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00:19.05 | KingRobot | trepan: I've put up a small patch to fix the teleporter alignment error |
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00:19.29 | KingRobot | It turned out to be ignoring the border in all three directions |
00:20.12 | KingRobot | (It's a separate issue from the dual-teleport problem) |
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00:20.37 | blast007 | was that the small to big tele issue? |
00:20.49 | KingRobot | blast007: mentioned in the same bug |
00:20.54 | KingRobot | but no, not the fix |
00:20.58 | blast007 | k |
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00:22.50 | KingRobot | it was the cause of the offsets |
00:23.02 | KingRobot | fixing that makes the bullet go through at the correct position |
00:24.41 | KingRobot | but doesn't correct the small-to-big tele problem |
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00:59.27 | JefferyM | KingRobot, just commit it |
01:03.39 | CIA-60 | BZFlag: 03kingrobot * r19680 10/trunk/bzflag/src/obstacle/Teleporter.cxx: teleporter traversals are now more accurate; may also need to account for face offset |
01:04.02 | Erroneous | ~KingRobot++ |
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02:01.18 | delusional | as long as your talking about teleporter borders... I removed mine and put 12-segment arcs, 1 unit wide, in their place... and was really surprised how much better it plays than square borders. Teles can be choke points, this allows ricochets to bounce back at the shooter from all angles. You're in danger of self-kill when you shoot at a tele from any angle. But it's really good when a jumping tank hits them. It's not like hitting a flat w |
02:02.01 | delusional | There's a world of difference between square tele borders, and roun ones. |
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02:40.30 | delusional | BW, the tetrahedron object has been deleted from future veersions |
02:40.45 | trepan | 1. BTW? |
02:40.55 | delusional | i only mention because you'r just about the only person to ever use it. |
02:40.56 | trepan | 2. are you talking about your maps? |
02:41.03 | delusional | woop, ww |
02:41.41 | trepan | the map object hasn't actually been killed yet |
02:41.56 | trepan | it just gets replaced by a mesh by bzfs |
02:42.29 | delusional | ah.. the commit looked like it. * removed the TetraBuilding obstacle type |
02:42.54 | delusional | Bw is blasterwisconsin |
02:43.34 | trepan | r19679 * removed the TetraBuilding obstacle type (MeshObstacles are generated server to replace them) |
02:43.46 | trepan | not the best wording, and it was supposed to be server-side ;-) |
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02:46.01 | CIA-60 | BZFlag: 03trepan * r19681 10/trunk/bzflag/src/obstacle/Teleporter.cxx: |
02:46.01 | CIA-60 | BZFlag: * fixed Teleporter::getPointWRT() (all 3 axes) |
02:46.01 | CIA-60 | BZFlag: * more fvec'ery |
02:46.39 | CIA-60 | BZFlag: 03trepan * r19682 10/trunk/bzflag/src/ (14 files in 5 dirs): * fvec'ery 'til it hurts |
02:47.53 | trepan | (the full tele fix required x offset adjustment, but that couldn't be done in a relative fashion because of the singularities/poles/div-by-zeroes/...) |
03:01.26 | CIA-60 | BZFlag: 03trepan * r19683 10/trunk/bzflag/src/obstacle/Teleporter.cxx: * more symmetry is more better |
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03:23.44 | Yassen | This is really weird: Whenever I have a robot on my team and send a team message, then I'll get 1 + number of robots on my team in reply. handleMessage (in playing.cxx) is being called the number of times it displays, but yet the server says that it's only broadcasting once... |
03:25.05 | Yassen | so, basicly, the server is saying it's sending one MsgMessage packet, yet the client says it's receiving 2 (if one bot on team)...this only happens on team messages with robots. |
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03:33.19 | Yassen | Nevermind, I put the logging code in the wrong spot. |
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03:41.14 | PrezKennedy | JeffM, brlcad was just k-lined |
03:41.32 | JeffM | umm ok |
03:41.36 | JeffM | good for him |
03:42.00 | blast007 | two people on .bz were, actually |
03:42.09 | JeffM | cool |
03:42.18 | JeffM | never thought it should be used for IRC like it was ;) |
03:48.59 | KingRobot | blast007: trepan's updates to getPointWRT seem to have fixed the teleporting problem |
03:49.05 | KingRobot | (s) :) |
03:49.10 | blast007 | the small-to-big one? |
03:49.24 | KingRobot | yep, and cleaned up the alignment issues too |
03:49.28 | blast007 | sweet |
03:49.42 | KingRobot | tested as working over here, anyway |
03:49.55 | AAA_awright | Does trunk compile right now, anyone know? |
03:49.58 | KingRobot | yes |
03:50.28 | blast007 | AAA_awright: no, only on Tuesdays |
03:50.40 | KingRobot | lol |
03:50.54 | AAA_awright | :-) |
03:51.21 | KingRobot | just did a few minutes ago with rev 19683 which is the latest unless CIA-60 forget to tell us about something ;) |
03:55.52 | AAA_awright | Looks like I don't have a package |
03:56.08 | blast007 | AAA_awright: error? |
03:56.09 | JeffM | must... resist... bad..... jokes..... |
03:56.14 | blast007 | heh |
03:56.32 | AAA_awright | urldata.h:117:18: error: ares.h: No such file or directory (...) |
03:57.07 | blast007 | that's included.. |
03:57.23 | JeffM | did you redo autogen and configure? |
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04:00.33 | AAA_awright | JeffM: Yes |
04:01.21 | AAA_awright | I just got it off of SVN |
04:01.21 | AAA_awright | For a new system |
04:01.21 | JeffM | have you reticulated the interoceter? |
04:01.21 | AAA_awright | Uhhhhhhhh |
04:01.30 | JeffM | ;) |
04:01.44 | JeffM | you have the compilers and curl and ares dev packages? |
04:02.23 | AAA_awright | I don't think so |
04:02.35 | AAA_awright | Blast just said that's included |
04:02.37 | AAA_awright | ? |
04:02.47 | JeffM | we'll try to use external first' |
04:03.01 | JeffM | what distro is it? |
04:03.33 | AAA_awright | Ubuntu (looks like there is no ares-dev) |
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04:05.39 | Bulldozer | AAA-awright: libc-ares-dev ? |
04:05.56 | JeffM | you get the C++ compiler? |
04:06.10 | AAA_awright | Yep |
04:06.19 | AAA_awright | Installing the 4 packages listed in README.Linux |
04:06.39 | AAA_awright | Package libcurl3-dev is a virtual package provided by: |
04:06.41 | AAA_awright | <PROTECTED> |
04:07.22 | Bulldozer | AAA-awright: ares dev is libc-ares-dev on recent Ubuntu's |
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04:09.19 | AAA_awright | Looks like that works, thanks Bulldozer |
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04:17.56 | Bulldozer | Anyone else getting popping sounds with trunk? |
04:18.40 | Bulldozer | ... and "sticky" control keys, i.e. the tank keeps going forward after letting go of the forward key (not a mouse issue) |
04:18.43 | Bulldozer | ? |
04:19.22 | Yassen | yeah, I've gotten the sticky control keys a few times, but not a popping sound... |
04:20.52 | trepan | Bulldozer: using automatic input control? (switching between mouse and keyboard) |
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04:21.48 | Bulldozer | trepan: Yes, but the mouse is centered so it should be stopped (and there's no notification of switching to mouse control) |
04:23.01 | trepan | Bulldozer: ya, think i've seen the same thing, haven't looked into it |
04:24.00 | Bulldozer | I'm able to replicate it about 30% of the time now, but not under a debugger |
04:24.15 | Bulldozer | When it's slowed down it won't do it |
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04:28.40 | trepan | Bulldozer: looks like you can kill off a FIXME while you're at it (the one in LocalPlayer.h) |
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04:32.24 | BulletCatcher | Bulldozer, if you can improve the package suggestions in README.Linux, please do so. |
04:32.27 | BulletCatcher | We're sure keeping the new guy busy! ;-) |
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04:39.47 | JeffM | trepan: so bzflag loads it's projection and view matrix info into GL right from the frustum class? no calls to glPerspective, etc? |
04:41.31 | Yassen | looks like there is a bug where [robot tank]->getFlag() returns Flags::Null even though the robot has a flag. |
04:41.48 | blast007 | -solo robots? |
04:41.55 | blast007 | I don't think they support flags anyway |
04:42.51 | Yassen | they support flags in 2.99...at least they can pick up flags |
04:42.56 | blast007 | hmm |
04:43.02 | blast007 | guess I haven't tried them |
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05:02.40 | Yassen | there is a handleGrabFlag and a handleDropFlag, then a handleFlagDrop, but no handleFlagGrab? Where does the client figure out if it has grabbed a flag? |
05:05.41 | AAA_awright | Yassen: I think the server does that now? |
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05:06.03 | AAA_awright | In trunk, I have to double check |
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05:07.34 | Yassen | ah, yes, found the flag grabbing stuff on the server |
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05:51.33 | AAA_awright | I haven't compiled the client on Linux before, I think I have the OpenGL development packages installed but configure still reports no OpenGL |
05:54.47 | blast007 | and you do have g++, correct? |
05:55.57 | blast007 | but anyway, I think there is a mesa dev package, or dev packages specific to nvidia (and maybe ATI too) |
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06:05.25 | Yassen | found the problem with robots and flags: the Player class for the 'bot is being updated, but not the RobotPlayer part. |
06:06.45 | Yassen | so if you go "Player *tank = lookupPlayer(id); FlagType *flag = tank->getFlag();", it'll be correct, but if you replace "Player" with "RobotPlayer", it won't work. |
06:07.31 | JeffM | can you make and submit a patch for that? |
06:07.35 | JeffM | please |
06:24.32 | Yassen | Here's a demonstration of what I'm saying: http://i260.photobucket.com/albums/ii36/lizard2828/bzfi0001.png |
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06:45.13 | JeffM | ok, so it helps a HELL of a lot if you initalse your matrix to the identy :) |
06:45.54 | The_Traitor | hi, is 2.99 ready for casual testers? |
06:46.15 | JeffM | define "ready" |
06:46.23 | JeffM | and "casual" |
06:46.25 | JeffM | and "is" |
06:46.35 | The_Traitor | lol workable |
06:46.38 | The_Traitor | perhaps playable |
06:46.55 | JeffM | it's not compatable with existing servers, you know that right? |
06:47.07 | The_Traitor | yes. someone told me there were test servers |
06:47.14 | JeffM | a few |
06:47.16 | JeffM | noone plays on them |
06:57.36 | JeffM | trepan: are the frustum planes, near, left, right, top, bottom, far? in the indexes? |
06:57.51 | JeffM | does not see comment, nor fully understand the math |
06:59.17 | Constitution | does not fully understand JeffM |
06:59.52 | JeffM | it's ok, nor do I |
07:14.04 | Yassen | I think I've got it working now...patch pending |
07:14.32 | JeffM | has had enough of looking at frustums and will get plane extraction working tomorow :/ |
07:23.22 | Yassen | Okay, posted it to sourceforge. All patches have been tested. |
07:33.15 | Cygal | Yassen: the team message bug is a known bug, but thanks for the report (although reporting bugs on the sf tracker is better) |
07:34.11 | Yassen | it is on the sf tracker aswell... |
07:34.17 | Cygal | okay :) |
07:35.35 | Cygal | right, so this is the bug you posted a few days ago |
07:35.56 | Cygal | would have been better to split the three bugs in three bug reports, but thanks anyway |
07:38.57 | Cygal | oh, and you added a comment to post another bug |
07:41.29 | Cygal | well, if you feel like fixing one of those, go for it :) |
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08:09.51 | AAA_awright | blast007: It isn't mesa-dev |
08:10.26 | AAA_awright | No such package, though other packages refer to it (?) |
08:10.28 | Manu | blast007: the bzflag.bz ban (k-line) is being removed ;) |
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12:50.47 | CIA-60 | BZFlag: 03DonnyBaker 07http://my.bzflag.org * r5770 10/w/Category:Stubs: Reverted edits by [[Special:Contributions/67.237.178.163|67.237.178.163]] ([[User talk:67.237.178.163|Talk]]); changed back to last version by [[User:DTRemenak|DTRemenak]] |
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13:44.44 | nightstrike | finds the wait till april 20th excruciating |
13:45.26 | Thumper_ | nightstrike: go play BZFlag -- blowing stuff up can be therapeutic |
13:45.58 | nightstrike | hehe, sadly, my assignments and exams won't let me spend too much time doing anything else |
13:46.13 | nightstrike | I wish I could be here submitting patches like the other applicants! |
13:46.17 | Thumper_ | then you're too busy to wait for the April 20th deadline :) |
13:46.50 | nightstrike | lol, its the thought of what'll happen on the 20th which ain't letting me study in peace :P |
13:47.02 | nightstrike | will i or wont i? :) |
13:47.58 | nightstrike | I think I'll go play nexuiz and cool off :) |
13:48.03 | Thumper_ | we all have to wait until Google officially announces how many slots we get and which students get placed |
13:48.40 | nightstrike | yeah... |
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16:45.19 | BulletCatcher | Santosh_IIIT, I was just looking at your latest Flag Help patch and there are still some problems. |
16:46.03 | BulletCatcher | First, the while loop in makeHelpString() loops infinitely when starting the bzflag program. |
16:48.07 | BulletCatcher | Less critical, you changed the "position" variable from "unsigned int" to "int" type, which seems to require casting almost every time it is used. It would be cleaner to leave it unsigned. |
16:48.47 | BulletCatcher | There are a couple of other places where variable types could be changed to eliminate the need for casting, too. |
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16:50.37 | BulletCatcher | Finally, your most recent patch is against an older revision. Other changes have occurred to HUDRenderer.cxx that made it difficult to apply your patch to the most recent revision. |
16:52.01 | BulletCatcher | It is best do a "svn update" command and resolve any conflicts before creating a patch file. |
16:52.21 | BulletCatcher | Argh. |
16:52.58 | BulletCatcher | adds a comment to the SF patch page |
16:54.05 | blast007 | heh.. |
16:54.10 | *** join/#bzflag Santosh_IIIT (n=chatzill@196.12.53.9) |
16:54.47 | BulletCatcher | Santosh_IIIT, did you see my previous comments before you rejoined just now? |
16:55.18 | Santosh_IIIT | I lost connection. Not all of them |
16:55.34 | Santosh_IIIT | I saw the one that it goes into an infinite loop |
16:55.52 | Santosh_IIIT | and also that the use of int instead of unsigned int |
16:56.06 | Santosh_IIIT | Actually I modified it to prevent a warning |
16:56.32 | Santosh_IIIT | which showed that there was an integer being assigned to an unsigned int |
16:57.46 | Santosh_IIIT | Actually the previous patch was fine but had such warnings, so I thought of removing them too |
16:58.18 | BulletCatcher | Your new code uses casts both times the "position" variable has values assignd to it. |
16:59.35 | Santosh_IIIT | yes. Instead of using size_t, I thought it would be better to typecast it |
17:00.09 | Santosh_IIIT | cos' I'll need to compare it with some other integers or unsigned ints |
17:06.31 | BulletCatcher | It looks like "size_type" is the best type to use for the "position" variable. |
17:06.44 | BulletCatcher | No casting should be required. |
17:09.25 | BulletCatcher | That doesn't work. |
17:12.12 | BulletCatcher | I'm not sure why "std::string::size_type" is giving me errors. |
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17:16.45 | Wyk3d | what errors ? |
17:18.13 | BulletCatcher | Never mind, it was my own typo. Declaring "std::string::size_type position" makes casting unnecessary. |
17:18.55 | CIA-60 | BZFlag: 03trepan * r19684 10/trunk/bzflag/src/ogl/OpenGLPassState.cxx: |
17:18.57 | CIA-60 | BZFlag: * removed the TODO listings |
17:18.59 | CIA-60 | BZFlag: (patch 2745030 relates to this, but it doesn't come close to doing |
17:19.01 | CIA-60 | BZFlag: what would be required to fully implement matrix stack counting). |
17:19.29 | trepan | also updated the SF patch 2745030 for that ... |
17:20.46 | trepan | heh, SpringRTS still has that TODO, think it's an OLD one ;-) |
17:37.36 | CIA-60 | BZFlag: 03cygal * r19685 10/trunk/bzflag/src/bzfs/ (CmdLineOptions.h bzfs.cxx): |
17:37.36 | CIA-60 | BZFlag: * now tells the bot host if some bots get kicked |
17:37.36 | CIA-60 | BZFlag: * udpated botsPerIP default value to be coherent with the doc |
17:37.49 | Cygal | (this is only part 1 of the bug fix, the one that does not change the protocol) |
17:40.44 | BulletCatcher | Santosh_IIIT, I added a comment with my concerns to the SF 2741555 patch page. |
17:40.50 | BulletCatcher | I hope you aren't discouraged by this process. Your patches are getting better each time, and it shouldn't be long before this one is ready to be committed. |
17:41.03 | Santosh_IIIT | Yes. I saw the comment |
17:41.57 | Santosh_IIIT | I did not update the subversion since I first downloaded, about 10 days ago. |
17:42.04 | Santosh_IIIT | I shall do my best |
17:42.37 | BulletCatcher | :-) |
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17:42.55 | JeffM | yeah updating your code is paramount |
17:43.06 | Santosh_IIIT | I never bothered much about typecasting in the small codes which I worked on till now , So will have to get used to them |
17:43.55 | BulletCatcher | Using the correct type is an essential part of writing portable and maintainable code. |
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17:47.17 | JeffM | yeah in an odd turnaround in the past 4 years, windows has become rather picky about it's types |
18:04.36 | CIA-60 | BZFlag: 03trepan * r19686 10/trunk/bzflag/src/bzflag/ScoreboardRenderer.cxx: * removed a printf/FIXME (not mine, this time ;-) |
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18:35.18 | Cygal | any easy way to compile with -pg to be able to use the gprof profiler? |
18:41.34 | Santosh_IIIT | Uplaoded another version of the patch. can you see this one. |
18:42.13 | Santosh_IIIT | To my knowledge, this one didnot give any sort of warnings and I also resolved the infinite loop problem |
18:42.25 | Santosh_IIIT | uploaded on sourceforge.net |
18:42.46 | trepan | Cygal: tried ./configure --enable-profiling ? |
18:43.45 | Cygal | no. I will, thanks! |
18:43.48 | BulletCatcher | trepan: Oooh. That is much easier than the suggestion I was going to make. :-) |
18:44.17 | BulletCatcher | Santosh_IIIT: I see the new patch. Thanks. I'll look at it tonight after I get home from work. |
18:44.21 | Cygal | was planning to compile the concerned file by hand and adding -pg :) |
18:44.52 | Santosh_IIIT | ok sure. But the thing is that it is night for us. So can you atleast mail me your comments on that |
18:45.05 | Santosh_IIIT | santosh.phani@gmail.com |
18:45.28 | Santosh_IIIT | and another small clarification |
18:45.43 | BulletCatcher | I'll just add a comment to the patch page. You probably get notified when that happens. |
18:46.08 | Santosh_IIIT | ok sure.how about playing the game with the mentors as mentioned in the wiki |
18:46.23 | Santosh_IIIT | it seems that it is mandatory |
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18:46.52 | blast007 | I'd be up for it tomorrow or over the weekend :) |
18:47.10 | BulletCatcher | Me too. |
18:47.12 | Thumper_ | where and when? :) |
18:47.58 | BulletCatcher | This time of day seems to be good for some, but not others. We may have to have two games to involve everyone. |
18:48.33 | Santosh_IIIT | I guess I can be ready tomorrow or the day after that. |
18:48.41 | blast007 | I'm pretty much available any time friday or sunday, and after 4 on saturday |
18:48.49 | BulletCatcher | Time zone? |
18:48.51 | blast007 | 4PM central time, that is |
18:48.57 | JeffM | we say it's manditory, but we've never gotten anyone together to do it ;) |
18:49.03 | BulletCatcher | lol |
18:49.04 | Thumper_ | I just need to know when |
18:49.23 | BulletCatcher | How about 23 hours from now? |
18:49.29 | Santosh_IIIT | this time is about 12.30 am for me. |
18:49.30 | joevano | we could play a little lasermania \o/ |
18:49.39 | Thumper_ | trunk/branch :) |
18:49.46 | blast007 | joevano: is lasermania running on trunk? |
18:49.46 | BulletCatcher | I think it is supposed to be trunk. |
18:50.08 | joevano | does trunk work well enough to play ;) |
18:50.10 | Thumper_ | blast007: not yet but that could be fixed |
18:50.12 | blast007 | yes |
18:50.15 | Thumper_ | dunno |
18:50.16 | Santosh_IIIT | And I am in a hostel and some sites might be blocked for us. And I am not sure if we are allowed to connect to outside servers to do onine gaming |
18:50.34 | BulletCatcher | I have mods that let Lasermania work with trunk, but I thought it was supposed to be a Ducati-style match. |
18:50.49 | Thumper_ | will play anything |
18:50.53 | JeffM | decks |
18:50.58 | Thumper_ | but I won't be 'good' at it ;) |
18:51.08 | JeffM | developers traditionaly play decks |
18:51.23 | Santosh_IIIT | I shall confirm it by tomorrow this time and let you know of my status. |
18:51.46 | blast007 | rebuilds his bzfs |
18:52.04 | blast007 | though I think someone is/was running a decks map |
18:52.07 | Thumper_ | builds a new trunk client |
18:52.13 | JeffM | ibot decks |
18:52.15 | ibot | [decks] http://bzgirl.org/decks.html |
18:52.19 | Santosh_IIIT | So I guess it would be better about 40 hrs from now(i.e. the day after tomorrow) |
18:52.30 | blast007 | dead link :( |
18:53.07 | joevano | JeffM: i thought developers traditionally don't play :P |
18:53.26 | Thumper_ | joevano: well traditional could mean they played once... a long time ago |
18:53.31 | JeffM | this is very true |
18:53.35 | JeffM | that's why decks is never played |
18:53.37 | BulletCatcher | It's hard to be a good developer and a good player at the same time. |
18:54.05 | Thumper_ | BulletCatcher: call it bug-finding or testing... instead of playing ;) |
18:54.37 | BulletCatcher | In this case, good player == not getting pwned all the time. :-) |
18:54.49 | Thumper_ | saw Tim Riker and JeffM on one of his servers eons ago |
18:59.04 | Will07c5 | I wouldn't mind playing a game this weekend, although I must warn you guys I am very good... at being at the bottom of the scoreboard :P |
18:59.48 | Thumper_ | Will07c5: I'll fight you for that position |
19:00.04 | Will07c5 | you can never defeat me! |
19:00.07 | Will07c5 | :P |
19:00.28 | JeffM | shouldn't play till he has frustum culling working :/ |
19:00.48 | Cygal | I would just like to know when the game is going to take place (I won't be available all weekend) |
19:01.12 | JeffM | one of the mentors can put it on the SOC wiki page ;) |
19:02.09 | Will07c5 | my schedule is pretty flexible this weekend but I don't have much time since I have a paper to write |
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19:51.28 | Cygal | how does this work? currentRot = lastState.azimuth + (lastState.angVel * delta); it looks like it's always between -m_pi and m_pi anyway |
19:51.35 | Cygal | Erroneous: the fmod is indeed slower. |
19:52.10 | Cygal | (concerning https://sourceforge.net/tracker/?func=detail&aid=2707637&group_id=3248&atid=303248 ) |
19:52.57 | Erroneous | Cygal: yeah, that's what I expected. |
19:54.25 | Erroneous | regarding your first question, you should be able to wind up currentRot by turning 360 degrees either left or right, if you disable the code that subtracts 360 |
19:55.19 | Erroneous | there may be code elsewhere that compensates for it also, so it may only be for one frame |
19:55.41 | Cygal | when I display currentRot before the clamping code, and keeping going left or right, it never goes beyond 360 degrees |
19:55.46 | Cygal | maybe there is. |
19:55.55 | Erroneous | oh, and turn on energy saver |
19:56.11 | Erroneous | that will make your dt's bigger |
19:56.17 | trepan | server-side code ? |
19:56.30 | Cygal | yes trepan |
19:56.37 | trepan | (currentRot gave it away ;-) |
19:56.56 | Erroneous | the client probably clamps also |
19:57.21 | trepan | but never trust the clients |
19:57.43 | Erroneous | yup, but from an unmodified client you may never get an out of range value |
19:58.31 | trepan | game/PlayerState.cxx |
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19:59.12 | trepan | definitely clamped if using MsgPlayerUpdateSmall |
19:59.39 | Cygal | indeed |
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20:03.11 | Cygal | so do we switch back to the old code? |
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20:05.00 | trepan | a client that wants to discretely burn bzfs time ... it would like the old code ;-) |
20:05.46 | Cygal | with angles between -m_pi and m_pi the old one is really faster |
20:06.51 | trepan | i imagine that it's insignificant, in the big picture |
20:07.28 | trepan | actually, you might be able to lock-up bzfs, if m_pi_2 was past the epsilon point |
20:08.52 | Cygal | fortunately it is not :) |
20:09.28 | Cygal | well at least the code is now correct, and I also assume the difference is insignificant |
20:11.46 | trepan | s/was past the epsilon/was past the value's epsilon/ |
20:11.55 | trepan | which it can be, easily |
20:12.12 | trepan | the old code could result in lock-ups |
20:12.43 | Erroneous | hm, true enough |
20:15.06 | trepan | Erroneous: but it's not like there aren't dozens of other entries points for crafty clients ;-) |
20:15.24 | Erroneous | very true |
20:15.37 | Erroneous | DoS is pretty easy to accomplish |
20:15.37 | trepan | NaN, Inf, all sorts of fun vectors (especially with the flaky GL drivers out there, even easier to cause crashes) |
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21:01.47 | JeffM | trepan: do I have this correct? testAxisBoxInFrustum will return IntersectLevel::Outside if the box encloses the entire frustum |
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21:08.07 | trepan | JeffM: it's probably the other way around |
21:08.42 | JeffM | so it'll only return ouside whent he box is outside all frustum planes? |
21:09.06 | darklust | is bzflag written in visual basic? |
21:09.18 | JeffM | umm no |
21:09.39 | JeffM | getting vb to run on irix would be a very interesting challenge ;) |
21:11.02 | darklust | oh, shows how much i know about that then :s |
21:12.06 | JeffM | what made you think it was? |
21:14.53 | darklust | the fact that it ran in windows... |
21:14.57 | darklust | i know nothing about programming |
21:15.02 | JeffM | hah |
21:15.18 | JeffM | yeah windows can run more then just visual basic programs |
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