IRC log for #bzflag on 20110605

01:24.55*** join/#bzflag bier (~bier@p57A67C44.dip.t-dialin.net)
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02:03.51randomparticleIn serverlink::sendenter not sure why the +4 is in the array size expression
02:21.20*** join/#bzflag allejo (~allejo@cpe-76-95-144-121.socal.res.rr.com)
02:28.25blast007randomparticle: for the type and team
02:29.12randomparticlehmm
02:30.46randomparticlei'm not sure what the playeridplen is then
02:32.27randomparticlein the wiki description, type and team are shown under that
02:34.00randomparticlei don't know if we're dealing with two separate things here or they're on and the same
02:39.57blast007PlayerIdPLen may not be necessary there, as I don't see the player ID being packed into the message
02:50.42randomparticlealso, not sure if a player would even have an id before join msg issued
03:04.16blast007I think they do
03:05.11blast007iirc, it was sent after the connection but before the MsgEnter  (sent after or shortly after the protocol string)
03:10.52*** join/#bzflag short_circuit (~spldart2@c-98-198-227-61.hsd1.tx.comcast.net)
03:11.22randomparticleok, i obviously need to look at this more closely. thanks
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04:00.08*** join/#bzflag yosef (468a95fa@gateway/web/freenode/ip.70.138.149.250)
04:04.24yosefwhere in the world is the explode1 png file in the 'data' folder used in the code? does it exist there?
04:04.55blast007yosef: someone said search for explode%d
04:05.28blast007which definately shows where
04:07.33yosefI tried that.
04:07.49blast007then you're doing it wrong
04:07.53yosefand all I see is GL related stuff
04:08.06blast007what did you grep for?
04:08.15yosefexplode
04:08.26blast007again, that's not what we told you to look for
04:08.38yosefyes, my client crashed after posing the question
04:08.41blast007you were told to look for explode%d
04:08.52blast007so, what, you don't have IRC logs?  :)
04:09.01blast007oh web IRC
04:09.17blast007so by "my client crashed", you mean your browser did
04:09.31yosefIRC: missed it, thanks
04:09.49yosefclient - no, bzflag graphics mess up every so often when running it from netbeans
04:10.14yosefscreen graphics, so a cold reboot is required
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04:13.17blast007you could probably just kill X
04:13.40blast007Ctrl+Alt+Backspace (though I know Ubuntu disables that by default now - was easy enough to turn back on though)
04:14.46blast007a real IRC client would be recommended anyway since most of them support logging :)
04:15.13a_meteoriteReal men use telnet!
04:15.31blast007a_meteorite: so you're using an IRC client then?
04:15.53a_meteoriteYeah, so I'm not a real man. Using a client. :P
04:16.25blast007yes, that's what I was implying, but thanks for spelling it out ;)
04:35.28moireeyosef: On Linux you could perhaps press CTRL+ALT+SYSRQ+R and then switch to another console to kill the bzflag client.
04:36.26yosefblast007: explodeDeathEffect in playing.cxx is nice, but I don't see what line parses the png and turns it into an explosion on-screen
04:36.32yosefmoiree: thanks
04:39.10blast007yosef: follow the code/variables around
04:39.16blast007prototypeExplosions is used elsewhere
04:43.11yosefmoiree: all that does is make the keyboard useless
04:44.30moireeOh, well. You might want to reboot then.
05:07.22trepana_meteorite: does anyone use telnet anymore?
05:07.59a_meteoritesometimes I do for quick testing of apps that make use of the net
05:08.17trepannetcat is your friend  :)
05:08.58trepannc + ssh = telnet + r.i.p.
05:09.24a_meteoritenever played with netcat
05:16.17*** join/#bzflag Kutakizukari (~chatzilla@74.5.216.166)
05:17.24KutakizukariWhich file is the bzflag server in the download section of sourceforge?
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05:29.27BulletCatcherKutakizukari: The bzfs server is not packaged as a separate file.
05:29.58BulletCatcherThe Windows and Mac downloads include bzfs in them.
05:30.16KutakizukariBulletCatcher: I want to play a map without other players to practice shots, how do I do that?
05:30.29BulletCatcherWhat operating system do you use?
05:30.42Kutakizukariwin7 64bit
05:31.33BulletCatcherI think bzfs is included in the regular Windows download.
05:31.41Kutakizukarik
05:32.45BulletCatcherAfter you start bzflag, go to the "Join Game" menu and choose "Start Server" at the bottom.
05:33.15BulletCatcherI don't promise it will work, but if it does that is the easiest way to do solo practice.
05:39.07yosefis anyone an admin on the LizardWiki server that's up right now?
05:39.18yosefcan they please ban systemoverlord
05:39.41yosefoh wait, nevermind
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08:38.58CIA-95BZFlag: 03trepan * r21806 10/branches/experimental/v2_99continuing/bzflag/src/ (87 files in 17 dirs):
08:38.58CIA-95BZFlag: * renamed logDebugMessage() to debugf()
08:38.58CIA-95BZFlag:  (and renamed the debugf() in HubLink to hubDebugf())
08:42.55trepanif (strlen("logDebugMessage") > 8) { printf("too bloody long\n"); }
08:43.19trepantbh, logf() would suffice  :)
08:43.47trepanhm, except for that pesky math function  :)
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09:10.53CIA-95BZFlag: 03trepan * r21807 10/branches/experimental/v2_99continuing/bzflag/src/include/ (foreach.h typeof.h):
09:10.53CIA-95BZFlag: * could someone test these with MSVC?
09:10.53CIA-95BZFlag:  (with whatever version(s) you think apply)
09:28.41CIA-95BZFlag: 03trepan * r21808 10/branches/experimental/v2_99continuing/bzflag/src/include/typeof.h: * use defined(__clang__)
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10:23.20CIA-95BZFlag: 03trepan * r21809 10/branches/experimental/v2_99continuing/bzflag/src/ (45 files in 16 dirs): * ran ./misc/indent (because of the logDebugMessage / debugf rename)
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12:20.25Guest14148Hi
12:29.57kierrahowdy
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14:10.51randomparticlei'm writing some code to connect to and join a server (an experiment)
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14:11.18randomparticlei get the server identifier msg and then send msgEnter
14:11.30randomparticlebut I don't get an accept/reject back
14:11.39randomparticlejust the usual game time msgs
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14:57.50CIA-103BZFlag: 03blast007 * r21810 10/trunk/bzflag/src/bzflag/playing.cxx: Only display MsgMessage messages that we know how to handle.
16:03.02CIA-103BZFlag: 03blast007 * r21811 10/trunk/bzflag/ (include/bzfsAPI.h src/bzfs/bzfsAPI.cxx): Support sending other text message types from the bzfs API.
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16:48.45CIA-103BZFlag: 03blast007 * r21812 10/trunk/bzflag/man/bzw.5.in: Slight whitespace tweak
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17:24.01CIA-103BZFlag: 03blast007 * r21813 10/trunk/bzflag/ (5 files in 3 dirs): Always require valid authentication for registered names. (Backported from r18380)
17:30.05*** join/#bzflag JeffM (~JeffM@unaffiliated/jeffm2501)
17:30.05*** mode/#bzflag [+v JeffM] by ChanServ
17:37.56blast007JeffM: maybe I'm missing something, but shouldn't we have versioned API events, not just versioned data?
17:38.48JeffMthe events don't change
17:38.52JeffMwe just add new ones
17:39.25blast007okay.  so if I'm handling bz_ePlayerJoinEvent, how can the eventData be both bz_PlayerJoinPartEventData_V1 and bz_PlayerJoinPartEventData_V2 ?
17:39.26JeffMI could not figure out a way to indicate what events were in what version cleanly cus you can't derive an enum from an enum :)
17:40.03JeffMthe "handle 'class takes the base type
17:40.12JeffMin 2.6 you woudl cast it to the v2 data type
17:40.18JeffMthat is DERIVED form the V1 data type
17:40.30JeffMif you are an old plugin you cast it to the V1 data type and get what you want
17:40.43JeffMand the cast will work because V1 is a base class of V2
17:41.23JeffMthat way we can add fields to the record and have old plugins not need to know about them
17:41.36blast007okay, so a Vn set of data will always be a superset of a Vn-1 set of data?
17:41.50JeffMyes
17:41.58JeffMwe can't remove data, but we can add it
17:42.02JeffMbetter then nothin :)
17:42.09blast007ok. that makes sense.
17:43.22JeffMI thought about making the event enum part of the bzPlugin class and verioning it, but then using it would not have been very clean
17:45.49blast007also, there appears to be a crash right now if you try to start a server on an unavailable port (like if you run a second server on port 5154)
17:46.30blast007dies when cleaning up the WorldEventManager
17:48.02JeffMinteresting
17:48.34blast007line 34 of src/bzfs/WorldEventManager.cxx when cleaning up a tick event
17:48.46blast007and that's without any plugins
17:50.04blast007wondering if it's related to the HTTPIndexHandler?
17:54.05blast007does seem to be, as it doesn't happen if I don't call InitHTTP/KillHTTP
17:58.45blast007hmm. unloadPlugins doesn't get called if the server cannot start, so KillHTTP isn't getting called.
18:01.47CIA-103BZFlag: 03blast007 * r21814 10/trunk/bzflag/src/bzfs/bzfs.cxx: Unload plugins if the server cannot start (such as when the port is already being used).
18:03.01blast007there, no more crash  :)
18:05.32JeffMcool
18:05.49JeffMyeah some internals use the same features as the plugin system
18:06.39blast007I'm not sure if I'll be able to finish the server-side stats thing before the 12th.  At least not in the way I'd want it to be done.
18:07.46JeffMyou mean push stats?
18:08.15blast007er, yeah, that :)
18:08.28JeffMwill the part that pushes the data up be done?
18:08.45blast007dunno
18:09.00JeffMcus we don't have to reveal the service at launch time
18:09.11JeffMit'd just be nice to have the servers trying to push
18:09.20blast007I just don't want to have a completely broken system in there to start off with
18:09.27JeffMtrue
18:09.40blast007it's something that deserves a lot more attention and planning
18:09.40JeffMbut if you know what you need on the server side, do that then do the rest later
18:09.50JeffMif it's not good enough then we have to do a 2.4.2 for it away
18:09.52JeffMtrue
18:10.25JeffMthe idea was to make the server side very simple and just send all data
18:10.31blast007yeah
18:10.31JeffMand leave the logic on the web site
18:10.57JeffMso I think it should not be too hard to come up with the needed dataset to be sent by the game server
18:10.58blast007still needs a lot of work to get it to do just that part
18:11.04JeffMk
18:11.09blast007the backport that mdskpr_ doesn't really work at all
18:11.21blast007mdskpr_ posted*
18:11.28JeffMdo you want to pull it?
18:11.33blast007it's not in yet
18:11.38JeffMk
18:11.39blast007I had just had him post it to the patch tracker
18:11.55JeffMwant to develop the new system as a plugin first, make sure it works then make the call to make it internal later?
18:12.07JeffMthen it can have a seperate release then the main app
18:12.14blast007yeah
18:12.22JeffMsounds fair enough
18:12.57Pimpinellablast007: always requiring identification of registered callsigns means that you cannot play with that callsign if there are listserver problems, no?
18:13.03blast007right
18:13.37JeffMisn't there a group that becomes active when auth is down?
18:13.47Thumper_not that I'm aware of
18:13.55blast007the MonkeysAteTheListServer group?
18:14.11JeffMit'd be nice to have that, where you could set that group to spawn but no talk
18:14.17Thumper_EveryoneIsAdminBecauseTheServerIsDown group
18:14.21JeffMand it'd only be applied to people when auth was unreachable
18:14.45JeffMtho we really need to get auth to a more stable server/ set of servers
18:15.01blast007I can pull that change if we don't want it right now
18:15.10blast007it was just something in 2.99.x I found
18:15.15JeffMwhat change did you do?
18:15.28blast007always require valid auth for registered names
18:15.29Pimpinellahmm, yes. i remember it was discussed then
18:15.56blast007if the list is down, how does the server know a name is registered?
18:16.12Pimpinellahm, yes
18:16.17JeffMit should not affect people when the list is down then
18:16.37blast007does it cache somewhere?  or was it only a problem in the past because the IP of the list was always cached?
18:16.43JeffMI think it's fine cus it's saying ,"If you know this is a registerd name, make sure the registered person uses it"
18:16.46blast007was cached forever*
18:16.53JeffMI don't think the names are cached
18:20.00JeffMshould we reject a player just cus they have an "unreadable" motto? why not just blank it now that we have that option?
18:21.34Pimpinellatoday i noticed, that i can't scroll up in chat history, is there a setting where that is toggled?
18:21.51blast007Pimpinella: had you looked into backporting the server-side flag identification?
18:22.07Pimpinellaalmost done, testing
18:22.12blast007cool
18:28.08CIA-103BZFlag: 03JeffM2501 * r21815 10/trunk/bzflag/ (include/bzfsAPI.h src/bzfs/bzfs.cxx src/game/PlayerInfo.cxx):
18:28.08CIA-103BZFlag: when someone has a bad motto just blank it
18:28.08CIA-103BZFlag: let the API get a crack at setting a player's motto before it is sent out everywhere.
18:28.47Pimpinellaany idea about the chat window?
18:29.05JeffMuse a debuger ;)
18:29.43blast007Pimpinella: is your key mapping set up right?
18:35.09Pimpinellaprobably not
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20:04.57CIA-103BZFlag: 03bullet_catcher * r21816 10/trunk/bzflag/src/bzadmin/ (BZAdminClient.cxx BZAdminClient.h): Use the message type value introduced in r21613 to recognize action (/me) messages.
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20:57.46Pimpinellait seems bzflag took $HOME/.bzf/config and used it as base for $HOME/,bzf/2.4/config.cfg
20:58.21Pimpinellathat config file must be still from 1.7 or 1.10
20:59.04Pimpinellawe should probably try to find something newer than that...
21:19.37catayRegarding that group that gets active when global is down, it's called DISCONNECTED if i'm correct
21:20.15cataycan't remember how exactly it works
21:21.29catayI think if the listserver was down the players just got some default perms assigend to them
21:21.36catayspecified in the group file
21:55.21blast007I'll have to check
21:55.43BulletCatcherIt looks like a player will get the permissions of the DISCONNECTED group when joining while global can't be reached.
23:10.37KTLhttp://www.download-free-games.com/review/bz-flag/  <- there is a disagree button down there...
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23:15.25Foo_man_chooah. loaded up. I strongy disagree with that review ;)
23:15.45Foo_man_choostupid heavy duty thunderstorms
23:20.09blast007obvious a poor review since they can't even type the name of the game properly :)
23:20.24blast007obviously*
23:29.09Foo_man_choohyphen ftl
23:30.08Foo_man_choosends link and instructions to friends.... for what good that will do.
23:35.11JeffMI think the site turned the space into a hypen
23:37.50blast007JeffM: yeah, but that's what I was referring to. The space.
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23:46.13CIA-103BZFlag: 03JeffM2501 * r21817 10/trunk/bzflag/ (include/bzfsHTTPAPI.h src/bzfs/bzfsHTTPAPI.cxx): HTML template rendering with all but includes
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23:54.48Foo_man_chooergh.. I was thinking
23:55.00Foo_man_choohyphen? in the url? But I guess I know better now

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