IRC log for #bzflag-chat on 20130804

00:15.38*** join/#bzflag-chat alpha1-2 (~nb_j@host127.190-138-19.telecom.net.ar)
00:24.44alpha1-2why sometimes the ibot doesn't save the whole day messages?
00:25.06alpha1-2like this Saturday 3?
00:29.25allejoibot doesn't post logs until the day after
00:29.44allejoand if there aren't any logs ibot most have been pinged out or riker's server went down
00:30.21alpha1-2yes, the day after would be now (UTC 0) :)
00:30.26blast007yeah, the bot isn't 100% reliable..
00:31.06allejoblast007, isn't even 10% reliable
00:31.12allejoblast007 isn't*
00:31.18blast007well, it's more than that
00:31.24blast007at least 15%
00:31.28allejohehe
00:31.34alpha1-2I saw in ##ducleague channel a whole week with this problem... then I did a chat message and it worka again :)
00:31.46alpha1-2works*
00:31.57blast007did you ever think that maby nobody said anything in the channel for a week?  P
00:32.00blast007:P*
00:32.05allejothat ^
00:32.09blast007it really doesn't see hardly any activity...
00:32.23blast007I'm there all the time, and it rarely shows up on my activity bar
00:32.29alpha1-2well, but you can't be sure if you don't have the logs ;)
00:32.41blast007run a client 24/7 then
00:32.45blast007log yourself
00:33.15alpha1-2I checked the logs sizes and yes I found many without chat messages, but others with a lot... so, it is something more or less randomly ;)
00:33.59alpha1-2don't become angry :)
00:34.14alpha1-2I just comment, maybe it will be fixed, last before :)
00:34.23alpha1-2as before*
00:34.48blast007I don't think it's broken...
00:35.01alpha1-2and they are useful for whom, as me, aren't 24/7 connected :)
00:35.01blast007you may just have incorrect expectations
00:35.24alpha1-2oh the case of the same Tim, he isn't 24/7 connected
00:35.28alpha1-2or*
00:35.52alpha1-2I have the other logs uploaded already
00:36.06alpha1-2because it is already UTC 0
00:37.15alpha1-2does Freenode save all the logs publically maybe?
00:38.26blast007no
00:38.34alpha1-2ok
00:39.13blast007that would really serve no benefit and could instead have legal and/or privacy issues
00:39.38alpha1-2I don't talk of private logs though
00:39.39allejoWhy is "Y" part of the topic?
00:39.49blast007heh
00:39.51allejosome channels are private, alpha1-2
00:39.53blast007probably was too long
00:40.04allejooh
00:40.05blast007should have been "You all suck!" at the end, probably
00:40.09allejolol
00:41.19alpha1-2allejo: well, it's ok, but they shouldn't be logged publically then. I talk of the public ones, like these. BTW, I saw some IRC services that doing it.
00:41.34blast007should have been "Yes the channel name changed."
00:42.12blast007probably from when we changed it from #bzchat to #bzflag-chat
00:42.23*** mode/#bzflag-chat [+o blast007] by ChanServ
00:43.38alpha1-2wow, there are a lot of channels logged by Tim's ibot :)
00:43.46alpha1-2http://ibot.rikers.org/
00:44.10*** topic/#bzflag-chat by blast007 -> Welcome to BZChat; the place to talk about your favorite tank game BZFlag || http://bzflag.org || http://forums.bzflag.org || http://wiki.bzflag.org/MapMaking || http://wiki.bzflag.org/GettingHelp || http://bzflag.org/download || non bzflag chat yields to bzflag chat yields to bzflag help. be kind and civil. this channel is logged at http://ibot.rikers.org/%23bzflag-chat/
00:44.19*** part/#bzflag-chat blast007 (~blast007@bzflag/developer/Blast)
00:44.19*** join/#bzflag-chat blast007 (~blast007@bzflag/developer/Blast)
00:44.28alpha1-2I will try to read all those each day!! he he he
00:44.37blast007fixed up the URLs while I was at it ;)
00:47.44allejowhy the part instead of the /deop?
00:47.44alpha1-2blast007: what do you mean with not 100% reliable? when I install something that works, it will continue working, let's say, forever
00:48.07allejoalpha1-2, IRC connections ping out
00:48.38alpha1-2by which reasons?
00:49.36blast007irc bot crashes, server goes down, network goes down, etc
00:50.38alpha1-2ok, but I understand, according to any network application, it should at least be able to reconnect itself :)
00:51.12blast007I didn't say it doesn't come back
00:51.28blast007but if there's a network issue for an hour, it would be gone for an hour
00:51.35alpha1-2not if it crashed ofc, but I would think that ibot and the original bot are well made
00:51.59blast007heh
00:52.04blast007why would you think that?
00:52.27alpha1-2well, I think that they are quite old?
00:52.38blast007what does being old have to do with being well made?
00:52.48blast007BZFlag is old, and it's not well made
00:52.56alpha1-2in general, a lot
00:53.06blast007no, nothing. :)
00:53.06allejoWindows ME is old and it's not well made
00:53.16blast007*vomits*
00:53.24allejo:P
00:53.41alpha1-2because it is propietary soft, and it isn't being developed anymore from long time ago
00:53.58alpha1-2but it isn't these cases
00:54.19alpha1-2ME    XS
00:54.35alpha1-2the worst ever version!
00:54.53blast007at least Windows Me has a usable interface though
00:55.19alpha1-2well, it can be :)
00:55.21blast007you can get more work done between BSoDs in Me than you can in 8  ;)
00:55.30allejohehe
00:55.44allejoWindows ME doesn't require you to google how to set the clock
00:55.49blast007:P
00:57.36alpha1-2<blast007> BZFlag is old, and it's not well made <-- I don't want to start a discussion here, but I don't agree, I think that it is one of the best ever FLOSS games made :)
00:58.53blast007I'm talking about the code
00:59.05blast007and the interface
00:59.13blast007and lots of other parts
00:59.18blast007the gameplay is fun
00:59.26allejo90s style LAN game hacked to be played over the interwebs
00:59.33blast007hellz yeah!
01:00.27blast007IPv6-what?!
01:00.29blast007uint8_t                 Address::getIPVersion() const {
01:00.29blast007<PROTECTED>
01:00.29blast007}
01:00.32blast007;)
01:00.45allejoLOL
01:00.53alpha1-2yes, the gameplay, but I have knowledge in general about games and the interface is nice, and the code I don't understand really still what are the big problems, apart, you can see the code results in the gametime too, and it's great
01:01.01allejoblast007, is that actually in the code?
01:01.04blast007yes
01:01.12blast007src/net/Address.cxx
01:01.19allejobahahahahaha
01:01.34blast007alpha1-2: the interface is nice?  we have a mouse cursor in the menu, but you can't click on anything
01:01.48blast007we have unnecessarily complicated options menus
01:02.09blast007we have options that don't get used in certain situations (like the Team selection on the Join Game menu)
01:02.13alpha1-2ok, but that doesn't mean that is bad
01:02.23blast007sure it does :)
01:02.37alpha1-2using keys isn't a sin in the XXI century
01:03.02alpha1-2it cn be improved, sure
01:03.06alpha1-2always
01:03.09blast007how many players do we lose because they think the game is broken because they can't click on the menu?
01:03.19alpha1-2in free soft, you can improve all, little by little
01:03.27alpha1-2(in prop too)
01:03.55blast007I'm sure I recall at least one instance of a user reporting they couldn't click in the menus
01:04.07alpha1-2broken? well that you can't affirm
01:04.21alpha1-2it is just an impression
01:05.22alpha1-2allejo: LAN is a little INternet, or Internet is a big LAN, more or less
01:05.47alpha1-2and ipv6 is something that ALL soft have to be upgrading, with time
01:06.06alpha1-2BZ isnt the only one that have ipv4 running
01:06.21alpha1-2almost all systems (general use) use it
01:06.49blast007no, internet is not just a "big LAN", since the L stands for Local ;)
01:07.10alpha1-2yes,I know, but I talk of technology, more or less similars
01:07.21blast007it's all IP networking, sure
01:07.37alpha1-2the INTERNET would be WAN
01:07.43alpha1-2Internet*
01:07.44blast007but initially, BZFlag did some stuff peer-to-peer
01:08.20alpha1-2whats the problem?
01:08.38alpha1-2it uses IPs too
01:08.41blast007the methods it used may not have worked well over the internet
01:08.59blast007I dunno what it did exactly..
01:09.07alpha1-2ok
01:09.27alpha1-2peer to peer like the modern torrent tech then :)
01:09.29blast007but it wasn't designed to work on high latency connections. it was designed for high bandwidth, low latency connections.
01:10.05alpha1-2what velocity 100 mbps?
01:10.08alpha1-2speed*
01:10.19blast007at the time it might have only been 10
01:10.54alpha1-2well, yuo can see, there isn't TOO differences with the modern speeds :)
01:11.14blast007yeah, but latench isn't under 10ms ;)
01:11.17blast007latency*
01:11.20alpha1-2widebands, cablemodems, optic fiber
01:11.38alpha1-2oh ofc
01:12.14alpha1-2but that problem you both (with Jeff) said me that with the new design, won't be fixed, but will become worse
01:12.42alpha1-2I don't understand all the design neither, but I think that I have the idea
01:13.13alpha1-2latency in Kilometers of networks is something unfixable in some point
01:14.20alpha1-2but is something improvable if the speeds go up
01:15.47alpha1-2so, tbh, I really like the actual state, I repeat, IN GENERAL, I don't know all the details
01:16.26alpha1-2and I have played for 1 year very often, and I , as player, am very satisfied tbh :)
01:16.40blast007how many commercial games do you play?
01:17.18alpha1-2remember, I don't use windows anymore from years :)
01:17.23blast007;)
01:17.28alpha1-2for personal use I mean
01:17.40blast007granted, I've seen bad interfaces in commercial games as well
01:17.53blast007(more so in bad console ports to PC)
01:18.21alpha1-2but in the past, I calrify, that I have played commercial games, so I have the idea
01:18.29alpha1-2too
01:18.55alpha1-2linux here appeared around the 2000
01:19.18alpha1-2oh ok
01:20.38alpha1-2I remember I played some FPS when I was teen, for example: Duke Nuken, Doom a little, Quake, between others :)
01:20.56alpha1-2*Duke Nuken 3D*
01:21.14alpha1-2*teen or young*
01:21.40blast007http://www.linuxdevcenter.com/pub/a/linux/2003/11/20/bzflag.html  see the "An Ever-Evolving Network" section
01:21.58blast007it had used a hybrid client-server/peer-to-peer system
01:22.03alpha1-2I loved the games magazines that had a CD with a lot of propietary demos !
01:23.20alpha1-2nice link
01:23.34alpha1-2wow 2003!
01:23.57blast007interesting article overall
01:24.22alpha1-2yes ofc
01:25.04alpha1-2i said 2003 because it is important too, it is just in the middle... when it was rewrtitten to C++?
01:25.37blast007I think that was before it was open-sourced
01:25.39alpha1-2(I am writing with my notebook kb, so I don't make typos :)
01:26.01blast007http://wiki.bzflag.org/Project_History
01:26.15alpha1-2but what year more or less?
01:26.35blast007no idea
01:26.38alpha1-2ok
01:26.55blast007find out when "SGI's third IndiZone contest" was ;)
01:26.57alpha1-2well, according to the article, it was before 2003 at least
01:27.29alpha1-2wait I am reading still the network issue
01:27.44blast007seems it was around 1994:  "battalion was a game written in 1994 on my Silicon Graphics Indy in GL for the IndiZone 3 contest as a way for me to unwind after completing my PhD"
01:28.12alpha1-2"the client-server model " is good
01:28.18blast007http://evlweb.eecs.uic.edu/aej/AndyBattalion.html
01:29.00alpha1-2Interesting:
01:29.02alpha1-2This split client-server/peer-to-peer model had to be abandoned, because the peer-to-peer data used multicasting, and the present-day Internet doesn't have the infrastructure to support this just yet. "That's a shame," says Schoeneman, "since it greatly reduces the required bandwidth."
01:31.40alpha1-2Schoedeman is the original author right?
01:31.56alpha1-2Schoeneman*
01:32.29alpha1-2the last thing in net section :
01:32.32alpha1-2"BZFlag was designed for a trusted LAN environment. Playing over the Internet is quite different and cheating has always plagued the game. Much effort has been spent lately to do server-side cheat protection, and we have made significant headway," says Schoeneman. "We plan to do some larger protocol changes soon that will break the long-standing backwards compatibility. The primary reason for those changes is to reduce cheating."
01:33.01blast007hehehehe.....
01:33.05alpha1-2so cheating seems to be the first problem then?
01:33.14blast007it's still an issue, yes
01:33.35alpha1-2what was funny? :)
01:33.39alpha1-2the name mistake?
01:34.32blast007the "soon" :)
01:34.51alpha1-2oh
01:35.15alpha1-2you talk of the 94 but I asked about the migration to C++...
01:35.16blast007there have been some improvements, but only for the most blatenly obvious stuff
01:35.30blast007yeah, that's around the time when it was probably migrated to C++
01:35.33alpha1-2well, he had good intentions :)
01:36.00blast007since our wiki page had said it was converted to C++ for the third SGI Indizone contest
01:36.19blast007and that other guy wrote a program in 1994 for the third SGI IndiZone contest... so....
01:37.28alpha1-2oh ok
01:37.37alpha1-2so , almost from the beggining
01:37.39blast007and to give you an idea of the kinds of cheats that used to be possible... you could send the server a message and say that someone else fired a bullet
01:37.54blast007so you cold make someone fire shockwaves on all of their teammates :P
01:38.18alpha1-2he he
01:38.24alpha1-2cool :)
01:38.43alpha1-2ok, so the clients have the power to say what happen in the fileds
01:38.51alpha1-2fields*
01:38.56blast007they had more power at the time, yes
01:39.06blast007but it's still a very client-focused system
01:39.23alpha1-2I don't disagree at all though
01:39.40alpha1-2i believe in delegation of taks
01:39.47alpha1-2tasks
01:40.52alpha1-2I have learned about server-client model and they told me that the most common usage is delegating task, not dumb clients
01:41.17alpha1-2not in file servers or in database server though
01:41.23alpha1-2ofc
01:42.14alpha1-2well, I think that cheater problem is mostly controlled nowadays by the admins/cops and by the other players
01:42.19blast007we currently have a dumb server
01:43.03alpha1-2dumb server I didn't heard ever :).... what I see here are smart clients, that is the important thing, delegating tasks
01:43.17alpha1-2hear it*
01:43.43alpha1-2and the server is few loaded that is good
01:43.56blast007loaded?
01:44.07alpha1-2as "overloaded"?
01:44.15blast007why would it be overloaded?
01:44.16alpha1-2the opposite
01:44.35blast007you do realize that on the client, most of the processing time is spent doing graphics, right?
01:44.41alpha1-2how do u say, less loaded
01:44.42alpha1-2?
01:44.49alpha1-2or few loaded
01:45.04alpha1-2in opposition to a high loaded
01:45.43blast007people seem to always think that if we had a smart server (a.k.a. authoritative server) that it would suddenly need a lot of resources
01:45.47blast007but that's just not true
01:52.06alpha1-2I remember talking with you both about this issue time ago, and you said that you could use a calculation system for make the graphics (part in server and part in client) right?
01:53.44alpha1-2te people think that because you can to project yourself... today you can have 10 clients, but tomorrow you can have 100 or 1000
01:53.56alpha1-2*you have to project*
01:54.37alpha1-2then the easier way to see it is with delegation of tasks,  not 1 brain that does all the job
01:54.52blast007I've had 30 players on a server at once
01:55.05blast007I've had a server with maybe 20 players and 60 observers
01:55.16blast007the list went off the screen
01:55.37alpha1-2ok, but the screen issue is *other* problem
01:55.40blast007;)
01:55.49alpha1-2you can do an scroll feature and done
01:55.51blast007just saying, even with all that, the CPU load wasn't all that much
01:55.56blast007on the server end, I mean
01:56.07blast007the CPU is the least of the concern right now
01:56.20alpha1-2we are saying the same
01:56.30blast007so my point is that we have a lot of headroom to work with to make the server smarter
01:56.48alpha1-2I asked you abobut the word, I think that is "lowloaded" in opposite to "highloaded" or "overloaded"
01:56.58blast007the server could do all the gameplay logic checks that the clients do
01:57.32alpha1-2and if you put all the work in the server (or majority of it) then the server can be overloaded in some time
01:57.42alpha1-2imagine this
01:58.04alpha1-2I remember that Jeff said me at Internet, but i say now in a LAN
01:58.25blast007I don't see it getting overloaded...
01:58.26alpha1-2I install a server (not very powoerful)
01:58.42alpha1-2and I have a LAN with 100 pcs
01:58.59alpha1-2what would be the result with both systems?
01:59.05blast007about the same ;)
01:59.16blast007maybe 10% instead of 7% usage
01:59.30alpha1-2in the server?
01:59.33blast007yeah
01:59.51blast007a bit part of the CPU time will probably be shuffling the network data around
02:00.04alpha1-2the server would do the half of the drawing system as Jeff said me?
02:00.20blast007no
02:00.31blast007it would not be doing anything with OpenGL
02:00.48alpha1-2the calculations I mean
02:00.53alpha1-2the half of them
02:01.00blast007no, it would do all the calculations
02:01.08blast007and the client would also do calculations
02:01.09alpha1-2the other half the clients would do a projection, right?
02:01.36blast007it's not a half and half situation
02:01.44blast007they would both do calculations
02:01.57blast007the client would do calculations to keep the gameplay looking as smooth as possible
02:01.58alpha1-2but they have to interact in some point too
02:02.15blast007the server would do calculations about how the game should actually be, and would correct the clients if they differ
02:02.25blast007deaths would be calculated on the server
02:02.58blast007people with high lag would have issues
02:03.08alpha1-2ok, doing an aproximation, today what CPU porcentage uses for gameplay calculation? almost nothing right?
02:03.25blast007yeah, pretty much nothing for gameplay calculation
02:03.38alpha1-2in the futur what amount per client?
02:03.45alpha1-2%
02:03.48blast007somewhere from X to Y
02:03.49blast007:P
02:03.57blast007that's an impossible question to answer
02:04.14alpha1-2proximation? you said from 7 to 10%
02:04.22blast007was just throwing numbers around :P
02:04.36alpha1-2well, 1% per client?
02:04.47blast00787% of statistics are made up on the spot (<-- including this)
02:05.01blast007fromwhere from 0 to 100% per client
02:05.10alpha1-2let's imagine
02:05.46alpha1-2because if you have 1% per client, then your server will handle until 100 clients, not more
02:06.11blast007maybe, maybe not
02:06.11alpha1-2but we need to project ourselfes
02:06.28alpha1-2if I would want to have a bigger LAN with 200 or 500?
02:06.31blast007it's not as clear cut are you're trying to make it
02:07.00alpha1-2apart of the network pacakges amount, that would be other issue to analizing
02:07.15blast007threading parts of the code can help as well
02:07.18alpha1-2yes it is lineal calculation
02:07.22blast007spread the load across CPU cores
02:07.34blast007(or just make it so that some stuff isn't waiting on other things)
02:07.39alpha1-2you dont have thread nowadays
02:07.44blast007?
02:08.06alpha1-2Jeff said that bzfs dont have thread, concurrence
02:08.12blast007right, currently
02:08.27blast007so does that mean we never can?  no, of course not
02:08.35alpha1-2ok, sure
02:08.35blast007so that argument is silly
02:09.02alpha1-2but all depends *again* of your server capability, not the delegating in 100 clients about the tasks
02:09.46alpha1-2all what I try to say, it is about logic, about division of the work
02:10.01blast007but why would this not allow a smarter server?
02:10.04alpha1-2maybe I am missing something too, idk
02:10.24blast007like was mentioned, a larger percentage of the time is probably spent on stuff like networking
02:10.43blast007guess what we can do with a smarter server?  optimize networking
02:10.49alpha1-2but think *first* in a LAN, after in a WAN
02:10.59blast007we don't need to send updates about a player with ST to someone that can't see that tank
02:11.05alpha1-2if I have a LAN, then not much latency
02:11.14blast007we don't need to send as many updates to a player about a player that is far away
02:11.34blast007no, you should think first in the WAN
02:11.44blast007thinking first in the LAN is what got us into trouble ;)
02:12.03alpha1-2think if I want to run the server locally
02:12.14alpha1-2in a cyber
02:12.22blast007so?
02:12.29alpha1-2that is a simple model
02:12.35blast007if you design it to cope with the WAN, then it should work great in a LAN
02:12.53blast007if you design it for the LAN, it will have issues with the WAN
02:12.59alpha1-2no if I dont have a powerful server?
02:13.13blast007what does that have to do with LAN vs WAN??
02:13.32*** part/#bzflag-chat BulletCatcher (~bc@bzflag/developer/BulletCatcher)
02:13.38blast007I've run bzfs from a handheld computer
02:13.43alpha1-2if you scale something, then you have to up each component, can you see it?
02:13.58blast007https://en.wikipedia.org/wiki/Nokia_N800
02:14.04blast007^ that ran bzfs
02:14.16alpha1-2the server, the routers, the wires, the technology, etc
02:14.29blast007with ease (the main issue was networking, which could have probably been solved by adjusting power management settings)
02:14.45blast007no, I don't see it
02:15.04blast007you realize that the WAN generally has *less* right? ;)
02:15.23blast007your cheap dedicated server probably has less horsepower than a typical desktop system
02:15.40blast007your WAN connection probably only has a few mbps whereas your LAN has 100 or 1000
02:16.04blast007so why would you design it for something dozens of times faster when you want to run it on the slower technology too?
02:16.53alpha1-2you have talken of propietar games about the server side kind
02:17.05blast007what?
02:17.23alpha1-2and I think that they can have that sstem because they can have powerful servers
02:18.02alpha1-2the server side kind, you or Jeff said that is the used by Half Life iirc
02:18.30blast007I guess I'm not sure what you're talking about anymore
02:18.34blast007goes back to coding
02:23.34alpha1-2Ok, this is a little long conversation already, maybe we can continue in other moment, but this is what I was talking about
02:23.36alpha1-2[Mié 03 Jul 2013] [23:26:42]  * alpha1-2_away is still unconvinced of new methode...
02:23.37alpha1-2...
02:23.39alpha1-2[Mié 03 Jul 2013] [23:27:09] <JeffM>alpha1-2_away, it isn't new
02:23.40alpha1-2[Mié 03 Jul 2013] [23:27:16] <JeffM>it's an old concept that games have been using for years
02:23.42alpha1-2...
02:23.43alpha1-2[Mié 03 Jul 2013] [23:27:27] <JeffM>quake and half-life started it
02:23.45alpha1-2[Mié 03 Jul 2013] [23:27:31] <JeffM>even doom did it
02:23.46alpha1-2blast007
02:54.07*** join/#bzflag-chat BulletCatcher (~bc@bzflag/developer/BulletCatcher)
20:41.19*** join/#bzflag-chat spldart (~James@c-76-30-94-74.hsd1.tx.comcast.net)
20:41.19*** join/#bzflag-chat spldart (~James@bzflag/contributor/spldart)
23:26.48*** join/#bzflag-chat spldart (~James@bzflag/contributor/spldart)

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