IRC log for #bzflag on 20080929

00:00.08CIA-48BZFlag: 03jwmelto * r18661 10/branches/v2_99_net_branch/ (5 files in 3 dirs): Move Ping from net to game
00:00.40bz84i've set max lag to 210ms, is right in your opinio?
00:02.19bz84if you can test it go to bzflag.debi4n.net:5154 (212.25.170.133)  for any comment write to me: bzflag@unknown-host.net
00:03.02bz84i've set poll privileges to everybody
00:03.24bz84and raise tankspeed to 40
00:03.31bz84set raintype to snow
00:03.38bz84and skycolor to black
00:03.46bz84map was made using pybzedit
00:03.50BulletCatcherA max lag of 210 is good for game play, but players in the US will probably get kicked.
00:04.11bz84i must raise this value?
00:04.23JeffMdepends who you want to play
00:04.29JeffMlet it run for a couple days and see
00:04.47bz84now i do some /lagstats on other server ;)
00:05.03CIA-48BZFlag: 03JeffM2501 * r18662 10/trunk/bzflag/plugins/webadmin/ (logs.cpp loops.h): log kicks
00:05.31BulletCatcherkicks log, breaks toe
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00:05.57JeffMtoo many events to log :)
00:12.49Flashwhy is there a (un)packHex interface? shouldn't one (un)pack methodology be enough?
00:15.43JeffMwhy do birds sudently appear?
00:15.57Flashjust like me....?
00:16.01Winnytweet
00:18.23AAA_awrightFlash: See this yet? http://git.bzfx.net/?p=masterbot.git;a=blob;f=src/net/serialization.cpp;h=3348d1b647ffff03542fdf4e5e406adb282ae402;hb=HEAD Thoughts?
00:18.25AAA_awrighter
00:18.28Flashrecalibrates interrogatory interface......
00:18.46JeffMflash who added it?
00:18.50Flashis there any (valid) reason why we have both (un)packHex and (un)pack interfaces?
00:18.59JeffMwhere is hex used?
00:19.06Flashit's in the Ping/ServerList
00:19.17JeffMdoes the other one do the EXACT same thing?
00:19.31Flashappears to be extremely locallized
00:19.50JeffMdo they pack the data in the same way/
00:19.52JeffM?
00:19.55Flash./src/bzfs/ListServerConnection.cxx:354:  pingInfo.packHex(gameInfo);
00:20.05JeffMyeah that makes hex text
00:20.07JeffMfor the list server
00:20.07Flash./src/game/ServerList.cxx:148:      serverInfo.ping.unpackHex(infoServer);
00:20.24AAA_awrightJeffM: http://git.bzfx.net/?p=bzflag.git&a=search&h=HEAD&st=grep&s=packHex
00:20.24JeffMit keeps it printable
00:21.08JeffMit's basicly for the interfaces that get info that may NOT use the network lib
00:21.22JeffMping and list server could be/are web pages
00:21.34Flash....
00:21.58FlashPing is not allowed to use network? Up until now (in my branch) it was IN network lib
00:22.04JeffMso while yes you are correct, we could use the binary packing, but then all the users of it would have to also do a binary unpack
00:22.18JeffMFlash: ping may be sent/received by other apps
00:22.21JeffMstats, etc..
00:22.36Flashstretches head
00:22.39JeffMthere are things that are not in the bzflag sources that can send networkdata you know
00:22.47blast007Flash: are you asking why it's grouped with the other (un)pack functions?
00:22.58JeffMor just why it exists?
00:23.04Flashmore why it exists
00:23.12JeffMbecause there are things that use it
00:23.17Flashthere is both a binary pack and hex pack in the Ping packet
00:23.23JeffMthat are not in the bzflag source code
00:23.42JeffMit's eaiser for php to unpack hex then it is binary
00:24.00JeffMhex fits into a string with out those pesky null termination issues
00:24.20JeffMthe list server displays that pack as text
00:24.33JeffMif it was binpacked, it is possible for a byte to be 0, and end the string
00:24.42JeffMor display other non printables
00:24.51Flashgot it
00:25.05JeffMfor most messages we know it's going to be read by bzflag
00:25.24JeffMbut for the rare few, it's simpler to pack them into easy read formats
00:26.06Flashlooks like a questionable (I have no opinion just yes) division of interface/implementation. Ping is a bzfs packet. Non-bzfs users of the result might ought to have a different interface
00:26.14Flashs/yes/yet/
00:26.40JeffMwhat is packed into ping?
00:27.04Flashgame type, options, max shots, etc
00:27.10JeffMstats uses that
00:27.15JeffMthat's why
00:27.30JeffMit's part of the discovery interface
00:27.47JeffMand may not happen inside the context of a player/server transation
00:27.47Flashif there are other (non-bzfs) users, how is the interface validated?
00:27.58Flashsuch as, if a new field is added, how would they know?
00:27.58JeffMhuh?
00:28.04JeffMit isn't changed
00:28.08blast007Flash: they base it off the protocol number
00:28.12JeffMor they'd know by the proto
00:28.13Flasheverything changes
00:28.13JeffMyeah
00:28.25JeffMI mean we don't "notify" anyone of any changes in proto
00:28.48JeffMon connect the proto is sent
00:28.49blast007I think trunk had a new format even before it did the HTTP style header
00:28.50JeffMso they should know
00:29.00JeffMprobably
00:29.24blast007for example..
00:29.28JeffMFlash: sure if we had it all to do over again, I'd say not do it that way. but we have the past to deal with
00:29.33JeffMso that is WHY it exists.
00:29.42Flashok, that's what I needed to know
00:29.46blast007~bzflist
00:29.49JeffMif you want to argue about changing it, then I think you should look at how its' used first.
00:30.02blast007ibot shows that my 2.99.x servers have 15 players  ;)
00:30.07Flashhence my question ;-)
00:30.14blast007so it changed a bit
00:31.03JeffMhence why I want to change to push stats, then ibot can just query that interface and not have to worry about compatability issues :)
00:31.11blast007yeah
00:31.45Flashwe have this Address class which is really just a server/IP address
00:32.01Flashand ServerId which adds port (and player id?) only used by Ping
00:32.23FlashI'd like to have something like either Address or ServerId to make a connection to on the client side
00:32.39JeffMumm.. ok
00:32.39Flashso before I made something new, I was looking to coopt an existing type
00:33.05JeffMwhatever floats your boat sarsipius
00:33.20Flashsince ONLY Ping uses ServerId (and I questioned the validity of the player number), it seemed ripe for coopting
00:35.07Flashbut I needed to know the (possible) breakage if the pack/unpack contents changed
00:35.13JeffMwanna track down and fix a bug for me?
00:35.18Flashsure
00:35.28JeffMthe network data transfer events are never called
00:35.41JeffMso the API dosn't know how many bytes are sent/received.
00:35.56JeffMand I'm not sure why
00:36.05FlashI think I'll have a clue about that, but I will have to get into trunk mode and not my branch ;-)
00:39.05CIA-48BZFlag: 03JeffM2501 * r18663 10/trunk/bzflag/plugins/webadmin/ (logs.cpp loops.h): log kill events
00:44.39Flashyou want to be notified when messages are received or sent?
00:44.59JeffMthere is an event for each
00:45.01JeffMin and out
00:45.09Flashand you are getting neither?
00:45.10JeffMnot messages, any network data
00:45.11JeffMyeah
00:46.26JeffMthe goal is to be able to track how much bandiwth is being used
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00:48.12Flashok... probably tied in to the wrong callback then
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01:14.52Flashok, I FOUND the bug, but I can't explain it
01:14.52Flashthe list of callbacks are in a file-scoped global
01:15.01FlashI can see the callbacks getting added, but when we call the list, it is empty
01:16.34JeffMthat would be where I got stumped :)
01:27.51Winny>donny_baker++
01:27.52Flashstatic initializer order!
01:28.09blast007Winny: wrong prefix  ;)
01:29.49donny_bakeri'll share... http://picasaweb.google.com/deadweasel/Miscellaneous#5173733298514115378
01:31.41temp_distgood stuff there :)
01:32.11JeffMcept the language on some
01:32.52JeffMwhat's the UDF logo from?
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02:02.48Flashthere. that should do it
02:03.01CIA-48BZFlag: 03jwmelto * r18664 10/trunk/bzflag/src/game/NetHandler.cxx: Fix static initialization issue so transfer callbacks are called
02:05.13JeffMthanks
02:09.07Flashjust to be clear, that's NetworkDataLogCallback
02:09.17Flashbut I think that's what you wanted
02:09.49JeffMyeah
02:09.53JeffMthe API installs one of those
02:10.07JeffMsetting up webadmin to test it now
02:26.17spldart~Flash++
02:26.28Flashdid you test it?
02:26.42JeffMyes
02:26.51JeffMdidn't seem to fix it, still working
02:26.55Flashspldart: did you test it?
02:26.59spldartI ++'d for the attempt
02:27.03Flashlol
02:27.17Flashwell, the callback *is* being called now, but there may be other issues
02:27.37Flashon the other side of the api
02:28.31JeffMI may have a bad assumption
02:29.41JeffMyeah I do, that callback only works for protocoll data :)
02:29.46JeffMthanks
02:30.05Flashreally? I thought was was pretty raw
02:30.18JeffMit's not getting it for non player data
02:30.25JeffMmy web queries never hit a breakpoint
02:30.42Flashok, I'll dig deeper in 10 mins
02:31.33JeffMI think it's cus bzfs don't call the read methods for them
02:35.47Flashwhere are you trying to take advantage of it?
02:38.19JeffMtrying to remember how I wrote all that crap :)
02:40.10JeffMyeah buffered send dosn't call the callback
02:40.34Flashthe callback is in NetHandler.... doesn't buffered send go through there?
02:40.48JeffMbuffered send is IN NetHandler ;)
02:40.54JeffMint NetHandler::bufferedSend(const void *buffer, size_t length) {
02:40.54Flashgot it
02:41.24JeffMthe callback may be just too high
02:41.35JeffMI'm thinking it shoudl be in send
02:42.27JeffMlike insteade send and udpSend isntead of pwrite
02:42.31FlashbufferedSend ultimately calls send(), so it should still be logged
02:42.37JeffMno send dosn't log
02:42.39JeffMpwrite does
02:42.44JeffMpwrite calls buffered send
02:42.45Flashah
02:42.52JeffMI'll move em down
02:42.53Flashtoo many send/write interfaces
02:42.58JeffMso just a smidge too high :)
02:43.05Flashyes, it should be at the point of the actual I/O ;-)
02:43.07JeffMpwrite is a proto write
02:44.08Flashtakes a note to abstract pwrite out of NetHandler to a bzflag-specific adapter
02:48.46Flash<PROTECTED>
02:48.52Flashalways seems to be true
02:49.04Flashdoes that just mean noone has registered with the API?
02:52.40JeffMyeah
02:52.51JeffMrun webadmin and it'll install a callback
02:53.03Flashgot it
02:53.45Flashat least bzfs is sending the event data from the client I/O
02:54.06JeffMyeah for client stuff it's fine
02:54.14JeffMI'm fixing it for nonclient
03:00.54JeffMyeah looks like there is more then one place where we receive
03:01.25FlashPing is the other culprit ;-)
03:01.33JeffMprobably
03:01.43JeffMtho if it dosn't report pings I'm ok with that
03:01.52JeffMI'd just like to make an effort to get the major transfers
03:01.59JeffMit's also not going to report curl stuff ether
03:02.01JeffMor ares
03:02.10Flashthen you should be mostly ok
03:02.16JeffMyeah
03:02.22JeffMthanks for fixing the hard one tho
03:02.25Flashthe problem with the current UDP reporting is that you have to match to a NetHandler first
03:02.26JeffMthat helped a lot
03:05.21FlashI'll stay out of there until you are done then, or we'll step on each other
03:19.13CIA-48BZFlag: 03JeffM2501 * r18665 10/trunk/bzflag/src/game/NetHandler.cxx: move the NetworkLogging callbacks to more common sections so they get called for everyone.
03:19.26JeffMdone
03:19.31CIA-48BZFlag: 03JeffM2501 * r18666 10/trunk/bzflag/plugins/webadmin/templates/Main.page: log out the data transfered in and out of the server.
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05:14.10CIA-48BZFlag: 03jwmelto * r18667 10/branches/v2_99_net_branch/ (3 files in 3 dirs): merge in r18664 and r18665
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14:29.10FlasheTangenT: you are at CSU? Cool. My son is there
14:37.09eTangenT:D
14:37.12eTangenTcool, Flash
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14:53.26Pryon's wife got her DVM from CSU
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16:53.48kierra_awayhugs brlcad
16:53.57brlcadhugs kierra_away back
16:54.02kierra:)
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20:13.55CIA-48BZFlag: 03JeffM2501 * r18668 10/trunk/bzflag/ (include/MotionUtils.h src/game/MotionUtils.cxx): getMagnitude and variants can use const params.
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20:44.19F687sHmm, I would watch Lihualee... <http://my.bzflag.org/bb/profile.php?mode=viewprofile&u=33893>
20:44.44F687s4 posts, all mostly for the purpose of bumping old topics.
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21:05.34Deepabrlcad, you know Goundy?
21:10.03JeffMbrlcad, blast007, donny_baker , JBdiGriz , DTRemenak / Erroneous , spldart, Manu  you all ready to judge shirt designs?
21:10.44donny_bakerheading home right now.. wil be available in about an hour
21:11.02Erroneousanytime is fine with me
21:11.04JeffMdon't need a pick right now
21:11.11JeffMjust look em over
21:11.27JeffMI'd just like to get the picks done in the next day or so
21:11.31donny_bakerk
21:11.33JeffMso if we have to do a poll it can have time
21:11.47JeffMmsg me your pick and I'll keep track of them
21:12.01JeffMbut no rush
21:12.40JeffMfor criteria I'd say concentrate more on the design then the colors
21:12.54JeffMas I feel the colors will change based on the shirts we pick
21:13.06JeffMand a good design will hold in a large number of colors
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21:20.06JeffMbrlcad, did you get the vhost emails from sourceforge?
21:21.46JeffMwell looks like TimRiker has to take care of the bzflag one
21:22.19TimRikerJeffM: already done.
21:22.25JeffMcoo
21:22.32JeffMnow just get make sure brlcad does the one for libIRC
21:22.44TimRikeractually bzflag.org is an A for bzflag.bz, so it didn't need a change, and the others are cnames.
21:23.00TimRikerso for bzflag.org there were no needed changes. I did my other zones though.
21:23.10JeffMthat's right we moved it
21:23.15TimRikernods
21:25.16JeffMTimRiker, do you recall what the primary intent of self destruct was? is it mostly to get out of being stuck somewhere, or as a nobile sacraifce when you are about to get Genoed?
21:25.32F687sOoh, another sucked into the debate... ;-)
21:25.41JeffMF687s, no debate
21:25.49JeffMI just want to know if he has any recolection
21:26.17JeffMyour "debate" as it was is simply confusing poor sportsmanship with ambuious "cheating"
21:26.44F687s...
21:26.50JeffMI can easaly make it so you can't SD while moving, but I don't want to do that if the feature was intended as a real defense
21:27.10JeffMhence why I ask TimRiker about his recolections ;)
21:27.35F687sWhen I think about it, you can use just about _every_ feature in this game to be a jerk to someone else.
21:27.42JeffMexactly
21:28.20JeffMif the intent of the feature is to get you out of being stuck, then it makes sense to only allow it when you are not moving.
21:28.32JeffMand that's why my recolection of the inent was
21:28.35JeffMintent
21:28.40TimRikerJeffM: getting unstuck is how I always use it.
21:28.57JeffMTimRiker, do you think it's safe to say that you should only SD when you are not moving?
21:29.24TimRikerhmm. that's most of the case.
21:29.49TimRikerI've used it on silly maps with teleporters up into outer space where I didn't want to wait to land.
21:29.59JeffMinteresting
21:30.04TimRikerbut re-joining would handle that too, so not a big deal I guess.
21:30.28JeffMok, so our recolections match :)
21:30.33TimRiker:)
21:31.03TimRikerI'm fine with that constraint if Someone(tm) wants to add it.
21:31.03JeffMgoes back to loging
21:31.16JeffMI've already done it, just not commited
21:31.22TimRikercool cool.
21:31.50JeffMmath gets easy when you remember to put your functions in a reusable header file
21:31.58JeffMmotionUtils FTW!
21:34.47brlcadJeffM: yeah, like 4 of them
21:35.02brlcadDeepa: nope, not that I can think of
21:35.19JeffMbrlcad, heh, I got 3, but 2 were from bz
21:36.03CIA-48BZFlag: 03JeffM2501 * r18669 10/trunk/bzflag/src/bzflag/clientCommands.cxx: only allow self destruct if the tank is not moving. The intent of the feature is to get someone unstuck, not a free ride.
21:36.37JeffMF687s, the "taking one for the team" aspect on geno is interesting, but I don't think that SD is the way to go. I'd rather see some other feature for that like a "hero pig" mode.
21:37.37F687sI don't see it commonly as "taking one for the team", but more as "taking points from the other team"
21:38.01JeffMyeah that is cheap
21:38.04JeffMand that I don't like
21:38.22JeffMif you are going to get shot cus you can't get out of the way, you should get shot, ya rat bastard ;)
21:38.25delusionalsometimes when tanks get stuck, they are not completely still, but bouncing slightly
21:38.37JeffMdelusional, well we'll test it, it has a tolerance
21:38.41JeffMso it's not just "0"
21:38.57brlcadJeffM: anytime is fine for me wrt judging
21:39.12F687sWell, not really. It's different when you're actually in a position where you _are_ going to get shot, and you can conveniently SD.
21:39.19JeffMbrlcad, then make your pick and just PM me and I'll make a list of everyone's votes and we can review them when I have them all in
21:39.29JeffMF687s, yeah that's being cheap
21:39.49F687s(I mean it feels different. Like "It's funny unless it happens to you.")
21:40.46Constitutionhas there been a problem with SD-ing to avoid geno?
21:40.48JeffMI do like the idea of someone being able to take a geno shot for the team
21:40.58ConstitutionI've never seen anyone do this, but it would be fun to hit SD, wait 3 seconds, then jump at a geno camper and deprive him of his kill :)
21:41.00JeffMConstitution, seperate things that came up int he same convo
21:41.14JeffMpeople use SD to get out of some deaths
21:41.22F687sAnd I just don't buy the whole "defeating geno" card. There are usually 3 other ways to defeat Geno on any given map.
21:41.29JeffMbut the concept of being able to "Take one for the team" I kinda like
21:41.31F687sAnd the stupid ones prefer SDing. ;-)
21:42.09JeffMI would like to flag geno shots on the radar differnetly
21:42.13JeffMlike in a big outline
21:42.51brlcadJeffM: the list from the forum or is there an official dir where they're all galleryified?
21:43.06JeffMbrlcad, just that forum is all I have
21:43.16brlcadhm ok
21:43.19JeffMI can galleryify them tho
21:43.22JeffMthat's not too hard
21:43.44brlcadhow's the voting supposed to go down?
21:44.01JeffMeach of us listed make a pick, and we see what comes up I think
21:44.10brlcadrank them? pick just one favorite? N favorites?
21:44.10JeffMthere are so few entries that it should be prety simple
21:44.14pacman87if we're making geno suggestions, i'd like to have the one who gets shot get all the deaths for his team added to his score, and no score change for everyone else (just my 2 cents)
21:44.18JeffMif we have a tie, we use a poll for a breaker
21:44.26brlcadok
21:44.31Deepabrlcad, the Aures guy
21:44.43JeffMif there were more entries then maybe we'd do something more complex
21:45.13JeffMbut 5 isn't much (1 is even techincaly invalid)
21:45.25JeffMI'm making a gallery now
21:47.23JeffMthat is once I get an image editor installed :)
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21:48.29brlcadDeepa: oh, I know Ares
21:48.43brlcadquite well, an old-timer
21:49.17DeepaAres?
21:49.34brlcaddon't know an Aures, but do know an Ares
21:49.48Deepa<brlcad> try a commit
21:49.49Deepa<Goundy> okay
21:49.52DeepaI saw you speak to him today!
21:50.05brlcadoooh, cia support
21:50.10brlcadI don't read those names :)
21:50.16DeepaAh
21:50.19DeepaYou sit CIA support :p?
21:50.35brlcadsometimes
21:50.49brlcadlittle coding from time to time to tweak something
21:54.35Deepa:)
22:01.22CBGOk
22:04.09DeepaWell you're both cool
22:04.27ConstitutionCBG: Ok
22:05.34CBGSorry, was testing. :P
22:05.36CBGCouldn't send a message in another chan.. :/
22:14.57JeffMbrlcad, I finished a contest page, uploading now
22:34.30TD-LinuxCIA-48, you just killed the bzolympics fireworks contest! :P
22:34.35TD-Linuxerr JeffM
22:34.57JeffMbrlcad, blast007, donny_baker , JBdiGriz , DTRemenak / Erroneous , spldart, Manu  http://my.bzflag.org/shirt_contest_fall_08/
22:35.05JeffMthat lists all the stuff
22:35.07JeffMTD-Linux, huh?
22:35.50TD-Linuxit's a game on the bzolympics map where you time your self destruct so that after falling off a cliff you blow up at a certain height
22:36.03TD-Linuxnot that it's really that special
22:36.51JeffMI'll make the speed be a variable
22:37.02JeffMthen for that server you can set it to like 1000
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22:38.41scgtrpi'm trying to add a mesh to my map in blender, but it's only showing up from one side (it's a curved plane). do i have to define normals somewhere or something?
22:39.08JeffMfaces only have one side unless the material is set to double sided
22:39.25JeffMso ether set the material, or duplicate and reverse the faces
22:39.34scgtrpi see no such button...
22:39.36scgtrpoh, material
22:40.03JeffMit may not show in blender
22:40.15scgtrpi was looking at the mesh options. gimme a second
22:40.20JeffMtho I belive they have a double sided option somewhere
22:40.24SpazzyMcGeeJeffM: there's a material option to texture the back of a face?
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22:40.38JeffMSpazzyMcGee, I belive you can set it to double sided
22:40.46SpazzyMcGeeHow have I not stumbled across this?
22:40.50scgtrpnoculling
22:40.54JeffMyeah that's it
22:40.59SpazzyMcGeeoh, cool
22:41.21SpazzyMcGeeDoes that literally add more polys?
22:41.37JeffMno
22:41.47JeffMit changes the GL mode for that face
22:41.57SpazzyMcGeeoh, good, that'll be useful
22:42.12JeffMbut it may not be light right
22:42.18JeffMso it's not good for all situations
22:42.34JeffMdupe and reverse makes it actualy compute lights from the "inside"
22:42.52scgtrpyeah, that looks kinda funky
22:42.59scgtrpis there a quick way to do that in blender?
22:43.05scgtrp(dup/reverse)
22:43.12SpazzyMcGeeWell that's how i've been doing all my glass, like on my Mars map
22:43.27SpazzyMcGeebut it ups the polycount a lot
22:43.48SpazzyMcGeeI think for that, i could get away with using noculling
22:44.13JeffMyeah since lighting on glass is already wierd ;)
22:44.19SpazzyMcGeeheh
22:45.53scgtrphm, i don't see the inside even with noculling
22:49.23scgtrpwait, yeah i do
22:49.28scgtrpbut only if it has no texture on it
22:54.22scgtrpcurses blender for not having copy and paste.
22:56.43spldart.. Where are we discussing or voting on it Jeff? It = shirts.
22:58.45JeffMspldart, well basicly just take some time, look em over and tell me what one you like best
22:58.55JeffMwhen I have those votes from everyone I figure we discuss
22:59.10JeffMI've got 2 votes so far
22:59.32JeffMif it's unaimous then the discussion is easy
22:59.48JeffMif its' all over the place, we go for a more formal type vote
22:59.54JeffMif we have a draw, we do a poll :)
23:00.06JeffMwith only 5 designs I don't see it being too bad
23:00.53spldartVote here. Vote in private discussion or is there a thread to vote in?
23:01.00JeffMjust tell me in private
23:01.07spldartSry... I've been watching the markets today.. distracted hehe
23:01.18JeffMthen I'll get a private channel together when I have all the votes
23:01.31spldartok
23:01.58JeffMI'd just rather everyone get an inital idea of what they like before we discuss
23:02.03JeffMso nothing is weighted
23:02.14spldartGood idea
23:32.24CIA-48BZFlag: 03JeffM2501 * r18670 10/trunk/bzflag/ (4 files in 3 dirs): use a bzdb var for the max movement magnitude to allow a self destruct (default to 0.01).
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23:58.48scgtrpis there a way to set a default matref for boxes, or do i have to manually apply it to each one?

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