IRC log for #bzflag on 20180612

00:22.48*** join/#bzflag infobot (ibot@208.53.50.136)
00:22.48*** topic/#bzflag is https://BZFlag.org || http://ohloh.net/p/bzflag || https://bzflag.org/help || Channel Logs: http://infobot.rikers.org/%23bzflag/ || 2.4.14 released! https://forums.bzflag.org/viewtopic.php?f=62&t=19953
00:22.48*** mode/#bzflag [+v infobot] by ChanServ
00:39.04JeffMI was sort of serious about the genoGM it’d be a decent test of 2 flags using the same effect
00:57.55*** join/#bzflag Juesto (~AndC@190.194.204.95)
01:03.13blast007eh.. for a private test, sure.. but not as a plugin we distribute
01:04.00*** mode/#bzflag [-o blast007] by blast007
01:13.41JeffMOh yeah
01:27.05blast007there's actually some plugins we currently distribute that should be removed and instead writen up as documentation
01:27.43blast007plugins we support and distribute should be complete and useful
01:28.50allejoJeffM: the only plug-ins that I maintain that still currently bypass the API (mine and mofos) are team switching (already done I think), "teleporting" players (which just kills and forces a spawn elsewhere)
01:29.18allejomofo has the grenade plugin which manually sends shot packets iirc
01:29.27allejohttps://github.com/achoopic/Grenade
01:29.54allejoeverything else, I've written to use the API or changed the API already for minor stuff
01:41.08JeffMWell I’d still like to see the ones that do use the api, mostly to see if they are doing the best they can
01:42.35JeffMThe new shot api should handle what grenade does
01:44.26allejosure thing, i'll add you to the github repos I've got for them
01:44.39JeffMOk
01:46.05allejoI've also added a repo topic of "bzflag-plugin" to everything I have on github, https://github.com/topics/bzflag-plugin
01:46.13allejoso feel free to snoop around
01:46.58allejoof something i'd like to see is a mapchange plugin without a restart of the bzfs process
01:53.34blast007mmmm, it would be neat to have a '/poll mapchange <map name>' as part of said mapchange plugin, at least as an option
02:02.19JeffMYeah I’ve got the backend for that as a set of tasks
02:03.01JeffMMy plan is to have the core functions be part of bzfs, and just have it triggered by plugins
03:22.29JeffMLimbo -> clear shots -> clear flags -> reload map -> allow spawn.
05:15.35allejoblast007, that's already written in the current mapchange plugin. just untested and unmerged cuz of laziness. so wouldn't be hard to make an official mapchange or just update this mapchange with the new API
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17:32.35BZnotify[13bzflag] 15atupone pushed 1 new commit to 062.4: 02https://git.io/vhrxn
17:32.35BZnotify13bzflag/062.4 145d77f4c 15Alfredo Tupone: Replacing GL_QUAD with GL_TRIANGLE_STRIP
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17:57.08BZnotify[13bzflag] 15atupone pushed 2 new commits to 06master: 02https://git.io/vhrjf
17:57.08BZnotify13bzflag/06master 146430181 15Alfredo Tupone: Rename countof with bzcountof (conflict with glm)
17:57.08BZnotify13bzflag/06master 14466263c 15Alfredo Tupone: Replacing GL_QUAD with GL_TRIANGLE_STRIP
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19:37.35JeffMshould clients know what flag the other players have?
19:38.29blast007yes
20:14.04JeffMI'm also trying to ponder if I can make it harder to do flag tracking.
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21:49.20JeffMthere should be no reason that zones should ever be sent to the client right?
21:50.18allejowould the client ever need to tell the server, "yo dawg. i entered this zone"
21:50.21blast007depends if /saveworld still rebuilds the world from the binary data
21:51.02JeffMwell the zone has a pack fucntion, but it's never called
21:51.22JeffMI can't see that it sends it
21:52.16JeffMallejo: server should do all that
21:53.12allejothought maps were going to have a download URL and /saveworld was gonna be nuked
21:54.02JeffMyeah, I want to implement the download URL as part of world info
21:54.11JeffMthen no map recreations from bin data
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23:20.17JeffMok, zones are packed.
23:20.29JeffMnot shure why the client needs to know what flags are in the zone
23:23.01JeffMit's only used for saveworld
23:24.00allejosince you've been doing my API requests...
23:24.41JeffMwhat do you need?
23:24.56allejoeZoneEntry or eZoneExit events that would be fired whenever a player enters or leaves custom map zones
23:25.13allejoinstead of having to check player positions ever player update in the plugin
23:25.18JeffMyeah that'll be part of the SSP hookup
23:25.29allejoah perfect <3
23:25.35JeffMbut there are accuracy issues
23:25.47JeffMhow accurate do you need it?
23:26.13allejodefine accuracy; position wise or timing wise or what
23:28.02JeffMpositional
23:29.31allejofor everything I've done, as long as the center or bulk of the tank is in the zone has been good enough
23:30.13allejoi *think* all calculations in my plugins right now are the center of the tank (think that's what I had the API do)
23:30.16JeffMit's not that
23:30.20JeffMit's about updates from the client
23:30.24JeffMhttps://usercontent.irccloud-cdn.com/file/TEsnfuhH/image.png
23:30.33JeffMin that pickture, you have 2 paths, the same lenght
23:30.40JeffMthey both cross the zone
23:31.03JeffMthe green line could have the start and endpoints of both segments be outside the zone
23:31.45JeffMI can have the server do linear interpolation to compute the hits,
23:31.49JeffMbut that may not be the actual path
23:33.10JeffMthe actual path could be the yellow path https://usercontent.irccloud-cdn.com/file/Hf7VlTbi/image.png
23:33.32JeffMbut DR tollerances and updates could make it look like the green paths.
23:34.07allejoso what's the purpose of the red segment?
23:34.24JeffMjust to show a path that would be detected
23:34.27JeffMa true positive
23:34.39JeffMwhere they yellow (if it's detected as the green) would be a false postive.
23:35.21allejoso it's an either/or between the segments? on which to be detected
23:35.40JeffMthe server only gets segments
23:36.39JeffMone thing that could be done is to tell the client about zones, but not what is in them
23:37.01JeffMand have the client send updates when it crosses to help out the server
23:37.22allejofor my purposes, the red segment is the type of position that I'd need for my plugins. I don't particularly care for tanks running up against the edge of a zone
23:37.23JeffMthat's what the client does for flags, it can't pick them up but sends a ton of updates when it gets near one
23:38.01JeffMso if a tank does return the green segment, you are ok with them being flagged as crossing the zone, even though they didn't
23:38.10JeffMthe red one isn't the issue, it's the green/yellow ones :)
23:39.25allejoyea i'd be fine with that

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