IRC log for #bzflag on 20080116

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00:33.14SportChickanyone else having slow-net issues today?
00:33.23Winnynope
00:34.47Macrosofteveryone decided to open bittorrent and seed /dev/zero :p
00:35.05Winnyeveryone is viewing the macworld keynote ;)
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00:54.15JeffMis __int64 a valid way to define 64 bit ints on all platforms?
00:58.12[dmp]if you have stdint.h, you could use int64_t (http://en.wikipedia.org/wiki/Stdint.h) (But im not sure how widespread it is in reality)
01:02.07JeffMwonder what the "C++" way is :)
01:03.51L4m3rcouldn't you just use a long?
01:04.01L4m3ror is that not consistent on different platforms?
01:04.11MacrosoftL4m3r: isnt that just 32 bits?
01:04.31[dmp]bitset<64> ;)
01:04.37L4m3rI think a "normal" int is 32 bits, but I could be wrong
01:05.13Macrosoftodd, the refernce i have shows both normal and long as being 32 bits
01:05.21Macrosoftmaybe a typo
01:05.52Macrosofttime to try sizeof(long int a);
01:05.59Macrosoft;)
01:06.02[dmp]long long are at least 64bits long
01:06.29L4m3ris long int the same as just long?
01:06.50Macrosofti think so
01:07.05JeffMlong long is one MS way
01:07.15JeffMit's for data packing so I want specific sizes
01:07.38[dmp]http://gcc.gnu.org/onlinedocs/gcc/Long-Long.html .. long long int :)
01:07.54Macrosoftoh, heres something: "* The values of the columns Size and Range depend on the system the program is compiled for. The values shown above are those found on most 32-bit systems. But for other systems, the general specification is that int has the natural size suggested by the system architecture (one "word") and the four integer types char, short, int and long must each one be at least as large as the one preceding it, with char b
01:07.54Macrosofteing always 1 byte in size. The same applies to the floating point types float, double and long double, where each one must provide at least as much precision as the preceding one."
01:08.24L4m3rah, so it's inconsistent and can't be used
01:08.29[dmp]there was a paper from open-std suggesting that c++ should adobt "long long" for 64bit, but the author wasnt happy with it (should 128bit then be long long long, he asks)
01:08.47[dmp]L4m3r: c types only got a minimum requirement :(
01:09.17Macrosoftthis sucketh
01:09.30[dmp]basically, char could be 64bit too, i belive :)
01:09.34L4m3rwell damn, 32 bit systems were the main platform for so long, I can't say I'm surprised :P
01:12.38Macrosoftim on a 64bit system, ill try out some stuff and see what sizes i get
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01:20.25Macrosoftim getting the same sizes as a 32bit system should
01:22.29Macrosoftthe code i made to check. someone hit me if i screwed up: http://pastebin.ca/856766
01:30.34L4m3ryou're running a 64bit OS as well, I take it?
01:30.52Macrosoftyeah
01:31.03L4m3rinteresting
01:31.24Macrosoftdidnt get any compiler warnings either
01:34.25blast007what compiler?
01:35.53Macrosoftg++
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03:46.17AAA_awright~bzsvn
03:46.17ibotbzsvn is probably http://my.bzflag.org/w/BZFlag_SVN and svn co https://bzflag.svn.sourceforge.net/svnroot/bzflag/trunk/bzflag bzflag
03:57.19Constitutionfor the group manager, will there be any use for locking of groups and organizations by admins?
03:57.39ConstitutionI'm wondering whether I need an "inactive" state value option
03:58.09JeffMlike so it can be there but unused?
03:58.21JeffMthere'd be no point, they would just pull the perms from it on the local servers
03:58.28JeffMthat would make it efectivly pointless
03:58.54Constitutionright
03:59.27JeffMso no, I don't think you need that level of controll
03:59.33JeffMif they don't want the group, they delete it
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07:53.04a_meteorite~bz20svn
07:53.04ibotfrom memory, bz20svn is http://my.bzflag.org/w/BZFlag_SVN and svn co https://bzflag.svn.sourceforge.net/svnroot/bzflag/branches/v2_0branch/bzflag
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14:34.34TrioToruswhen following a tank as observer, I can see that rotating the tank is faster than what I can do with my keyboard. It looks as if there is a button pressed to snap to a certain angle. Can this be achieved with keyboard steering?
14:38.50catayMaybe the player was using a mouse
14:39.57cataybut I have no idea if a mouse lets you turn faster then keyboard
14:40.09cataynever really played with keyboard
14:40.17donny_bakerTrioTorus: that snap, i believe is your client anticipating the turn, and then getting an update that it stopped and correcting
14:40.36donny_bakerit happens no matter if the client is using a mouse or keyboard
14:40.48donny_bakerin fact it happens no matter who you are following
14:40.56CBGIt does. There is a delay when using keyboard controls whereas the only delay with a mouse is the human reaction time which can be reduced to practically nothing if the mose box is small enough and the mouse speed is fast enough.
14:41.13TrioTorusdonny_baker, I thought of that. It could be, I just feel that I'm not making all that much progress in the game the way I'm doing things right now...
14:41.50donny_bakerTrioTorus: some of us never make progress, take me for instance :P
14:42.04CBGI'd have to say (even though I used to always use keyboard) that the majority of the 'top players' were always mouse users...
14:42.15TrioTorusI found mouse to be too sensitive and keyboard, well, I get shot far too often. I seem to always end up at the bottom of the scoreboard
14:42.32TrioTorushmm, maybe need to improve my mouse skills then.
14:43.16TrioTorusI'll give it another go. Thanks gusy, see you on the battlefield.
14:43.31donny_bakerf your client does have a lot to do with it too.. as cbg said most skilled players swear by a small mouse box, and short quick movements
14:43.39catayplay the next year two hours a day and you will become good at it :)
14:43.46CBGTry and catch randomparticle here if you can - he'll explain more about the difference between mouse and keyboard. He's done some very intelligent calculations and proved that there is a delay built into keyboard movements.
14:43.59TrioTorusdoes the size of your mouse box influence the mouse movement then?
14:44.27CBGNo, but the smaller the mouse box, the shorter the distance you have to move your hand -> the faster you turn.
14:45.18TrioTorusCBG, okay. I'll try to see if I can find a setting that suits me.
14:46.12donny_bakerTrioTorus: i tend to get out of control if i make my mouse box too small...i make too large of movements
14:46.26donny_bakerit takes practice
14:48.07TrioTorusfunny game it is. I haven't come across a game that was so hard to get good at but players keep on trying very hard to get better.
14:48.33TrioTorusthat was a bit of a crap sentence, but you know what I mean.
14:49.04donny_bakereasy to play... difficult to master
14:52.13TrioTorusnew question: how to you configure keyboard to use 3 keys to fire? I can only set s OR d for example...
14:52.34ruskiewhat makes you think you can?
14:52.59TrioTorusin the forums I can see other players saying: fire: s,d,f
14:53.21donny_bakerTrioTorus: when you see those sprays of bullets... the fire key is mapped to mouse scroll wheel
14:53.23TrioTorusI want to fire 3 shots close together, as I found in the forums too
14:53.43TrioTorusah, I didn't know that
14:53.57donny_bakeror so i've been told
14:54.00ruskieyup
14:54.03ruskiethat's how it's done
14:54.05ruskie:)
14:54.44TrioTorusso, so way to achieve that with keyboard?
14:54.54TrioToruss/so/no/
14:55.17donny_bakeri suppose you could with some sort of key mapping software... possibly
14:55.40donny_bakerbut not through our client, i don't believe
14:56.28donny_bakerlike keyboard macros is what i mean.. but i am not certain
15:04.42CBGEdit the config.cfg file to set multiple keybard keys to shoot, for example.
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16:23.20blast007TrioTorus: technically I think you could manually modify the configuration file and map additional keys.
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17:18.19ndimTrioTorus: I recommend an analog gamepad. That lets you stop on point, turn and accelerate quickly, but still gives you proportional control on that.
17:18.53ndimAnd unless a large joystick, you don't have to move that far to get into saturation.
17:19.35ndims/unless/unlike/
17:20.41ruskiejust need to find a decent analog gamepad
17:20.53ruskieall the ones I tried had a 50%> deadzone
17:21.02ruskieso it maxed after like half an axis
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18:29.01JeffMErroneous, gary found a simpler way to do the 1 <-> 0 swap
18:29.04JeffMx = 1-x;
18:29.35Erroneousyup
18:30.06JeffMtoo bad we didn't get a square root in there ;)
18:30.58Erroneouscould have....sqrt(x*x) <=> abs(x)
18:31.21JeffMheh
18:31.43Erroneousalso takes several hundred times as many cpu cycles
18:32.42JeffMyeah
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19:46.50ndimJust make sure that x \in {0, 1} before you start iterating x=1-x; :)
19:48.08ndimBTW... on i386++, you can code x = (x!=0)?0:1; as two assembly instructions.
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20:12.32jftsangcan I make a suggestion for the next version of BZFS
20:13.04jftsangget rid of the -j option and make all servers jumping automatically, unless they set _jumpVelocity to 0
20:13.45jftsangand then the JP flag, if used, will set your tank's jump velocity to the _jumpFlagVelocity (or something) velocity
20:15.04spldarthow do I get player's ip for ban again?
20:15.22jftsangspldart, do you mean /playerlist
20:16.58JeffMjftsang, the internals don't realy work that way
20:17.06JeffMbzdb vars are for everyone
20:17.09JeffMnot per tank
20:17.22JeffMall your doing is making the code more complex
20:17.50JeffMsimpler would be to keep the guts, default to jumping and change -j to be -nojump
20:17.52jftsangit would be useful if you forgot to add -j, you could /set _jumpVelocity
20:18.05JeffMreboot the server
20:18.14Winnyyeah
20:18.25Winnyhit ctrl+c, the up arrow, and then enter
20:18.38jftsangor rather still, make Jumping a bool variable, and the same for maxshots, rico
20:18.44JeffMthe propblem with your method is you have both per tank jump vels being added with a global one
20:19.04JeffMwhat if you have tanks with jump flags, and a personal jump vel, then you set the global one?
20:19.06JeffMdo they add?
20:19.12JeffMaverage?
20:19.21spldartYes.. that's it thankies
20:19.52jftsangbasically, if you have jump flag, they use the _jumpFlagVelocity, and if not, they use _jumpVelocity
20:20.08jftsangit was possible with rapid fire, machine gun, etc
20:20.19JeffMso in your case, you can have people with the jump flag get LESS of a jump then those without ;)
20:20.39JeffMshot times are hardcoded to look at the flags
20:20.44JeffMon a per person basis
20:21.00JeffMI don't see what the avantage to the game is, other then for people who screw up
20:21.10JeffMhow does it make the game and the code better?
20:21.47jftsangwell, say for example I was having a map hosted by another guy
20:22.22jftsangwho is now on holiday, and there is absolutely no means of contacting him to restart the server, and I discover I left out +r, or -j, or something like that
20:22.36JeffMthen you were stupid for geting hosting you can't controll
20:22.55JeffMjumping is just one of the many things you need access to the server to set
20:23.08JeffMwhat if he didn't do CTF?
20:23.17JeffMwhat if he didn't load the right map
20:23.24JeffMwhat if he didn't set the shots right?
20:23.38jftsangin a nutshell, what I propose is that all gameplay settings should become BZDB variables
20:24.02JeffMI'd say that in an optimal world they shoudl all be dynamic
20:24.03jftsangwhereas server administration, e.g. group files, user files, bad words, should be a BZFS switch
20:24.06JeffMnot nesisarly bzdb
20:24.13JeffMbzdb is NOT the best soltion for all things.
20:24.17JeffMstate the problem
20:24.27JeffMnot the solution you came up with off the top of your head
20:24.57JeffMI'd take a bit of rework to get it to be dynamic
20:25.02JeffMsimiar to per tank gravity, etc..
20:25.12JeffMit's not something we store per tank now
20:25.32JeffMbut if you wan to write it, have at it
20:31.10JeffMI'd do it with /allowjump or some slash command
20:31.16JeffMthen have per tank jumps
20:31.21JeffMso that you can do all sorts of trickyness
20:31.35JeffMand just use the bzdb var for the base value that can be overiden
20:31.50JeffMthen the jump flag just sets that tank to an overide
20:31.53JeffMon the server
20:32.13JeffMthen the client dosnt' do any special logic for it
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22:44.36ducktapebzhellow
22:44.39ducktapebzhello*
22:44.55spldartYellow
22:46.21F687shi!
22:47.21ducktapebzhey F6
22:52.53brlcaddonny_baker (or whomever if you know): do you know how to associate multiple resolutions of images on mediawiki?
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22:53.25brlcadI went to upload a big image and it warned that it was big, so I scaled it down and uploaded it.  Now it says "No higher resolution available" on the small one
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23:04.03brlcadnever mind, figggured it out
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