04:16.47JeffM2501ahh ok
04:17.00Thumper_the zone overlaps the tower with the GM zone in it
04:17.15Thumper_are the flagstayzone lines case sensitive in the map?
04:17.19Thumper_nothing else seems to be
04:17.25JeffM2501nope
04:17.29Thumper_ok
04:27.31Thumper_JeffM2501: the plugin should respond to a /flag give right?
04:27.43JeffM2501yeah I guees
04:27.46JeffM2501tho it's busted
04:27.52Thumper_<PROTECTED>
04:28.16CIA-3BZFlag: 03jeffm2501 07v2_0branch * 10bzflag/plugins/flagStay/flagStay.cpp: one zone per object, not per param
04:29.38CIA-3BZFlag: 03jeffm2501 07v2_0branch * 10bzflag/plugins/flagStay/flagStay.cpp: don't clear the nubs too late
04:46.19CIA-3BZFlag: 03jeffm2501 07v2_0branch * 10bzflag/src/bzfs/bzfs.cxx: do the events for non observers, not observers, silly
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05:06.11Thumper_JeffM2501: off to sleep - cya
05:06.24JeffM2501it'll be ready in the morning
05:06.29JeffM2501just fixing the last of it now
05:06.29Thumper_ok :)
05:08.57CIA-3BZFlag: 03jeffm2501 07v2_0branch * 10bzflag/ (include/bzfsAPI.h src/bzfs/bzfsAPI.cxx): API to get the flag abreviation for the current player ( not the full label )
05:09.06JeffM2501Thumper_ next 2 commits will fix it if your still up
05:09.10CIA-3BZFlag: 03jeffm2501 07v2_0branch * 10bzflag/plugins/flagStay/flagStay.cpp: make the plugin work
05:09.34Thumper_ok... I'll give it one more shot before I take off
05:14.35JeffM250100
05:14.40JeffM2501oops
05:14.44Thumper_nope ... :)
05:14.58JeffM2501works with my test map
05:15.22Thumper_if you /flag give yourself the flag outside the zone does it drop?
05:15.41JeffM2501should
05:15.48JeffM2501it tests the current flag on every update
05:15.53JeffM2501regardless of how you got it
05:16.50Thumper_FlagStayZone
05:16.50Thumper_bbox -20 20 256 296 44 64
05:16.50Thumper_Flag GM
05:16.50Thumper_end
05:16.53Thumper_does that look right?
05:16.59Thumper_(for syntax)
05:17.04JeffM2501yeah
05:17.07JeffM2501min then max
05:17.10JeffM2501x y then z
05:17.25Thumper_I took those off the forum post
05:17.29Thumper_for the lower boxes
05:17.32Thumper_tower*
05:17.53JeffM2501I did a simple map that did +- 100
05:18.06JeffM2501and filled it with GMs
05:18.10Thumper_and removed the death phydrv stuff around the towers so I can F5 out of there
05:18.50JeffM2501make sure you got both commits
05:19.00Thumper_ok
05:19.28Thumper_I think so
05:20.04Thumper_duh
05:20.07Thumper_didn't recompile the plugin
05:20.15Thumper_it's not part of the regular build?
05:20.24JeffM2501probably not
05:20.28JeffM2501that's makefile stuff
05:20.41Thumper_easy to fix. I'll do that tomorrow if nobody beats me to it
05:24.28Thumper_it's still not working for me though...
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05:25.25JeffM2501wierd
05:25.41Thumper_too tired to figure it out now... maybe tomorrow
05:25.45JeffM2501k
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06:07.51JeffM2501L4m3r just so you know, I "may" have busted your plugins that change shot types
06:08.05L4m3r-_-
06:08.14L4m3rwhat'd you do to the API?
06:08.26JeffM2501added a playerID to the shotfired event
06:08.33L4m3romg yes
06:08.38L4m3r:D
06:08.38JeffM2501it may still work
06:08.41JeffM2501cus I added it after
06:08.48JeffM2501worst case you just have to rebuilt
06:08.54L4m3ryeah
06:09.02L4m3rand it is DEFINITELY worth the improvement
06:09.04JeffM2501I also added an update message
06:09.19JeffM2501so you can get a hit when they send a position update
06:09.25L4m3rnot having the playerID available was frustrating :)
06:09.33JeffM2501I can imagine
06:09.50L4m3rposition update... hm...
06:10.10L4m3rcould that theoretically be used to make a plugin to kill that annoying wings cheat?
06:10.33JeffM2501if you can track it from the updates
06:11.14JeffM2501techincaly you could have set up a tick event
06:11.23JeffM2501and polled everyone's last known positions
06:11.27JeffM2501but that had no timestamps
06:11.33JeffM2501with this, you get a server timestamp
06:12.29JeffM2501I added it all to make a plugin for louman that zaps flags off tanks when they leave map defined areas
06:12.49L4m3ryeah, I read
06:13.04L4m3rpost the plugin :P
06:13.10JeffM2501it's in CVS
06:13.15L4m3rah, k
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08:34.24LePoulpe303YAaaaaaaawwwwn
08:37.08PuMpErNiCkLemoin
08:43.13LePoulpe303moin ?
09:03.35PommesMoin means hi
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09:24.14LePoulpe303ty Pommes  :)
09:24.45LePoulpe303[Pommes@about/essy/frenchy/Pommes]   frenchy ???? what ? :D
09:27.29Pommesthat's how SC calls me :)
09:28.01LePoulpe303lol
09:45.42L4m3rEh... someone is saying on BZBB that they're from a German town whose name translates to "F*** Mills"... and it exists, apparently
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17:22.25LePoulpe303AAAAAhhh end of another senseless day of work
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17:44.04JeffM2501Thumper_, you get it to work? ( assuming your awake )
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18:05.41spldartHeh.. DSL here @ work is cutting out when the fax machine line get's called
18:09.10JeffM2501you have a filter installed for the fax?
18:09.47Thumper_JeffM2501: haven't tried it... I'll give it a shot after work
18:09.52JeffM2501k
18:10.00JeffM2501I posted the map and settings I used
18:10.09Thumper_ok I'll run that first
18:10.21Thumper_LouMan sent me an updated map too
18:10.30JeffM2501ok
18:17.43spldartfilter yes... and problem just started overnight cuz yesterday back a couple years it worked and today it doesn't.... guess it's time to call phone co.
18:17.57spldartbut I'll place that in the 'not my problem' category
18:18.01JeffM2501probably just need a new filter
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18:18.08spldarthrm kew
18:18.12spldartI'll pass that along
18:19.33CIA-3BZFlag: 03amcnabb * 10bzflag/src/bzrobots/botplaying.cxx: more careful when checking collisions with other tanks
18:19.46amcnabbJeffM2501, the event handler stuff you told me about yesterday works perfectly.
18:19.50amcnabbThanks for the advice.
18:20.06JeffM2501amcnabb, cool
18:20.08JeffM2501glad it worked
18:20.14amcnabbme, too. :)
18:20.23JeffM2501I personaly like the handlers, they can make for some simple clean code
18:20.26JeffM2501if your an OO person
18:20.47amcnabbI guess I must be, because I thought it made things pretty clean.
18:20.48JeffM2501we just need to have more of them
18:21.06JeffM2501I'd like to see even the internals implemented as handlers
18:21.30JeffM2501then bzfs is just a framework for events, and the logic is easaly changed and modular
18:21.38amcnabbYeah.  Modularity is a good thing.
18:22.00amcnabbSo I made a feature for one of the classes here, and I think it might be generally applicable.
18:22.10JeffM2501?
18:22.19amcnabbIf people aren't opposed to the idea, I think I'll check it in.
18:22.21amcnabbHere's what it is.
18:22.36amcnabbThey have it so when tanks collide, it freezes one of them.
18:22.48amcnabbWe have the generalizable stuff that in the future we can let ops use.
18:22.55amcnabbAll of that so far is already checked in from a while back.
18:23.37amcnabbThe new feature is an "auto-unthawing" option.  You can do bzfs -set _autoAllowTime 10.0, and then after 10 seconds of freezing, the tank will unfreeze.
18:23.56JeffM2501and just have the server send the "you can move now" thing?
18:24.00amcnabbYep.
18:24.08JeffM2501sure sounds like a decent option
18:24.09amcnabbIf an op forgets that they thawed someone, that could be useful.
18:24.24JeffM2501default it to on or off?
18:24.28amcnabbI've tested it.  So I'll go ahead and check it in.
18:24.32amcnabbIt defaults to off.
18:24.46amcnabb-set _autoAllowTime -1.0 is the default, which means never unthaw
18:25.01amcnabbDoes that sound good?
18:25.18JeffM2501ueaj
18:25.21JeffM2501yeah even :)
18:25.22amcnabb?
18:25.28amcnabb:)
18:25.32JeffM2501hand moved over by one key
18:29.12CIA-3BZFlag: 03amcnabb * 10bzflag/src/ (7 files in 3 dirs):
18:29.12CIA-3BZFlag: added -set _autoAllowTime (default off) which takes the number of seconds
18:29.12CIA-3BZFlag: to automatically reallowing movement/shooting.
18:34.35orangeamcnabb: could this also be generalized into a 'forced pause' by an admin?
18:35.10orangegives you a chance to talk to someone without being forced to kick them
18:35.34orange/pause <playerid|callsign> reason
18:35.40orange/unpause <playerid|callsign> reason
18:36.03JeffM2501orange, that is the goal of having the "you can't move" message
18:36.07JeffM2501so yes
18:36.18JeffM2501the server can do a lockdown command
18:36.31orangeexcellent... so also to pause all players when a countdown is paused
18:36.39JeffM2501yeah
18:36.52JeffM2501I'd also like to be able to send players to Limbo
18:36.52amcnabbyep
18:36.59orangesweet... I only saw where it was talking about freezing on collisions
18:37.01orangewhich is also cool
18:37.03JeffM2501and lock them from spawning
18:37.16orangebut, yeah, these things would be a huge help towards controlling gameplay
18:37.17amcnabbMsgAllow should be easily extendible, I think.
18:37.30JeffM2501tho could just bump em to observer
18:37.32orangealthough, the 'join a server and tk everyone' fun seems to be mostly over these days
18:37.37JeffM2501that's better then limbo
18:37.47JeffM2501then limbo them back when it's time to start a new round
18:38.03JeffM2501does make it more like a quake game
18:38.12JeffM2501where everyone is an observer till the match starts
18:38.36amcnabbI hate to run in and out, but I've got to go get some other stuff done.  I'll be back on later today.
18:38.41JeffM2501see ya
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19:09.52spldarta complaint about no SDL! @ configure doesn't mean anything if your only interested in building bzadmin correct?
19:15.48PuMpErNiCkLeiirc, yeah
19:18.02spldarttanks
19:18.29spldartpoop... forgot nice make and I have 2 running @ once
19:18.55JeffM2501the client and server will build wtih out SDL too
19:25.07spldartwont client have issues?
19:25.23JeffM2501no
19:25.27JeffM2501it'll just be a non SDL client
19:25.30JeffM2501SDL is not required
19:25.36JeffM2501just highly recomended
19:25.39spldartah ic
19:25.42spldartPerformance?
19:25.54JeffM2501features
19:25.56spldartah
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19:48.25biggeruniversehi all
19:49.50tsspldart: Non-SDL is a lot faster..
19:50.37spldartreally.... hrm
19:55.41biggeruniversehere's an interesting topic to broach:
19:56.04biggeruniversewhat does everyone think of a new and platform-independent random number generator?
19:56.31CBGWhat does that have to do with BZFlag?
19:56.41CBGBesides: I could write on in PHP pretty darn easily.
19:56.56biggeruniversebzflag uses the OS-supplied rng
19:57.24CBG"rng"?
19:57.25biggeruniversewell, yes, I'm sure. which is why I am surprised bzflag does not have it's onw
19:57.27biggeruniverse*own
19:57.36biggeruniverse"random number generator"
19:57.52biggeruniverse*its own
19:58.30CBGWhy does it matter?
19:59.32biggeruniversewell, it depends on what OS you run the server how random (read: fair) certain things the server does are
20:01.22CBGOk, so fix it... rand().
20:01.28CBGShould take about 20 seconds..? :P
20:02.11biggeruniverseWell, I've long since done it, but not submitted the patch. I'm interested to see if it finds general acceptance.
20:02.26biggeruniversehence my initial question
20:02.46CBGSubmit the patch, worst that can happen is they don't use it.
20:03.40biggeruniverseperhaps, but the best that could happen here is that a psuedo process is carried out to decide on the best way to go about it, and the best RNG to use
20:04.21biggeruniverseI'd rather not simply submit the patch for "yes" or "no", I'd rather help work out what is best.
20:05.30usoorange: don't freeze players during a countdown pause, you need to be able to move so that player can get to their old position if they lost connection or have rejoined
20:05.51orangeuso: better to have them self-destruct
20:05.54orangeand then get a random spawn
20:06.06usobetter add an acoustical signal to the countdown pause so that all recognize it
20:06.13orangeuso: I don't use sound
20:06.16orangewouldn't help me
20:06.28trepan2.1 have a move-tank-to-location net message yet?
20:06.47usono, if someone has to rejoin because of connection problems or other things he should be able to take his old place
20:07.44usoselfkill is good for substitutes, but not in this case
20:08.51usoorange: visual bell ... flash the screen :)
20:10.17CBGas an ex-fanatical-league player, I agree with uso.
20:12.43orangethere will always be questions about where you will go, but the point is still valid
20:12.53orangeso there can be two kinds of countdown pause
20:13.01orangeone that freezes players (the normal one), and one that doesn't
20:14.22biggeruniverseforgive the intrusion, but uso, don't you mean more like the server should plop them back in the same place if they have to rejoin during a pause?
20:19.26ManuLePoulpe303_away: funny message for ranking command ;)
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20:23.05ManuLePoulpe303_away: seen command replies in public ;)
20:24.34Thumper_JeffM2501: still breaks... - invalid object type "flagstayzone" from the test world file
20:24.41Thumper_JeffM2501: did you miss a commit on BZWReader.cxx maybe?
20:25.14Erroneousno, it's custom; plugin should be registering it
20:25.27Thumper_ok
20:25.48Thumper_so then the test world isn't parseable w/o the plugin... ok.
20:32.21spldartCan i make a plane with a texture (as a wall) that cannot be seen through, shots ricochet off of but can be driven through... I assume yes
20:34.22spldartSecond query: Has anyone written a script that can move an entire map in bulk on the x,y axis's?
20:38.57Erroneousfor your second, just put a group around the whole thing and translate it
20:40.32Erroneousfor the first, set drivethru but not shootthru
20:40.49spldartgroup! thanks I should have realized..... normally a mesh would be ricochet but I can set drivethrough correct?
20:41.11spldartwell... it would be 'no shootthrough by default
20:41.55Erroneousyes, you can set drivethru
20:42.11spldartexcellent
20:42.53JeffM2501Thumper_, no, that means you didn't do the plugin
20:43.06JeffM2501ahh Erroneous is faster then I
20:43.08JeffM2501and actualy here
20:43.10spldartdoesn anyone know  off the top of their heads wether the silvercat rotation is public maps? overlord and babyl etc? I'm hoping so :)
20:43.23spldartoh and hepcat's default map
20:43.44spldartpoop.. I know I've asked this before quite a while back... curse my poor memory
20:44.04biggeruniverseduly cursed
20:44.14spldarttank joo
20:46.20usobiggeruniverse: that may at least be the better solution
20:46.42usothough i tend to let the player organize it themself during a match
20:48.19biggeruniverseuso: the problem with it is that the server doesn't know where anyone is once they leave
20:48.40biggeruniverse(or was)
20:49.01usoi know, that's why i said let the player organize it
20:49.31usoand if all matches are recorded you quickly will see who tries to gain an advantage from such situations ;)
20:50.21usomaybe to remove the ability to shoot during a pause would be a good idea
20:50.22biggeruniversenot until you watch the recording tho
20:51.12biggeruniverseI guess I will then follow CBG's advice
20:51.17Thumper_JeffM2501: works on the test map - wrong path to my plugin
20:51.42JeffM2501cool, so it does work
20:51.46Thumper_looks like
20:51.58Thumper_going to try the modified roundabout map next
20:52.41JeffM2501cool
20:52.53usois there any trick to get the difference between two timestamps within a branch from the cvs?
20:53.12JeffM2501uso what Cvs client you use?
20:53.31usocommand line, linux
20:53.33Thumper_if the branch is sticky doesn't this work?
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20:53.51Thumper_cvs diff -D 2006-11-24 -D 2006-11-28 ?
20:54.05usono, even if i'm on a tree which is sticky to 2.0 branch i get the changes from head
20:54.11JeffM2501ahh command line I dunno
21:10.51JeffM2501Erroneous, I think I just had an idea for board spam
21:13.00tupone_laptophola brlcad
21:15.53biggeruniversewoohoo! inclement weather!
21:25.36ErroneousJeffM2501: oh?
21:26.12JeffM2501we hide the website field
21:26.25JeffM2501and don't create any new accounts that fill it in
21:26.47ErroneousI like it
21:27.03Erroneouslegit users can set it by editing their profiles
21:27.12Erroneousbut it'll catch the automated scripts
21:27.20JeffM2501yeah
21:28.54*** join/#bzflag L4m3r (i=L4m3r@s122-254.resnet.ucla.edu)
21:29.20JeffM2501but I know not how to implement it
21:29.21tannerldanother is to add a required field that other phpbbs don't have :P
21:29.23JeffM2501but THAT guy may
21:29.44JeffM2501tannerld, every script seems to try the website :)
21:30.23JeffM2501L4m3r, feel like moding some php :)
21:31.31tannerldJeffM2501: doesn't stop them from registering :P
21:31.40tannerldand/or posting :P
21:31.57JeffM2501tannerld, we will mod the reg page to disallow any reges that send in a website field
21:32.04JeffM2501so yes it will prevent them from posting
21:32.07JeffM2501and reging
21:32.29tannerldthat would work:)
21:33.06JeffM2501indeed
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21:41.38brlcadhola tupone_laptop
21:43.22tupone_laptoplagged, but still on time :)
21:45.08Thumper_JeffM2501: okay. it sorta works...
21:45.17JeffM2501sorta?
21:45.30Thumper_LouMan has 2 flag stay zones both with GM
21:45.40Thumper_one stays the other is constantly stolen from
21:45.40JeffM2501k
21:45.44JeffM2501hmm
21:45.49Thumper_so you can't pick up a flag in one of them
21:45.58Thumper_I have a test map you can use
21:46.04JeffM2501with 2 zones?
21:46.07Thumper_yes
21:46.11JeffM2501I can make one
21:46.13Thumper_modified your test map
21:46.14JeffM2501I'll try it out when Ic an
21:46.15JeffM2501ok
21:47.39Thumper_http://www.norang.ca/tmp/test.bzw
21:48.39Thumper_on the test map neither zone works - always stolen since the flag is outside the other zone
21:48.56JeffM2501ok, that should work for debuging
21:48.57JeffM2501thanks
21:49.09Thumper_np :) thank you!
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22:04.39spldartflag zones??
22:04.46spldartdid somebody say flag zones?
22:05.55brlcadno, not they didn't
22:07.05spldartah.. must be a fig newton of my immigration
22:11.42brlcaddeportably chewie idea
22:11.54spldarthehe
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22:39.50blast007JeffM2501: I could do the no-reg-if-you-put-a-website thingy
22:40.02JeffM2501blast007, ok
22:40.04JeffM2501cool
22:40.36JeffM2501make is so Mr. 007
22:40.36blast007:)
22:41.24JeffM2501it shouldn't be too hard should it?
22:41.30blast007should be pretty easy
22:41.33JeffM2501cool
22:44.39blast007hrm, didn't turn on my lappy at home
22:50.57blast007another forum I went to once had an IQ box  ;)
22:51.06blast007and in the user agreement, it told you want to put in that box
22:51.10JeffM2501heh
22:51.20JeffM2501I just figure that since most scrips put a site in
22:51.23blast007yup
22:51.25JeffM2501and most users don't have one
22:51.32JeffM2501we still let them set it in the profile
22:51.35JeffM2501after they auth
22:51.44JeffM2501that'll just get a majority of the botnets
22:51.51JeffM2501as I don't think they'd mod just for us
22:52.37L4m3rlet's hope that not too many others take the same approach :)
22:53.20JeffM2501if they do we can change some fields around
22:53.31L4m3ryeah, that'd be simple enough
22:53.49L4m3rand then add hidden fields with the original form names and nuke anyone who uses those ;)
22:54.17blast007wouldn't even need to use hidden ones
22:54.23blast007they don't usually look at the form at all
22:54.23JeffM2501cross that bridge when we come to it
22:54.33blast007they just assume what it has
22:54.44L4m3ryeah
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22:55.31L4m3roh joy, tomorrow I get to do a CS project in which I implement a vending machine controller in VHDL. Exciting! >_<
22:57.07blast007well, have it half done now
22:57.11blast007"Specifying a website at the time of registration is not available."
22:57.26blast007now to remove the field from the template
22:57.45JeffM2501maybe put in the term "SUCK-IT!"
22:57.52blast007yeah, that works too
22:57.59blast007"Something broke"
23:00.16L4m3rblast007, if you're feeling adventurous, it could be interesting to have the IP address puked out to a file or something
23:00.54L4m3rif nothing else it'd give some statistics as to who's trying to pry in, and how often
23:02.06blast007right now I'm trying to find which template to edit
23:02.24L4m3rhow *do* you edit templates in phpBB?
23:02.32JeffM2501you don't
23:02.35JeffM2501you edit the file
23:02.42L4m3roh. :)
23:02.51*** join/#bzflag hsrgeorge (n=hsrgeorg@cable200-116-52-3.epm.net.co)
23:02.53L4m3rthat's no fun :P
23:03.04JeffM2501makes it easy to back em up :)
23:03.14hsrgeorge~bzfquery bz.cyklotron.com
23:03.16L4m3rdatabase dump works pretty well too :P
23:03.25JeffM2501so does a file copy ;)
23:03.43L4m3rI love web-based template editing so much that I've written it into my own websites
23:04.20L4m3rlike, literally no raw HTML in any files, anywhere. All PHP + database
23:05.46L4m3rbleck, is that a guest spam or is someone already cleaning up?
23:07.26JeffM2501probably guest spam
23:07.30JeffM2501I pull the post before the user
23:08.48L4m3rgreat... yuck...
23:09.51JeffM2501just delete it
23:09.57JeffM2501and ban the IP
23:10.17JeffM2501somone will have to scan the logs to see how they are posting those
23:10.27JeffM2501I'm sure it's some sort of SQL overflow
23:10.29L4m3ralready got the IP
23:41.13CIA-3BZFlag: 03amcnabb * 10bzflag/include/ (PlayerInfo.h StateDatabase.h): Oops. These should have been with the earlier commit.
23:44.17*** join/#bzflag philb (n=philb@fl-69-34-1-95.sta.embarqhsd.net)
23:45.24philbcan someone here help me with my server connection?
23:45.37JeffM2501what is the problem with it?
23:45.49philbI recently put it in a chroot jail.
23:45.53philbAnd
23:46.18philbnow it doesn't seem to register with the master list, even though I have -d-d-d-d in there and the log shows it talking to the master list server.
23:46.45JeffM2501does the master server join and quit?
23:47.36philbQueuing ADD message to list server
23:47.36philb* About to connect() to my.BZFlag.org port 80
23:47.36philb<PROTECTED>
23:47.37philb> POST /db/ HTTP/1.1
23:47.37philbUser-Agent: bzfs 2.0.8.20061021-MAINT-linux-gnu
23:47.38philbHost: my.BZFlag.org
23:47.38philbPragma: no-cache
23:47.40philbAccept: /
23:47.42philbContent-Length: 287
23:47.44philbContent-Type: application/x-www-form-urlencoded
23:47.46philbaction=ADD&nameport=0.bladica.com:5156&version=BZFS0026&gameinfo=007a00050000001e0000000000001e000200070007000700070105&build=2.0.8.20061021-MAINT-linux-gnu&checktokens=&groups=EVERYONE%0D%0AVERIFIED%0D%0A&advertgroups=EVERYONE&title=Bladlander%3A+Eria+Ziel+map+by+w00t%21+Fast+Server%2E< HTTP/1.1 200 OK
23:47.50philb< Date: Thu, 30 Nov 2006 23:45:01 GMT
23:47.51JeffM2501not that part
23:47.52philb< Server: a monkey hitting keys at random on a typewriter keyboard for an infinite amount of time on this
23:47.54philb< Cache-Control: no-cache
23:47.56philb< Pragma: no-cache
23:47.58philb< Connection: close
23:47.58JeffM2501ugg, dude pastebin man
23:48.00philb< Content-Length: 215
23:48.02philb< Content-Type: text/plain; charset=ISO-8859-1
23:48.04philb* Closing connection #0
23:48.06philbGot line: "MSG: ADD 0.bladica.com:5156 BZFS0026 007a00050000001e0000000000001e000200070007000700070105 Bladlander: Eria Ziel map by w00t! Fast Server."
23:48.11philbsorry
23:48.21JeffM2501after that the list server should have conected as a player
23:48.30JeffM2501it does that to verify the address and port
23:48.34philbNo, that's not happening.
23:48.56philbthe name resolves ok under dns
23:49.02JeffM2501then something is preventing the list from geting into that jail
23:49.09JeffM2501can you connect to the server remotely?
23:49.12philbI can join as a client
23:49.27JeffM2501using the same info that is seent to the list
23:49.32philband as bzadmin
23:49.33JeffM2501and from an external network?
23:49.39philbyes, from home here.
23:49.49philbthe server is colo
23:49.57JeffM2501wierd
23:50.03JeffM2501well if the list can't get to you, it won't list you
23:50.08JeffM2501and that happens after the add
23:50.11philbok, that makes sense
23:50.20JeffM2501and that is what looks like is happening
23:50.25philbThere is never anything else in the log between those checkins
23:50.40JeffM2501depends how long it takes the list to get to you
23:51.10philbAlso, the log shows me at 0.0.0.0/24 now. Is that correct?
23:51.33philbThat did not make sense to me.
23:51.47JeffM2501it can yah
23:51.50JeffM2501depending
23:52.00JeffM2501does it work if your not in the jail?
23:52.14philbI didn't try, but I can.
23:52.23JeffM2501only think I can think of
23:52.27philbok, brb
23:54.35philbNope
23:54.51JeffM2501wierd
23:54.57blast0070.0.0.0 just means to listen on any interface
23:55.09philbThere is a firewall on the machine, but the default last rule is all other ports open.
23:55.13JeffM2501something is ether blocking the list, or for some reason the list can't get to you
23:55.35JeffM2501but that'd be wierd cus it got thru via HTTP
23:55.37philbok, thanks for the 0.0.0.0
23:56.07philbThere are 4 interfaces in the machine, but only one of them is connected to anything.
23:56.25*** join/#bzflag Goee (i=cough@gateway/tor/x-60169ea062926b53)
23:56.26philbThe server is at 0.bladica.com:5156
23:56.34philblet me put it back in jail.
23:57.23philbIt was working last week. There have been no major changes to the system other than minor yum updates
23:57.24JeffM2501did you put the port in the public addres?
23:57.38philbLet me look. I think it's there.
23:58.04philb-p 5156
23:58.04philb-publicaddr 0.bladica.com:5156
23:58.35philbCan you resolve 0.bladica.com to 208.111.3.155?
23:59.11blast007Name:    0.bladica.com
23:59.11blast007Address:  208.111.3.150
23:59.13blast007from the server
23:59.18Erroneous0.bladica.com [208.111.3.150]
23:59.19blast007(list server)
23:59.24Erroneousfrom here
23:59.25blast007Erroneous: I win  :)
23:59.28blast007oh
23:59.37Erroneousblast007: different data :)
23:59.42blast007yeah  ;)
23:59.47philb150, huh. That should not make any difference they are both on my subnet.

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