00:08.49 | blast007 | well, BZFlag tries to be as future proof as possible. Like so: uint8_t Address::getIPVersion() const { return 4; } |
00:09.00 | blast007 | all we have to do is change that to a 6 and bam, ipv6 support! |
00:09.05 | blast007 | it's like magic |
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00:09.20 | *** mode/#bzflag [+v spldart] by ChanServ |
00:09.21 | blast007 | heck, we could put an 8 there and be ready for the FAR future when they run out of IPv6 addresses |
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00:10.04 | khonkhortisan | bzflag will crash in the year 2101 |
00:10.58 | khonkhortisan | if no one changes it by then, of course |
00:11.12 | JeffM | heh |
00:13.38 | spldart | I <3 bzflag |
00:15.05 | blast007 | I think there'd be issues far before that - we probably have some code in there that assumes 32-bit timestamps that will bork in the year 2038 ;) |
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00:50.41 | JeffM | I dobut bzflag will run on the cloud of monkey brains we'll be using in in the 22nd century |
00:51.59 | spldart | ugh... I'll be 70 in 2038 |
00:52.22 | JeffM | just upload your conciousness to the bionet |
00:53.31 | spldart | 8~D! Oh yeah!!!! I'll be like Emilio Estevez as the race car driver in that one movie... |
00:54.03 | spldart | oops... My age showed again ;) |
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04:02.06 | Delusional | What's the trick to get team flags to spawn away from bases? |
04:02.25 | Delusional | freeCTFSpawns works only for players? |
04:02.33 | JeffM | first you get a chicken |
04:02.40 | JeffM | and it has to be a full moon |
04:02.40 | Delusional | some kind of zone? |
04:02.44 | JeffM | probably |
04:03.05 | JeffM | I belive you can define a zone where flags can't spawn |
04:30.47 | Flash | Looks like another Mofo flag glitch (just guessing) |
04:30.48 | Flash | http://flash.pastebin.ca/2128303 |
04:32.15 | JeffM | that's a drawing bug |
04:32.36 | Flash | but it's from addFlags (just a hunch) |
04:32.47 | JeffM | yeah but it's when drawing a flag, not networking like the last one |
04:33.22 | JeffM | it's semi useless with out knowing the contents of the sceneNode object |
04:33.26 | JeffM | and wher eit got it from |
04:35.59 | Flash | do Macs dump core files by default? I'm not sure where to look |
04:38.17 | JeffM | was it built debug? |
04:38.43 | Flash | hmmm. I think I was running a pre-built binary... probably not |
04:38.50 | JeffM | yeah then no |
04:38.57 | JeffM | it won't have the objects I would need |
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04:39.58 | JeffM | they arn't adding new flags at runtime are they? |
04:40.03 | Flash | I'll get in the habit of running my source build |
04:40.30 | Flash | They have a couple of new flags (ass cannon, triple barrel) |
04:40.45 | JeffM | if all this crap had been made using containers instead of handles then we'd have a decent exception to read |
04:41.11 | JeffM | if they are registerd custom flags, and defined on the map at startup then it should be fine |
04:41.22 | JeffM | if they are adding them to the map after startup it will be wierd |
04:41.35 | Flash | I have no idea... I_Died_Once is on line |
04:41.35 | JeffM | the server sends out a maxium number of flags on the field to each client |
04:41.54 | JeffM | there are only enough graphical flags for those flags allocated |
04:42.00 | I_Died_Once | ...huh? |
04:42.22 | JeffM | are you adding flags at runtime? |
04:42.31 | I_Died_Once | all that is in the conf |
04:42.42 | JeffM | so the flag count is static for the entire run of the server |
04:42.43 | JeffM | ? |
04:42.44 | I_Died_Once | plugin and flags & all |
04:42.53 | I_Died_Once | yeah as far as i know |
04:43.02 | I_Died_Once | I'm not adding flags mid game |
04:43.07 | JeffM | yeah but does a plugin say "hey there are 10 people on, let me add 2 more ass cannons" |
04:43.08 | JeffM | ok |
04:43.12 | JeffM | cus that would be bad |
04:43.31 | I_Died_Once | i would bet |
04:43.51 | I_Died_Once | i classify some plugins as ones you can load mid game and those you can not |
04:44.25 | JeffM | do flags change type at runtime? |
04:44.40 | I_Died_Once | no |
04:45.04 | I_Died_Once | not that i know of |
04:45.08 | JeffM | well you were sending out bad flag IDs last week |
04:45.24 | I_Died_Once | i'm not manually changing or dicking with the flags |
04:45.41 | JeffM | well thats good because there is no way to do that :) |
04:45.42 | I_Died_Once | aside from having the plugin for the custom flags |
04:46.12 | JeffM | you have the custom flags defined in the map/config in addition to loading the plugin right? |
04:46.13 | I_Died_Once | but we're not loading and unloading that during game play |
04:46.27 | JeffM | so like +S AC |
04:46.40 | I_Died_Once | +f AC{5} # Ass Cannon |
04:46.41 | I_Died_Once | -loadplugin /usr/local/lib/bzflag/assCannon.so |
04:46.46 | JeffM | ok good |
04:46.49 | I_Died_Once | and thats the only referance to it in the conf |
04:46.56 | JeffM | that's as it should be |
04:47.37 | I_Died_Once | now this has nothing to do with anything |
04:47.42 | JeffM | well it's ether your server, the fact that macs suck, or bzflag sucks |
04:47.45 | I_Died_Once | but the triple barrel has a setting |
04:47.57 | JeffM | tripple barrel is going to do all kinds of wierdness in some cases |
04:47.58 | I_Died_Once | <PROTECTED> |
04:48.05 | I_Died_Once | if i add it to the conf the server wont start |
04:48.10 | I_Died_Once | i gotta set it manually |
04:48.19 | JeffM | I don't even know how it gets arround the server shot limits |
04:48.49 | I_Died_Once | i'd tell you but then i'd have to kill ya |
04:49.15 | I_Died_Once | i promised my mother i wouldnt do that no mo |
04:49.17 | JeffM | ahh it dynamicly resizes |
04:49.23 | JeffM | my mother is dead |
04:49.38 | I_Died_Once | sorry to hear that |
04:49.41 | JeffM | so I can't keep no promises no mo :) |
04:49.48 | I_Died_Once | oh snap |
04:50.16 | JeffM | well the shot thing won't be as bad as I thought |
04:50.27 | JeffM | some of the shot limit stuff got backported for world weapons |
04:50.47 | JeffM | you just have to handle the score yourself |
04:51.02 | I_Died_Once | the problem when getting it up was the world weapon killing you and tk issue |
04:51.17 | JeffM | yeah there will be a lot you have to do on your own |
04:51.18 | I_Died_Once | fixed with the addition of team based world weapon and the use of the no team kill option |
04:51.25 | JeffM | since the client dosn't know who shot it |
04:51.39 | JeffM | you could deal with teamkill if you put the smarts in |
04:51.43 | I_Died_Once | proper crediting |
04:52.05 | I_Died_Once | i think its perfect like it is |
04:52.15 | I_Died_Once | the settings are in degrees |
04:52.16 | JeffM | other then the lag ;) |
04:52.23 | JeffM | radians are better, more pi |
04:52.37 | I_Died_Once | one shot always goes front, the other two can be set |
04:52.42 | JeffM | yeah |
04:52.48 | JeffM | I understand how it works |
04:52.58 | JeffM | those side shots arn't created untill the server sends them |
04:53.20 | JeffM | and they may have a small error based on a 1/2 lag |
04:53.26 | I_Died_Once | i use 7.5 for a nice frontal spray |
04:53.28 | JeffM | but it's probably not enough to worry about |
04:53.57 | JeffM | if someone was very close to you, you may not hit them |
04:54.08 | JeffM | if they time comp the shots |
04:54.08 | I_Died_Once | had a padfactor too |
04:54.24 | JeffM | pad is proalby just an offset |
04:54.31 | I_Died_Once | it is |
04:54.47 | JeffM | all that just defines where the new shots are made, not when |
04:54.58 | JeffM | by it's nature the plugin can not make the shots spawn in the past |
04:55.06 | I_Died_Once | when i click my mouse |
04:55.25 | I_Died_Once | thats when they show up for me |
04:55.31 | I_Died_Once | not sure about anyone else |
04:55.33 | JeffM | if your lag is low enough |
04:55.34 | I_Died_Once | ;) |
04:55.42 | JeffM | that's just it, it will depend on each persons lag |
04:55.51 | JeffM | and they will be off by that small amount based on the speed |
04:56.13 | JeffM | they may show as spawing in you to someone with higher lag |
04:56.25 | JeffM | does the center shot always seem a bit ahead of the otehrs? |
04:57.00 | JeffM | the timestamp is there, so they could be comping for your lag, that'd be decent |
04:57.27 | I_Died_Once | yeah its always faster |
04:57.54 | I_Died_Once | i always thought it had to do with momentum of the shot going forward where the side shots dont have the same relative fororwad momentum for them |
04:58.21 | JeffM | no that's the lag difference betwen the real shot your client created, and when the server created the world weapons |
04:58.30 | JeffM | that distance will be different for each player |
04:59.23 | BulletCatcher | The different shot speeds and timing makes triple barrel looks pretty on radar. The 3 shots look like an expanding arc. |
04:59.56 | JeffM | yeah if your lag is low it's probalby nice |
05:00.06 | JeffM | tho it's more of an arrow then an arc :) |
05:00.24 | BulletCatcher | Yeah. Arrow is better. |
05:00.38 | JeffM | it's cool that they were able to do it |
05:00.48 | JeffM | but it'll have some issues and I'm sure it was a lot of work |
05:01.04 | BulletCatcher | A diabolical arrow of death. :-) |
05:01.07 | I_Died_Once | the noobs seem to like it |
05:01.15 | JeffM | well it's a pingpong ball of death |
05:01.25 | I_Died_Once | among many |
05:01.52 | JeffM | oof, only 59 players today |
05:01.59 | JeffM | everyone must be celebrating pi day |
05:02.18 | I_Died_Once | here, i'll share a rejected mofo idea before i go - anyone seen any of the "saw" movies? |
05:02.37 | I_Died_Once | this might be for a bad flag, or maybe a rabbit hunt mode |
05:03.03 | I_Died_Once | player gets selected (by picking up the flag or at random by server via rabbit) |
05:03.45 | I_Died_Once | the server makes an announcement to everyone, stating the chosen players name and that they must be killed |
05:03.50 | I_Died_Once | or everyone on the server dies |
05:04.02 | I_Died_Once | the server also whispers to the chosen player... |
05:04.06 | JeffM | there are many names for that |
05:06.09 | I_Died_Once | "...I wanna play a game. Every player on the server has been instructed to ill you. You must kill one of them first. You have thirty second. Live or Die. Make your choice" |
05:06.36 | I_Died_Once | maybe put up a picture of that little doll on the tricycle on a billboard |
05:06.45 | I_Died_Once | with the swirlies on his face |
05:06.59 | JeffM | you don't own the license to that image :) |
05:07.27 | I_Died_Once | i'll find a pic of an old doll and put hte debian logo in its place |
05:07.31 | I_Died_Once | no one will know the difference |
05:07.33 | I_Died_Once | ...... |
05:08.06 | I_Died_Once | instead of a series of sw's going off |
05:08.32 | I_Died_Once | have the server rain down all kinds of bullets and lasers at once |
05:09.13 | I_Died_Once | i did say it was rejected, didn't i? |
05:13.04 | BulletCatcher | Regarding the earlier /countdown problem, http://www.cplusplus.com/reference/iostream/istream/operator%3E%3E/ says that the >> return value is "the object itself (*this)." |
05:13.07 | BulletCatcher | If I understand that correctly, then our "if (!(timespec >> countdownDelay))" usage in commands.cxx will never detect errors. |
05:13.35 | JeffM | well that's dumb then |
05:13.41 | JeffM | what's the correct way? |
05:13.47 | JeffM | set it to like -2 and make sure it got set? |
05:14.02 | JeffM | or try/catch |
05:14.03 | BulletCatcher | "Errors are signaled by modifying the internal state flags." |
05:14.22 | JeffM | in the queens english please :) |
05:15.45 | BulletCatcher | Something like "if (timespec->bad)" ought to detect the error. |
05:15.49 | BulletCatcher | I think. |
05:15.54 | JeffM | ahh |
05:16.00 | JeffM | you want to try to fix it? |
05:16.17 | BulletCatcher | This is one of those areas where I don't understand c++ well. |
05:16.23 | BulletCatcher | I can give it a try. |
05:16.30 | BulletCatcher | It should be easy enough to test. |
05:16.31 | JeffM | I'll see what autocomplete tells me :) |
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05:17.31 | BulletCatcher | ->fail() should be better for us than ->bad(). |
05:17.56 | JeffM | building now |
05:18.14 | JeffM | std::istringstream timespec(message+10); |
05:18.14 | JeffM | timespec >> countdownDelay; |
05:18.14 | JeffM | if (timespec->fail()) |
05:18.42 | JeffM | actualy it wants .fail |
05:18.44 | JeffM | not -> |
05:18.49 | BulletCatcher | k |
05:19.06 | BulletCatcher | fail fail |
05:20.12 | JeffM | how do I set it up for manual countdown in the command line? |
05:20.53 | BulletCatcher | -timemanual |
05:22.27 | JeffM | yeah looks like that works as expected with valid and invalid input |
05:23.31 | CIA-104 | BZFlag: 03JeffM2501 * r22414 10/trunk/bzflag/src/bzfs/commands.cxx: use .fail() on the countdown time stream to see if it failed instead of checking the return of the >> operator, it's a pointer and not very good at detecting errors. |
05:23.39 | BulletCatcher | Yay. Now we only have to look at how 19 other std::istringstream variables are used. |
05:28.14 | JeffM | you could always help me draw cubes and ramps :) |
05:29.20 | Flash | ok, got another crash with a debug build |
05:29.29 | Flash | another drawing error |
05:29.43 | BulletCatcher | Those darn cubes and ramps! |
05:29.46 | JeffM | does it have the members of the SceneNode |
05:30.10 | Flash | no, this is SceneRenderer |
05:30.16 | Flash | looks like a SW |
05:30.22 | Flash | drawRingYZ |
05:30.29 | JeffM | update your video driver |
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06:34.43 | Flash | I_Died_Once: are you still here? |
06:35.18 | ts3d | try /names |
06:35.41 | Flash | he's in the room. I just want to know if he's listening |
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07:38.51 | Flash | what's the mofo channel? |
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07:54.52 | Flash | is anyone here? |
07:55.37 | Flash | never mind... I needed someone to shoot me with geno |
07:56.29 | ts3d | where |
07:56.41 | Flash | mofo ... but I got shot already |
07:57.59 | ts3d | Aww, i haven't played in a few weeks. Usb mouse broke, and i never got into playing with arrow keys.... |
08:00.03 | Flash | oh, I didn't need much. I was sitting on the other team's base waiting for someone to spawn |
09:31.50 | Constitution | Flash must have a death wish |
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19:50.14 | khonkhortisan | How do I chop a float into an int where it always rounds down? eg. 123.99 -> 123 |
19:50.54 | blast007 | http://www.cplusplus.com/reference/clibrary/cmath/floor/ |
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19:53.06 | khonkhortisan | thanks |
20:04.42 | JeffM | down closer to 0 or down as in smaller? |
20:10.04 | JeffM | cus just casting to an int should truncate the decimal, so -1.12 goes to -1, but floor will take it to -2 |
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22:00.25 | khonkhortisan | I had to start over, I wasn't using patch revision control and started getting segmentation faults and corruption and didn't remember what change caused it. |
22:02.32 | khonkhortisan | The radar height being a pixel off from the message box height really shows up when using full opacity, there is a row of pixels that get drawn on by the menu. Does anyone else see this? |
22:06.41 | khonkhortisan | Is it my fault when I moved the radar to the right or was it already like that? |
22:08.15 | khonkhortisan | JeffM, I only needed floor to compare numbers between 0 and 1 |
22:11.50 | ts3d | I'm compiling lastest svn now |
22:11.52 | ts3d | I |
22:11.59 | ts3d | i'll check |
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22:17.51 | khonkhortisan | hello, clone, and welcome to #bzflag |
22:18.12 | khonkhortisan | goodbye original |
22:24.51 | ts3d | So radar off by pixel, you tried to fix and that led to segfaults? |
22:29.34 | khonkhortisan | Not quite. I allowed the radar to be on the other side of the message box, and noticed that it was off by a pixel. Then I tried to have the radar have a different opacity than the panel and got segfaults. So I started over on the opacity thing and noticed that with full opacity, that off-by-a-pixel was causing graphics problems. |
22:37.19 | khonkhortisan | So I'm not sure if it's my fault by making it off by a pixel when I moved the radar, or if it was already like that. |
22:40.07 | khonkhortisan | And because it is off a pixel, should the radar be moved down or the message box up? |
22:45.03 | ts3d | Where is it off by one pixel |
22:45.15 | ts3d | I ran the current release and svn |
22:45.42 | khonkhortisan | the top of the radar is higher than the message box with full opacity |
22:46.20 | ts3d | Hmm I don't see that here |
22:47.19 | khonkhortisan | what if you bring up the menu? does it leave light pixels? |
22:47.46 | ts3d | Around the message box border, yes. I noticed that |
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22:53.39 | ts3d | connection is terrible sorry |
22:54.21 | ts3d | I didn't get anything after my lasy message. The msg box border is also misaligned horizontally. |
22:54.28 | ts3d | last* |
22:54.59 | khonkhortisan | I didn't send anything |
22:56.09 | ts3d | The horizontal misalignement was in the previous version already. So unrelated i think. |
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22:58.26 | khonkhortisan | ok |
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23:09.51 | ts3d | I tihnk its not clearing off those pixel between redraws |
23:12.50 | ts3d | This happened after your right handed radar addition? |
23:13.14 | khonkhortisan | that's when I noticed it, yes |
23:14.41 | khonkhortisan | It also does that in my installed client as well |
23:15.32 | ts3d | Hmm didn't on mine |
23:16.58 | ts3d | What version would that be? |
23:17.06 | ts3d | I'm on 2.4.0 64bit |
23:19.07 | blast007 | iirc, the game cheats when there's a fully opaque radar and doesn't redraw the chat area unless a new message is added or if the chat is scrolled |
23:19.34 | blast007 | may or may not be related to your issue |
23:19.36 | khonkhortisan | BZFlag client 2.4.0.20120219-STABLE-linux-gnu-SDL (protocol 0221) and my compiled one is BZFlag client 2.4.1.20120314-DEVEL-linux-gnu-SDL (protocol 0221) |
23:20.28 | khonkhortisan | yast says 2.4.0-18.6 |
23:25.05 | ts3d | there's a comment to that effect in the source, don't remember the exact place |
23:25.56 | ts3d | I'm on windows so no 2.4.1 for me |
23:27.58 | blast007 | trunk builds on Windows too, ya know ;) |
23:28.08 | blast007 | doesn't matter for this issue though |
23:28.25 | blast007 | this issue probably exists in far older versions of the game as well |
23:46.42 | ts3d | Is MinY in controlpanel.cxx the minimum radar height? |
23:50.53 | khonkhortisan | that's used for the spacing between the radar, panel, and window edge. I don't think it affects radar size. |
23:53.27 | ts3d | I thought radarSpace was that |
23:56.04 | ts3d | Nvm about that, are x,y from the lower left corner or top left |
23:57.16 | khonkhortisan | lower left |
23:57.37 | khonkhortisan | then an area from that point |