IRC log for #bzflag on 20120819

00:17.52blast007I was getting far more than 30 on my card
00:18.41blast007I could *record* at 30FPS at 1920x1080
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01:26.33JeffMI'm just kidding, it does more then 30, just a lot less then I think it should
01:40.40blast007heh
01:40.52blast007tried Optifine?
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01:49.48JeffMno idea what that is
01:58.16allejocan you "refresh" the scoreboard via the API?
02:02.58JeffMwhat do you mean?
02:03.18JeffMyou can set a score and that will send a message to set it for everyone
02:06.09allejobzfs "refreshes" the scoreboard whenever someone joins or leaves. is there a way to control the scoreboard via the api in that matter of speaking?
02:06.25allejonot sure if refresh is the correct word to discribe the action
02:06.27JeffMI don't know what you mean by "refresh"
02:06.28JeffMit is not
02:06.53JeffMwhen a player joins they get a list of all scores, and that players score is sent to all other players
02:07.17JeffMwhen a player parts, the scoreboard is pruned based on the part message that is sent to all palyers
02:07.19JeffMplayers
02:07.31JeffMevery time a score changes a message is sent to all clients with the new value
02:07.40JeffMthat's all that really happens with the scoreboard
02:08.17allejoah alright, thank you
02:08.21JeffMthe server does not controll how or when the scoreboard is drawn, it just sends updates to it
02:08.25JeffMwhat are you trying to do?
02:09.57allejoif a plugin grants a person the hideAdmin permission, then their @ will disappear whenever a player joins/leaves because the scoreboard changes
02:10.26JeffMthe @ + and - bit are sent when the playerinfo is sent
02:10.35JeffMthat is the same info that loads them into the scorboard with 0,0
02:10.39JeffMthere is no "refresh"
02:10.53JeffMyou can not change the @ + - at runtime via the API
02:11.27JeffMI belive the client will accept a player info message for a player that already exists and update it that way, but that is not a suported method
02:11.51JeffMjust so you know, the scoreboard is drawn every frame nor is there any caching, so the term "refresh" dosn't make any sense
02:12.50allejothank you
02:13.01JeffMagain, what are you trying to do? :)
02:13.58allejoi was just trying to figure out a way to change the @ + - at run time
02:14.07JeffMahh
02:14.16JeffMyeah some have done it by moding bzfs directly
02:14.24JeffMand having it resend the info message
02:14.35JeffMbut we reserve the right to break that behavor at any time
02:15.10allejounderstandable. i usually like sticking with the api. that way i can blame someone else if something breaks :P
02:15.35JeffMthose bits aren't supposed to be use for anything other then identification
02:15.44JeffMso they should be set when the user joins
02:16.10JeffMI think we should have the API have the aiblity to add any info it wants to each player and the scoreboard for more "custom" uses
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02:17.09allejomore stuff in the api would be nice
02:17.21JeffMwell it needs the net messages to go with it
02:17.31JeffMit's more stuff on the server and more dumb client :)
02:17.43JeffMthen the API is just an interface to those messages
02:24.12blast007allejo: in the 1.7 days, I had a 'hide admin' feature on a hacked up bzfs.  And by 'hide admin' I mean it made it seem like the admin logged off the server.  ;)
02:24.41blast007(and only showed up in a /playerlist, not in /lagstats, and chat sent from the 'hidden admin' would come from the server player)
02:24.53blast007twas very hackish, as you can imagine
02:25.52allejonow that sounds interesting
02:27.17blast007think I also had a command to make the admin "rejoin" later without having to actually reconnect
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02:42.22apemanyou hacker :P
02:43.21apemanback in 2.0.8 or before, i thought i saw admins changing teams while retaining their score
02:43.44blast007you probably did
02:43.56JeffMthere are ways to do that
02:44.04blast007hackish ways, but ways
02:44.37blast007man, windows 7 does not cooperate with this 5200
02:44.49blast007whodda thunk it
02:44.54JeffMit's an FX card
02:45.05JeffMso "duh"
02:50.10blast007it's fun watching it try to play a 1080p 10-bit video as well ;)
02:53.35JeffM"wait... I'm suposed to draw what now?"
02:54.32blast007more like "get off my lawn!"
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03:31.35apemanwhere in sourceforge tree is the most recent version of bzrobots?
03:33.54JeffMI belive that was part of 3.0
03:33.59JeffMso it'd be int he 2.99 branch
03:36.04apemanoh... i thought it was dropped some point in 2.x
03:36.14JeffMI don't think so
03:36.32JeffMit's not something we are continuing, it's linux only and kinda a mess
03:36.58apemandoes 2.99 also happen to be the most complete version?
03:37.30JeffMwhat do you mean by "complete"?
03:37.58apemanclosest to working
03:38.25JeffMno, that's 2.4.3
03:38.50JeffM2.99 was dropped in favor of moving back to a 2.x codebase because it wasn't stable
03:39.22Delusionalsobs softly
03:39.39apemanoh, i mean most complete version of bzrobots, not of entire project
03:40.02JeffMit's the only version of bzrobots
03:40.07JeffMthey are linked
03:40.21JeffMDelusional, bzflag died a long time ago, you know this
03:40.47JeffMit would be a large task to backport robots I think
03:40.48Delusionalwaaah
03:41.07JeffMtime would be better spent finishing server side players, that's the bot support we want to move forward with
03:41.21JeffMbzrobots was made for a very specific acedemic program
03:41.56apemani dont see bzrobots in trunk
03:42.02JeffMyep
03:42.08JeffMlike I said it's in the 2.99 branch
03:42.35JeffMold trunk used to be 2.99, it was moved to 2.99 branch and 2.0.17 was turned into new trunk and updated to 2.4.0
03:42.54JeffMcurrent trunk is 2.4.3, based on that 2.0.x line so it dosn't have robots since they were only put in 2.99
03:43.14apemanhow is server side players supposed to emulate tank behaviour? e.g. buildings and shots
03:43.30JeffMby adding that logic into the server
03:43.36JeffMthe server already knows where the buildings are
03:43.44JeffMand it REALLLY needs to know where the shots are
03:43.51apemanwould the bot be equivalent to a real client?
03:44.00JeffMit would be better, it'd have 0 lag ;)
03:44.22JeffMbut yes if they were completed they'd modify the server state in the same way that a real client would
03:44.42JeffMbzrobots is a bad idea, because it should not be the player that decides to add robots to a server, it should be the server owner.
03:45.02JeffMthere is no need to use a network connection and bandwith just to have robots, when the server can just generate the messages it'self
03:45.09apemanisn't that a massive amount of work, rewriting the equivalent of many current client-only modules like LocalPlayer?
03:45.22JeffMit's mostly just moving code around
03:45.31JeffMbzrobots includes that code, why can't the server?
03:46.10apemanwell serversideplayer is part of server, so its like a client is built in to server
03:46.21apemanisn't that... weird?
03:46.30JeffMgod no, that's the way the server is suposed to be
03:46.37JeffMbzflag is wierd by having the server be dumb
03:46.48JeffMif we have the server know how a client works, we can detect all them cheats ;)
03:47.10apemannot all
03:47.20JeffMno but a bunch more then we can now
03:47.26JeffMyou'll never get all cheats
03:47.33JeffMbut you can minimise what a cheat client can do
03:47.48JeffMwe'd get rid of god mode, shot changes, all those super easy disruptive cheats
03:48.02JeffMyou'd limit people to aimbots and the like
03:48.10JeffMthings that could possibly just be luck
03:48.33JeffMreal internet games have a smart server and dumb client
03:48.42JeffMbzflag is a lan game so it has a smart client and dumb server
03:48.48apemani figure the easiest way to get rid of obvious cheats is to use a plugin that disallows dns-blacklisted ips
03:49.08JeffMthat's too hard to manage
03:49.15JeffMand not a good way to do things in the long term
03:49.23JeffMIPs and proxies are cheap
03:49.29JeffMyou can never trust a client
03:49.47apemantrue, but i believe it would beat swiss boy 100% of the time
03:50.07JeffMyou are just thinking about revenge not good design
03:50.14JeffMthis problem has been solved for years and years
03:50.25JeffMwe just need to get up to current design standards
03:50.55JeffMwe have a ban list, you don't need a plugin
03:51.00JeffMjust use that
03:51.37apemani know what you're saying, but i even if all the devs who ever worked on bz came back for 2 years, would you really be confident that they could fix and reshape bz design to superior equivalent?
03:51.58JeffM2 years, gimme 6 developers and 6 months
03:52.07JeffMit's not really that hard
03:52.12JeffMthere are a ton of examples
03:52.41apemanso you havent had 6 devs 6 months?
03:52.44JeffMI mean.. hello.. every game ID has open sourced? those kinda work on the internwebs better then bzflag ;)
03:53.01JeffMpffft bzflag probably gets less then a dev week a year
03:53.06JeffMit's dead
03:53.25apemanoh you mean full time
03:53.26JeffMit took a YEAR for a point release with no real bug fixes
03:53.36JeffMnot full time, but some time every evening
03:53.44JeffMmaybe bzflag gets a dev month a year
03:54.06JeffMit took bzflag a year to do something the maintainer should have done in less then a week
03:54.44JeffMif I had 6 people and 6 months of fairly constant work and colaboration we could have a new game based on modern libs that does what bzflag does
03:54.59JeffMthere are so many things we just don't have to write and can use from third party libs
03:55.12apemanhow were there many devs with enough time to begin with?
03:55.14JeffMinput, sound, physics, networking, drawing it's all be done
03:55.31JeffMbzflag didn't start open source, you know that right?
03:55.39apemanno
03:55.50JeffMit was closed source, so it was first made as a game for profit
03:55.54JeffMby one guy
03:56.09allejomorns every time he hears that bzflag is dead because it's true
03:56.11JeffMthen open sourced and hacked on for years and years and years with no real guidance
03:56.36JeffMthats why it's gotten to where it is today it was never really managed like a long term project
03:56.45JeffMnot like firefox or others
03:56.54apemanso in a sense it 'deserves' to die :P
03:57.05apemanlike a tree dies so that others can take its place
03:57.09JeffMit's natural for projects like this to stop
03:57.13JeffMnothing wrong with that
03:57.19JeffMI'd like to see a new project take it's place
03:57.35apemanhow is your other tank game going?
03:57.41JeffMthere is room in the world for a vehicle based multiplayer shooter
03:57.47JeffMnobody else wants to help
03:58.00JeffMand i'm not going to do it alone, or it'll be bzflag all over again
03:58.28apemanbut you started it without much help?
03:58.43allejowants to help. he just doesn't have much experience
03:58.48JeffMsure, the framework for a test app that does what bzflag is super simple
03:59.01JeffMallejo, how do you think you get experience
03:59.13allejoJeffM, any useful books you recommend for reading up on? I want to help you out
03:59.43allejodon't get the wrong idea, I'm still learning and messing around with stuff here and there
03:59.44JeffMjust do C# tutorials, it's an easy language
04:00.12allejois open combat c++?
04:00.24apemani want to help but i dont have consistent time
04:00.25JeffMthere was a C++ version
04:00.30JeffMso?
04:00.53JeffMthe current code is C# in order to see if a single deliverable can be used on all 3 platforms with out seperate binary builds.
04:01.51JeffMeveryone always has reasons why they can't help or work on things, like no coding can happen unless this perfect alignment of time and stuff happens
04:02.11JeffMjust say "hey I want to do this, I'll try to have it done by this day" and then do it
04:02.18JeffMand ask and talk to people while you do it
04:03.09allejoopencombat is on google code, right?
04:03.26apemani would say im inexperienced but comfortable with learning, but it would take me weeks to learn C# and game coding design for me to become useful
04:03.40JeffMheh, so bzflag uses ~200 servers to service a peak of 80 players, TF2 uses ~400 servers to service 110,000
04:04.31JeffMtho that may not count the matchmaking servers
04:05.07JeffMC# is just a language, it looks a heck of a lot like C
04:05.17JeffMthere is no reason any developer should be fearful of any language
04:05.23JeffMthey are all super similar
04:05.32JeffMallejo, probably
04:05.49allejoI shall start reading up on C#
04:06.05JeffMit works a heck of a lot like java
04:06.09JeffMjust faster :)
04:06.16JeffMand easier to deploy
04:10.40blast007and it's not controlled by Oracle
04:10.51JeffMyeah that language actualy is open source
04:11.26JeffMthe bits that arn't are not realy needed by most games or can be writen to only be called on windows
04:12.52JeffM2 more weeks then I'll be writin java...
04:14.27blast007I wrote some java in college, and... that was enough
04:15.29JeffMthat's exactly were I'll be writing it
04:15.44blast007heh
04:15.52JeffMdone gone back to school
04:16.16blast007Java - the language to weed out the people who aren't patient enough to get to real languages
04:16.30JeffMI can understand using it to teach
04:16.35JeffMit's better then pascal
04:16.40JeffMand it's used in a lot of places
04:16.49JeffMjust those places are diminishing
04:17.58JeffMof the past 10 years it's dropped nearly 10%, C overtook it last year
04:19.15JeffMC# is trending up, so is Objectice C, and thankfuly VB is trending down
04:19.16blast007is that counting Dalvik in Android?
04:19.37JeffMprobalby
04:19.51JeffMI'll bet most of the java left now is for phones/embeded stuff
04:20.03blast007and blocky looking games
04:20.08JeffMheh
04:20.17JeffMit's all he knew and he didn't want to learn anything else
04:20.29JeffMperhaps now that he has real developers they will steer him better
04:20.39JeffMI mean the Xbox one isn't in java, it's in C++
04:21.05JeffMso it can't have been that hard to port
04:21.38JeffMI mean I can write a voxel renderer from memory now, the fancy part is the terrain generation
04:22.29blast007I haven't seen the xbox one, since I don't have an xbox.  But I've played the android version for a few minutes because I decided I'd rather have a mouse and keyboard.
04:22.49JeffMsuposedly it's pretty good with a real controller
04:22.57JeffMsold several million copies :)
04:23.03blast007heh
04:24.28blast007I've just never been a big console fan, I guess :)
04:24.55blast007depends on the type of game.  I enjoy racing, platform, and some RPGs on consoles.
04:25.06blast007but never been a fan of FPSs with a controller
04:25.24JeffMI do better in some FPS games with a controller, depends on how imporant movement is
04:25.39JeffMhaving something more then keys for "full bore forward" can be handy
04:33.31apemanyou say C is growing over java these days?
04:34.13JeffMC is climbing to 20% and java is droping down to 15% acording to the servey that's been runing every year
04:35.06apemani can maybe understand why java is going down, but why C up
04:35.25JeffMa lot of times you don't need OO
04:35.29JeffMand it's fast
04:35.52apemanwhy not C++, C doesnt even have a bool
04:35.56apeman:P
04:36.03JeffMC99 does
04:36.10JeffMmodern C has all the easy stuff of C++
04:36.21JeffMbool, // comments, etc..
04:37.41apemanwe were taught to use C89/90 for compatibility, although i dont know how they expect languages to progress in the most productive manner
04:38.08JeffMif you are in a comercial envronment, then you know what your compiler can do
05:11.29trepan_http://www.tiobe.com/index.php/content/paperinfo/tpci/index.html - long live VB?  :)
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