IRC logs of Freenode #BZFlag for Thursday, 2020-09-10

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BZNotifybzflag: Zehra opened pull request #262 "updated readme to reflect current plugin" (https://git.io/JUCTp)01:10
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ZehraJust to double check, placing -f flagAbbr should prevent a flag from appearing, right?04:06
Zehraf+ good{num} also placed, but flag specified not to appear, still appears?04:07
Zehrabzfs -passwd abc -set _worldSize 200 +f MQ{5} +f US{5} +f CD{5} -g +r -d -c -f G  +f good{9}04:08
ZehraAbove is for testing and "CD" is custom flag.04:09
ZehraNvm.04:13
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blast007tupone: when I join rats nest with a stock client, I get about 350 FPS at 2560x1440 just sitting in the middle at the initial 'right click to spawn' screen09:13
blast007with the GL1.5 client, I get 2 FPS there and the radar is all broken09:13
blast007guess I was comparing observer mode to normal mode.  When I do normal mode with the stock client, I'm getting more like 400 FPS at the center09:15
blast007actually, let me tweak the config path for the GL1.5 since I think it resets some settings when I switch back and forth09:16
blast007what radar style is used with the 1.5 client cuz it's definitely different from enhanced09:30
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blast007rats nest is the only map where I saw the radar glitch and the super low FPS so far09:40
blast007and it was only the first join09:40
blast007seeing if it happens on linux with intel graphics too09:40
blast007generally, I did get a higher FPS though09:41
blast007I did these tests on rats nest in observer mode with default settings at 2560x1440 on a GTX 980 Ti.  I'll show stock vs GL1.5 FPS.  Center: 400 vs 550.  /roampos 90: 225 vs 202   /roampos -500 0 50 0 0: 310 vs 32009:43
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blast007on Windows, I had to add "#include <algorithm>" to QuadWallSceneNode.cxx and TriWallSceneNode.cxx and change 'ping = not ping' to 'ping = !ping' in RadarRenderer.cxx09:50
blast007on Debian 10, I had to add "#define GLM_ENABLE_EXPERIMENTAL" to BackgroundRenderer.cxx and FlagWarpSceneNode.cxx, before the inclusion of glm files.09:51
blast007the radar glitch does happen for me on Linux + Intel, but without the high FPS drop09:53
blast007slightly different gitch with how it looked09:54
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tuponewhat is rats? when i will go home i will check on it12:25
blast007Rats Nest12:28
blast007probably one of the heaviest maps we have right now12:29
blast007to reproduce the radar issue, start the client, and join directly to that map as a player, but don't spawn in12:29
blast007once you spawn in, it works fine, or if you join as observer, it's fine12:30
blast007I believe if you rejoin it's also okay12:30
blast007observer might show the glitched radar for a split second, but then draws correctly aftewards12:30
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blast007when joining as a player, I also saw some flash of red glitching near the top of the screen for a split second.  I'll see if I can capture any of that in a display capture tonight.12:31
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tuponeblast007: I think I fixed the compiling issues. I was able to reproduce the radar issue and I'm bisecting it18:38
blast007ok18:39
tuponeI wonder what is the problem with 2FPS18:55
blast007it was only while the radar was glitching out19:02
blast007once I spawned and the radar starting working right, the FPS shot back up to what it shold be19:03
blast007should*19:03
blast007I'll see if NVIDIA Nsight lets me see what is happening19:03
blast007or not... seems that requires a GTX 10-series or better19:05
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tuponeRadar fixed19:44
blast007cool19:45
tuponeI go on rats from 90 to 12019:50
tupone90=2.4, 120=GL1.519:50
tuponethe problem with radar was that no walls where there. I fixed the test19:52
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