00:01.20 | JeffM | is it for the client or the server? or obht? |
00:01.21 | JeffM | both? |
00:01.30 | Flash | both |
00:01.35 | Flash | it is in net |
00:01.37 | JeffM | then it can't go in platform |
00:01.42 | Flash | actually network.cxx |
00:01.44 | JeffM | so big #def |
00:02.05 | JeffM | platform is client only |
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00:10.21 | CIA-35 | BZFlag: 03wyk3d * r18154 10/trunk/bzauthd/bzauthd/ (9 files): |
00:10.21 | CIA-35 | BZFlag: * Added a config option for the token expire delay |
00:10.21 | CIA-35 | BZFlag: * Added C string reading capability to the Packet class |
00:10.21 | CIA-35 | BZFlag: * Implemented the token validation packet |
00:10.21 | CIA-35 | BZFlag: * Added some comments |
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00:17.05 | brlcad | Constitution: is that the page you're going to use for updates? |
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00:26.46 | Olgem | So, do you think it is possible to play bzflag on an AMD Geode LX800, which is 500mhz, but is supposed to perform at the level of a P3 800mhz. The graphics are only 2d and are integrated onto the CPU. |
00:27.09 | blast007 | It would run, but not very well ;) |
00:27.11 | spldart | Prolly not without 3d |
00:27.21 | JeffM | we always run with 3d |
00:27.25 | JeffM | it just wont' be accelerated |
00:27.27 | blast007 | my 800MHz with a nVidia 5200 doesn't even run very well |
00:27.39 | JeffM | at a low res, with textures off it would probably run |
00:27.49 | Olgem | Yeah, I vaguely remember something about switching to bitmaps instead of textures |
00:27.49 | JeffM | but not at any level of performance |
00:27.49 | brlcad | ~blast007++ |
00:27.52 | spldart | That's a cpu issue there. I get ok performance with a 5200 |
00:27.57 | brlcad | ~Thumper_++ |
00:28.02 | brlcad | ~spldart++ |
00:28.07 | spldart | Whaddup? |
00:28.18 | blast007 | spldart: your karma |
00:28.20 | Olgem | JeffM, are you saying, even at say, 640x480 with no textures, it still wouldn't run well? |
00:28.23 | spldart | hehe |
00:28.39 | JeffM | Olgem, it would depend on the map |
00:28.56 | JeffM | we are no longer targeting software rendering, so yeah it may not be great |
00:29.02 | Olgem | Ah. |
00:29.22 | JeffM | try it and see |
00:29.38 | blast007 | I recall running an older 2.0.x client on a 75MHz 486 ;) but it wasn't for playing, just seeing if it *would* run |
00:29.53 | blast007 | or maybe it was 1.10.. |
00:30.26 | Constitution | brlcad: which? |
00:30.27 | blast007 | but yeah, try it out and see. You can probably run some maps without problems, but it will be an issue on maps that have more geometry |
00:30.35 | JeffM | the removal of the depth buffer off would be a big thing |
00:30.48 | blast007 | might have to tweak the settings as well |
00:31.01 | blast007 | even the radar mode settings might heavily affect the CPU |
00:31.06 | blast007 | or turning off the chat panel |
00:31.15 | blast007 | s/CPU/FPS/ |
00:31.16 | JeffM | while the BSP wasn't correct, it was moderatly fast |
00:31.25 | JeffM | yeah fonts will be slower |
00:31.28 | JeffM | since they are textures |
00:31.43 | JeffM | Olgem, how much ram does it have? |
00:31.47 | Olgem | 512mb |
00:31.55 | JeffM | it'll run |
00:32.28 | JeffM | but really, we want hardware |
00:32.55 | JeffM | on a 450mhz celleron, even back in the 1.7 days I had issues playing with out hardware |
00:33.06 | Olgem | Heh, ok. I'm not really dissapointed, its probably better to not keep development limited by software rendering :] |
00:33.19 | blast007 | hmm... I used to play 1.7 on a 133MHz, so maybe your celeron just sucked ;) |
00:33.34 | JeffM | at what res? |
00:33.41 | blast007 | heck if I know |
00:33.46 | blast007 | probably 800x600 |
00:33.49 | JeffM | I was 1280 |
00:33.56 | blast007 | k |
00:33.59 | Olgem | What is the lowest resolution supported by bzflag? |
00:34.01 | JeffM | ended up having to get a TNT |
00:34.08 | JeffM | 320x240 IIRC |
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00:34.14 | Olgem | Is that even playable? |
00:34.15 | JeffM | or something super small like that |
00:34.16 | JeffM | no |
00:34.16 | blast007 | Olgem: 640x480 is probably the lowest you *want* to go |
00:34.19 | JeffM | it's a joke |
00:34.23 | Olgem | Ah, k. |
00:34.33 | JeffM | we consider 800x600 to be the efective miniumum for development |
00:34.43 | JeffM | what exactly are you trying to do? |
00:34.57 | Olgem | Hmmm, ok. I was just thinking offhand, if I were to ever get a Linutop. |
00:35.17 | brlcad | Constitution: Modular_Collisions |
00:35.41 | JeffM | Olgem, eww |
00:36.04 | JeffM | that's an interent browser, not a gaming machine :) |
00:36.32 | Olgem | Linutop is a small Geode based computer. Interesting in that it runs coreboot by default(I believe) |
00:36.32 | Olgem | blast007, which driver do you use with your FX5200 |
00:36.51 | JeffM | it's a data entry machine/ SIGN ;) |
00:37.17 | Olgem | JeffM, hehe, i've been using an olpc xo-1 now just to see if I could, and its even slower. |
00:37.50 | JeffM | well don't run 3.0 then ;) |
00:39.40 | bugQ | where'd you get an xo-1? |
00:39.59 | Olgem | Some lady at UC Berkeley sent it to me free of charge and shipping. |
00:40.08 | Olgem | I'm very lucky. |
00:40.15 | bugQ | nice! |
00:41.04 | blast007 | Olgem: I use the official driver (the system runs XP) |
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00:42.44 | Constitution | brlcad: no... I just saw that all the other projects had an info page except for mine, so I created one. My updates will go to a section of my blog at http://www.joshb.us/?cat=4 (I'll post something tonight). |
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00:55.04 | brlcad | Constitution: okay thanks! |
00:55.34 | brlcad | either way, the wiki update was a good start ;) |
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00:57.08 | brlcad | KingofCamelot: did you have a site as well for updates? |
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02:09.02 | CIA-35 | BZFlag: 03JeffM2501 * r18155 10/trunk/bzflag/ (6 files in 4 dirs): |
02:09.02 | CIA-35 | BZFlag: API function to get jumping game type |
02:09.02 | CIA-35 | BZFlag: move jump velocity and burrow limits to lib game, as well as add some vector utils. |
02:09.02 | CIA-35 | BZFlag: finalize code for server side bot motion and collisions. |
02:09.33 | JeffM | if that works, then server side bots can drive around and run into stuff |
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02:33.05 | Flash | class Address ... seems to be just a hostname/ip address. Any reason why it shouldn't include a port? |
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02:40.50 | bugQ | JeffM: could loops in templates without [*EMPTY] default to nothing? |
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02:53.25 | bugQ | uh oh, segfault on group page too |
02:53.43 | brlcad | bugQ: what sort of template? |
02:54.06 | brlcad | c++ templates? |
02:54.30 | bugQ | jeff's template system for html pages |
02:56.13 | bugQ | described in plugins/plugin_utils/templates_readme.txt |
02:56.20 | bugQ | he appears to be gone, I'l wait |
02:59.00 | CIA-35 | BZFlag: 03bugQ * r18156 10/trunk/bzflag/plugins/plugin_utils/templates_readme.txt: spelling |
02:59.17 | brlcad | ooh, beat me to it |
02:59.21 | brlcad | ~bugq++ |
02:59.30 | bugQ | heh |
02:59.30 | brlcad | resolves conflict |
03:04.01 | CIA-35 | BZFlag: 03brlcad * r18157 10/trunk/bzflag/plugins/plugin_utils/templates_readme.txt: lil more cleanup |
03:06.47 | CIA-35 | BZFlag: 03bugQ * r18158 10/trunk/bzflag/plugins/webadmin/webadmin.cpp: templating issues on group page |
03:09.37 | brlcad | bugQ: per your question, it's certainly possible that the code can be made to parse those files however is desired |
03:09.59 | brlcad | just whether it's worth the effort when the page-maker can add the tag and move on |
03:10.20 | bugQ | ya, that's what I'm doing |
03:10.22 | bugQ | not that bad |
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03:30.36 | CIA-35 | BZFlag: 03kingofcamelot * r18159 10/branches/gsoc_server_listing/ (11 files in 4 dirs): |
03:30.36 | CIA-35 | BZFlag: Changed ServerList over to using a map instead of a vector for storing the |
03:30.36 | CIA-35 | BZFlag: servers, and added a lookup function for the map. Added code to link |
03:30.36 | CIA-35 | BZFlag: HUDuiServerList to the ServerList, and the ability for ServerListItems to store |
03:30.36 | CIA-35 | BZFlag: the key for the server that created them, for later lookup. |
03:34.01 | bugQ | cyberduck, why dost thou vex me so? |
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03:49.16 | CIA-35 | BZFlag: 03bugQ * r18160 10/trunk/bzflag/plugins/webadmin/ (5 files in 2 dirs): more template issues |
03:49.47 | bugQ | boy, do I like screen, though |
03:51.40 | brlcad | :) |
04:02.54 | bugQ | ok, that's all folks |
04:02.56 | bugQ | updated: http://planet-soc.com/blog/89 |
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04:41.03 | CIA-35 | BZFlag: 03JeffM2501 * r18161 10/trunk/bzflag/plugins/serverSideBotSample/ (serverSideBotSample.cpp serverSideBotSample.sln): whitespace |
04:51.28 | Constitution | okay, I must be blind |
04:51.56 | Constitution | in LocalPlayer.cxx there is a shots[] array referenced... but it's not defined there nor in the header |
04:52.32 | Constitution | doesn't it have to be defined in the source file or declared extern? |
04:52.59 | JeffM | what line? |
04:53.39 | Constitution | there are lots of references to shots[]... I just don't see the definition |
04:53.49 | JeffM | what is the line number of one of the refs? |
04:53.52 | Constitution | LocalPlayer.cxx:75 |
04:54.23 | JeffM | player.h, line206 |
04:54.30 | JeffM | localplayer is a derived class from player |
04:54.40 | Constitution | aahh, ok |
04:54.41 | JeffM | the base player class has the shots |
04:54.44 | Constitution | knew it was something simple |
04:54.59 | JeffM | crap text editor 0 , Visual C++ 1 |
04:55.00 | JeffM | ;) |
04:55.21 | Constitution | heh |
04:55.36 | JeffM | all I had to do was double click on it |
04:55.50 | JeffM | and it tells me the class the variable is scoped in |
04:55.52 | JeffM | and what it is :) |
04:56.00 | Constitution | you can do that in Xcode too if it was set up that way |
04:56.03 | JeffM | another click and I can go to it's deceleration |
04:56.20 | Constitution | but I think Xcode just interfaces with the scripts somehow |
04:56.23 | JeffM | why would that not be the default for C files? |
04:56.30 | JeffM | yeah it does |
04:56.37 | JeffM | so install windows |
04:56.51 | Constitution | I'd rather be burned alive |
04:57.11 | JeffM | you'd still be faster then what you are doing now ;) |
04:57.12 | Constitution | well maybe not quite ;) |
04:57.20 | Constitution | heh, true |
04:57.49 | Constitution | is there a particular reason why we don't use Xcode like we use the windows IDEs? |
04:57.59 | Constitution | too hard to maintain? |
04:58.25 | JeffM | brlcad is lazy |
04:59.00 | Flash | Constitution: http://flash.pastebin.ca/1081520 |
04:59.22 | Flash | script in my path to find stuff in the source tree |
04:59.27 | Flash | (I don't use XCode either) |
04:59.33 | Constitution | hmm cool |
04:59.41 | JeffM | searching for the word "shots" is a bad idea |
04:59.45 | JeffM | you want to find it in contect |
04:59.46 | Constitution | yeah Xcode is pointless as far as editing code |
04:59.51 | JeffM | context |
04:59.54 | TylerM | hi guys.. i'm working on a custom control that i'm reading from serial port... |
05:00.07 | TylerM | anyway I can inject movements into my client (legally? ;-) ) |
05:00.10 | JeffM | grep is cool and all, but you need more then a fancy find for stuff. |
05:00.23 | JeffM | TylerM: what do you mean? |
05:00.50 | TylerM | hi JeffM - in some programs I use I can connect to a tcp/udp listener and send commands.. that would be ideal |
05:00.59 | JeffM | what is your goal? |
05:01.01 | TylerM | e.g. to do turns and jumps |
05:01.10 | brlcad | xcode will do full code indexing if you tell it to (and does by default for xcode projects) |
05:01.19 | JeffM | you want to throw messages in the middle of our updates to add your own movements? |
05:01.45 | TylerM | JeffM: pretty much yeah.. instead of my keyboard or joystick |
05:02.06 | TylerM | i've got a wii nunchuk wired up, please want to use a GPS receiver and a bunch of other wacky stuff to move my tank around :) |
05:02.09 | JeffM | why would you want to do it with messages? |
05:02.16 | JeffM | do it with the client as an input device |
05:02.27 | brlcad | abosolutely too lazy to maintain that custom build system for just one platform when the build system that works well "everywhere except windows" works just fine on Mac |
05:02.28 | TylerM | thats a good question... |
05:02.29 | JeffM | messages woudl just screw up SO Much stuff. |
05:02.41 | JeffM | TylerM: you have the sources to bzflag, add a new input mode |
05:02.58 | TylerM | i can't seem to make this custom device appear as an input device for the operating system.. not yet anyway.. |
05:03.04 | JeffM | then your client would you know, SEE your updates. |
05:03.19 | JeffM | TylerM: so don't use the OS, make it a mode and code for it directly |
05:03.36 | TylerM | hmm.. not a bad idea.. |
05:03.44 | TylerM | can i do it with python ? ;) |
05:03.48 | JeffM | no |
05:03.58 | JeffM | tho you could make the C call the python |
05:04.02 | TylerM | heh.. just kidding, but that's where my programming smarts end ;) |
05:04.22 | brlcad | not to bust your momentum bubble hopefully but someone got the wii controller working with bzflag over a year ago |
05:04.24 | TylerM | I'm learning a bit of c-like language using the arduino platform for this new device |
05:04.32 | brlcad | there was a youtube video of it iirc |
05:04.53 | TylerM | brlcad: oh yeah, that's no big deal for me.. I'm fusing a bunch of sensors together, that's the goal |
05:04.54 | JeffM | yeah making the wiimote show as a joystick isn't that hard it seems |
05:05.08 | JeffM | but yeah, you don't want to mess with the networking stream |
05:05.22 | JeffM | anything you insert is 1) a cheat, and 2) won't be refelected on the client. |
05:05.31 | TylerM | oh i see what you mean |
05:05.36 | brlcad | at least, if you do .. but sure to write a full protocol-testing interface while you're at it so we can test things out ;) |
05:05.46 | TylerM | heh |
05:05.56 | TylerM | covers his ears with talk like that |
05:06.08 | brlcad | (i.e. write your own headless client) |
05:06.39 | TylerM | i've only touch bzflag code once and that wasn't too do much :) |
05:06.53 | JeffM | brlcad always shooting for the moon :) |
05:08.00 | brlcad | JeffM: or add an 'r' and i'm shooting for the .. eh, 'stuckee' to do the work ;) |
05:08.53 | TylerM | i was capturing tank positions and plotting them in a web map.. heh.. it was so lame but fun |
05:09.09 | TylerM | ajax tank ;) |
05:10.31 | JeffM | you'd do that with a plugin now |
05:10.46 | JeffM | messing with the raw data is lame, since it changes and your app is pooche |
05:26.17 | CIA-35 | BZFlag: 03jwmelto * r18162 10/branches/v2_99_net_branch/src/bzfs/bzfs.cxx: Eliminate an extra copy |
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07:30.29 | CIA-35 | BZFlag: 03kingofcamelot * r18163 10/branches/gsoc_server_listing/src/bzflag/HUDuiScrollList.cxx: Fixed a bug in HUDuiScrollList that would cause crashes when the list had no items and the user tried to go up/down in the list. |
08:21.28 | CIA-35 | BZFlag: 03kingofcamelot * r18164 10/branches/gsoc_server_listing/src/bzflag/ (HUDuiServerList.cxx HUDuiServerList.h): Starting to add in filtering methods for HUDuiServerList. |
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15:08.36 | BulletCatcher | svn uses a separate https connection per file committed. sigh. |
15:08.50 | CIA-35 | BZFlag: 03bullet_catcher * r18165 10/trunk/bzflag/src/other/freetype/ (160 files in 36 dirs): Add the Subversion svn:eol-style=native property to miscellaneous text files in our copy of the FreeType package. |
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15:34.36 | Constitution | hi snick |
15:35.04 | CIA-35 | BZFlag: 03bullet_catcher * r18166 10/trunk/bzflag/src/other/curl/ (72 files in 7 dirs): Add the Subversion svn:eol-style=native property to miscellaneous text files in our copy of the cURL package. |
15:38.01 | randomparticle | hi :( |
15:38.06 | randomparticle | ops |
15:38.09 | randomparticle | i mean :) |
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16:53.27 | delusional | jeff, i'd like to ask some questions about some commits you did awhile back concerning tangability.. first of all.. is it still in trunk? If so, what exactly can a mapper do with it? And of course how? |
16:54.07 | delusional | it's intrigued me too long. |
16:57.14 | JeffM | mapers don't use |
16:57.46 | JeffM | it is not a map feature but a server features |
16:57.50 | JeffM | plugins would use it |
16:58.09 | JeffM | a plugin can turn objects drive thru or solid |
16:58.11 | JeffM | that's it |
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17:04.21 | JeffM | to use it with a map, you'd add specific names to your ojbects, then write a plugin for those names and have it do whatever logic you wanted to turn them solid or not |
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17:05.14 | JeffM | or have someone write a plugin that imbeds logic into custom map objects and then does the same thing |
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17:10.15 | delusional | could a weather plugin be devised, that changed the alpha of objects, (or some other technique) to read weather from a server, and change the map accordingly? |
17:10.50 | delusional | with clouds.. |
17:11.14 | delusional | there's currently only one partly cloudy setting |
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17:12.23 | delusional | no tangability plugin has been written yet? |
17:12.44 | JeffM | materials can not be changed at this time |
17:12.49 | JeffM | so changing alpha is not possible |
17:13.08 | JeffM | and no, there is no tang plugin yet |
17:13.16 | JeffM | what I did was simply lay the groundwork |
17:13.36 | delusional | so even with a plugin... the tang-door would look the same, weather it was passable or not? |
17:13.38 | JeffM | by itself it won't be that useufll, I need to add the ability to change materials on a per ojbect basis to |
17:13.40 | JeffM | yeah |
17:14.05 | JeffM | also you can not change the shoot thru property of it |
17:14.08 | JeffM | just drive thru |
17:14.35 | delusional | thanks, that's a good status update jeff. just letting you know we're interested in it. |
17:14.59 | JeffM | shots won't happen untill probalby 4.0 |
17:15.06 | JeffM | as they require shotbranch |
17:15.23 | delusional | wow, never heard 4.0 mentioned before. |
17:15.44 | JeffM | well I doubt it would be ready for 3.0 |
17:15.50 | JeffM | and it's a proto change, so that means 4.0 |
17:17.48 | Constitution | whenever someone talks about a new feature, they talk about 3.0 for some reason... nobody seems to be clued in that we're trying to release soon |
17:18.09 | JeffM | welcome to online comunities ;) |
17:18.17 | JeffM | it's just the "next" version they know of |
17:18.31 | JeffM | and most people are not realy sure how software is made |
17:18.45 | JeffM | some mysterious "they" just makes it happen, right? |
17:19.00 | Constitution | indeed |
17:19.06 | JeffM | just be glad we arn't a MMO |
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17:19.27 | JeffM | we'd be called 'lazy f''ers" for not fixing the one small bug that one person just happens to have |
17:20.04 | JeffM | Constitution, I added a new flileset to Game, MotionUtils.h |
17:20.20 | Swigg | The same people also probably think that IRC is new. :P |
17:20.21 | JeffM | it has the logics for a lot of common things, like max speed, momentum, friction, etc.. |
17:20.48 | JeffM | if you have any logics for shots that are shared between client and server, that's a good place to put them |
17:20.53 | Constitution | ah ok |
17:21.14 | JeffM | I'll add the stuff for tank size based on flag, etc.. there too |
17:21.26 | JeffM | figured it'd be good to only have one place where we do that kinda logic |
17:22.54 | Constitution | stuff for variances in shot speed based on flag type go in there too? |
17:24.27 | JeffM | yeah I think anything that we want to compute the same way on both client and server |
17:24.41 | JeffM | I'm sure at some point we'll have more then one fileset too :) |
17:25.10 | JeffM | like I did float computeAngleVelocity(float old, float desired, float dt ); |
17:25.36 | JeffM | that does the computation for taking a tank from it's current rotation vel to it's input rotation vel |
17:25.57 | JeffM | and I made the client and server both use it |
17:26.05 | JeffM | and we can have th cheat detations use, etc.. |
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17:27.24 | JeffM | is there a min time between wings flaps? |
17:28.55 | Gnurdux | if there is, its pretty short |
17:30.02 | Gnurdux | also isnt it a bad idea to release 3.0 without some of the important fixes it was going to have? |
17:30.25 | JeffM | like? |
17:30.40 | Gnurdux | like server-side shots |
17:30.54 | JeffM | 3.0 will be a year late for that |
17:31.05 | JeffM | better to get 3.0 out now, and then just do 4.0 in a year |
17:31.14 | Gnurdux | hmm |
17:31.16 | Gnurdux | i guess |
17:31.23 | JeffM | 3.0 still has other features |
17:31.26 | JeffM | that don't hurt |
17:31.34 | Gnurdux | its just that proto breaks are sort of bad |
17:31.52 | JeffM | why? |
17:32.00 | Gnurdux | they take time to work out often |
17:32.16 | JeffM | yeah but they make the game better overall |
17:32.21 | JeffM | and we have auto updates now |
17:32.26 | Gnurdux | wouldnt it be possible to make a server flag that tells the client whether or not server will be handling shots? |
17:32.36 | JeffM | it's more then that |
17:32.38 | Gnurdux | and have the client know how to deal with it |
17:32.40 | JeffM | server side shots are just HARD |
17:32.47 | Gnurdux | and just not do the server side of it |
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17:33.18 | JeffM | the problem with that is we'd have to forsee what handling it on the server woudl be now |
17:33.22 | JeffM | and that's the part we don't know |
17:33.26 | Gnurdux | ah |
17:33.35 | JeffM | sure if we could look into the future we could do that |
17:33.46 | JeffM | but also we could just implement it, and be done with it ;( |
17:34.02 | Gnurdux | how does quake3 handle it? |
17:34.14 | JeffM | quake clients are stupid |
17:34.17 | Gnurdux | or does quake3 just hope punkbuster will catch the cheaters? |
17:34.19 | JeffM | and all actions happen on the server |
17:34.37 | JeffM | they have a totaly different type of networking then us |
17:34.45 | JeffM | punkbuster looks for different stuff then we do |
17:34.51 | Gnurdux | why doesnt bz do that? |
17:34.59 | JeffM | because we don't |
17:35.00 | Gnurdux | just move everything to the server |
17:35.05 | JeffM | and i'm not sure that it would be better |
17:35.27 | JeffM | and basicly we'd have to rewrite the entire client and server |
17:36.14 | JeffM | punkbuster looks for input level cheats |
17:36.19 | JeffM | aimbots, etc.. |
17:36.38 | JeffM | it mostly does staticital anallasis on the input to try and see if it's a meat player or not |
17:36.45 | JeffM | our problems are much worse then that |
17:37.11 | JeffM | the quake system is very lag sensitive |
17:37.26 | JeffM | and I think we can get to a parallel game state system that will be much more lag tolelrant |
17:37.32 | JeffM | and still give us the same effects. |
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17:51.59 | CIA-35 | BZFlag: 03JeffM2501 * r18167 10/trunk/bzflag/ (include/bzfsAPI.h src/bzfs/bzfsAPI.cxx): tell server side bots when they pickup a flag, or when there shot types change. |
18:09.15 | pacman87 | <PROTECTED> |
18:09.15 | pacman87 | <PROTECTED> |
18:09.30 | pacman87 | umm, meant that for #brlcad |
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20:17.46 | CIA-35 | BZFlag: 03bugQ * r18168 10/trunk/bzflag/plugins/webadmin/webadmin.cpp: null method pointer |
20:18.08 | bugQ | hooray, method pointers :\ |
20:32.24 | JeffM | bugQ, why do you have to use the this pointer? |
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20:33.00 | bugQ | it's calling the method that pair->second points to, on this |
20:33.19 | JeffM | why do you need this |
20:33.34 | bugQ | not sure, I tried it without it |
20:33.39 | JeffM | this->pair.whaterver == pair.whatever |
20:33.52 | JeffM | do you have more then one thing with the same name? |
20:34.20 | bugQ | ah, it would be more clear if I wrote it like: this->*(pair->second) |
20:34.26 | JeffM | you don't need this |
20:34.29 | JeffM | that is bad programing |
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20:38.08 | JeffM | what did not work when you took out the this pointer? |
20:38.51 | bugQ | I don't remember, exactly |
20:38.59 | bugQ | big update, recompiling, will try it |
20:39.07 | JeffM | does not like the use of non static methods as function pointers |
20:39.12 | JeffM | I'm not sure that works on all systems |
20:39.36 | bugQ | I'll see if I can do it another way, then |
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20:44.38 | bugQ | I get this on .de: http://pastebin.bzflag.bz/d5b587ae3 |
20:44.54 | JeffM | I was wrong you need the this |
20:44.59 | JeffM | it's just very "eww" code |
20:45.19 | JeffM | not the way I'd have done it |
20:45.31 | JeffM | but whatever works |
20:45.34 | bugQ | yes, it's weird |
20:46.59 | bugQ | I guess it came from my familiarity with dynamic languages |
20:48.33 | JeffM | yeah, I nor Erroneous are sure how portable that is going to be |
20:48.48 | JeffM | the C++ way would be to have each page be it's own class |
20:48.59 | JeffM | ether drived or friends |
20:49.02 | JeffM | or use functors |
20:49.07 | bugQ | ah |
20:49.37 | JeffM | I mean all you are getting away from is doing a switch on the names |
20:50.13 | JeffM | and I don't see that the switch is a big problem |
20:50.26 | bugQ | ok, I'll use another tactic |
20:51.04 | JeffM | I mean realy all you need there is if (page == "main")generateMainPage(); else if (page =="whatever") etc.. |
20:51.10 | bugQ | right |
20:51.29 | JeffM | and that's basicly the same as moving the list of method registrations down from the constructor to the caller |
20:51.49 | JeffM | you still have to type something that does a name to method maping |
20:51.54 | JeffM | it's just in another place |
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20:52.31 | JeffM | and see I told you you think in php type code ;) |
20:52.40 | bugQ | i guess so |
20:52.51 | JeffM | at least you arn't like MikeO |
20:52.54 | JeffM | he thinks in fortran |
20:52.57 | bugQ | wow |
20:52.57 | JeffM | HUGE functions |
20:52.59 | Thumper_ | eek |
20:53.22 | JeffM | hates rewriting his plug-ins |
20:54.14 | Erroneous | macro is the most fun one |
20:54.36 | Erroneous | he's got several functions with 2k+ lines |
20:56.36 | bugQ | really wish switch would work on objects with an operator ==, though |
21:00.19 | JeffM | bugQ, welcome to C++ |
21:10.31 | Wyk3d | about non-static method pointer, how portable do you need it to be ? |
21:10.46 | JeffM | run on all the compilers we support ;) |
21:11.03 | Wyk3d | they work on older gcc, all vc above 7.1 may 6.0 too , intel |
21:11.14 | Wyk3d | *maybe |
21:11.38 | JeffM | that'd be the kicker, "maybe" |
21:11.59 | JeffM | the code isn't that prety or readable ether |
21:12.00 | Wyk3d | the rest of the code won't compile on 6.0 anyway :) |
21:12.06 | JeffM | this is true |
21:12.13 | JeffM | thank the gods for the death of VC6 |
21:12.22 | JeffM | for(int i ) FTW! |
21:12.36 | Wyk3d | yeah extreme standards compliance problems there |
21:12.51 | Erroneous | standards? what standards? :) |
21:13.15 | Wyk3d | yeah i guess they didn't know the meaning of the word when they made it ;) |
21:14.14 | bugQ | pretty is relative :P |
21:15.05 | Wyk3d | and well you can wrap them in some nice templated code and they're prettier than anything you can make with void * casts ;) |
21:15.38 | Wyk3d | which, doesn't work with multiple inheritance btw |
21:16.22 | bugQ | anyway, my stuff is nice and method-pointer-free now |
21:16.26 | JeffM | cool |
21:16.39 | JeffM | I could see needint something like them if you had 100's of callbacks |
21:16.51 | JeffM | but at that point it woudl be better to use a more generic callback base class |
21:17.03 | JeffM | the map lookup IS faster then the nested IFs |
21:17.05 | CIA-35 | BZFlag: 03bugQ * r18169 10/trunk/bzflag/plugins/webadmin/webadmin.cpp: no more method pointers, oh well |
21:17.09 | JeffM | but it's not worht it for small stuff |
21:17.17 | Wyk3d | you can make them more generinc than void * casts with templates |
21:17.25 | Wyk3d | *more generic |
21:17.28 | JeffM | he wasn't void casting |
21:17.47 | Epyon | theres always a better way to do it in boo^D^D^D^D^D somwhere out there. |
21:17.57 | JeffM | indeed |
21:18.03 | JeffM | all depends on your needs |
21:18.08 | bugQ | pff, boo. |
21:18.53 | bugQ | templates are quite cool, though, I need to get the hang of them |
21:19.16 | Epyon | bugQ, probably templates would be a solution to your problem. |
21:19.30 | Epyon | bugQ, they usualy are to any C++ related problem xP |
21:19.49 | Wyk3d | and they do work on all compilers that matter |
21:19.56 | Erroneous | heh, I was gonna dispute that, then realized you said "a" solution, not "the" solution :P |
21:20.00 | Wyk3d | you need template support to compile stl |
21:21.17 | Epyon | Erroneous, intentional :P |
21:21.17 | CIA-35 | BZFlag: 03chaos-dev * r18170 10/trunk/bzwgen/ (6 files in 3 dirs): |
21:21.17 | CIA-35 | BZFlag: * Subgraphs for faces -- handling, implementation, initial graph creation and cleanup |
21:21.17 | CIA-35 | BZFlag: * various minor cleanups |
21:21.38 | Erroneous | Epyon: I'm sure it was :) |
21:23.02 | bugQ | what the fnord is making the compiler on .de treat warnings like errors? |
21:24.20 | JeffM | Epyon, for what he's doing I don't think templates would work well |
21:24.21 | Erroneous | -Werror |
21:24.31 | JeffM | bugQ, fix the warnings |
21:24.56 | JeffM | all his method pointers are in the same class/object |
21:25.23 | Wyk3d | you can write a solution that is reusable for any type of class |
21:25.50 | JeffM | Wyk3d, I mean that basicly it was just a name ->method map where all the methods are in the same class |
21:26.17 | bugQ | whatever, I have something that works now and is not a pain to extend |
21:26.23 | JeffM | I'd have registered page generation classes for each page |
21:26.29 | JeffM | bugQ, good |
21:27.52 | JeffM | sullies his Virtual dir with post5.dll :( |
21:28.09 | Epyon | JeffM, I'd need to have to take a look, but I'd rather spend my time now on my project. However recently I saw some really absurd things done easily with templates so they have my awe :) |
21:28.30 | JeffM | yes they are very powerfull, but they are not the solution for all cases |
21:29.00 | Epyon | JeffM, like Erroneous, not *the* solution, but often *a* :) |
21:29.38 | JeffM | the solution in this case would mean redoing it in a totaly different way, whre having it as a template or not would solve the problem |
21:29.42 | JeffM | so sure, you can do it with templates |
21:29.54 | bugQ | I got nothing on this one http://pastebin.bzflag.bz/d5b587ae3 |
21:29.54 | JeffM | but once you redo it to work with templates, you'd not need them :) |
21:30.14 | JeffM | hmm |
21:30.16 | JeffM | that's mee |
21:30.20 | JeffM | intersting |
21:30.29 | JeffM | one sec |
21:30.33 | JeffM | probalby have order wrong |
21:30.52 | Thumper_ | reorder the initializers |
21:31.05 | bugQ | there are none :| |
21:31.07 | JeffM | hence my comment |
21:31.10 | JeffM | bugQ, there are |
21:31.12 | Thumper_ | at least what's what I've done in the past. hmm :) |
21:31.13 | JeffM | in bzfs |
21:31.16 | JeffM | yeah |
21:31.17 | bugQ | ah |
21:31.39 | JeffM | tho why it cares I do not know |
21:33.02 | Wyk3d | maybe the standard says it has to initalize them in the order you specify, but it's more efficient to do it in the order in which they appear in the class .. |
21:33.16 | JeffM | probably |
21:33.31 | bugQ | that is almost silly |
21:34.00 | JeffM | it's your compiler, not mine :) |
21:34.04 | Thumper_ | heh |
21:34.10 | CIA-35 | BZFlag: 03JeffM2501 * r18171 10/trunk/bzflag/ (include/bzfsAPI.h src/bzfs/bzfsAPI.cxx): |
21:34.10 | CIA-35 | BZFlag: init the ServerSidePlayers in the correct order. |
21:34.10 | CIA-35 | BZFlag: add generic update method |
21:35.36 | Epyon | found out what const_iterator is for. By accident xP |
21:35.50 | JeffM | they are for awesomeness! |
21:35.56 | bugQ | yesss. |
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21:36.32 | bugQ | all right! next one: |
21:36.33 | bugQ | bzfsAPI.cxx:4321: warning: declaration of 'update' shadows a member of 'this' |
21:36.42 | JeffM | qua! |
21:36.59 | JeffM | ahh |
21:37.00 | JeffM | I know |
21:37.02 | JeffM | a local |
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21:39.12 | Erroneous | Wyk3d: the standard says they need to be initialized in the order they're declared. gcc follows that, and warns you if that means they'll not be in the order that you originally asked for...this lets you know that you need to change something if one of your initializers depends on another one. |
21:39.12 | JeffM | I'd fix it if I could |
21:39.18 | JeffM | but SVN just went down |
21:41.23 | Epyon | Uh, yeah |
21:41.30 | Epyon | Just wanted to ask :/ |
21:42.52 | Erroneous | wow, pinch turning is a total hack... |
21:44.02 | JeffM | yes.. yes it is |
21:52.02 | CIA-35 | BZFlag: 03kingofcamelot * r18172 10/branches/gsoc_server_listing/ (include/ServerList.h src/game/ServerList.cxx): Added a getServerAt(index) method to ServerList to wrap the iterators and make for cleaner code. |
21:52.49 | JeffM | yay it's back |
21:52.51 | CIA-35 | BZFlag: 03JeffM2501 * r18173 10/trunk/bzflag/src/bzfs/bzfsAPI.cxx: since there is now a method called update, we can't use that as a local variable name in updatePhysics |
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21:54.02 | MindstormsKid | ahem |
21:54.15 | JeffM | ? |
21:54.21 | MindstormsKid | oh, nvm :( |
21:54.28 | MindstormsKid | i was banned on a server |
21:54.32 | MindstormsKid | no idea why |
21:54.40 | JeffM | ok, talk to the owner |
21:54.43 | JeffM | it's a private thing |
21:54.45 | MindstormsKid | g2g... |
21:54.51 | JeffM | of course you do |
21:56.25 | CIA-35 | BZFlag: 03kingofcamelot * r18174 10/branches/gsoc_server_listing/src/bzflag/ (HUDuiServerList.cxx HUDuiServerList.h): Cleaning up and refactoring the sorting and filtering code for HUDuiServerList. |
22:02.32 | Capt | hmmm |
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22:33.45 | CIA-35 | BZFlag: 03chaos-dev * r18175 10/trunk/bzwgen/ (3 files in 2 dirs): |
22:33.46 | CIA-35 | BZFlag: * Subgraph initialization should create Connections? |
22:33.46 | CIA-35 | BZFlag: * const_iterator for the getNodes to be a const method. |
22:33.46 | CIA-35 | BZFlag: * couple cleanups |
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22:57.29 | CIA-35 | BZFlag: 03bugQ * r18176 10/trunk/bzflag/plugins/webadmin/templates/banlist.tmpl: template tag typo |
22:57.59 | tj13820 | I have 8 images awaiting moderation, could someone check em out please? |
22:58.15 | JeffM | looks |
22:59.45 | JeffM | solid colors? |
22:59.50 | JeffM | why not just use a material? |
23:00.10 | tj13820 | it is for a "Rockem Sockem Robots" stage |
23:00.16 | tj13820 | they are specific colors |
23:00.18 | tj13820 | :) |
23:00.24 | JeffM | again, why not just use a material with that specific color? |
23:00.29 | tj13820 | ? |
23:00.33 | *** join/#bzflag Swigg_ (n=Default@24-179-23-002.dhcp.ahvl.nc.charter.com) |
23:00.33 | JeffM | you can specify the RGB of a material |
23:00.40 | JeffM | and have it not textured |
23:00.45 | tj13820 | i don't know the RGB information. |
23:00.55 | JeffM | you did to make the texture |
23:01.05 | tj13820 | i used photoshop |
23:01.17 | JeffM | then you have even LESS of an excuse |
23:01.25 | JeffM | what were the color paramaters in photoshop? |
23:01.26 | CBG` | So use the colour picker tool thing. |
23:01.28 | JeffM | yeah |
23:01.29 | tj13820 | and just copied the color from the original image to this one |
23:01.31 | JeffM | it TELLS you the color |
23:01.45 | JeffM | when you picked the color, that was it |
23:02.00 | tj13820 | from an image off of the internet. |
23:02.08 | tj13820 | ahh |
23:02.14 | JeffM | that you opened in photoshop |
23:02.16 | tj13820 | so how do i define the RGB values |
23:02.26 | JeffM | what are they in photoshop? |
23:02.32 | tj13820 | hold on, i'll find out. |
23:03.28 | CBG` | material \n name colour1 \n diffuse 0.12 0.34 0.56 1.00 \n end \n meshbox \n matref colour 1 \n size/pos/etc \n end. voila. |
23:04.33 | JeffM | you may also need to add notextures to the material if the base normaly has a texture |
23:04.35 | tj13820 | Red -- R-221 G-23 B-20 |
23:04.41 | JeffM | divide by 255 |
23:04.48 | JeffM | that gives you the decimal values for bzflag |
23:05.28 | tj13820 | so diffuse 0 0 0 0 = colors |
23:05.36 | JeffM | yes |
23:05.38 | tj13820 | ahh |
23:05.41 | tj13820 | very cool |
23:06.02 | CIA-35 | BZFlag: 03bugQ * r18177 10/trunk/bzflag/plugins/webadmin/ (BUGS webadmin.cpp): |
23:06.02 | CIA-35 | BZFlag: reset the editing flag after processing request |
23:06.02 | CIA-35 | BZFlag: fixed a segfault, found another |
23:06.11 | CBG` | 0.8667 0.0902 0.0784 1.00 |
23:06.46 | tj13820 | ^ is that it? |
23:06.52 | JeffM | yes |
23:07.03 | CBG` | no I made them up off the top of my head to confuse you and be an ass. |
23:07.08 | tj13820 | xD |
23:07.12 | tj13820 | well this is new to me |
23:07.13 | tj13820 | sorry |
23:07.31 | CBG` | I think the term you're looking for is "Ta very much, gov'na." |
23:07.38 | tj13820 | ahh |
23:07.46 | JeffM | tj13820, have you read the docs on material? |
23:07.52 | JeffM | it goes over all of this |
23:07.56 | tj13820 | i have, but never really understood this |
23:08.03 | JeffM | there is even a page just on color |
23:08.05 | *** join/#bzflag Swigg (n=Default@24-179-23-002.dhcp.ahvl.nc.charter.com) |
23:08.07 | tj13820 | i've found making a texture was easier |
23:08.57 | JeffM | yeah but it's going to waste texture memory, bandwith, disk space, etc... |
23:09.09 | tj13820 | true |
23:09.10 | tj13820 | thank you |
23:09.15 | JeffM | and potentaly draw slower |
23:09.31 | JeffM | it's going to be mipmaped, etc... |
23:09.36 | tj13820 | xD |
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23:10.34 | *** mode/#bzflag [+o TimRiker] by ChanServ |
23:15.47 | tj13820 | what does the 1.00 at the end do? |
23:15.54 | tj13820 | gamma? |
23:16.41 | JeffM | alpha |
23:16.48 | JeffM | opacity basicly |
23:17.06 | JeffM | 0 is transperant 1 is solid |
23:17.11 | tj13820 | so 1.00 is the highest setting? |
23:17.37 | CBG` | yes. |
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23:18.01 | Epyon | tj13820, you want it more solid than solid? Use viagra. |
23:18.07 | Epyon | :P |
23:18.50 | JeffM | it can not be more solid then 100% |
23:19.00 | JeffM | did you read the page on color? |
23:19.02 | tj13820 | okay ... and epyone...wow |
23:19.24 | tj13820 | well just wanted to know if there is some kind of bug that makes some cool setting possible |
23:19.34 | JeffM | huh? |
23:19.39 | *** join/#bzflag Think_Differentl (n=shedelj@unaffiliated/thinkdifferentl/x-838543) |
23:19.40 | tj13820 | nvm |
23:19.41 | JeffM | it's math |
23:19.43 | tj13820 | :P |
23:23.28 | spldart | "What... She killed them with math" |
23:25.48 | *** join/#bzflag Think_Differentl (n=shedelj@unaffiliated/thinkdifferentl/x-838543) |
23:27.08 | JeffM | math is delicous |
23:28.30 | spldart | Corpus delecti |
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23:31.35 | Thumper_ | bugQ: thanks - I really like the info provided by your updates to the BUGS file |
23:31.41 | Thumper_ | ~bugQ++ |
23:48.16 | *** join/#bzflag Warinthestar (n=Warinthe@212.119.33.65.cfl.res.rr.com) |
23:49.18 | spldart | ~bugQ++ |
23:49.46 | spldart | For the honest, clear and productive blog entry. |
23:51.34 | spldart | heh... not to imply dishonesty... But a more straightforward and clear entry. IMHO |
23:51.38 | spldart | :~D |
23:51.55 | bugQ | sure thing :) |
23:53.42 | Wyk3d | http://csclub.uwaterloo.ca/media/C++0x%20-%20An%20Overview.html |
23:53.46 | Thumper_ | bugQ: I really like that your blog entry says you _are_ doing vs what you did |
23:55.49 | CIA-35 | BZFlag: 03chaos-dev * r18178 10/trunk/bzwgen/ (4 files in 3 dirs): |
23:55.49 | CIA-35 | BZFlag: * ordering of files in the project file |
23:55.49 | CIA-35 | BZFlag: * some cosmetic changes |
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