07:10.53 | *** join/#bzflag ibot (ibot@rikers.org) |
07:10.53 | *** topic/#bzflag is Updated BZEdit Windows http://www.artemisgames.com/bzedit || rank: http://happypenguin.org/show?BZFlag || bzedit 2.1! http://jupiter.babylonia.flatirons.org/older/code/tarballs/ || http://stats.bzflag.org/ || http://www.chesco.com/~dbrosius/BZFlag/BZFlag.html || http://BZFlag.org 1.7e6 (Armoured Smashing Fist 2002) || 1.7 will become HEAD, 1.8 to be retired And It's SILL ALL DOUG'S FAULT :) |
07:10.53 | *** mode/#bzflag [+o ibot] by ChanServ |
07:23.21 | *** join/#bzflag jpablo (~jpablo@dsl-200-67-6-1.prodigy.net.mx) |
07:39.57 | otherproton | scanline: mornin' |
07:40.08 | scanline | hiya otherproton |
07:41.25 | otherproton | scanline: i saw your avi exporter - nifty |
07:41.34 | otherproton | and might i add - you're now *completely* insane |
07:44.47 | scanline | I got method calling working |
07:44.53 | otherproton | ooh |
07:44.59 | scanline | it uses templates :) |
07:45.01 | otherproton | successful lan party i'm assuming? |
07:46.00 | scanline | mostly. I didn't have linux binaries for unreal with me, and I had terrible luck with trying to install windows on yoshi, so I gave up on that and programmed a bit... then played Unreal on my brother's computer when he fell asleep :) |
07:46.11 | scanline | I wrote the ScriptableMethod templates at the lan party :) |
07:49.18 | scanline | it was the first time I've used templates really, so let me know if I did something dumb... I tried to learn templates by reading the STL source :) |
07:50.01 | otherproton | lemme take a look |
07:50.14 | scanline | oh yeah... and I had to use your tmpfs idea with the AVI exporter |
07:50.20 | scanline | my disk can't handle 30 megabytes/second |
07:50.23 | otherproton | hehe |
07:51.06 | otherproton | we need a way to turn it on and off |
07:51.12 | otherproton | because the framerate sucks at the beginning |
07:51.44 | scanline | I was planning on making a new main loop class that would have frame rate control, and allow you to register handlers to be run in the main loop |
07:51.55 | scanline | then there could be an AVI recorder ScriptableObject that would be a handler for that |
07:52.03 | otherproton | sounds reasonable |
07:52.13 | otherproton | i don't see anything horrible in scriptablemethod |
07:52.31 | scanline | cool |
07:56.10 | otherproton | hmm, we should perhaps create an avi buffer that keeps it in memory until program exit |
07:56.33 | scanline | I thought about that too. Maybe even warn them when it's almost full, then pause everything while it flushes |
07:57.49 | otherproton | we could just force a pause, if they've got an avi-recorder going they won't expect real gameplay |
07:58.46 | scanline | another option would be using some kind of compression that makes the data rate low enough to record in real time, but doesn't take too much CPU |
07:59.23 | otherproton | what we -really- need is a large striped scsi raid system <grin> |
07:59.30 | scanline | =) |
08:00.13 | scanline | hmm |
08:00.27 | scanline | eventually we'll need a way to save and load games, and a way to record demos |
08:00.58 | otherproton | recording demos can be simple enough, we can just record all the property sets and their timing |
08:01.07 | scanline | if the demo recording facility recorded absolutely everything that could be onscreen, we could just have a utility to convert those to movies |
08:01.07 | otherproton | then let the physics engine replay the demo |
08:04.49 | otherproton | if we save data like that we could have replays pretty easily |
08:14.17 | otherproton | bum bum bum bada bum |
08:18.10 | *** join/#bzflag sussudio (Suss@d51132c8.cable.wanadoo.nl) |
08:19.15 | otherproton | gah, i'm sick of talking to druggies on irc who can't even spell the name of what they're taking |
08:19.35 | sussudio | xanax? |
08:19.45 | otherproton | "vicadin" |
08:19.55 | sussudio | ritalin |
08:20.07 | otherproton | this guy needs a ritalin dart, for sure |
08:20.19 | scanline | http://www.taat.fi/tmdc/ |
08:21.03 | sussudio | porrasturvat? |
08:24.44 | otherproton | scanline: i've decided lain would have been better if she just turned out to be a screwed up little girl |
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08:25.17 | scanline | haha |
08:26.05 | otherproton | the first few episodes were amazing - very dark...then they got into that whole god crap |
08:26.31 | scanline | how many of them have you watched? |
08:26.49 | otherproton | all the ones you have (thats all of them, right?) |
08:26.52 | scanline | yes |
08:29.26 | scanline | you mean your parents' windows computer doesn't provide an effective software development platform? |
08:29.39 | otherproton | 'fraid not |
08:29.46 | otherproton | i dunno, perhaps my head is just screwed up |
08:29.51 | otherproton | i like dark stories |
08:30.20 | scanline | you should try Evangelion |
08:30.54 | otherproton | i started the first episode but it didn't really grab my interest at the time |
08:33.47 | scanline | Star Control 2 is neat |
08:33.56 | scanline | if only I knew how to play it |
08:34.28 | otherproton | perhaps its that i've been thinking about jetstream too much - my desire to tell a depressing story is bleeding into the rest of my life |
08:34.46 | scanline | hehe |
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08:38.08 | scanline | speaking of jetstream... |
08:38.11 | scanline | how about portal rendering? |
08:38.17 | otherproton | explain? |
08:38.48 | scanline | well, I was thinking we might need to deal with levels that are both inside and outside... for example, flying through caves or buildings |
08:39.11 | scanline | so we could use something resembling a portal rendering engine, where some portals would lead to the terrain engine |
08:39.17 | otherproton | ooh thats a good idea...go on |
08:39.38 | scanline | haven't thought about it in much detail.. but it seems like it would work |
08:41.52 | scanline | brb |
08:51.45 | scanline | what kind of levels will jetstream usually have? completely outdoor? something like descent? |
08:52.35 | otherproton | probably a near-equal mix of indoor, outdoor, spaceside, underwater... |
08:53.15 | scanline | ok |
08:58.26 | otherproton | all depends on how the story comes out though...got a literary friend of mine supposedly cooking something up |
08:58.35 | scanline | cool |
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09:00.22 | BlueIndian | where is my pies pipe |
09:06.02 | scanline | hmm |
09:06.41 | scanline | with a portal rendering engine supporting portals that lead to things like terrain engines and skyboxes, and a way of paging the portals to disk, you could have pretty much infinitely sized levels in any environment |
09:06.55 | scanline | s/portals to disk/sectors to disk/ |
09:07.15 | otherproton | yeap |
09:07.53 | scanline | would also be good for collision detection |
09:07.56 | scanline | maybe |
09:08.12 | scanline | collisions with terrain would be interesting |
09:09.44 | otherproton | how does a portal system impact collisions? |
09:10.19 | scanline | if your level dataset is divided into sectors it might make collision detection simpler... dunno |
09:13.31 | otherproton | depends how large the sectors are |
09:16.20 | otherproton | we can do some big optimization on collision anyways |
09:22.39 | scanline | BSP trees? |
09:24.21 | otherproton | sorta kinda not really |
09:24.54 | otherproton | we'll only do collision with 'local' geometry (which can be done via bsps/octrees/something similar) |
09:25.24 | otherproton | plus we can run a lot less geometry for collision than we actually draw |
09:25.49 | scanline | ok.. another engine question: curved surfaces? |
09:26.51 | otherproton | hmm |
09:27.00 | otherproton | i've never done curved surfaces before :) |
09:27.37 | scanline | I think a curved surface system with LOD will be necessary for indoor scenes to look good |
09:27.53 | scanline | quake3 has something like that, and it's awesome for archways and round tunnels |
09:28.05 | otherproton | bezier surfaces should be simple enough |
09:28.25 | otherproton | LOD is just a question of interpolating the bezier depending on how far away it is |
09:28.39 | scanline | now another neat question: |
09:28.48 | scanline | can we combine the terrain rendering and curved surfaces? |
09:29.04 | otherproton | i'd say not really |
09:29.27 | otherproton | ROAM is a very good terrain algorithm, and bezier's are completely different |
09:29.43 | scanline | well, both could benefit from the dynamic subdivision ROAM does |
09:30.42 | scanline | you might be able to do some pretty neat stuff by just allowing ROAM surfaces in the 3D engine... irregular floors in building, bumpy curved tunnels... |
09:31.04 | otherproton | we already have to interpolate the bezier curve, so there's no real reason to try to munge ROAM into it |
09:31.21 | scanline | k |
09:31.36 | otherproton | but yeah, we can use ROAM anywhere we have a really bumpy surface |
09:32.08 | scanline | the editor for this will be rather interesting :) |
09:32.41 | otherproton | 'scary' is a better word |
09:33.52 | scanline | depending on how dynamic the levels can be, an in-game editor would be good |
09:34.07 | scanline | you could have a picogui panel with extra controls and views |
09:34.32 | otherproton | in-game would also be good because we wouldn't have to port the editor |
09:34.38 | scanline | indeed |
09:34.48 | scanline | an in-game python IDE would be easy =) |
09:34.49 | otherproton | i've never had a real widget set to work with in-game so it will be much more feasable |
09:58.16 | scanline | breakfast |
09:58.49 | otherproton | ooh thats creepy |
09:59.04 | scanline | isn't it? |
10:05.15 | otherproton | ergg, sleep is beckoning |
10:05.26 | scanline | kill it! |
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10:11.10 | otherproton | i'm gonna give in |
10:11.11 | otherproton | 'night |
10:11.14 | scanline | g'night |
10:11.25 | jpablo | <PROTECTED> |
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11:17.35 | Terminator | hi all |
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12:05.36 | [TeA]-_ | good irc? |
12:05.41 | [TeA]-_ | no xchat |
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15:10.11 | Chestal | I think we should have some observer slots by default, right now there are none if you do not use -mo option |
15:20.32 | [TeA] | ? |
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16:03.45 | sussudio | hmm |
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16:59.42 | home | hi tea :) |
17:07.09 | *** join/#bzflag Patlabor221 (~JeffM@dsl-65-184-182-9.telocity.com) |
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17:24.14 | ak|ra | hi all |
17:24.58 | Patlabor221 | sup |
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17:40.06 | jzaun | captain_proton: you be around? |
17:41.14 | sussudio | jzaun: the map launching from world isnt working anymore |
17:41.59 | jzaun | sussudio: I'll look into it |
17:42.16 | sussudio | k |
17:59.05 | home | ak|ra: awake? |
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18:07.46 | bzgirl | hi ;-) |
18:08.05 | WinkyGuy | Hey, I figured it out. |
18:09.02 | WinkyGuy | IRC won't let me use ;-) as a nickname :-( |
18:09.34 | *** join/#bzflag strayer (~s-t-r-a-y@pD9E1AC98.dip.t-dialin.net) |
18:10.11 | strayer | hi :) |
18:10.18 | Chestal | Winky: was able to contact one Mole so far |
18:10.27 | WinkyGuy | My laptop is about out of batter, gotta go plug in. |
18:10.54 | WinkyGuy | Cool. Not sure I want to get whacked by you guys, but what the heck... |
18:14.20 | bzgirl | hello strayer |
18:14.36 | strayer | hi bzgirl :) |
18:14.48 | *** join/#bzflag akira_ (~akira@p50882BC5.dip.t-dialin.net) |
18:15.43 | strayer | akira_: hi...die SQL-abfrage funzt leider nit bei jahresuebertraegen |
18:16.17 | akira_ | strayer: war ja klar |
18:16.39 | strayer | akira_: warum? |
18:16.49 | akira_ | naja, weil darum |
18:17.06 | akira_ | versuchs mal mit absolut betraegen |
18:17.19 | strayer | das isses nicht |
18:17.23 | akira_ | also, irgendwie vorzeichen abhaengig |
18:17.43 | WinkyGuy | Ich musse meine Deutche Wortebuch suchen |
18:17.44 | strayer | das problem ist, dass BETWEEN immer zuerst den kleinsten, dann erst den grossen wert erwartet |
18:19.09 | akira_ | strayer -> query |
18:19.15 | WinkyGuy | Ich spreche nur ein bischen Deutsch. Kannen sie sprechen English? |
18:19.47 | strayer | WinkyGuy: not that good...but...yep :) |
18:20.26 | WinkyGuy | Du musst besser dann mir bist! |
18:20.52 | WinkyGuy | Danke. |
18:21.25 | WinkyGuy | I really don't want to butcher your language! ;-) |
18:21.47 | Chestal | it's ugly, but starting to do something which makes sense |
18:22.24 | WinkyGuy | Cool! We need that. It should label the flag, too... ... or maybe not. |
18:23.13 | WinkyGuy | So, how many have two machines, one for chatting, one for playing? |
18:23.44 | Chestal | only one machine here, but two X servers |
18:24.19 | WinkyGuy | Ah, another solution. I can't really do that, my machine is too slow. |
18:24.32 | WinkyGuy | I need all the resources I can get for bzflag |
18:25.27 | WinkyGuy | See, I PLAY on my laptop. (A 600MHz iBook) |
18:25.48 | strayer | holla....so U really need all U can get for the gane :) |
18:26.13 | akira_ | Chestal: :)))))) |
18:26.22 | akira_ | Chestal: do you want to do this stuff now? |
18:27.27 | Chestal | akira: well, it's kind of workign already, but it's an evil hack. I have absolutely zero knowledge of OpenGL :-) |
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18:28.04 | akira_ | Chestal: show me the stuff |
18:28.06 | Chestal | ah, hi lupi |
18:28.15 | lupinator | merhaba |
18:28.18 | Chestal | akira: it's not showable yet |
18:28.20 | akira_ | Chestal: i told him the fighting news alreads |
18:28.28 | akira_ | Chestal: show it to me ... |
18:28.33 | sussudio | hm aceshigh? |
18:28.42 | Chestal | akira: I am drawing the labels in 2D, so they're not hidden behnd buildings |
18:28.50 | akira_ | so i can get an idea what you want and what you do :) |
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18:29.41 | Chestal | akira: I'm using gluProject to get the screen coordinates of each tank's center |
18:29.51 | akira_ | evil :) |
18:29.57 | akira_ | but nice idea |
18:30.13 | akira_ | Chestal: -> query |
18:36.47 | WinkyGuy | Okay, so Procrastination Excess wants a match. 21:00 UTC. Any takers? |
18:37.25 | WinkyGuy | I know that the Moles are working on getting up a team. Anybody else? We might be able to field two teams (or have two matches). |
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18:40.20 | akira_ | hi tea |
18:40.50 | WinkyGuy | Tea and tea- ? |
18:44.38 | WinkyGuy | [dmp], iluxa, you playing today? |
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18:54.01 | strayer | bye... |
18:54.01 | *** part/#bzflag strayer (~s-t-r-a-y@pD9E1AC98.dip.t-dialin.net) |
19:05.02 | *** join/#bzflag WinkyGuy_ (~chatzilla@cs2887-88.austin.rr.com) |
19:05.36 | WinkyGuy_ | Ah, that's better. I just got ChatZilla to work |
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19:18.01 | ak|ra | re |
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19:32.03 | Cell | howdy |
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19:33.06 | ak|ra | re |
19:34.13 | Cell | quo vadis Patlabor221? |
19:35.45 | Patlabor221 | what? |
19:41.43 | ak|ra | moin |
19:56.36 | Patlabor221 | cell I am here. |
20:09.09 | iluxa | hey all |
20:09.23 | WinkyGuy | Hey iluxa |
20:09.24 | iluxa | [dmp]: arround? |
20:09.29 | iluxa | hey WinkyGuy |
20:09.32 | WinkyGuy | Don't think so. |
20:09.49 | bzgirl | do you guys have a match lined up? |
20:09.55 | iluxa | I think so |
20:10.05 | WinkyGuy | calico sent bzmail saying they've got 3. |
20:10.22 | bzgirl | pro xs right? |
20:10.30 | WinkyGuy | nWe could probably get another match if y'all are ready. |
20:10.30 | iluxa | WinkyGuy: what's your call sign? |
20:10.40 | WinkyGuy | I'm ';-)' |
20:10.44 | iluxa | OK |
20:10.50 | iluxa | :) |
20:10.58 | WinkyGuy | hehehehehe |
20:11.19 | WinkyGuy | I just noticed the 'n' on one of my last messages. ;-) |
20:11.57 | WinkyGuy | Did you get that, iluxa, or was it an icon? |
20:12.08 | iluxa | n |
20:12.12 | WinkyGuy | My callsign is a winking smiley |
20:12.24 | iluxa | I understood that |
20:12.25 | WinkyGuy | ; - ) |
20:12.30 | WinkyGuy | OK |
20:12.32 | iluxa | OKOK :) |
20:12.41 | iluxa | I just created ml for our team |
20:13.00 | iluxa | I think I signed you up, but am not sure |
20:13.10 | iluxa | I sent bzmessage to all about that |
20:14.01 | WinkyGuy | I didn't get any mail from it yet. Don't know if you sent a broadcast. |
20:14.12 | WinkyGuy | I *did* get the bzmail, though. |
20:14.39 | iluxa | Well, try signing up, in worst case it will yell at you that you are already sgned up |
20:14.44 | WinkyGuy | Looks like we might have a lot of ProXS show up today. |
20:14.54 | WinkyGuy | Are you in? |
20:15.23 | iluxa | Yeap |
20:15.41 | iluxa | Hey, how about some practice now? |
20:15.57 | iluxa | Onthat practice server (to see if it works :) |
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20:40.23 | ak|ra | moin lup |
20:41.30 | *** join/#bzflag WinkyGuy (~chatzilla@cs2887-88.austin.rr.com) |
20:48.19 | *** part/#bzflag WinkyGuy (~chatzilla@cs2887-88.austin.rr.com) |
20:58.19 | Chestal | 1:0 for the Plague vs. ProcXS |
21:01.25 | ak|ra | ui |
21:01.28 | ak|ra | durch wen? |
21:02.23 | [TeA]- | hui |
21:04.45 | Chestal | weis snichtmehr |
21:04.48 | Chestal | 2:0 now |
21:04.53 | Chestal | after 10 minutes |
21:08.27 | Chestal | 3:1 |
21:10.36 | *** join/#bzflag knightmare (~cf323845@chat.ircnet.org) |
21:10.50 | knightmare | hiiya guys |
21:11.16 | Chestal | hi knight |
21:12.00 | knightmare | any ideas why my server will crash every time it is started about 10 minutes later? |
21:12.06 | knightmare | all players go NR |
21:12.23 | knightmare | modem even crash's have to unplug it |
21:12.34 | knightmare | using slackware 8.1 |
21:12.40 | Chestal | hmm, not really |
21:12.46 | knightmare | i dont get it |
21:12.47 | Chestal | what kind of modem is it? |
21:12.50 | jzaun | knightmare: it has happened to me as well |
21:13.01 | jzaun | server don't crash but my client goes all NR |
21:13.06 | knightmare | i've seen it happening at poish's server too |
21:13.13 | jzaun | its because the modem "hickups" |
21:13.18 | knightmare | yeah, everyone goes NR all at once |
21:13.42 | knightmare | ni do ALOT of downloading, movies etc... it never hiccups once |
21:13.47 | jzaun | it seems bzfs can't live without a connection for too long |
21:13.55 | knightmare | start BZ for 10 mins and it pukes |
21:14.15 | jzaun | not sure as to why... |
21:14.31 | jzaun | but its not a server thing :-) that much I can say for sure |
21:14.38 | knightmare | mine will do it like clockwork |
21:14.52 | otherproton | knightmare: you're not getting any segmentation faults or anything? |
21:14.56 | knightmare | expect it about 10 mins after players show up |
21:15.07 | knightmare | not that i know of |
21:15.15 | otherproton | what version are you using? |
21:15.22 | knightmare | 1.7e7 |
21:15.27 | otherproton | as of when? |
21:15.45 | knightmare | using bzfs ya mean? |
21:16.01 | knightmare | been trying to get it stable for a few weeks |
21:16.13 | Chestal | I have no problems with the server onducati |
21:16.18 | Chestal | usually runs for weeks without a restart |
21:16.21 | knightmare | tried it in XP win 2000 server and slackware 8.1 |
21:16.38 | knightmare | everyone does the same thing. |
21:16.46 | knightmare | ble guy coming tomorrow ro check lines |
21:17.08 | knightmare | but i dont see how it can be the cable, excelent connections and speed |
21:17.19 | jzaun | otherproton: got a sec for a BZE compile issue? |
21:17.21 | knightmare | except when i start bzfs :( |
21:17.29 | otherproton | jzaun: shoot |
21:18.10 | jzaun | In file included from /usr/include/c++/3.2/i386-redhat-linux/bits/c++locale.h:39, |
21:18.11 | jzaun | <PROTECTED> |
21:18.11 | jzaun | <PROTECTED> |
21:18.11 | jzaun | <PROTECTED> |
21:18.11 | jzaun | <PROTECTED> |
21:18.11 | jzaun | <PROTECTED> |
21:18.14 | jzaun | <PROTECTED> |
21:18.15 | jzaun | <PROTECTED> |
21:18.17 | jzaun | <PROTECTED> |
21:18.19 | jzaun | make[2]: *** [bzedit.o] Error 1 |
21:18.45 | otherproton | thats all it gives you? |
21:18.50 | ak|ra | ? |
21:18.55 | jzaun | <PROTECTED> |
21:19.05 | ak|ra | ah |
21:19.25 | jzaun | thats it |
21:20.44 | otherproton | hmm yeah, i had to hack the header file to get that to funtion =| |
21:20.53 | ak|ra | :) |
21:21.09 | ak|ra | what did you try? |
21:21.12 | jzaun | otherproton: how did you hack it? |
21:22.16 | otherproton | well i -had- hacked it but i seem to have lost my changes during an upgrade :P |
21:22.29 | otherproton | i'll take a look at it tonight when i'm back at my own system |
21:22.51 | ak|ra | otherproton: why did you need hacking the header? |
21:23.03 | otherproton | ak|ra: because the header had syntax errors |
21:23.13 | jzaun | ak|ra: cause as far as I can tell its busted |
21:23.37 | ak|ra | otherproton: could you show me? |
21:24.09 | otherproton | ak|ra: look at jzaun's error |
21:24.42 | jzaun | line 40 is: extern char *gettext (__const char *__msgid) __THROW; |
21:24.56 | ak|ra | jzaun: where did it start? |
21:25.12 | ak|ra | what system |
21:25.22 | ak|ra | gcc3.2 - native system? |
21:25.23 | Chestal | Proc-XS - The Plague: 1-7 |
21:25.29 | ak|ra | Chestal: oha |
21:25.34 | jzaun | gcc3.2 native RH8.0 |
21:26.18 | ak|ra | is that the same evil red hats that did the 2.96.er ? :) |
21:26.26 | jzaun | no |
21:26.38 | otherproton | ak|ra: i had that error on a gentoo box |
21:26.53 | ak|ra | otherproton: just a joke |
21:27.07 | ak|ra | and the error comes from just include the stuff? |
21:27.22 | otherproton | *nod* |
21:27.55 | ak|ra | ui .. could you show me these few lines? |
21:28.24 | otherproton | ak|ra: it borks on anything with __const - i'm not sure why they have that instead of 'const' |
21:29.05 | otherproton | hmm, looks like woes would end if argp.h was included in libintl.h |
21:29.19 | otherproton | jzaun: try sticking a #include <argp.h> at the top of that file |
21:29.21 | ak|ra | aeh, the #includes |
21:29.26 | ak|ra | please show me that one |
21:30.09 | jzaun | heh that fixed the __const errors |
21:30.18 | jzaun | but now I get /usr/include/libintl.h:41: parse error before `const' |
21:30.29 | jzaun | 41/45/53/82/87 |
21:31.07 | otherproton | bleh |
21:31.18 | otherproton | ohh i think i know what it is |
21:31.24 | otherproton | 'gettext' and friends have been defined |
21:31.39 | otherproton | i remember now, i had to delete those function definitions from the header :P |
21:33.18 | jzaun | that did it |
21:33.23 | jzaun | I just // them out |
21:33.44 | jzaun | still very strange that one would have to modify a sys header |
21:34.03 | otherproton | i think there's a conflict between things that get included in iostream vs gnome |
21:34.25 | jzaun | I wonder is gnome knows about the confict |
21:35.43 | jzaun | so 2.1 is the BZE with the new look and feel? |
21:36.05 | otherproton | no |
21:36.20 | otherproton | the new look and feel one is rotting at the bottom of my heap |
21:36.28 | jzaun | :-( |
21:37.18 | jzaun | well... I got it compiled... |
21:37.32 | jzaun | but there are not graphics, everything is just white |
21:37.45 | otherproton | did you make install? |
21:37.50 | jzaun | might have to make install :-) |
21:38.04 | otherproton | it needs the data directory to be in the right place |
21:38.45 | jzaun | are they the same biled that BZF uses? |
21:39.54 | otherproton | biled? |
21:51.11 | *** join/#bzflag jzaun (~jzaun@jzaun.static.telerama.com) |
21:57.40 | jzaun | otherproton: still around? |
22:00.49 | otherproton | yea |
22:13.37 | knightmare | nyeah |
22:15.25 | ak|ra | mhhh |
22:17.11 | *** join/#bzflag keld (~keld@0x503e52e6.arcnxx4.adsl-dhcp.tele.dk) |
22:19.39 | *** join/#bzflag foo (~181c5758@chat.ircnet.org) |
22:20.30 | *** join/#bzflag WinkyGuy (~chatzilla@cs2887-88.austin.rr.com) |
22:20.49 | WinkyGuy | Did we blow, or did we blow? |
22:22.10 | Chestal | maybe we shoudl think of a different rating system |
22:22.24 | Chestal | somehow teams which do not play should get their ratign lowered |
22:22.49 | WinkyGuy | I'd go for that ;-) |
22:23.24 | ak|ra | WinkyGuy: you blow .) |
22:23.32 | Chestal | right now the non-top active teams tend to drop down to the end of the list |
22:23.33 | WinkyGuy | Somehow teams which blow should get their ratings raised :-) |
22:23.44 | ak|ra | sorry again for the FAT lagging phase in first minutes |
22:24.09 | Chestal | ak|ra: there was an interesting article on QoS for DSL users in one of the latets issues of ct |
22:24.10 | WinkyGuy | Didn't maatter |
22:24.15 | Chestal | I guess I'll try that |
22:24.41 | Chestal | will jsut have to adapt it somehow to boost bzflag packets :-) |
22:25.23 | ak|ra | Chestal: i take fli4l and can handle this .. but never see the need for qos until now |
22:26.29 | Chestal | a friend of mien tried it, works great, an interactive ssh was very usable while a fullspeed download was running |
22:32.32 | *** join/#bzflag klj (~keld@0x503e52e6.arcnxx4.adsl-dhcp.tele.dk) |
22:32.52 | ak|ra | Chestal: ich weiss, ich kenn die jungs von fli4l ein wenig :) |
22:33.30 | otherproton | yawn |
22:37.28 | Chestal | otherproton: I hacked a tank labels for roaming patch today (with help from akira) |
22:37.42 | Chestal | seems to have a little bug yet, then I'll put it in sf |
22:38.40 | ak|ra | and i am almost done with the old e6 + akira/chestal hudstuff + chestals new stuff :) |
22:42.43 | Chestal | hmm, the L key defaults to be an alternative for right mouse click? |
22:43.11 | ak|ra | don know |
22:44.17 | Chestal | hmm, and there is a bug in the default 2 list, one item missing |
22:44.41 | otherproton | default 2 list? |
22:44.48 | ak|ra | Chestal: while patching it by hand i saw something like this |
22:45.12 | Chestal | otherproton: yes, defaults for keys, each fucntion can have two key bindings |
22:45.16 | ak|ra | chestal .. ther is an area list .. = listNext or someting like that |
22:45.19 | Chestal | hmm, why use 'l' for identify? |
22:46.52 | Chestal | I don't insist on the 'l' key for the labels. ANy suggestsions? Or I could remap identify to something else instead of 'l' |
22:46.59 | Chestal | maybe 'i'? |
22:51.17 | ak|ra | i have it now on # |
22:51.25 | ak|ra | but in the new version i build no reaktion |
22:51.29 | Chestal | does everyoen habe glu.h? |
22:51.56 | ak|ra | yep |
22:51.58 | ak|ra | normaly |
22:53.34 | ak|ra | Chestal: the patch rocks for cvs - v1_7 ... |
22:53.45 | ak|ra | but nothin happens in 1.7e6 :( |
22:54.27 | Chestal | hmm, try to find whetehr it's just the key |
22:54.37 | Chestal | manually edit the config file and set showlabels to yes |
22:55.43 | Chestal | still not sure which key to use |
22:56.10 | ak|ra | # |
22:56.16 | ak|ra | :) |
22:56.56 | *** join/#bzflag Fanta (fantazee@p508F2F13.dip.t-dialin.net) |
22:57.01 | ak|ra | huhu Fanta |
22:57.07 | Fanta | huhu |
22:57.22 | Fanta | war noch mit ginku am quatschen |
22:57.49 | ak|ra | hehe |
22:58.39 | Fanta | league comes back ? |
22:58.41 | *** join/#bzflag hmm (~ah@jvnineteen.ne.client2.attbi.com) |
22:59.34 | Chestal | Fanta: well, at least the new teams are eager to play |
22:59.37 | Chestal | hi hmm |
22:59.46 | Chestal | ok, patch is on sf |
22:59.55 | hmm | hey Ches |
23:00.30 | Chestal | oh my, already midnight |
23:01.26 | ak|ra | Chestal: oh my .. the raytracer isnt finished yet for beleg :) |
23:09.42 | otherproton | beleg? |
23:09.54 | ak|ra | otherproton: miss the word |
23:10.08 | ak|ra | not exam |
23:10.12 | ak|ra | smaller |
23:10.37 | ak|ra | otherproton: for one course .. we have to code a raytracer |
23:10.49 | otherproton | ah |
23:10.58 | ak|ra | to get a paper that prooves you did the course we have to code this |
23:11.14 | ak|ra | the "getting"stuff consists of 2 stages : stage 1 and stage 2 .. |
23:11.30 | ak|ra | and tomorrow is presentation of stage1 |
23:11.45 | ak|ra | i just have to implement refraction |
23:11.49 | ak|ra | then its done |
23:12.40 | Chestal | well, good night everyone,please try my patch |
23:13.01 | ak|ra | hehe |
23:13.03 | hmm | cya |
23:13.05 | ak|ra | i do :) for sure |
23:13.27 | *** part/#bzflag Fanta (fantazee@p508F2F13.dip.t-dialin.net) |
23:15.27 | hmm | whats in this new patch? |
23:15.52 | ak|ra | you could see the names of the tanks in roaming mode |
23:16.02 | ak|ra | pretty cool as an observer |
23:16.09 | hmm | ah :) |
23:19.00 | fiberchunks | ak|ra: where can I grab this patch? that is something I'd _love_ to try |
23:19.08 | fiberchunks | sf have it? |
23:19.12 | ak|ra | sf.net |
23:19.12 | ak|ra | yep |
23:19.18 | otherproton | ak|ra: are the name labels constant size or dependent on the distance of the tank? |
23:19.21 | ak|ra | for latest 1_7 stuff |
23:19.28 | fiberchunks | k, thx much |
23:19.36 | ak|ra | otherproton: at the moment its a dirty hack .. just fixed size |
23:19.50 | ak|ra | but looks cool and is better than nothing at the moment |
23:23.32 | otherproton | oh ak|ra, i just remembered |
23:23.39 | otherproton | what is the call to set the offset when using vector functions? |
23:24.12 | ak|ra | ? |
23:24.36 | otherproton | remember when we were discussing particle systems? |
23:24.50 | ak|ra | ahja |
23:24.51 | ak|ra | yes |
23:26.59 | otherproton | what was the call to set the 'offset' within an array of structures? |
23:27.05 | fiberchunks | pardon, is patching with a .diff file the same as patching with a patch file (e.g. patch -p1 <patchname> |
23:27.13 | ak|ra | fiberchunks: p0 |
23:27.15 | otherproton | fiberchunks: patch file = diff |
23:27.26 | fiberchunks | ah, k, thx both of you |
23:27.39 | ak|ra | goto top of bzflagdir |
23:27.49 | ak|ra | then patch -p0 < tanklabels.diff |
23:27.59 | fiberchunks | thx again :) |
23:28.14 | ak|ra | otherproton: slowly |
23:28.24 | ak|ra | what do we have and what do we want? |
23:28.58 | otherproton | we have an array of structures, which include vertex, color, and texcoord information (as well as some other values not used for rendering) |
23:29.13 | ak|ra | ok |
23:29.15 | otherproton | we want to use the vector function (glVertex3fv, etc) on it |
23:29.21 | ak|ra | ah |
23:29.36 | ak|ra | in an vertexarray? |
23:29.40 | ak|ra | or just pure? |
23:30.07 | otherproton | i'm not sure what you're asking |
23:31.01 | ak|ra | do you want just a pure (glVertex3fv(bunch[10].coords);) or all the stuff from a vertexarray with just one call |
23:31.43 | otherproton | all the stuff from just one call |
23:31.51 | ak|ra | ah |
23:31.53 | ak|ra | ok |
23:31.57 | ak|ra | wait a sec |
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23:33.01 | ak|ra | void glVertexPointer(GLint size, |
23:33.01 | ak|ra | GLenum type, |
23:33.01 | ak|ra | GLsizeistride, |
23:33.01 | ak|ra | const GLvoid *pointer ) |
23:33.12 | ak|ra | stride is your man |
23:34.01 | otherproton | ahh, thanks muchly |
23:34.10 | ak|ra | was it that what you want? |
23:34.17 | otherproton | thats exactly what i want |
23:34.28 | ak|ra | stride indicates the offset between the datachunks |
23:34.39 | ak|ra | otherproton: some results for now? |
23:34.53 | otherproton | huh? |
23:34.54 | ak|ra | otherproton: and whats the way you do this now? |
23:35.11 | ak|ra | otherproton: is there something i could watch at ? :) |
23:35.16 | otherproton | the particle is gonna be a struct |
23:35.20 | ak|ra | ok |
23:35.24 | otherproton | and the system will be an array of those |
23:35.30 | ak|ra | yep |
23:35.34 | otherproton | using the 0,0,0 optimization to hide dead particles |
23:35.47 | ak|ra | ? |
23:36.06 | ak|ra | build a indexarray and hide those with 0.0 etc? |
23:36.08 | otherproton | if all the vertecies of a triangle are 0,0,0 the hardware will optimize it out |
23:36.09 | ak|ra | or what |
23:36.14 | ak|ra | ah |
23:36.15 | ak|ra | ok |
23:36.23 | otherproton | i should have something watchable in a few days |
23:36.43 | ak|ra | <PROTECTED> |
23:36.47 | fiberchunks | ahhh, those labels make life much easier :) |
23:36.48 | ak|ra | isnt it so? |
23:36.52 | ak|ra | fiberchunks: :))) |
23:37.06 | ak|ra | fiberchunks: tell it chestal and say "good work, old man" :) |
23:37.16 | fiberchunks | will do :) |
23:37.28 | otherproton | ak|ra: lets just say "the pipeline" |
23:37.37 | otherproton | in some its the driver, in some its the hardware |
23:37.43 | otherproton | depends on how much money you spent |
23:37.53 | ak|ra | ak|ra: ok .. lets think of onyx :) |
23:38.10 | ak|ra | or ..openglvisserver ;:))))) |
23:38.16 | ak|ra | 10 gb frame buffer .. muhahahrr |
23:38.25 | ak|ra | what a big fat bzflag client that would be |
23:38.31 | fiberchunks | hey...while I've got you two here...any reason why running bzflag with the -window option will make it half as bright as fullscreen mode? However, when I focus the window border, instead of the game, the the brightness is normal (running mdk linux 8.2 with nvidia geforce3 card) |
23:39.03 | fiberchunks | s/the the/then the/g |
23:39.15 | ak|ra | dk |
23:39.35 | jzaun | fiberchunks: I know :-) |
23:39.42 | fiberchunks | heya jz, why? |
23:39.45 | jzaun | when the window isn't focuest it does that |
23:39.57 | jzaun | to let you know the client isn't in focus |
23:40.29 | fiberchunks | but it is...upon opening the window, the client is in focus |
23:40.37 | fiberchunks | oh, you mean the bzflag client |
23:40.45 | jzaun | yes and no, that depends on your WM |
23:40.49 | jzaun | what WM do you use/ |
23:41.08 | fiberchunks | fluxbox |
23:41.19 | ak|ra | good choice |
23:41.23 | fiberchunks | thank you :) |
23:41.29 | otherproton | ak|ra: i've been meaning to get cozier with the viz folks here to run bzflag on the stereo screen :) |
23:41.30 | ak|ra | otherproton: ps for bzflag? |
23:41.41 | otherproton | ak|ra: ps for jetstream |
23:41.52 | ak|ra | otherproton: i could try to run bzflag in a cave :)) |
23:42.00 | otherproton | ak|ra: they've got a cave at their other location |
23:42.09 | jzaun | never used it, I know sawmill and metacity work though |
23:42.20 | ak|ra | yep .. i was just smiling because of just the idea :) |
23:42.28 | ak|ra | otherproton: jetsream? |
23:42.40 | otherproton | ak|ra: starfox-ey game i've started |
23:42.45 | jzaun | fiberchunks: does Atl-Tab switch window focus in your WM? |
23:43.01 | jzaun | fiberchunks: if it does then switch it to BZ and it would be ok |
23:44.06 | fiberchunks | we'll see |
23:44.35 | ak|ra | otherproton: alone ? |
23:44.43 | ak|ra | otherproton: or with some other guys? |
23:44.44 | otherproton | ak|ra: with scanline |
23:44.55 | ak|ra | otherproton: for fun? or serios? |
23:45.05 | otherproton | fun mostly |
23:45.30 | ak|ra | will be pretty cool if i stay interested |
23:45.46 | fiberchunks | jzaun: no...when the app is opened, focus is directed automatically to it...it's as if the bzflag client and the window it's in are 2 different focus entities |
23:46.17 | otherproton | bzflag does not register itself as a managed window |
23:46.27 | scanline | otherproton: I'm using ScriptableMethod in this VideoRecorder class and it seems to be working fine |
23:46.39 | scanline | so you should be good to go for object instantiation from python :) |
23:47.00 | otherproton | scanline: i'm getting undefined refs to gl_frame_setup - need to update pgserver? |
23:47.03 | scanline | yep |
23:47.04 | ak|ra | otherproton: language? c++ + opengl stuff? stl ? |
23:47.16 | fiberchunks | so I have to enter a game, then move mouse quickly up to title bar, click, and brightness is normal -- however, if I use the mouse to move, I'm borked...whenever the mouse moves over the bzflag client area...the brightness reduces again |
23:47.16 | otherproton | ak|ra: C++ + opengl + python |
23:47.24 | scanline | + C |
23:47.25 | ak|ra | python for script stuff? |
23:47.34 | scanline | pgserver and the Nuppelvideo codec are in C |
23:47.37 | fiberchunks | since I use the keyboard...that part of it is not that big a deal...but it would be nice to know why |
23:47.56 | ak|ra | stl - usage? |
23:47.58 | otherproton | all the game logic is done via a python thread, UI is done via picogui and cli_python |
23:48.14 | otherproton | we'll start using the stl some when we need it, so far we haven't done anything that uses it |
23:48.25 | scanline | I've used the STL a little |
23:48.31 | otherproton | scanline: where? |
23:48.48 | scanline | otherproton: Engine class |
23:48.56 | otherproton | ahh i see it |
23:49.01 | scanline | std::list and std::multimap |
23:49.05 | otherproton | i guess SoundManager also uses it for the sample map |
23:49.13 | ak|ra | scanline: ist easy he? :) |
23:49.14 | otherproton | multimap isn't ansi stl ;) |
23:49.27 | scanline | I haven't updated the SoundManager or our little sample scene for the new Engine class yet |
23:49.33 | otherproton | multimap will eventually become ansi, but for now its an sgi extension |
23:49.33 | scanline | otherproton: oops |
23:49.41 | ak|ra | otherproton: multimap -> stroustrup uses it ... |
23:49.44 | scanline | ak|ra: about as fun as C++ can be I guess |
23:49.54 | scanline | ak|ra: I still prefer C to C++, but I'm giving C++ a go for jetstream :) |
23:50.06 | otherproton | we shouldn't be afraid of multimap though, probably the only place that doesn't have it is HP-UX |
23:50.33 | scanline | otherproton: I'm just using it to prioritize mainloop handlers, it would be easy to replace with a list and an insertion sort |
23:51.07 | scanline | I don't like the way C++ handles method calls... had to do some funky template stuff to implement those handlers |
23:51.15 | ak|ra | otherproton: where do you have the idea multimap-arent-iso from? |
23:52.58 | otherproton | hmm, looks like multimap made it in as of the latest g++ revision |
23:53.05 | otherproton | hash_map and friends still aren't ansi |
23:53.21 | ak|ra | hash_map could be |
23:53.37 | otherproton | oh i'm sure hash_map will be accepted |
23:53.42 | otherproton | because sgi knows what they're doing |
23:53.43 | ak|ra | but i use stl from intel c++, msvs6/7, irix and g++ and i always found a multimap |
23:54.14 | ak|ra | was just wondering about multimap |
23:54.17 | ak|ra | nevermind |
23:54.24 | scanline | otherproton: VideoRecorder can use OpenGL to scale down video before recording it :) |
23:54.31 | ak|ra | i almost forget our discussion about particle systems |
23:54.48 | otherproton | scanline: hehehe |
23:55.44 | otherproton | because then we could have real videos |
23:56.47 | scanline | if this thing can record television on a Pentium 200, hopefully it can do relatively high quality video concurrently with the rest of the game on a more recent system |
23:56.58 | ak|ra | wasnt openal dead? -> loki died |
23:57.12 | *** join/#bzflag Patlabor221 (~jeffm@dsl-65-184-182-9.telocity.com) |
23:57.21 | ak|ra | scanline: propably you should try to take a look on mplayer-code |
23:57.26 | scanline | ha, that would be like SDL dying because loki contributed to it and loki died |
23:57.26 | otherproton | ak|ra: creative is still doing stuff |
23:57.36 | ak|ra | ah |
23:57.38 | ak|ra | cool |
23:57.42 | ak|ra | have a link for me |
23:57.52 | scanline | ak|ra: no... mplayer code is messy, plus it only decodes nuppelvideo not encodes |
23:58.05 | scanline | I'm mucking my way through the nuvrec source just fine |
23:58.23 | scanline | the format is similar to MPEG, which is a relief after having to deal with AVI |