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SpringTank | anyone remember that one CTF map from over a decade ago that was two airports with runways faceing each other and you had to jump across to get to the other side? | 12:17 |
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SpringTank | but you had to use the runways to jump across | 12:17 |
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BZNotify | master @ bzflag-dependencies: blast007 pushed 2 commits (https://git.io/JcGVA): | 13:50 |
BZNotify | master @ bzflag-dependencies: blast007 7a6cc5: Copy the output files to a dependencies subfolder on Windows. (https://git.io/JcGVx) | 13:50 |
BZNotify | master @ bzflag-dependencies: blast007 b7aeb6: Fix 64-bit builds of the dependencies on Windows. (https://git.io/JcGVp) | 13:50 |
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BZNotify | master @ bzflag: blast007 pushed 5 commits (https://git.io/JcG1b): | 14:38 |
BZNotify | master @ bzflag: blast007 114a24: Automatically copy the VC redist for NSIS. (https://git.io/JcG1N) | 14:38 |
BZNotify | master @ bzflag: blast007 ce8d37: Fix a linker error when building for 64-bit Windows. (https://git.io/JcG1x) | 14:38 |
BZNotify | master @ bzflag: blast007 4110ba: NSIS: Fix a URL, update the estimated size, and build a Unicode installer (https://git.io/JcG1p) | 14:38 |
BZNotify | master @ bzflag: blast007 049ace: Update the VC Windows target to 10.0.17763.0 (https://git.io/JcG1h) | 14:38 |
BZNotify | master @ bzflag: blast007 f270af: Fix a filename in the VC geometry project. (https://git.io/JcG1j) | 14:38 |
BZNotify | master @ bzflag: blast007 pushed 1 commit (https://git.io/JcGDL): | 14:45 |
BZNotify | master @ bzflag: blast007 8b5f0f: Put glm back into the Linux dependencies after a merge error removed it. (https://git.io/JcGDt) | 14:45 |
the_map | SpringTank: maybe? I've also seen a similar one around, but with two giant tanks and players can be launched from the turret barrels | 15:14 |
Agatha | That's Two Tanks. There are a lot of "jump to the other side"-type maps. Nevertheless, I think I actually do remember the particular map SpringTank is thinking of. | 15:37 |
allejo | SpringTank: Marijima Airfield or something like that? | 16:33 |
SpringTank | I think allejo got it right. Maybe... Anyone have a copy they can throw on a server? Shoot ill host it if you want. | 17:12 |
allejo | I actually have it. i thought i was hosting it but i guess not | 17:20 |
SpringTank | I wonder if it's the one I'm thinking of. | 17:23 |
SpringTank | let me know if you get it up | 17:23 |
allejo | bzflag.allejo.io 5149 | 17:29 |
SpringTank | cool | 17:52 |
SpringTank | yep, that's the one! | 17:53 |
allejo | :) | 17:55 |
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Gollum | Afternoon | 17:56 |
* allejo waves | 17:57 | |
Agatha | I tried it out a bit; not sure the params are right (e.g. IDR how to get to mid). Haven't been on that one in maybe a literal decade. Also there was a similar map I think maybe eti (?) was working on much more recently, but much smaller. | 17:57 |
Gollum | what map? | 17:58 |
allejo | Marijima Airfields | 18:00 |
allejo | I think you had to get there with Wings only | 18:00 |
Gollum | I never heard of it haha | 18:01 |
allejo | i just put it up this morning | 18:10 |
Gollum | well why didnt u say so.... IMMA GO | 18:30 |
SpringTank | i got to mid with WG, but I don't know what flag it is and couldn't get it | 18:41 |
Agatha | Jump 70–75% (yes, this means you need to jump facing backward), then rotodrop down and clip backward through the fence. The flags there are SW, GM, and G. I suppose you could attack anyone else who came to your island, but other than that, it is useless. I assume it's just a repository for flags the /give to people. | 18:55 |
SpringTank | needs my RTD plugin >:D | 20:03 |
blast007 | https://github.com/BZFlag-Dev/bzflag/blob/master/src/ogl/OpenGLGState.cxx#L1228 https://github.com/BZFlag-Dev/bzflag/blob/master/src/ogl/OpenGLTexture.cxx#L179 Anyone know why this is done and if it still needed? And if it's still needed, is the fix for "pointer truncation from 'GLubyte *' to 'unsigned long'" to just change unsigned long to intptr_t? | 21:37 |
blast007 | It's real old code. | 21:38 |
blast007 | 22+ years old :) | 21:39 |
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DTRemenak | blast007: looks like it's trying to guarantee word alignment. default GL packing alignment is 4-byte word, so that makes sense. changing to intptr_t is almost certainly correct. | 22:48 |
BulletCatcher | uintptr_t is proabably better. | 22:50 |
BulletCatcher | (better than my spelling) | 22:50 |
DTRemenak | probably more expressive, yeah. it's only manipulating the low bytes, though. | 22:50 |
DTRemenak | *bits | 22:50 |
DTRemenak | or you could use a storage-type specifier on the variable itself. __align(4) for gcc/clang, or __declspec(align(4)) for msvc. | 22:51 |
DTRemenak | then you wouldn't have to mess with the pointer | 22:52 |
DTRemenak | ooh, actually we have a standard for that now, don't even need an extension. alignas(4) | 22:55 |
BulletCatcher | Yup. All C++11 compilers (which we require) should support the "alignas" specifier. | 22:56 |
Agatha | GLubyte* aligned = (GLubyte*)(new uint32_t[height*width]); | 22:57 |
Agatha | delete[] (uint32_t*)(aligned); | 22:58 |
Agatha | (And then you don't need the unaligned) | 23:03 |
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