00:03:30 | vogon_jeltz | is back (gone 11:05:38) |
00:18:57 | Chestal | hi MrApathyCream |
00:21:26 | Chestal | hi vogon |
00:21:35 | vogon_jeltz | hey |
00:31:02 | MrApathyCream | hey all |
00:31:15 | MrApathyCream | tag! |
00:41:42 | Chestal | :-) |
00:41:55 | Chestal | is PNG working? |
00:42:01 | Chestal | haven't bult bz for some days |
00:56:08 | MrApathyCream | png is working, rgb files are removed |
00:56:54 | Chestal | fine |
00:59:34 | Chestal | hi crs |
00:59:45 | crs23 | hey chestal |
00:59:51 | | new is whatever's not old |
00:59:51 | Chestal | crs23: what's new? |
01:00:04 | | Chestal: my pleasure |
01:00:04 | Chestal | thank you very much, ibot |
01:00:22 | crs23 | i just had an unpleasant week getting the collision detection/response working |
01:00:41 | crs23 | but i now have frictionless boxes working! |
01:02:33 | Chestal | actually, I never had a problem with the old collison detection, but I guess the new one is much more flexible? |
01:02:41 | Chestal | I never looked at it |
01:03:42 | crs23 | yep. it's full analytic physics. just set the objects moving and they do the right thing. |
01:04:30 | crs23 | so, for example, tanks will tip over and slide off a roof if they get too close to an edge. |
01:05:06 | crs23 | however, i've only got a test program working. the new physics is not integrated yet. |
01:05:42 | crs23 | hey tim |
01:07:46 | Chestal | sounds interesting. I guess all objects in BZ must have a physical model then in addition to the GL stuff? Or can the GL model be used for both? |
01:08:35 | Chestal | crs23: you might have seen that we are makign progress in setting up a 'league' |
01:08:57 | crs23 | each object that participates will need a collision shape, independent of the GL geometry |
01:09:40 | crs23 | i've got rectilinear boxes now and i'll add convex polyhedra. other convex shapes should be pretty easy to add. |
01:10:15 | crs23 | i have noticed some of the league work |
01:20:30 | BZFlag | Chestal: think about what we need for player/league ranking in the protocol for 1.8 |
01:21:13 | BZFlag | crs23: I assume we will break out boxes, pyramids, teleporters, etc inter separate model files |
01:21:29 | BZFlag | and include physical models in the same files. |
01:22:02 | BZFlag | so a world would not need physical model info directly, just reference the standard model names. |
01:22:11 | BZFlag | is that your plan? |
01:22:13 | Chestal | shots, too. WOuld be interstign to have non-destructive shots which would just gie an impulse to the target |
01:22:46 | BZFlag | heh, phantom shots. kills OO and phantom tanks, but not normal tanks. |
01:22:52 | BZFlag | a bad flag type. ;-) |
01:23:06 | crs23 | well, it may be possible to embed the collision shape in a model as a special node to keep the visible and collision geometry together |
01:23:27 | crs23 | and we can certainly make canonical shape models |
01:23:37 | BZFlag | yes, I'm for that. embed the info in the same place so it stays with the model. |
01:24:11 | crs23 | impulse shots would be interesting although not especially useful (at the moment) |
01:24:36 | crs23 | applying a impulse to a body is trivial (in fact there's an applyImpulse() method) |
01:24:43 | BZFlag | then avatar models will be easier to track, though there needs to be some inforced limits on physical sizes for avatars anyway I suppose. |
01:25:24 | BZFlag | s/inforced/enforced/ =( |
01:26:47 | crs23 | avatar models? |
01:27:14 | Chestal | I have to go to bed, 2:30 here, good night |
01:27:22 | vogon_jeltz | crs23: skins |
01:27:34 | crs23 | g'night Chestal |
01:28:28 | crs23 | skins? you mean what your tank looks like? |
01:28:56 | vogon_jeltz | yeah |
01:29:06 | BZFlag | yeah. |
01:29:25 | BZFlag | slightly different tanks per player or team. |
01:29:32 | crs23 | can your tank look different from other tanks? that might invite cheating. |
01:29:35 | crs23 | oh. |
01:30:28 | crs23 | the server could dictate the collision shape. the visible geometry would be irrelevant for hit checking. |
01:30:46 | BZFlag | http://www.google.com/search?q=cache:5k3ors6H5wMC:www.wizards.de/~frank/project2501/+project+2501&hl=en |
01:30:58 | BZFlag | hmm screenshot is missing. ah well. |
01:32:21 | crs23 | do you want skins or just insignia? |
01:32:34 | BZFlag | different shapes. |
01:32:45 | BZFlag | plus textures, plus insignia. |
01:33:00 | BZFlag | wants it all but he can't have it... |
01:33:27 | BZFlag | remember in battlezone, how the enemy tanks were all wedge shaped? |
01:33:33 | vogon_jeltz | heh |
01:33:51 | vogon_jeltz | and they had the little spinning satellite dishes, right? |
01:33:52 | crs23 | yep |
01:34:00 | BZFlag | it would be cool to have red team be wedge tanks, blue team panzers, green team some russian tank etc. |
01:34:29 | BZFlag | yeah, rogues can be spinning satellite dishes. ;-) |
01:34:30 | vogon_jeltz | then Colorblindness would be complicated |
01:34:30 | crs23 | so is that a server side thing or can the clients choose their tank model? |
01:34:58 | BZFlag | likely the client will be able to choose from the list that the server has. |
01:35:17 | vogon_jeltz | you can't typecast tank color for each model |
01:35:30 | crs23 | sounds cool. how's the network code coming? |
01:35:35 | vogon_jeltz | because the smarter players will be able to work around the Colorblindness flag |
01:35:50 | BZFlag | heh, you saw the autopilot stuff I did, yes? |
01:35:56 | BZFlag | I'm using that for testing now. |
01:36:10 | BZFlag | I need to get it to the point of shooting and respawning. |
01:36:30 | BZFlag | then I can get some real (well close to real) performace stats for lots of clients. |
01:37:04 | BZFlag | vogon_jeltz: yeah colorblind should revert to all tanks the same model imho. |
01:37:04 | crs23 | i haven't updated recently (too many local changes). what low-level network changes have you made? |
01:37:20 | vogon_jeltz | BZFlag: either that, or choose a random model for each tank |
01:37:59 | BZFlag | crs23: none that are commited, but I have early patches with msg combining and client throttling. |
01:38:12 | BZFlag | vogon_jeltz: that would be cool too! |
01:38:22 | crs23 | i think when you've got CB all the tanks should look like your tank |
01:38:36 | crs23 | BZFlag: cool. |
01:38:57 | vogon_jeltz | watches his modem grind through megabyte after megabyte of KDE download |
01:39:22 | BZFlag | I need to play with the delay before merging and optimize client packet flushing, so I needed the autopilot code to get there. |
01:39:58 | BZFlag | autopilot won;t break anything, so I started committing that stuff. |
01:40:42 | crs23 | gotcha. makes sense. |
01:40:46 | BZFlag | I'll likely add a keymap ('&'?) and a command line option to start minimized in autopilot mode. |
01:41:07 | crs23 | is reading yesterday's irc log |
01:41:08 | BZFlag | then we have a bot, not optimal cause it's a opengl bot, but a start |
01:41:22 | BZFlag | more useful for me actually, cause he uses all the same player code. |
01:41:38 | crs23 | looks like MrApathyCream has some strong opinions about threading the server |
01:42:03 | BZFlag | notes that patches are welcome for the logging perl script to get it to divide by channel... |
01:42:16 | BZFlag | heh. yeah. |
01:42:23 | BZFlag | we fought a good fight. ;-) |
01:42:39 | BZFlag | you saw that cvs is now all png images? rgb files are removed. |
01:42:57 | BZFlag | 1020k dropped to 384k all lossless. |
01:43:57 | crs23 | i saw the irc messages. very nice. i see you guys discovered RGB files are stored bottom to top. |
01:44:46 | BZFlag | yeah, MrApathyCream inverted the png loader. |
01:45:16 | | MrApathyCream was last seen on #bzflag 49 minutes and 8 seconds ago, saying: png is working, rgb files are removed [Sat Mar 30 00:56:08 2002] |
01:45:16 | BZFlag | ibot: seen MrApathyCream |
01:45:59 | crs23 | i'm happy he left the RGB reader in for now. i think we might just leave it since it can't be very big. |
01:47:25 | BZFlag | I think we ought to remove it before release, just so there aren't two copies of images around with different formats. |
01:47:58 | BZFlag | but I have no problem with is staying for now. |
01:48:20 | crs23 | aww. what's wrong with allowing the client to handle multiple image formats? :) |
01:48:25 | BZFlag | I do think the models should include the extension though, not just a name and have it look them up, |
01:48:54 | BZFlag | it means that my cache might soon have gm.png as well as gm.rgb. ;-) |
01:48:57 | vogon_jeltz | I think we should also have disguise flags that disguise you as a tank from another team until you shoot |
01:48:57 | crs23 | really. i left it out on purpose to allow different formats. |
01:49:59 | MrApathyCream | a patch for 1.7 exists on sf like that |
01:50:21 | BZFlag | I think of image references as html includes. they should be complete cause the client will then ask for that "file" when is asks for the resource. |
01:50:37 | BZFlag | the client should know for certian that it has the one the server wants. |
01:50:53 | crs23 | true. |
01:51:00 | BZFlag | what happens if the server (bad admin, smack!) has both rgb and png versions of an image? |
01:51:32 | crs23 | vogon_jeltz: a similar flag idea is `chameleon': you have the team color of whoever is looking at you. |
01:51:48 | vogon_jeltz | hmm... seems too powerful |
01:51:55 | BZFlag | the model need to be explicit about exactly what "resource" (read file) it wants. |
01:52:03 | crs23 | BZFlag: i see your point. |
01:52:29 | crs23 | vogon_jeltz: radar would probably show the true color |
01:52:30 | BZFlag | does chameleon have a counter flag? |
01:52:58 | crs23 | it wouldn't need one if the radar has the true color |
01:53:23 | BZFlag | hmm. perhaps. many systems don't get a clear color from the radar though. |
01:53:43 | BZFlag | I suppose "identify" could be a counter. |
01:53:52 | MrApathyCream | patch has true right click/radar/and bullet colors |
01:53:54 | crs23 | yeah, well, i think that's because somebody once faded out the radar colors too much |
01:54:05 | BZFlag | I wonder who that was? ;-) |
01:54:21 | MrApathyCream | masquerade |
01:55:03 | MrApathyCream | Infrared flag,--> see stealth and cloak like normal |
01:55:08 | BZFlag | ahh, bullet colors! that's cool. here comes a blue tank, wait! he's firing gree shots! eeek! |
01:55:15 | MrApathyCream | right |
01:55:24 | MrApathyCream | it's sort of like terrorism |
01:55:28 | BZFlag | heh |
01:55:37 | MrApathyCream | the enemy is one of us |
01:58:46 | MrApathyCream | are tanks really going to tip over in 1.8? |
01:59:11 | crs23 | that's the plan. i just got frictionless collision working reliably. |
01:59:42 | MrApathyCream | will that make game play harder? |
02:00:30 | crs23 | generally it should be the same. but driving too close to a building edge will cause you to fall. (no more tanks floating halfway off a building) |
02:00:43 | MrApathyCream | will you land on the ground, on your side? |
02:00:45 | vogon_jeltz | IMHO, if a tank lands on its top, it should disappear and warp in from a few feet up |
02:01:19 | crs23 | i think a tank that comes to rest on anything but its bottom should explode |
02:01:46 | MrApathyCream | or just get stuck, and awaiting certain death by a passer by |
02:02:12 | crs23 | yeah, but tanks get stuck now and waiting to die sucks |
02:02:17 | MrApathyCream | will bullets have z velocity then? |
02:02:36 | MrApathyCream | and will z collision detection happen? |
02:02:48 | MrApathyCream | decks will have massive 'dribbling' effects |
02:03:16 | crs23 | bullets can already have z and i believe tanks already have z hit detection |
02:03:40 | MrApathyCream | only off pyramids, right? |
02:04:01 | MrApathyCream | but does the z follow the tank muzzle, if it tips? |
02:04:16 | crs23 | yes, only off pyramids. i dunno if we should add auto z aiming. maybe. |
02:04:36 | MrApathyCream | no i mean, if the tank tips off a building, do the bullets have negative z? |
02:04:40 | crs23 | presumably, the shot angle would change with tank muzzle angle. |
02:05:15 | crs23 | shots leave the tank in the direction the muzzle points but probably aren't affected by gravity |
02:06:54 | MrApathyCream | tanks could be equiped with auto destruct for the stuck case, maybe blow up things very close to them too |
02:07:21 | crs23 | that's a possibility |
02:07:29 | vogon_jeltz | or you could have jumps right the tank |
02:07:54 | MrApathyCream | cool, a triple sow-cow.... (ice skating reference) |
02:08:07 | MrApathyCream | a victory flip |
02:08:09 | vogon_jeltz | it's Salchow ;) |
02:08:39 | MrApathyCream | is scared that vogon_jeltz nows so much about skating |
02:09:08 | vogon_jeltz | yeah, I know, it's scary |
02:09:54 | MrApathyCream | bbl |
02:11:08 | BZFlag | we need a "suicide" key. |
02:12:56 | BZFlag | you know you are stuck, you are going to loose a point for it, but no sense giving that point to a competitor. |
02:13:57 | BZFlag | perhaps suicide when paused does not cause a score-- ? |
03:59:23 | Aldebaran | cheater on bhaskara |
04:07:30 | Aldebaran | |
04:33:48 | rlundy | Chestal: are you doing the bzflag league thing? |
04:35:28 | cor_tauri | |
04:37:34 | cor_tauri | .quit |
04:42:35 | Aldebaran | does anyone use Bastille firewall? |
04:54:54 | Aldebaran | hi |
05:01:51 | scanline | is away: fun, games, and explosions |
07:41:40 | | thanks captain_proton :) |
07:41:40 | captain_proton | ibot, botsnack |
07:45:07 | captain_proton | hi ald |
07:46:24 | scanline | is back (gone 02:44:33) |
07:47:46 | captain_proton | ARGH |
07:47:50 | captain_proton | stupid emoticons |
08:00:22 | cor_tauri | set use_status_window ON |
08:00:24 | captain_proton | i see you have yet to join/found a team |
08:00:33 | cor_tauri | who me? |
08:00:42 | captain_proton | yep |
08:00:52 | cor_tauri | no, Skipp asked me to join ult |
08:01:03 | cor_tauri | I should go to bzflag.org/league and add the team |
08:01:11 | captain_proton | thats what i mean |
08:01:15 | cor_tauri | but I'm not incharge of theeam |
08:01:30 | captain_proton | does ult stand for anything? |
08:01:35 | cor_tauri | ult is not listed there |
08:01:41 | cor_tauri | ulttands |
08:01:54 | cor_tauri | ult stands for ultite lagging tanks? |
08:02:02 | cor_tauri | irssi isn't working well |
08:02:06 | cor_tauri | ultimate lagging tanks |
08:02:09 | cor_tauri | I think |
08:02:11 | captain_proton | heh ok |
08:02:19 | cor_tauri | I NEVER see anyother ult players on the servers |
08:02:33 | captain_proton | i think you and skipp are the only ones <g> |
08:02:47 | cor_tauri | oh thats ah ah nice |
08:03:01 | cor_tauri | Tankenstein suggested I ask onthemark |
08:03:04 | cor_tauri | to join ult |
08:03:22 | cor_tauri | I will if ever I see skipp again |
08:03:34 | cor_tauri | I presume proper ettiqute is to let Skipp make |
08:03:37 | captain_proton | freelancer seems to have 'decided' to join meq |
08:03:42 | cor_tauri | thos decisions |
08:03:57 | cor_tauri | oh you should be ah what honored, no ah ... |
08:04:22 | cor_tauri | I take it he wasn't asked? |
08:04:26 | captain_proton | nope |
08:04:50 | cor_tauri | perhaps it means a lot to him .. |
08:05:01 | cor_tauri | or perhaps he is having fun with you |
08:05:01 | captain_proton | perhaps |
08:05:08 | captain_proton | i msged him saying "we'll see" |
08:05:24 | cor_tauri | it occured to me once to at {MEG} to my name |
08:05:35 | cor_tauri | just to annoy meqs |
08:05:40 | cor_tauri | but of course I didn't |
08:05:42 | captain_proton | hehe |
08:06:29 | cor_tauri | is there a way I can affect folks like KULUA? |
08:06:44 | captain_proton | not really |
08:06:56 | cor_tauri | didn't think so, the special chars are invisable to me |
08:06:59 | captain_proton | i suppose you could modify apathy's trick to allow kill by player number |
08:07:08 | cor_tauri | wouldn't know how to get player number |
08:07:14 | cor_tauri | have looked at that already |
08:07:30 | captain_proton | i could add a server command that prints player numbers |
08:07:36 | captain_proton | but that doesn't really work on other servers |
08:07:39 | cor_tauri | that dosn't help on other servers |
08:07:50 | cor_tauri | he is rarely at your server |
08:07:57 | captain_proton | well |
08:08:00 | cor_tauri | he is alwat |
08:08:02 | captain_proton | unless he has a dynamic IP |
08:08:08 | captain_proton | he will never be at my server again |
08:08:11 | cor_tauri | *smile* |
08:08:28 | cor_tauri | did you make it so players can't use |
08:08:34 | cor_tauri | special chars in their names? |
08:08:50 | captain_proton | no |
08:08:55 | captain_proton | i'm considering it though |
08:09:15 | cor_tauri | there are more than one of him, I have seen |
08:09:25 | cor_tauri | two players using that at the same time at |
08:09:27 | cor_tauri | chardonney |
08:09:45 | captain_proton | i don't think that would be too difficult to add |
08:10:04 | captain_proton | i ought to clean this up and submit a big security patch to sf |
08:10:27 | cor_tauri | when will 1.8 be ready? |
08:10:42 | cor_tauri | sf? |
08:10:42 | captain_proton | Real Soon Now |
08:10:46 | captain_proton | sourceforge |
08:10:48 | cor_tauri | ah |
08:11:24 | cor_tauri | I need to not care about cheaters |
08:11:37 | cor_tauri | they are seldom any good anyway |
08:11:57 | captain_proton | well |
08:12:10 | captain_proton | when 1.8 is out you'll have to care enough to karma them down |
08:12:26 | cor_tauri | huh? |
08:12:28 | cor_tauri | karma? |
08:12:33 | cor_tauri | cool! |
08:12:53 | cor_tauri | what is the bflag version of karma? |
08:13:01 | captain_proton | non-existant at the moment |
08:13:23 | cor_tauri | hmmm... voting of players to handica other players? |
08:13:38 | captain_proton | kinda |
08:13:49 | captain_proton | i suggest you read doc/karma.txt in current CVS |
08:13:54 | captain_proton | it has some thoughts on the system |
08:14:04 | cor_tauri | I will try to do that now |
08:16:17 | cor_tauri | found it am reading |
08:17:02 | cor_tauri | registered callsigns require pgp? |
08:17:16 | captain_proton | they'll have some form of key |
08:17:38 | cor_tauri | I don't have pgp installed will have to.. |
08:17:43 | captain_proton | no |
08:17:48 | captain_proton | it'll all be integrated into bz |
08:17:52 | cor_tauri | oh |
08:20:50 | cor_tauri | |
08:21:06 | cor_tauri | umm.. it's a good idea but... |
08:21:19 | cor_tauri | after about a year it will be scrapped I think |
08:21:24 | captain_proton | why? |
08:21:56 | cor_tauri | ok there is a /damn irssi |
08:22:03 | cor_tauri | there is a player that I don't like |
08:22:09 | cor_tauri | he dosn't cheat that I know of |
08:22:18 | cor_tauri | I just don't like him because |
08:22:23 | cor_tauri | 1 I don't like his name |
08:22:28 | cor_tauri | 2 he gets GM alot |
08:22:33 | cor_tauri | 3 he is good with GM |
08:22:36 | cor_tauri | 4 is is good |
08:22:51 | cor_tauri | 5 he hides up on top of the towers making it hard to kill him |
08:22:59 | cor_tauri | what level of karma should I give him |
08:23:07 | cor_tauri | vs what level of karma will I give him |
08:23:35 | cor_tauri | he deserves far better karma than he inspires |
08:23:39 | captain_proton | well - hopefully the people who have the highest influence will be the fairest |
08:23:44 | cor_tauri | |
08:24:09 | captain_proton | plus there's some discussion about whether or not kill ratios/etc should factor into karma |
08:24:16 | cor_tauri | it's an adversarial game |
08:24:23 | captain_proton | true |
08:24:37 | captain_proton | but will you get mad enough at a player to change his karma out of irritation? |
08:24:39 | cor_tauri | |
08:24:50 | cor_tauri | no I wouldn't, or at least I hope I wouldn't |
08:24:56 | captain_proton | see? |
08:25:07 | captain_proton | all the really good players are also fairly mature about the game |
08:25:29 | captain_proton | and the ones who are impertinant are almost always beginners or seasoned cheaters |
08:26:06 | cor_tauri | I don't know |
08:26:13 | cor_tauri | it is a good idea if it will work |
08:26:23 | cor_tauri | the way it is desired to work |
08:26:47 | cor_tauri | it should be tried, if it works, good |
08:27:39 | cor_tauri | |
08:28:11 | cor_tauri | brb |
08:29:43 | cor_tauri | hmm fire wall is putting stuff in console session |
08:58:15 | scanline | is away: ZzZzZz.... |
14:50:48 | Chestal | re |
15:54:04 | Chestal | hi Cream |
16:01:42 | MrApathyCream | tag |
16:02:19 | MrApathyCream | try the pngs? |
16:05:26 | Chestal | not yet, I'll start cvs update |
16:10:32 | MrApathyCream | what's your lag limit on red/green? |
16:11:04 | Chestal | 300ms |
16:11:22 | MrApathyCream | ooof |
16:11:32 | Chestal | heh, 300ms is a lot |
16:11:36 | Chestal | still using your 56k? |
16:11:53 | MrApathyCream | yup |
16:12:29 | Chestal | oh my, a modem just doesn't cut it, at least with the current network code. But I assume it will still suck with 1.8 |
16:13:07 | Chestal | I get some warnings: |
16:13:09 | Chestal | PNGImageFile.cxx:516: warning: multi-character character constant |
16:13:46 | MrApathyCream | hmm 'IDAT' ? |
16:13:58 | Chestal | yep |
16:14:07 | Chestal | I'm not too sure about what the standard says about these |
16:18:03 | Chestal | I guess PNG is working here, not 100% sure, though, as I play withotu textures anyway |
16:18:15 | MrApathyCream | ah |
16:18:29 | Chestal | I can try at home later |
17:35:12 | Chestal | anyone alive who can help with server firewall issues? |
18:05:12 | BZFlag | hit me. |
18:05:40 | BZFlag | first upgrade to 1.7e5, then use the -pr option, then forward those two ports. ;-) |
18:05:57 | BZFlag | running 1.8 you only need one port. ;-) |
18:12:34 | Chestal | ok, that's about what I told him, too. He didn't complain since, maybe it's working :-) |
18:15:44 | BZFlag | with 1.7e4 and earlier you need all ports. |
18:16:36 | Chestal | hmm, ducati is port-filtered, but working |
18:16:45 | Chestal | I don't know exactly what ports are free,though |
18:32:43 | ppl | hello! |
18:33:29 | ppl | I'm trying to play with one of my friends on the same Internet connection with UDP, but it acts really weird. It's like if we were only one |
18:41:20 | Chestal | ppl: using NAT? |
19:01:06 | MrApathyCream | Hmm, i guess there still is some code that can be optimized now because of ids... ie: |
19:01:07 | MrApathyCream | for (int i = 0; i < maxPlayers; i++) |
19:01:07 | MrApathyCream | if (player[i] && player[i]->getId() == firingInfo.shot.player) { |
19:01:07 | MrApathyCream | const float* pos = firingInfo.shot.pos; |
19:01:08 | MrApathyCream | player[i]->addShot(firingInfo); |
19:01:08 | MrApathyCream | if (human) { |
19:01:11 | MrApathyCream | if (firingInfo.flag == ShockWaveFlag) |
19:01:14 | MrApathyCream | playWorldSound(SFX_SHOCK, pos[0], pos[1], pos[2]); |
19:01:15 | MrApathyCream | else if (firingInfo.flag == LaserFlag) |
19:01:17 | MrApathyCream | playWorldSound(SFX_LASER, pos[0], pos[1], pos[2]); |
19:01:19 | MrApathyCream | else if (firingInfo.flag == GuidedMissileFlag) |
19:01:21 | MrApathyCream | playWorldSound(SFX_MISSILE, pos[0], pos[1], pos[2]); |
19:01:23 | MrApathyCream | else |
19:01:25 | MrApathyCream | playWorldSound(SFX_FIRE, pos[0], pos[1], pos[2]); |
19:01:27 | MrApathyCream | } |
19:01:29 | MrApathyCream | break; |
19:01:31 | MrApathyCream | } |
19:03:46 | Chestal | player[i]->getId() is always i ? |
19:04:03 | MrApathyCream | right can do |
19:04:21 | MrApathyCream | RemotePlayer *shooter = player[firingInfo.shot.player]; |
19:04:47 | Chestal | maybe better to use LookupPlayer |
19:04:56 | Chestal | the player _might_ be nonexistant? |
19:05:14 | MrApathyCream | if (shooter) { do stuff } |
19:05:41 | MrApathyCream | bbl |
19:16:54 | BZFlag | yep |
19:17:11 | Chestal | I'm doing it |
19:31:05 | Chestal | I'm coding defensive :-) |
19:31:24 | Chestal | a lot of checks could be omitted if we trust ids in msgs, but I guess it's better to go safe |
19:35:39 | Chestal | I hope I introduced no bugs, not so easy to test without really playing with it |
20:15:54 | vogon_jeltz | is away: sl33p |
20:19:42 | Chestal | a question about the fiel hierarchy: I don't think that putting all the header files that are shared among different directories in src/ all in one global include/ directory is a very good idea |
20:19:58 | Chestal | wouldn't it be better if the header files stay with their implementations? |
20:20:37 | Chestal | we would then either have to extend incldue search paths or use #include "gui/sample.h" style, of course |
20:37:44 | BZFlag | we trust ids at the client. we do not on the server. |
20:43:19 | BZFlag | agrees, but crs23 is the one to convince. |
20:43:41 | BZFlag | though it is useful to know which headers should not be included elsewhere. |
21:14:29 | br33zy | Whats up |
21:48:05 | ppl | Chestal yep |
21:50:45 | ppl | Chestal it will use the same port to communicate? |
22:05:21 | BZFlag | ppl: it? |
22:06:02 | ppl | bzflag get confused with natd |
22:06:38 | ppl | with UDP support |
22:08:57 | BZFlag | version? server or client? |
22:09:16 | ppl | clients |
22:09:31 | BZFlag | version? talking to what server version? |
22:09:33 | ppl | one client was 1.7e2 and other windows |
22:09:52 | BZFlag | 1.7e2 on what? and what version on windows? |
22:10:32 | ppl | where i check for version on windows? |
22:10:39 | ppl | and the other is FreeBSD |
22:10:40 | BZFlag | in the startup messages |
22:10:53 | BZFlag | what version of the server are you talking to? |
22:10:57 | ppl | 1.7e4 |
22:11:08 | ppl | some random server on the Inet |
22:11:25 | BZFlag | some servers are old and do not have the new port handling code. |
22:11:27 | ppl | might be the server who was out of date |
22:11:36 | ppl | ok, soo it should work.. |
22:11:44 | BZFlag | they as the client for it's port number and trust that. |
22:11:53 | ppl | Server: 213.66.104.195 Port: 5156 |
22:11:59 | BZFlag | a broken assumtion as nat will change the port number |
22:12:21 | BZFlag | sheck the server version when you connect. |
22:12:25 | ppl | i just wanted to show bzflag to a friend and it sorta failed :) |
22:12:25 | BZFlag | er check |
22:12:47 | ppl | it's ok, I just wanted to make sure you where aware of it |
22:17:04 | BZFlag | yep. reworked in 1.8 so it will get better at some point. |
22:59:15 | MrApathyCream | thanks chestal! |
23:58:36 | scanline | is back (gone 15:00:21) |