| 04:05.20 | *** join/#bzflag ibot (i=ibot@pdpc/supporter/active/TimRiker/bot/apt) | 
| 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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