Zehra | For those who have used "BZAdmin" for logging, feedback is welcomed on "BZMinLogger". | 00:08 |
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Zehra | (Currently many of features are not implemented, as it is a WIP.) | 00:08 |
blast007 | needs a license | 00:09 |
Zehra | CC0 | 00:14 |
Zehra | (Since "public domain" is not considered one in many countries.) :) | 00:15 |
blast007 | thanks | 00:15 |
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Zehra | Question with regards to "bz_eRawChatMessageEvent", the "message" section of the event is listed as "The filtered final text of the message.".... | 02:41 |
Zehra | While the event specifies as being "called before any filtering is done.", which would lead to contradictory status. | 02:42 |
Zehra | So, it would either be "unfiltered" for "raw" or the "raw" status is misleading. | 02:42 |
BZNotify | master @ bzflag.org: allejo pushed 1 commit (https://git.io/JJAMM): | 02:59 |
BZNotify | master @ bzflag.org: allejo 86ed34: Correct bz_eRawChatMessageEvent::message doc (https://git.io/JJAMD) | 02:59 |
allejo | ) | 02:59 |
Zehra | Thanks allejo. | 03:00 |
allejo | :) | 03:03 |
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Agatha | Question: in the past, we could move—or effectively move—bullets in plugins. (See e.g. the snake shot plugin.) However this does not seem to be possible anymore. Correct? | 14:45 |
allejo | it was never possible via the official API | 15:05 |
allejo | snake shot bypassed the API and did managed to move shots by using bzfs functions directly, which isn't officially supported | 15:05 |
blast007 | I can't imagine that work well anyway | 15:22 |
blast007 | worked* | 15:22 |
Agatha | The version I'm looking at seems to have only included bzfsAPI.h. It looks like it keeps track of bullet ids and used bz_fireWorldWep to overwrite their parameters. AFAICT, anyway. | 15:24 |
blast007 | which version of BZFlag was that for? | 15:25 |
Agatha | Seems to be from June 2012. https://forums.bzflag.org/viewtopic.php?f=78&t=18066&p=163101#p163155 | 15:28 |
blast007 | I don't think you have control of the world weapon shot IDs anymore | 15:31 |
CaptainRoberts[m | The server can only change shots for everyone except the shooter. The most common method is to let the shooter shoot, send a raw endshot for that shot, don't send it to the other players then create a server shot where you want it and do your own manual score adjustments when it hits. | 15:32 |
CaptainRoberts[m | it's a huge pain and doesn't work well | 15:32 |
Agatha | blast: that was my conclusion also. I tried to find it in the source, and it looks like various parameters relevant to that are explicitly ignored, so I don't think it's possible anymore. | 15:34 |
Agatha | Roberts: as it happens, I am also interested in doing that too. I couldn't figure out how to remove shots, though. Can you elaborate on "send a raw endshot" please? | 15:35 |
CaptainRoberts[m | There were problems with the world shot IDs, and yes there were ignored. It wasn't fixed until a version that isn't released. | 15:36 |
Agatha | Or better, I suppose, a reference I can study? | 15:36 |
CaptainRoberts[m | You have to bypass the API and send a raw network message. It's not officially supported and a huge hack. The API would have to be extended to do it right. | 15:37 |
blast007 | Agatha: what you're working on would best be done as a fork of the game with the flag implemented in the client, not as a hackish server-side plugin. | 15:37 |
CaptainRoberts[m | BZFlag is not really designed to do that kind of server side manipulation, at least not with the release versions. | 15:38 |
CaptainRoberts[m | yeah, you are going to run into many walls in the 2.4.x codebase | 15:38 |
blast007 | this is really something that should have client-side logic | 15:38 |
CaptainRoberts[m | yes | 15:38 |
blast007 | same for the glider flag | 15:39 |
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CaptainRoberts[m | Yeah, there is no concept of per tank physical attributes in the current code. Only some things can be modified by handicap. Gravity is not one of those. | 15:39 |
CaptainRoberts[m | really bzdb should be replaced. | 15:40 |
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allejo | yea, since 2.4.14, bzfs is the authority with IDs for server-side shots; https://github.com/BZFlag-Dev/bzflag/pull/99 | 15:43 |
Agatha | I *really* do not have the expertise to start messing with core bz code. I can barely even compile a plugin. And from a practical standpoint, I'd rather not insist people download some off-main version of the game, nor cause fragmentation of the community by actually succeeding at that. I can see why it might be better to make bz itself do these | 15:45 |
Agatha | things, but I think a hacky plugin is a better (partial) solution unless (until?) the API is expanded. | 15:45 |
Agatha | (I've given up on the glider flag for now, by the way. At the moment, I'm thinking about some kind of wacky weapons plugin. Snake shot would be a good example of the kind of thing I want to do, though I'm not remaking that one per se.) | 15:47 |
blast007 | can't do it either, though | 15:48 |
Agatha | So . . . what I'm getting here is something like, moving shots or terminating them prematurely in a plugin is possible, but tricky. You have to do manual network stuff in the plugin. And physics stuff like gravity is flat out impossible without modifying core bz code. ? | 16:09 |
CaptainRoberts[m | only GM can be updated after it's fired | 16:14 |
CaptainRoberts[m | but it'll fight with the shooter's commands | 16:15 |
CaptainRoberts[m | parts of the 2.6 API were more in line with what you are trying to do. | 16:17 |
Agatha | Next question: is there a raycast thing? Basically, something that returns the first world position hit by a laser. This must exist in the core bz; how should I access it in a plugin? | 16:24 |
CaptainRoberts[m | not on the server | 16:24 |
CaptainRoberts[m | that code is in the "ShotStrat" section of the client | 16:25 |
CaptainRoberts[m | the only real collision detection the server can do is drop a tank into the world for a spawn. | 16:25 |
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