Zehra | Currently is the game client limited to only loading ".jpg"/".jpeg" and ".png" files for textures? | 00:09 |
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blast007 | only PNG | 00:09 |
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Zehra | Any chance of additional file formats being supported? As I would like to possibly see ".gif" files being supported for ease of animation use. | 00:13 |
blast007 | oh god, no gif plz | 00:14 |
blast007 | you don't need gif to animate sprites.. people already do that | 00:14 |
blast007 | heck, our menu icon can support that already. just replace it with an texture that's, say, 64 x 512, with each "frame" being a 64x64 chunk of that image | 00:15 |
blast007 | it will cycle through the frames | 00:15 |
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blast007 | there's some way to do that with map objects as well | 00:16 |
Zehra | I'm aware of this. Hence the part of "ease of animation use" being part of the above. | 00:17 |
blast007 | write a tool to do it then | 00:18 |
blast007 | gif is trash | 00:18 |
blast007 | you do realize that GIF only supports 256 colors, right? | 00:19 |
blast007 | also doesn't support alpha transparency | 00:19 |
blast007 | alpha channel* | 00:19 |
Zehra | Probably a bad idea then, but even so, it could offer some possibilities: https://upload.wikimedia.org/wikipedia/commons/2/2c/Rotating_earth_%28large%29.gif | 00:22 |
blast007 | you can see the banding in that example | 00:23 |
Zehra | Some tricks can be done to minimize that though: https://upload.wikimedia.org/wikipedia/commons/a/aa/SmallFullColourGIF.gif, although APNG would be better: https://upload.wikimedia.org/wikipedia/commons/1/14/Animated_PNG_example_bouncing_beach_ball.png | 00:25 |
Zehra | (I should have asked if the above may be possible supported vs the gif format.) | 00:30 |
blast007 | full color GIF uses multiple frames overlaid. at that point you're just abusing retaining previous frames to get higher color count out of a GIF, not for animation. | 00:32 |
Zehra | Makes sense. (Please disregard the suggestion of adding gif support to the game client.) | 00:38 |
blast007 | Zehra: what is your thought process behind the client-side API? are you thinking that integrating a client-side scripting language and hooking it into a bunch of stuff is easier than us just adding customization options? | 01:22 |
blast007 | your example, "Servers could be custom sorted by ping or by general location." for instance.. if we go through the trouble of adding a ping to each server on the list and geographic locations, why wouldn't we just add a better server list UI with sorting? | 01:25 |
blast007 | I'm unclear what problem you're attepting to solve with this | 01:26 |
Zehra | It is less of trying to solve a problem, but more of trying to provide another option... | 01:30 |
Zehra | For example, lets one wishes to be notified if a server goes online, they could have it. | 01:31 |
Zehra | Maybe even simple stats or data could be pulled or updated? | 01:31 |
blast007 | it feels like a solution in search of a problem | 01:32 |
Zehra | Like maybe there could be a way of hooking up features, like maybe a key or something to the client? | 01:33 |
Zehra | So it can interact with the server or something? | 01:34 |
Zehra | Quick keys provide some use in terms of simplifying tasks which have some constant. | 01:35 |
blast007 | it doesn't sound like you have a clear idea of what this would even do | 01:36 |
blast007 | you also don't just magically add a client-side API | 01:37 |
blast007 | and even if someone adds it, then we have to maintain it | 01:38 |
Zehra | I think I remember what I might have been thinking of... | 01:39 |
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Zehra | Previously I did make several client modifications, although I would have to update them to the next client version. | 01:40 |
Zehra | The modifications could then have been instead using a client side API and it would have been alright. | 01:41 |
blast007 | what kind of modifications? | 01:41 |
Zehra | I sort of tried to get "autohunt" features added to the client. So autohunt CL if holding laser or hunt GM if holding ST or something like that. | 01:43 |
Zehra | I might have tried to do something with automating or otherwise easing the part of doing several client side commands. | 01:45 |
blast007 | from my perspective, that's a questionable modification | 01:45 |
Zehra | I would say so, but the part of others having previously done so or at least providing a feature which would allow one to do so was part of the reason I still worked on the concept a bit. | 01:47 |
macsforme | rico path :P | 01:47 |
* Zehra looks for trepan's autohunt patch | 01:48 | |
Zehra | I also thought of being able to perhaps even sort out messages from the console as well, since most of the time, flag grabs and drops don't really matter that much. | 01:49 |
macsforme | are there other games that have a scriptable client, and what are they used for? | 01:50 |
blast007 | WoW, I think | 01:50 |
blast007 | https://wowwiki.fandom.com/wiki/Lua | 01:51 |
Zehra | I've heard of Minecraft possibly having a scriptable interface. | 01:51 |
Zehra | Maybe not in Lua, but I think it was Java. | 01:52 |
blast007 | minecraft is written in java | 01:52 |
blast007 | java is not a scripting language :) | 01:52 |
Zehra | "Java, write once, run away!" | 02:01 |
blast007 | anywhere* | 02:02 |
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Flash | write once, debug everywhere | 04:45 |
allejo | write never, debug nowhere | 04:46 |
Flash | debug nowhere is how most software is written, regardless of the language :) | 04:50 |
allejo | hehe | 04:51 |
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BZNotify | bzflag.org: The-Noah opened pull request #26 "Add some admin related documentation for API functions" (https://git.io/fjZjX) | 23:45 |
BZNotify | bzflag.org: The-Noah review_requested pull request #26 | 23:45 |
BZNotify | bzflag.org: The-Noah review_requested pull request #26 | 23:45 |
BZNotify | bzflag.org: The-Noah review_requested pull request #26 | 23:45 |
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