00:00.08 | CIA-48 | BZFlag: 03jwmelto * r18661 10/branches/v2_99_net_branch/ (5 files in 3 dirs): Move Ping from net to game |
00:00.40 | bz84 | i've set max lag to 210ms, is right in your opinio? |
00:02.19 | bz84 | if you can test it go to bzflag.debi4n.net:5154 (212.25.170.133) for any comment write to me: bzflag@unknown-host.net |
00:03.02 | bz84 | i've set poll privileges to everybody |
00:03.24 | bz84 | and raise tankspeed to 40 |
00:03.31 | bz84 | set raintype to snow |
00:03.38 | bz84 | and skycolor to black |
00:03.46 | bz84 | map was made using pybzedit |
00:03.50 | BulletCatcher | A max lag of 210 is good for game play, but players in the US will probably get kicked. |
00:04.11 | bz84 | i must raise this value? |
00:04.23 | JeffM | depends who you want to play |
00:04.29 | JeffM | let it run for a couple days and see |
00:04.47 | bz84 | now i do some /lagstats on other server ;) |
00:05.03 | CIA-48 | BZFlag: 03JeffM2501 * r18662 10/trunk/bzflag/plugins/webadmin/ (logs.cpp loops.h): log kicks |
00:05.31 | BulletCatcher | kicks log, breaks toe |
00:05.33 | *** join/#bzflag temp_dist (n=temp_dis@about/essy/alarming/a-temp-dist) |
00:05.57 | JeffM | too many events to log :) |
00:12.49 | Flash | why is there a (un)packHex interface? shouldn't one (un)pack methodology be enough? |
00:15.43 | JeffM | why do birds sudently appear? |
00:15.57 | Flash | just like me....? |
00:16.01 | Winny | tweet |
00:18.23 | AAA_awright | Flash: See this yet? http://git.bzfx.net/?p=masterbot.git;a=blob;f=src/net/serialization.cpp;h=3348d1b647ffff03542fdf4e5e406adb282ae402;hb=HEAD Thoughts? |
00:18.25 | AAA_awright | er |
00:18.28 | Flash | recalibrates interrogatory interface...... |
00:18.46 | JeffM | flash who added it? |
00:18.50 | Flash | is there any (valid) reason why we have both (un)packHex and (un)pack interfaces? |
00:18.59 | JeffM | where is hex used? |
00:19.06 | Flash | it's in the Ping/ServerList |
00:19.17 | JeffM | does the other one do the EXACT same thing? |
00:19.31 | Flash | appears to be extremely locallized |
00:19.50 | JeffM | do they pack the data in the same way/ |
00:19.52 | JeffM | ? |
00:19.55 | Flash | ./src/bzfs/ListServerConnection.cxx:354: pingInfo.packHex(gameInfo); |
00:20.05 | JeffM | yeah that makes hex text |
00:20.07 | JeffM | for the list server |
00:20.07 | Flash | ./src/game/ServerList.cxx:148: serverInfo.ping.unpackHex(infoServer); |
00:20.24 | AAA_awright | JeffM: http://git.bzfx.net/?p=bzflag.git&a=search&h=HEAD&st=grep&s=packHex |
00:20.24 | JeffM | it keeps it printable |
00:21.08 | JeffM | it's basicly for the interfaces that get info that may NOT use the network lib |
00:21.22 | JeffM | ping and list server could be/are web pages |
00:21.34 | Flash | .... |
00:21.58 | Flash | Ping is not allowed to use network? Up until now (in my branch) it was IN network lib |
00:22.04 | JeffM | so 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 |
00:22.18 | JeffM | Flash: ping may be sent/received by other apps |
00:22.21 | JeffM | stats, etc.. |
00:22.36 | Flash | stretches head |
00:22.39 | JeffM | there are things that are not in the bzflag sources that can send networkdata you know |
00:22.47 | blast007 | Flash: are you asking why it's grouped with the other (un)pack functions? |
00:22.58 | JeffM | or just why it exists? |
00:23.04 | Flash | more why it exists |
00:23.12 | JeffM | because there are things that use it |
00:23.17 | Flash | there is both a binary pack and hex pack in the Ping packet |
00:23.23 | JeffM | that are not in the bzflag source code |
00:23.42 | JeffM | it's eaiser for php to unpack hex then it is binary |
00:24.00 | JeffM | hex fits into a string with out those pesky null termination issues |
00:24.20 | JeffM | the list server displays that pack as text |
00:24.33 | JeffM | if it was binpacked, it is possible for a byte to be 0, and end the string |
00:24.42 | JeffM | or display other non printables |
00:24.51 | Flash | got it |
00:25.05 | JeffM | for most messages we know it's going to be read by bzflag |
00:25.24 | JeffM | but for the rare few, it's simpler to pack them into easy read formats |
00:26.06 | Flash | looks 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 |
00:26.14 | Flash | s/yes/yet/ |
00:26.40 | JeffM | what is packed into ping? |
00:27.04 | Flash | game type, options, max shots, etc |
00:27.10 | JeffM | stats uses that |
00:27.15 | JeffM | that's why |
00:27.30 | JeffM | it's part of the discovery interface |
00:27.47 | JeffM | and may not happen inside the context of a player/server transation |
00:27.47 | Flash | if there are other (non-bzfs) users, how is the interface validated? |
00:27.58 | Flash | such as, if a new field is added, how would they know? |
00:27.58 | JeffM | huh? |
00:28.04 | JeffM | it isn't changed |
00:28.08 | blast007 | Flash: they base it off the protocol number |
00:28.12 | JeffM | or they'd know by the proto |
00:28.13 | Flash | everything changes |
00:28.13 | JeffM | yeah |
00:28.25 | JeffM | I mean we don't "notify" anyone of any changes in proto |
00:28.48 | JeffM | on connect the proto is sent |
00:28.49 | blast007 | I think trunk had a new format even before it did the HTTP style header |
00:28.50 | JeffM | so they should know |
00:29.00 | JeffM | probably |
00:29.24 | blast007 | for example.. |
00:29.28 | JeffM | Flash: 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 |
00:29.33 | JeffM | so that is WHY it exists. |
00:29.42 | Flash | ok, that's what I needed to know |
00:29.46 | blast007 | ~bzflist |
00:29.49 | JeffM | if you want to argue about changing it, then I think you should look at how its' used first. |
00:30.02 | blast007 | ibot shows that my 2.99.x servers have 15 players ;) |
00:30.07 | Flash | hence my question ;-) |
00:30.14 | blast007 | so it changed a bit |
00:31.03 | JeffM | hence why I want to change to push stats, then ibot can just query that interface and not have to worry about compatability issues :) |
00:31.11 | blast007 | yeah |
00:31.45 | Flash | we have this Address class which is really just a server/IP address |
00:32.01 | Flash | and ServerId which adds port (and player id?) only used by Ping |
00:32.23 | Flash | I'd like to have something like either Address or ServerId to make a connection to on the client side |
00:32.39 | JeffM | umm.. ok |
00:32.39 | Flash | so before I made something new, I was looking to coopt an existing type |
00:33.05 | JeffM | whatever floats your boat sarsipius |
00:33.20 | Flash | since ONLY Ping uses ServerId (and I questioned the validity of the player number), it seemed ripe for coopting |
00:35.07 | Flash | but I needed to know the (possible) breakage if the pack/unpack contents changed |
00:35.13 | JeffM | wanna track down and fix a bug for me? |
00:35.18 | Flash | sure |
00:35.28 | JeffM | the network data transfer events are never called |
00:35.41 | JeffM | so the API dosn't know how many bytes are sent/received. |
00:35.56 | JeffM | and I'm not sure why |
00:36.05 | Flash | I think I'll have a clue about that, but I will have to get into trunk mode and not my branch ;-) |
00:39.05 | CIA-48 | BZFlag: 03JeffM2501 * r18663 10/trunk/bzflag/plugins/webadmin/ (logs.cpp loops.h): log kill events |
00:44.39 | Flash | you want to be notified when messages are received or sent? |
00:44.59 | JeffM | there is an event for each |
00:45.01 | JeffM | in and out |
00:45.09 | Flash | and you are getting neither? |
00:45.10 | JeffM | not messages, any network data |
00:45.11 | JeffM | yeah |
00:46.26 | JeffM | the goal is to be able to track how much bandiwth is being used |
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00:48.12 | Flash | ok... probably tied in to the wrong callback then |
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01:14.52 | Flash | ok, I FOUND the bug, but I can't explain it |
01:14.52 | Flash | the list of callbacks are in a file-scoped global |
01:15.01 | Flash | I can see the callbacks getting added, but when we call the list, it is empty |
01:16.34 | JeffM | that would be where I got stumped :) |
01:27.51 | Winny | >donny_baker++ |
01:27.52 | Flash | static initializer order! |
01:28.09 | blast007 | Winny: wrong prefix ;) |
01:29.49 | donny_baker | i'll share... http://picasaweb.google.com/deadweasel/Miscellaneous#5173733298514115378 |
01:31.41 | temp_dist | good stuff there :) |
01:32.11 | JeffM | cept the language on some |
01:32.52 | JeffM | what's the UDF logo from? |
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02:02.48 | Flash | there. that should do it |
02:03.01 | CIA-48 | BZFlag: 03jwmelto * r18664 10/trunk/bzflag/src/game/NetHandler.cxx: Fix static initialization issue so transfer callbacks are called |
02:05.13 | JeffM | thanks |
02:09.07 | Flash | just to be clear, that's NetworkDataLogCallback |
02:09.17 | Flash | but I think that's what you wanted |
02:09.49 | JeffM | yeah |
02:09.53 | JeffM | the API installs one of those |
02:10.07 | JeffM | setting up webadmin to test it now |
02:26.17 | spldart | ~Flash++ |
02:26.28 | Flash | did you test it? |
02:26.42 | JeffM | yes |
02:26.51 | JeffM | didn't seem to fix it, still working |
02:26.55 | Flash | spldart: did you test it? |
02:26.59 | spldart | I ++'d for the attempt |
02:27.03 | Flash | lol |
02:27.17 | Flash | well, the callback *is* being called now, but there may be other issues |
02:27.37 | Flash | on the other side of the api |
02:28.31 | JeffM | I may have a bad assumption |
02:29.41 | JeffM | yeah I do, that callback only works for protocoll data :) |
02:29.46 | JeffM | thanks |
02:30.05 | Flash | really? I thought was was pretty raw |
02:30.18 | JeffM | it's not getting it for non player data |
02:30.25 | JeffM | my web queries never hit a breakpoint |
02:30.42 | Flash | ok, I'll dig deeper in 10 mins |
02:31.33 | JeffM | I think it's cus bzfs don't call the read methods for them |
02:35.47 | Flash | where are you trying to take advantage of it? |
02:38.19 | JeffM | trying to remember how I wrote all that crap :) |
02:40.10 | JeffM | yeah buffered send dosn't call the callback |
02:40.34 | Flash | the callback is in NetHandler.... doesn't buffered send go through there? |
02:40.48 | JeffM | buffered send is IN NetHandler ;) |
02:40.54 | JeffM | int NetHandler::bufferedSend(const void *buffer, size_t length) { |
02:40.54 | Flash | got it |
02:41.24 | JeffM | the callback may be just too high |
02:41.35 | JeffM | I'm thinking it shoudl be in send |
02:42.27 | JeffM | like insteade send and udpSend isntead of pwrite |
02:42.31 | Flash | bufferedSend ultimately calls send(), so it should still be logged |
02:42.37 | JeffM | no send dosn't log |
02:42.39 | JeffM | pwrite does |
02:42.44 | JeffM | pwrite calls buffered send |
02:42.45 | Flash | ah |
02:42.52 | JeffM | I'll move em down |
02:42.53 | Flash | too many send/write interfaces |
02:42.58 | JeffM | so just a smidge too high :) |
02:43.05 | Flash | yes, it should be at the point of the actual I/O ;-) |
02:43.07 | JeffM | pwrite is a proto write |
02:44.08 | Flash | takes a note to abstract pwrite out of NetHandler to a bzflag-specific adapter |
02:48.46 | Flash | <PROTECTED> |
02:48.52 | Flash | always seems to be true |
02:49.04 | Flash | does that just mean noone has registered with the API? |
02:52.40 | JeffM | yeah |
02:52.51 | JeffM | run webadmin and it'll install a callback |
02:53.03 | Flash | got it |
02:53.45 | Flash | at least bzfs is sending the event data from the client I/O |
02:54.06 | JeffM | yeah for client stuff it's fine |
02:54.14 | JeffM | I'm fixing it for nonclient |
03:00.54 | JeffM | yeah looks like there is more then one place where we receive |
03:01.25 | Flash | Ping is the other culprit ;-) |
03:01.33 | JeffM | probably |
03:01.43 | JeffM | tho if it dosn't report pings I'm ok with that |
03:01.52 | JeffM | I'd just like to make an effort to get the major transfers |
03:01.59 | JeffM | it's also not going to report curl stuff ether |
03:02.01 | JeffM | or ares |
03:02.10 | Flash | then you should be mostly ok |
03:02.16 | JeffM | yeah |
03:02.22 | JeffM | thanks for fixing the hard one tho |
03:02.25 | Flash | the problem with the current UDP reporting is that you have to match to a NetHandler first |
03:02.26 | JeffM | that helped a lot |
03:05.21 | Flash | I'll stay out of there until you are done then, or we'll step on each other |
03:19.13 | CIA-48 | BZFlag: 03JeffM2501 * r18665 10/trunk/bzflag/src/game/NetHandler.cxx: move the NetworkLogging callbacks to more common sections so they get called for everyone. |
03:19.26 | JeffM | done |
03:19.31 | CIA-48 | BZFlag: 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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05:14.10 | CIA-48 | BZFlag: 03jwmelto * r18667 10/branches/v2_99_net_branch/ (3 files in 3 dirs): merge in r18664 and r18665 |
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14:29.10 | Flash | eTangenT: you are at CSU? Cool. My son is there |
14:37.09 | eTangenT | :D |
14:37.12 | eTangenT | cool, Flash |
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14:53.26 | Pryon | 's wife got her DVM from CSU |
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16:53.48 | kierra_away | hugs brlcad |
16:53.57 | brlcad | hugs kierra_away back |
16:54.02 | kierra | :) |
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20:13.55 | CIA-48 | BZFlag: 03JeffM2501 * r18668 10/trunk/bzflag/ (include/MotionUtils.h src/game/MotionUtils.cxx): getMagnitude and variants can use const params. |
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20:44.19 | F687s | Hmm, I would watch Lihualee... <http://my.bzflag.org/bb/profile.php?mode=viewprofile&u=33893> |
20:44.44 | F687s | 4 posts, all mostly for the purpose of bumping old topics. |
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21:05.34 | Deepa | brlcad, you know Goundy? |
21:10.03 | JeffM | brlcad, blast007, donny_baker , JBdiGriz , DTRemenak / Erroneous , spldart, Manu you all ready to judge shirt designs? |
21:10.44 | donny_baker | heading home right now.. wil be available in about an hour |
21:11.02 | Erroneous | anytime is fine with me |
21:11.04 | JeffM | don't need a pick right now |
21:11.11 | JeffM | just look em over |
21:11.27 | JeffM | I'd just like to get the picks done in the next day or so |
21:11.31 | donny_baker | k |
21:11.33 | JeffM | so if we have to do a poll it can have time |
21:11.47 | JeffM | msg me your pick and I'll keep track of them |
21:12.01 | JeffM | but no rush |
21:12.40 | JeffM | for criteria I'd say concentrate more on the design then the colors |
21:12.54 | JeffM | as I feel the colors will change based on the shirts we pick |
21:13.06 | JeffM | and a good design will hold in a large number of colors |
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21:20.06 | JeffM | brlcad, did you get the vhost emails from sourceforge? |
21:21.46 | JeffM | well looks like TimRiker has to take care of the bzflag one |
21:22.19 | TimRiker | JeffM: already done. |
21:22.25 | JeffM | coo |
21:22.32 | JeffM | now just get make sure brlcad does the one for libIRC |
21:22.44 | TimRiker | actually bzflag.org is an A for bzflag.bz, so it didn't need a change, and the others are cnames. |
21:23.00 | TimRiker | so for bzflag.org there were no needed changes. I did my other zones though. |
21:23.10 | JeffM | that's right we moved it |
21:23.15 | TimRiker | nods |
21:25.16 | JeffM | TimRiker, 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? |
21:25.32 | F687s | Ooh, another sucked into the debate... ;-) |
21:25.41 | JeffM | F687s, no debate |
21:25.49 | JeffM | I just want to know if he has any recolection |
21:26.17 | JeffM | your "debate" as it was is simply confusing poor sportsmanship with ambuious "cheating" |
21:26.44 | F687s | ... |
21:26.50 | JeffM | I 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 |
21:27.10 | JeffM | hence why I ask TimRiker about his recolections ;) |
21:27.35 | F687s | When I think about it, you can use just about _every_ feature in this game to be a jerk to someone else. |
21:27.42 | JeffM | exactly |
21:28.20 | JeffM | if 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. |
21:28.32 | JeffM | and that's why my recolection of the inent was |
21:28.35 | JeffM | intent |
21:28.40 | TimRiker | JeffM: getting unstuck is how I always use it. |
21:28.57 | JeffM | TimRiker, do you think it's safe to say that you should only SD when you are not moving? |
21:29.24 | TimRiker | hmm. that's most of the case. |
21:29.49 | TimRiker | I've used it on silly maps with teleporters up into outer space where I didn't want to wait to land. |
21:29.59 | JeffM | interesting |
21:30.04 | TimRiker | but re-joining would handle that too, so not a big deal I guess. |
21:30.28 | JeffM | ok, so our recolections match :) |
21:30.33 | TimRiker | :) |
21:31.03 | TimRiker | I'm fine with that constraint if Someone(tm) wants to add it. |
21:31.03 | JeffM | goes back to loging |
21:31.16 | JeffM | I've already done it, just not commited |
21:31.22 | TimRiker | cool cool. |
21:31.50 | JeffM | math gets easy when you remember to put your functions in a reusable header file |
21:31.58 | JeffM | motionUtils FTW! |
21:34.47 | brlcad | JeffM: yeah, like 4 of them |
21:35.02 | brlcad | Deepa: nope, not that I can think of |
21:35.19 | JeffM | brlcad, heh, I got 3, but 2 were from bz |
21:36.03 | CIA-48 | BZFlag: 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. |
21:36.37 | JeffM | F687s, 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. |
21:37.37 | F687s | I don't see it commonly as "taking one for the team", but more as "taking points from the other team" |
21:38.01 | JeffM | yeah that is cheap |
21:38.04 | JeffM | and that I don't like |
21:38.22 | JeffM | if you are going to get shot cus you can't get out of the way, you should get shot, ya rat bastard ;) |
21:38.25 | delusional | sometimes when tanks get stuck, they are not completely still, but bouncing slightly |
21:38.37 | JeffM | delusional, well we'll test it, it has a tolerance |
21:38.41 | JeffM | so it's not just "0" |
21:38.57 | brlcad | JeffM: anytime is fine for me wrt judging |
21:39.12 | F687s | Well, not really. It's different when you're actually in a position where you _are_ going to get shot, and you can conveniently SD. |
21:39.19 | JeffM | brlcad, 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 |
21:39.29 | JeffM | F687s, yeah that's being cheap |
21:39.49 | F687s | (I mean it feels different. Like "It's funny unless it happens to you.") |
21:40.46 | Constitution | has there been a problem with SD-ing to avoid geno? |
21:40.48 | JeffM | I do like the idea of someone being able to take a geno shot for the team |
21:40.58 | Constitution | I'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 :) |
21:41.00 | JeffM | Constitution, seperate things that came up int he same convo |
21:41.14 | JeffM | people use SD to get out of some deaths |
21:41.22 | F687s | And I just don't buy the whole "defeating geno" card. There are usually 3 other ways to defeat Geno on any given map. |
21:41.29 | JeffM | but the concept of being able to "Take one for the team" I kinda like |
21:41.31 | F687s | And the stupid ones prefer SDing. ;-) |
21:42.09 | JeffM | I would like to flag geno shots on the radar differnetly |
21:42.13 | JeffM | like in a big outline |
21:42.51 | brlcad | JeffM: the list from the forum or is there an official dir where they're all galleryified? |
21:43.06 | JeffM | brlcad, just that forum is all I have |
21:43.16 | brlcad | hm ok |
21:43.19 | JeffM | I can galleryify them tho |
21:43.22 | JeffM | that's not too hard |
21:43.44 | brlcad | how's the voting supposed to go down? |
21:44.01 | JeffM | each of us listed make a pick, and we see what comes up I think |
21:44.10 | brlcad | rank them? pick just one favorite? N favorites? |
21:44.10 | JeffM | there are so few entries that it should be prety simple |
21:44.14 | pacman87 | if 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) |
21:44.18 | JeffM | if we have a tie, we use a poll for a breaker |
21:44.26 | brlcad | ok |
21:44.31 | Deepa | brlcad, the Aures guy |
21:44.43 | JeffM | if there were more entries then maybe we'd do something more complex |
21:45.13 | JeffM | but 5 isn't much (1 is even techincaly invalid) |
21:45.25 | JeffM | I'm making a gallery now |
21:47.23 | JeffM | that is once I get an image editor installed :) |
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21:48.29 | brlcad | Deepa: oh, I know Ares |
21:48.43 | brlcad | quite well, an old-timer |
21:49.17 | Deepa | Ares? |
21:49.34 | brlcad | don't know an Aures, but do know an Ares |
21:49.48 | Deepa | <brlcad> try a commit |
21:49.49 | Deepa | <Goundy> okay |
21:49.52 | Deepa | I saw you speak to him today! |
21:50.05 | brlcad | oooh, cia support |
21:50.10 | brlcad | I don't read those names :) |
21:50.16 | Deepa | Ah |
21:50.19 | Deepa | You sit CIA support :p? |
21:50.35 | brlcad | sometimes |
21:50.49 | brlcad | little coding from time to time to tweak something |
21:54.35 | Deepa | :) |
22:01.22 | CBG | Ok |
22:04.09 | Deepa | Well you're both cool |
22:04.27 | Constitution | CBG: Ok |
22:05.34 | CBG | Sorry, was testing. :P |
22:05.36 | CBG | Couldn't send a message in another chan.. :/ |
22:14.57 | JeffM | brlcad, I finished a contest page, uploading now |
22:34.30 | TD-Linux | CIA-48, you just killed the bzolympics fireworks contest! :P |
22:34.35 | TD-Linux | err JeffM |
22:34.57 | JeffM | brlcad, blast007, donny_baker , JBdiGriz , DTRemenak / Erroneous , spldart, Manu http://my.bzflag.org/shirt_contest_fall_08/ |
22:35.05 | JeffM | that lists all the stuff |
22:35.07 | JeffM | TD-Linux, huh? |
22:35.50 | TD-Linux | it'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 |
22:36.03 | TD-Linux | not that it's really that special |
22:36.51 | JeffM | I'll make the speed be a variable |
22:37.02 | JeffM | then for that server you can set it to like 1000 |
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22:38.41 | scgtrp | i'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? |
22:39.08 | JeffM | faces only have one side unless the material is set to double sided |
22:39.25 | JeffM | so ether set the material, or duplicate and reverse the faces |
22:39.34 | scgtrp | i see no such button... |
22:39.36 | scgtrp | oh, material |
22:40.03 | JeffM | it may not show in blender |
22:40.15 | scgtrp | i was looking at the mesh options. gimme a second |
22:40.20 | JeffM | tho I belive they have a double sided option somewhere |
22:40.24 | SpazzyMcGee | JeffM: there's a material option to texture the back of a face? |
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22:40.38 | JeffM | SpazzyMcGee, I belive you can set it to double sided |
22:40.46 | SpazzyMcGee | How have I not stumbled across this? |
22:40.50 | scgtrp | noculling |
22:40.54 | JeffM | yeah that's it |
22:40.59 | SpazzyMcGee | oh, cool |
22:41.21 | SpazzyMcGee | Does that literally add more polys? |
22:41.37 | JeffM | no |
22:41.47 | JeffM | it changes the GL mode for that face |
22:41.57 | SpazzyMcGee | oh, good, that'll be useful |
22:42.12 | JeffM | but it may not be light right |
22:42.18 | JeffM | so it's not good for all situations |
22:42.34 | JeffM | dupe and reverse makes it actualy compute lights from the "inside" |
22:42.52 | scgtrp | yeah, that looks kinda funky |
22:42.59 | scgtrp | is there a quick way to do that in blender? |
22:43.05 | scgtrp | (dup/reverse) |
22:43.12 | SpazzyMcGee | Well that's how i've been doing all my glass, like on my Mars map |
22:43.27 | SpazzyMcGee | but it ups the polycount a lot |
22:43.48 | SpazzyMcGee | I think for that, i could get away with using noculling |
22:44.13 | JeffM | yeah since lighting on glass is already wierd ;) |
22:44.19 | SpazzyMcGee | heh |
22:45.53 | scgtrp | hm, i don't see the inside even with noculling |
22:49.23 | scgtrp | wait, yeah i do |
22:49.28 | scgtrp | but only if it has no texture on it |
22:54.22 | scgtrp | curses blender for not having copy and paste. |
22:56.43 | spldart | .. Where are we discussing or voting on it Jeff? It = shirts. |
22:58.45 | JeffM | spldart, well basicly just take some time, look em over and tell me what one you like best |
22:58.55 | JeffM | when I have those votes from everyone I figure we discuss |
22:59.10 | JeffM | I've got 2 votes so far |
22:59.32 | JeffM | if it's unaimous then the discussion is easy |
22:59.48 | JeffM | if its' all over the place, we go for a more formal type vote |
22:59.54 | JeffM | if we have a draw, we do a poll :) |
23:00.06 | JeffM | with only 5 designs I don't see it being too bad |
23:00.53 | spldart | Vote here. Vote in private discussion or is there a thread to vote in? |
23:01.00 | JeffM | just tell me in private |
23:01.07 | spldart | Sry... I've been watching the markets today.. distracted hehe |
23:01.18 | JeffM | then I'll get a private channel together when I have all the votes |
23:01.31 | spldart | ok |
23:01.58 | JeffM | I'd just rather everyone get an inital idea of what they like before we discuss |
23:02.03 | JeffM | so nothing is weighted |
23:02.14 | spldart | Good idea |
23:32.24 | CIA-48 | BZFlag: 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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23:58.48 | scgtrp | is there a way to set a default matref for boxes, or do i have to manually apply it to each one? |