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04:05.21 | *** topic/#bzflag is http://BZFlag.org || http://cia.vc/stats/project/BZFlag || http://my.BZFlag.org/w/Getting_Help || http://www.linuxjournal.com/article/9453 || http://ohloh.net/projects/189 || http://my.bzflag.org/w/ || http://my.bzflag.org/w/Google_Summer_of_Code#Program_Evaluation || http://sourceforge.net/awards/cca/nomination.php?group_id=3248&from=http%3A%2F%2Fsourceforge.net%2Fprojects%2Fbzflag |
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04:24.11 | Macrosoft | i already found it... _shockInRadius sets the starting radius of a SW |
04:24.25 | Macrosoft | i set it to 30 |
04:24.47 | Macrosoft | now you cant SW people if they get really close to you |
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04:35.47 | Macrosoft | hey, how do i open chat logs |
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05:17.55 | jude- | hi guys |
05:18.03 | jude- | I have enough caffeine in me to wake Rip Van Winkle |
05:18.08 | jude- | so I'll be coding for a while tonight :) |
05:18.55 | Deepa | :D |
05:21.41 | Macrosoft | /:) |
05:25.32 | Macrosoft | a smiley picking his nose with his tongue: :d |
05:25.47 | Macrosoft | ":d" |
05:26.03 | Macrosoft | ignore the quot. marks |
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05:33.53 | jude- | in map material objects, is "addtexture" repeatable? |
05:35.37 | Macrosoft | you working on that bzworkbench right now? |
05:36.17 | Macrosoft | none of the people that would be able to help with those questions are here |
05:36.52 | Macrosoft | and the people that are logged on arent responding to anything here |
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05:43.01 | jude- | hmmm....it never occured to me that Erroneous and DTRemenak are the same person |
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06:48.44 | SportChick | heh |
06:53.30 | jude- | what'd I do? |
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07:32.02 | eTangenT | FINALLY HOME FROM WORK |
07:32.07 | eTangenT | 18 hours later |
07:32.35 | eTangenT | nah |
07:32.38 | eTangenT | not that much |
07:32.49 | eTangenT | no wait... almost |
07:32.52 | eTangenT | 17 |
07:32.54 | eTangenT | jeebus |
07:32.55 | eTangenT | long day |
07:33.44 | jude- | 18 hours? |
07:33.46 | jude- | O.o |
07:33.57 | eTangenT | yeah |
07:34.00 | jude- | you must be exhausted |
07:34.09 | eTangenT | from 9 - 4, then other job from 6 - midnight |
07:34.17 | jude- | wow |
07:34.19 | eTangenT | then I gotta be at first job tomorrow at 7 |
07:34.24 | eTangenT | it's 1:30 right now |
07:34.30 | jude- | shiza |
07:34.38 | eTangenT | I'm debating on whether or not to even bother sleeping. |
07:35.02 | jude- | if you don't sleep, you run the risk of getting a stress-induced cold |
07:35.04 | eTangenT | mayb eif I go now it will be okay |
07:35.08 | eTangenT | night |
07:35.11 | jude- | night |
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10:00.44 | CIA-3 | BZFlag: 03judecn * r14316 10/trunk/bzworkbench/ (15 files in 5 dirs): |
10:00.45 | CIA-3 | BZFlag: Not much to see here; it's mostly behind the scenes. Made the BZW parser a bit |
10:00.45 | CIA-3 | BZFlag: less moronic, added additional functionality to the BZW Object base class, added |
10:00.45 | CIA-3 | BZFlag: support for "material", "group", and "physics" internally, misc fixes. |
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10:48.03 | brlcad | awesome, my cousin was just drafted by the white sox |
10:56.37 | ts | ~x en de drafted |
11:44.10 | ruskie | ts, hmm don't you guys in de still serve some military time? that would techincaly be a draft though in his case I think he means voluntary |
11:53.23 | TASAIRES | ruskie, Hello ;) From Spain |
11:53.46 | TASAIRES | Hello to the rest to BZpeoples |
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13:21.00 | daxxar | Evening, people. :-) |
13:21.23 | CBG | Afternoon, daxxar :) |
13:30.46 | daxxar | Okay, posted a suggested milestone-list to http://gsoc.daxxar.com/ |
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14:58.36 | daxxar | Anyone know what timezone McNabb is in? |
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16:24.28 | DTRemenak | daxxar: he is in utah, so mdt (gmt-6) |
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16:54.42 | blast007 | bzflag doesn't support IPv6, correct? |
17:02.05 | Flash | a meteorite poser at bzflag3.norang.ca:5185 |
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17:36.31 | jude- | hello all |
17:36.42 | WinnyAFK | bonjour |
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17:42.55 | tannerld | hiya jude |
17:44.30 | jude- | does anyone know of addtexture in the material object in BZW is repeatable? |
17:45.25 | WinnyAFK | I don't think so... |
17:45.34 | WinnyAFK | it only makes sense to have one per material |
17:46.07 | jude- | then what's the difference between "texture" and "addtexture" ? |
17:46.24 | WinnyAFK | no idea |
17:46.29 | JeffM | multitexture |
17:46.39 | donny_baker | very good questio |
17:46.45 | JeffM | you should only have to worry about texture for right now |
17:46.46 | WinnyAFK | you can do that? It always gave me errors when using both...? |
17:46.59 | jude- | JeffM: so it is repeatable? |
17:47.03 | JeffM | never said multitexture WORKED, just that is what it's for |
17:47.04 | JeffM | yeah |
17:47.08 | JeffM | dosn't work tho |
17:47.10 | jude- | kk |
17:47.11 | WinnyAFK | ah.. hehe |
17:47.14 | JeffM | so just do texture |
17:48.22 | DTRemenak | maps may have addtexture specified |
17:48.33 | JeffM | that is true |
17:48.38 | JeffM | but you can turn it into texture |
17:48.47 | JeffM | the first add texture works |
17:49.01 | JeffM | there may even be a few cases where more then one works |
17:49.04 | jude- | can I have both texture and addtexture in a material? |
17:49.09 | DTRemenak | I'd recommend supporting both, on the chance that some future implementation of bzflag supports multitexture |
17:49.16 | DTRemenak | yes |
17:49.29 | JeffM | DTRemenak, at that point he can add multi texture tsupport to the editor :) |
17:49.36 | JeffM | I'd make it just use the first one it sees |
17:49.41 | JeffM | and use it like texutre |
17:50.08 | jude- | JeffM: only the internal representation is complete... |
17:50.14 | jude- | haven't started the dialog for it |
17:50.20 | JeffM | spec? |
17:50.37 | DTRemenak | yeah...just because there isn't one doesn't mean there isn't one. or something. :P |
17:50.43 | jude- | also, can anyone tell me how resetmat works? |
17:50.44 | JeffM | heh |
17:50.56 | JeffM | it resets the matrix |
17:51.00 | JeffM | to the identitiy |
17:51.10 | JeffM | lets say you had a mesh that had a texture matrix |
17:51.24 | JeffM | and it's in a group |
17:51.28 | JeffM | then you instance that group |
17:51.39 | JeffM | but for this one instance of the group you want to replace the texture matrix |
17:51.54 | JeffM | so for the group instance, you reset the texture matrix, then add your new one |
17:51.57 | jude- | ahh. I see |
17:52.04 | jude- | the wiki just says "restore default values" |
17:52.13 | JeffM | so when it goes to draw, it first goes and gets the group matrix, resets it, then adds the stuf in for this instance |
17:52.20 | JeffM | it'll set it to an identity |
17:52.26 | JeffM | aka the "default" for a matrix |
17:52.30 | JeffM | 1 0 0 |
17:52.33 | JeffM | 0 1 0 |
17:52.36 | JeffM | 0 0 1 |
17:52.37 | jude- | not repeatable, I take it? |
17:52.42 | JeffM | it could be |
17:52.49 | jude- | in the same material? |
17:52.55 | JeffM | but there'd be no real poiint in the same material |
17:53.18 | jude- | should I just throw a syntax error at the user if it shows up multiple times? |
17:53.32 | JeffM | do you have warnings? |
17:53.34 | DTRemenak | the last one is the one that actually matters |
17:53.35 | jude- | yes |
17:53.52 | jude- | but as you said, there's no point to having it appear more than once |
17:54.09 | DTRemenak | just 'cause there's no point, doesn't mean nobody's done it :) |
17:54.53 | jude- | lol |
17:54.55 | JeffM | I'd throw a warning |
17:54.57 | DTRemenak | I suppose on the philosophy of "be strict", yeah, you should throw a warning at them |
17:54.59 | JeffM | but still just do it |
17:55.13 | JeffM | it would ditch all the transforms before it |
17:56.09 | DTRemenak | iirc, materials have a kind of inheritance, so you could pretty easily get reset multiple times, each from a different material, in the process of building the final one |
17:56.33 | JeffM | yeah |
17:56.34 | DTRemenak | (i.e. matref is valid in material) |
17:56.41 | JeffM | that's the entire POINT of having the reset |
17:56.44 | jude- | that's weird |
17:56.50 | JeffM | since materials can stack |
17:56.54 | JeffM | using refs, groups, etc.. |
17:57.08 | jude- | how many matrefs are allowed per material? |
17:57.11 | JeffM | you can ref an existing mat, and just change it's matrix for this one use of it |
17:57.15 | JeffM | N IIRC |
17:57.30 | DTRemenak | just like any other object that takes a matref |
17:57.31 | JeffM | they can each set specific values |
17:57.42 | JeffM | you could make a red material that just sets the red diffuse color |
17:57.52 | JeffM | then ref that in a material that sets the texture |
17:58.06 | JeffM | then ref that texture material in a mat that moves the UVs with a matrix |
17:58.15 | JeffM | so in the end you'd get a moving red textured material |
17:58.27 | jude- | huh |
17:58.29 | jude- | cool |
17:58.34 | JeffM | they are stacks |
17:58.37 | CBG | ~jude-++ |
17:58.57 | jude- | by stack, you mean it in the sense of a FIFO stack? |
17:59.09 | jude- | or LIFO stack? |
17:59.35 | JeffM | when it sees a material, it will process the commands in order |
17:59.48 | JeffM | if it hits a ref, it'll go and process all the commands for the reffed material |
18:00.01 | JeffM | and keep going untill it dosn't see anymore refs |
18:00.09 | jude- | ahh. I see |
18:00.17 | JeffM | then pop back to the command after the first ref |
18:00.23 | JeffM | and it'll do that recursively |
18:00.44 | JeffM | fun huh:) |
18:00.51 | jude- | indeed |
18:00.52 | JeffM | if all you get is basic materials for your first round, that'll be better then nothing |
18:01.01 | JeffM | get the big things in first |
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18:01.15 | JeffM | I think you'd be ok if you skiped refs for now |
18:01.25 | DTRemenak | gonna be REAL fun to implement in a way that you can spit it back out without destroying the original inheritance tree (not that such a thing would be required) |
18:02.13 | jude- | for now I'm just working on the model back-end, and putting the dialogs off until the thing can actually construct these objects without issues |
18:02.34 | DTRemenak | if your interface supports a matref from a material, you can store it internally just like the bzw file does |
18:02.44 | DTRemenak | but for rendering, you have to go reprocess it all |
18:03.07 | jude- | DTRemenak: shouldn't be a problem the way I've set it up |
18:03.20 | jude- | the interface stores the materials in the order they come |
18:03.40 | jude- | and the render can query the model for them |
18:03.45 | jude- | and just process them in order |
18:04.14 | jude- | hang on....brb |
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20:57.50 | tvon | How do you disable radar on the server side? |
20:58.57 | tvon | aha, nm |
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22:42.49 | brad | ~bzflist |
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