00:17.52 | blast007 | I was getting far more than 30 on my card |
00:18.41 | blast007 | I could *record* at 30FPS at 1920x1080 |
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01:26.33 | JeffM | I'm just kidding, it does more then 30, just a lot less then I think it should |
01:40.40 | blast007 | heh |
01:40.52 | blast007 | tried Optifine? |
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01:49.48 | JeffM | no idea what that is |
01:58.16 | allejo | can you "refresh" the scoreboard via the API? |
02:02.58 | JeffM | what do you mean? |
02:03.18 | JeffM | you can set a score and that will send a message to set it for everyone |
02:06.09 | allejo | bzfs "refreshes" the scoreboard whenever someone joins or leaves. is there a way to control the scoreboard via the api in that matter of speaking? |
02:06.25 | allejo | not sure if refresh is the correct word to discribe the action |
02:06.27 | JeffM | I don't know what you mean by "refresh" |
02:06.28 | JeffM | it is not |
02:06.53 | JeffM | when a player joins they get a list of all scores, and that players score is sent to all other players |
02:07.17 | JeffM | when a player parts, the scoreboard is pruned based on the part message that is sent to all palyers |
02:07.19 | JeffM | players |
02:07.31 | JeffM | every time a score changes a message is sent to all clients with the new value |
02:07.40 | JeffM | that's all that really happens with the scoreboard |
02:08.17 | allejo | ah alright, thank you |
02:08.21 | JeffM | the server does not controll how or when the scoreboard is drawn, it just sends updates to it |
02:08.25 | JeffM | what are you trying to do? |
02:09.57 | allejo | if a plugin grants a person the hideAdmin permission, then their @ will disappear whenever a player joins/leaves because the scoreboard changes |
02:10.26 | JeffM | the @ + and - bit are sent when the playerinfo is sent |
02:10.35 | JeffM | that is the same info that loads them into the scorboard with 0,0 |
02:10.39 | JeffM | there is no "refresh" |
02:10.53 | JeffM | you can not change the @ + - at runtime via the API |
02:11.27 | JeffM | I 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 |
02:11.51 | JeffM | just so you know, the scoreboard is drawn every frame nor is there any caching, so the term "refresh" dosn't make any sense |
02:12.50 | allejo | thank you |
02:13.01 | JeffM | again, what are you trying to do? :) |
02:13.58 | allejo | i was just trying to figure out a way to change the @ + - at run time |
02:14.07 | JeffM | ahh |
02:14.16 | JeffM | yeah some have done it by moding bzfs directly |
02:14.24 | JeffM | and having it resend the info message |
02:14.35 | JeffM | but we reserve the right to break that behavor at any time |
02:15.10 | allejo | understandable. i usually like sticking with the api. that way i can blame someone else if something breaks :P |
02:15.35 | JeffM | those bits aren't supposed to be use for anything other then identification |
02:15.44 | JeffM | so they should be set when the user joins |
02:16.10 | JeffM | I 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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02:17.09 | allejo | more stuff in the api would be nice |
02:17.21 | JeffM | well it needs the net messages to go with it |
02:17.31 | JeffM | it's more stuff on the server and more dumb client :) |
02:17.43 | JeffM | then the API is just an interface to those messages |
02:24.12 | blast007 | allejo: 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. ;) |
02:24.41 | blast007 | (and only showed up in a /playerlist, not in /lagstats, and chat sent from the 'hidden admin' would come from the server player) |
02:24.53 | blast007 | twas very hackish, as you can imagine |
02:25.52 | allejo | now that sounds interesting |
02:27.17 | blast007 | think I also had a command to make the admin "rejoin" later without having to actually reconnect |
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02:42.22 | apeman | you hacker :P |
02:43.21 | apeman | back in 2.0.8 or before, i thought i saw admins changing teams while retaining their score |
02:43.44 | blast007 | you probably did |
02:43.56 | JeffM | there are ways to do that |
02:44.04 | blast007 | hackish ways, but ways |
02:44.37 | blast007 | man, windows 7 does not cooperate with this 5200 |
02:44.49 | blast007 | whodda thunk it |
02:44.54 | JeffM | it's an FX card |
02:45.05 | JeffM | so "duh" |
02:50.10 | blast007 | it's fun watching it try to play a 1080p 10-bit video as well ;) |
02:53.35 | JeffM | "wait... I'm suposed to draw what now?" |
02:54.32 | blast007 | more like "get off my lawn!" |
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03:31.35 | apeman | where in sourceforge tree is the most recent version of bzrobots? |
03:33.54 | JeffM | I belive that was part of 3.0 |
03:33.59 | JeffM | so it'd be int he 2.99 branch |
03:36.04 | apeman | oh... i thought it was dropped some point in 2.x |
03:36.14 | JeffM | I don't think so |
03:36.32 | JeffM | it's not something we are continuing, it's linux only and kinda a mess |
03:36.58 | apeman | does 2.99 also happen to be the most complete version? |
03:37.30 | JeffM | what do you mean by "complete"? |
03:37.58 | apeman | closest to working |
03:38.25 | JeffM | no, that's 2.4.3 |
03:38.50 | JeffM | 2.99 was dropped in favor of moving back to a 2.x codebase because it wasn't stable |
03:39.22 | Delusional | sobs softly |
03:39.39 | apeman | oh, i mean most complete version of bzrobots, not of entire project |
03:40.02 | JeffM | it's the only version of bzrobots |
03:40.07 | JeffM | they are linked |
03:40.21 | JeffM | Delusional, bzflag died a long time ago, you know this |
03:40.47 | JeffM | it would be a large task to backport robots I think |
03:40.48 | Delusional | waaah |
03:41.07 | JeffM | time would be better spent finishing server side players, that's the bot support we want to move forward with |
03:41.21 | JeffM | bzrobots was made for a very specific acedemic program |
03:41.56 | apeman | i dont see bzrobots in trunk |
03:42.02 | JeffM | yep |
03:42.08 | JeffM | like I said it's in the 2.99 branch |
03:42.35 | JeffM | old 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 |
03:42.54 | JeffM | current 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 |
03:43.14 | apeman | how is server side players supposed to emulate tank behaviour? e.g. buildings and shots |
03:43.30 | JeffM | by adding that logic into the server |
03:43.36 | JeffM | the server already knows where the buildings are |
03:43.44 | JeffM | and it REALLLY needs to know where the shots are |
03:43.51 | apeman | would the bot be equivalent to a real client? |
03:44.00 | JeffM | it would be better, it'd have 0 lag ;) |
03:44.22 | JeffM | but yes if they were completed they'd modify the server state in the same way that a real client would |
03:44.42 | JeffM | bzrobots 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. |
03:45.02 | JeffM | there is no need to use a network connection and bandwith just to have robots, when the server can just generate the messages it'self |
03:45.09 | apeman | isn't that a massive amount of work, rewriting the equivalent of many current client-only modules like LocalPlayer? |
03:45.22 | JeffM | it's mostly just moving code around |
03:45.31 | JeffM | bzrobots includes that code, why can't the server? |
03:46.10 | apeman | well serversideplayer is part of server, so its like a client is built in to server |
03:46.21 | apeman | isn't that... weird? |
03:46.30 | JeffM | god no, that's the way the server is suposed to be |
03:46.37 | JeffM | bzflag is wierd by having the server be dumb |
03:46.48 | JeffM | if we have the server know how a client works, we can detect all them cheats ;) |
03:47.10 | apeman | not all |
03:47.20 | JeffM | no but a bunch more then we can now |
03:47.26 | JeffM | you'll never get all cheats |
03:47.33 | JeffM | but you can minimise what a cheat client can do |
03:47.48 | JeffM | we'd get rid of god mode, shot changes, all those super easy disruptive cheats |
03:48.02 | JeffM | you'd limit people to aimbots and the like |
03:48.10 | JeffM | things that could possibly just be luck |
03:48.33 | JeffM | real internet games have a smart server and dumb client |
03:48.42 | JeffM | bzflag is a lan game so it has a smart client and dumb server |
03:48.48 | apeman | i figure the easiest way to get rid of obvious cheats is to use a plugin that disallows dns-blacklisted ips |
03:49.08 | JeffM | that's too hard to manage |
03:49.15 | JeffM | and not a good way to do things in the long term |
03:49.23 | JeffM | IPs and proxies are cheap |
03:49.29 | JeffM | you can never trust a client |
03:49.47 | apeman | true, but i believe it would beat swiss boy 100% of the time |
03:50.07 | JeffM | you are just thinking about revenge not good design |
03:50.14 | JeffM | this problem has been solved for years and years |
03:50.25 | JeffM | we just need to get up to current design standards |
03:50.55 | JeffM | we have a ban list, you don't need a plugin |
03:51.00 | JeffM | just use that |
03:51.37 | apeman | i 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? |
03:51.58 | JeffM | 2 years, gimme 6 developers and 6 months |
03:52.07 | JeffM | it's not really that hard |
03:52.12 | JeffM | there are a ton of examples |
03:52.41 | apeman | so you havent had 6 devs 6 months? |
03:52.44 | JeffM | I mean.. hello.. every game ID has open sourced? those kinda work on the internwebs better then bzflag ;) |
03:53.01 | JeffM | pffft bzflag probably gets less then a dev week a year |
03:53.06 | JeffM | it's dead |
03:53.25 | apeman | oh you mean full time |
03:53.26 | JeffM | it took a YEAR for a point release with no real bug fixes |
03:53.36 | JeffM | not full time, but some time every evening |
03:53.44 | JeffM | maybe bzflag gets a dev month a year |
03:54.06 | JeffM | it took bzflag a year to do something the maintainer should have done in less then a week |
03:54.44 | JeffM | if 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 |
03:54.59 | JeffM | there are so many things we just don't have to write and can use from third party libs |
03:55.12 | apeman | how were there many devs with enough time to begin with? |
03:55.14 | JeffM | input, sound, physics, networking, drawing it's all be done |
03:55.31 | JeffM | bzflag didn't start open source, you know that right? |
03:55.39 | apeman | no |
03:55.50 | JeffM | it was closed source, so it was first made as a game for profit |
03:55.54 | JeffM | by one guy |
03:56.09 | allejo | morns every time he hears that bzflag is dead because it's true |
03:56.11 | JeffM | then open sourced and hacked on for years and years and years with no real guidance |
03:56.36 | JeffM | thats why it's gotten to where it is today it was never really managed like a long term project |
03:56.45 | JeffM | not like firefox or others |
03:56.54 | apeman | so in a sense it 'deserves' to die :P |
03:57.05 | apeman | like a tree dies so that others can take its place |
03:57.09 | JeffM | it's natural for projects like this to stop |
03:57.13 | JeffM | nothing wrong with that |
03:57.19 | JeffM | I'd like to see a new project take it's place |
03:57.35 | apeman | how is your other tank game going? |
03:57.41 | JeffM | there is room in the world for a vehicle based multiplayer shooter |
03:57.47 | JeffM | nobody else wants to help |
03:58.00 | JeffM | and i'm not going to do it alone, or it'll be bzflag all over again |
03:58.28 | apeman | but you started it without much help? |
03:58.43 | allejo | wants to help. he just doesn't have much experience |
03:58.48 | JeffM | sure, the framework for a test app that does what bzflag is super simple |
03:59.01 | JeffM | allejo, how do you think you get experience |
03:59.13 | allejo | JeffM, any useful books you recommend for reading up on? I want to help you out |
03:59.43 | allejo | don't get the wrong idea, I'm still learning and messing around with stuff here and there |
03:59.44 | JeffM | just do C# tutorials, it's an easy language |
04:00.12 | allejo | is open combat c++? |
04:00.24 | apeman | i want to help but i dont have consistent time |
04:00.25 | JeffM | there was a C++ version |
04:00.30 | JeffM | so? |
04:00.53 | JeffM | the current code is C# in order to see if a single deliverable can be used on all 3 platforms with out seperate binary builds. |
04:01.51 | JeffM | everyone 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 |
04:02.11 | JeffM | just say "hey I want to do this, I'll try to have it done by this day" and then do it |
04:02.18 | JeffM | and ask and talk to people while you do it |
04:03.09 | allejo | opencombat is on google code, right? |
04:03.26 | apeman | i 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 |
04:03.40 | JeffM | heh, so bzflag uses ~200 servers to service a peak of 80 players, TF2 uses ~400 servers to service 110,000 |
04:04.31 | JeffM | tho that may not count the matchmaking servers |
04:05.07 | JeffM | C# is just a language, it looks a heck of a lot like C |
04:05.17 | JeffM | there is no reason any developer should be fearful of any language |
04:05.23 | JeffM | they are all super similar |
04:05.32 | JeffM | allejo, probably |
04:05.49 | allejo | I shall start reading up on C# |
04:06.05 | JeffM | it works a heck of a lot like java |
04:06.09 | JeffM | just faster :) |
04:06.16 | JeffM | and easier to deploy |
04:10.40 | blast007 | and it's not controlled by Oracle |
04:10.51 | JeffM | yeah that language actualy is open source |
04:11.26 | JeffM | the bits that arn't are not realy needed by most games or can be writen to only be called on windows |
04:12.52 | JeffM | 2 more weeks then I'll be writin java... |
04:14.27 | blast007 | I wrote some java in college, and... that was enough |
04:15.29 | JeffM | that's exactly were I'll be writing it |
04:15.44 | blast007 | heh |
04:15.52 | JeffM | done gone back to school |
04:16.16 | blast007 | Java - the language to weed out the people who aren't patient enough to get to real languages |
04:16.30 | JeffM | I can understand using it to teach |
04:16.35 | JeffM | it's better then pascal |
04:16.40 | JeffM | and it's used in a lot of places |
04:16.49 | JeffM | just those places are diminishing |
04:17.58 | JeffM | of the past 10 years it's dropped nearly 10%, C overtook it last year |
04:19.15 | JeffM | C# is trending up, so is Objectice C, and thankfuly VB is trending down |
04:19.16 | blast007 | is that counting Dalvik in Android? |
04:19.37 | JeffM | probalby |
04:19.51 | JeffM | I'll bet most of the java left now is for phones/embeded stuff |
04:20.03 | blast007 | and blocky looking games |
04:20.08 | JeffM | heh |
04:20.17 | JeffM | it's all he knew and he didn't want to learn anything else |
04:20.29 | JeffM | perhaps now that he has real developers they will steer him better |
04:20.39 | JeffM | I mean the Xbox one isn't in java, it's in C++ |
04:21.05 | JeffM | so it can't have been that hard to port |
04:21.38 | JeffM | I mean I can write a voxel renderer from memory now, the fancy part is the terrain generation |
04:22.29 | blast007 | I 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. |
04:22.49 | JeffM | suposedly it's pretty good with a real controller |
04:22.57 | JeffM | sold several million copies :) |
04:23.03 | blast007 | heh |
04:24.28 | blast007 | I've just never been a big console fan, I guess :) |
04:24.55 | blast007 | depends on the type of game. I enjoy racing, platform, and some RPGs on consoles. |
04:25.06 | blast007 | but never been a fan of FPSs with a controller |
04:25.24 | JeffM | I do better in some FPS games with a controller, depends on how imporant movement is |
04:25.39 | JeffM | having something more then keys for "full bore forward" can be handy |
04:33.31 | apeman | you say C is growing over java these days? |
04:34.13 | JeffM | C is climbing to 20% and java is droping down to 15% acording to the servey that's been runing every year |
04:35.06 | apeman | i can maybe understand why java is going down, but why C up |
04:35.25 | JeffM | a lot of times you don't need OO |
04:35.29 | JeffM | and it's fast |
04:35.52 | apeman | why not C++, C doesnt even have a bool |
04:35.56 | apeman | :P |
04:36.03 | JeffM | C99 does |
04:36.10 | JeffM | modern C has all the easy stuff of C++ |
04:36.21 | JeffM | bool, // comments, etc.. |
04:37.41 | apeman | we were taught to use C89/90 for compatibility, although i dont know how they expect languages to progress in the most productive manner |
04:38.08 | JeffM | if you are in a comercial envronment, then you know what your compiler can do |
05:11.29 | trepan_ | http://www.tiobe.com/index.php/content/paperinfo/tpci/index.html - long live VB? :) |
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